d20 Adamant Entertainment Monster Modifier.pdf

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Monster
Modifier
By Gareth-Michael Skarka
Introduction
“You see a lumbering, 9-foot-tall humanoid, lurching
towards you. It’s hunched over at the shoulders, it’s
arms nearly dragging the ground. Its rubbery skin is
the color of green moss, and it has tufts of greenish-
black hair....”
“It’s a Troll -- everybody break out your ire
attacks...”
How many times has this happened to you?
Monsters should give the players a thrilling
encounter, but it’s incredibly dificult to give a sense
of fear of the unknown, when your players have had
the usual assortment of monsters memorized for a
decade or more.
That’s where this product comes in.
Modifying Monsters
With a small bit of work, it is possible to modify any
creature. Take the basic stat block of any monster, and
then roll on the tables provided herein. In a sense, the
Monster Modiier creates a one-of-a-kind template which
is then immediately applied to a creature.
Some of the changes will increase a creature’s CR. If
the total CR increase is less than 1, there is no increase;
for values greater then 1, round up if the total is 50% or
more to the next highest CR. (A CR bonus of +0.9 equals
no change to CR, a CR bonus of 1.5 equals CR+2, and a
CR bonus of 1.25 equals CR+1).
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Scales : The creature is covered with scales, akin to a reptile. This
provides it with DR 3/-, in addition to any other DR.
To use the Monster Modiier:
CR Adjustment: +0.6
Step 1: Number of modiications
Roll 1d4+1 for the number of changes to the base
creature.
Armor Plates: The creature has extremely thick and heavy armor
plates, like a turtle. It gains DR 6/-, in addition to any existing
DR, but it loses 5’ of ground movement (Minimum ground
movement is 5’). If it lies, its maneuverability decreases by 1
step and its light speed is reduced by 10’. (Minimum light speed
is 5’)
Step 2: Determine modiication type
For each modiication, roll on the following table to
determine the type.
CR Adjustment: +0.75
d% Roll
Type
01-15
Skin Change
Acidic: The creature’s skin exudes a potent corrosive acid.
Any metal weapons which touch it take 2d4 points of damage,
ignoring hardness. Any unarmed attack against it results in the
attacker taking 2d4 points of acid damage if the attack roll would
hit the creature’s touch defense (even if it does not overcome the
total defense). If the creature is grappled, the grappling character
takes 2d6 points of acid damage for each round the acidic
creature is held.
16-30
Movement Change
31-40
Special Ability
41-55
Attack Change
56-70
Size Change
71-00
Cosmetic Change
Step 3: Determine speciic modiications
Roll on the appropriate sub-table to determine the
speciic modiication
CR Adjustment: +1
Sticky : The creature’s skin exudes a sap-like substance which
can hold weapons fast. If an attack would hit the creatures touch
defense (whether or not it does damage), the attacker must make
a Strength check (DC of 10 plus the creature’s hit dice plus
1/2 the creature’s Constitution bonus) to pull the weapon free.
Otherwise, it remains stuck to the creature’s hide. If the creature
is grappled or it grapples a character, a Strength check at the same
DC is required to break free or to end the grapple, in addition
to the normal grapple checks. Anyone who makes an unarmed
attack and is stuck is considered to be grappling the creature.
Skin Change
The outer surface of the creature is different from that of the base
creature.
Roll d% Result
01-05
Chameleon
06-20
Thick Fur
21-30
Slick
CR Adjustment: +0.75
31-45
Scales
46-60
Armor Plates
Elastic : The hide of the creature is extremely lexible and springy,
making it very dificult to cut. Slashing or Piercing weapons do
only half damage against it.
61-65
Acidic
66-70
Sticky
71-75
Elastic
CR Adjustment: +0.5
76-80
Padded
81-90
Luminescent
Padded : The creature has a thick layer of fat or muscle or the like
underneath its skin. This helps to cushion it against blows, so that
crushing weapons do only half damage against it.
91-95
Distorting
96-00
Roll twice
CR Adjustment: +0.5
Chameleon : The creature’s skin shifts in color in order to match
the background. It gains a +8 racial bonus to Hide checks,
and may hide even if there is no cover or if it is being directly
observed.
Luminescent : The creature’s skin glows brightly, and often
produces whorls and vortices of light when it is struck in combat.
Such brilliant lares make it dificult to hit, granting it a +2
natural bonus to defense. However, it suffers a -6 racial bonus to
Hide checks.
CR Adjustment: +0.25
Thick Fur : The creature is extremely hairy and well-protected
from the cold. This grants it DR 2/- (in addition to any existing
DR) and Elemental Resistance (Cold) of 5.
CR Adjustment: +0.25
Distorting : The skin of the creature has some truly exotic
properties that warp and refract light. The beast is not always
where it seems to be. All attacks against it suffer a 20% miss
chance.
CR Adjustment: +0.5
Slick: The creature’s skin exudes a slimy mucous which makes it
very dificult to grab or hold. All attempts to grapple the creature
suffer a -4 circumstance penalty.
CR Adjustment: +0.5
CR Adjustment: +0.1
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Movement Change
The creature either gains a new mode of movement or is much
faster in one of its old modes of movement.
Brachiating : This allows the creature to move very rapidly among
the treetops, by swinging on large arms, by jumping swiftly from
branch to branch, or otherwise using the foliage to propel itself.
The creature cannot use this ability if it is on the ground, though
it can make a DC 10 jump check to reach low-lying foliage as a
standard action and then take a move action through the trees.
Roll
Result
01-15
Flight
16-60
Ground
If the creature has no brachiating movement, it gains it at a base
of 20’ for Medium or smaller creatures, and 10 feet for Huge
or larger creatures, who must be more cautious as they leap
from branch to branch. If the creature already has brachiating
movement, its speed increases by 25% or 5’, whichever is greater.
61-80
Burrowing
81-85
Swimming
86-90
Brachiating
91-95
Teleporting
96-00
Speed
CR Adjustment: +0.25
Flight : If the creature could not ly, it now can. It gains a
light speed equal to 150% of its fastest other speed, with
maneuverability determined as follows:
Teleporting : This ability is a consequence of mutation, deliberate
modiication, or psionic power. The creature can move by
blinking from point to point, covering no ground. It can instantly
escape from any grapple. It teleports as a free action (though
it can take only one per turn) and can act immediately upon
completing the teleport. It is considered to lank any creature it
threatens in the round after teleporting, due to the suddenness of
its appearance. It cannot teleport into an occupied square or to
any location it cannot see.
Size
Maneuverability
Tiny or smaller
Good
Small
Average
Medium
Poor
Large or bigger
Clumsy
If the creature already has light, its speed increases by 25%
(round to the nearest 5 feet) or 10 feet, whichever is greater,
and its maneuverability increases by one step, to a maximum of
perfect.The means of light can be wings, gas bladders, psionic
levitation, or anything else which seems appropriate.
Base teleport distance is 50’. If this modiication is rolled again,
increase the base distance by 20’.
CR Adjustment: +1. (Remains +1 even if rolled multiple
times)
CR Adjustment: If the creature lacked light, +0.5; if it
Speed : An existing movement mode is increased by 25% or
10’, whichever is greater. The Game Master should pick an
appropriate movement mode.
already had light, +0.25.
Ground : If the creature has no ground movement, it gains it at
a base of 10 feet for Medium or smaller creatures, and 20 feet
for Huge or larger creatures. If the creature already has ground
movement, its ground speed increases by 25% or 10 feet,
whichever is greater.
CR Adjustment: +0.25
Special Ability
The creature either gains a new special ability or improves an
existing ablity in some manner.
CR Adjustment: +0.25
Burrowing : If the creature has no burrowing movement, it gains it
at a base of 10 feet for Medium or smaller creatures, and 20 feet
for Huge or larger creatures. If the creature already has burrowing
movement, its burrowing speed increases by 25% or 10 feet,
whichever is greater.
The Game Master should choose a special ability possessed by
some other creature (there are far too many choices to be able to
list them all here), or manifestly improve a special ability already
possessed by the creature.
Burrowing can be accomplished by hard ground-digging claws,
exuding an acid which dissolves the ground, psionically ‘phasing’
through the dirt, and so on. Burrowing creatures automatically
gain Tremorsense.
CR Adjustment: If the creature lacked burrowing, +0.25;
if it already had burrowing +0.1.
Swimming : If the creature has no swimming movement, it gains
it at a base of 30 feet for Medium or smaller creatures, and 40
feet for Huge or larger creatures. If the creature already has
swimming movement, its swimming speed increases by 25% or
10 feet. In addition, any creature which gains swimming gains the
[Aquatic] subtype.
CR Adjustment: 0
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Attack Change
The creature either gains a new attack mode or improves an
existing attack in some manner.
it’s claw attacks against more distant targets. The game master
should choose a natural attack which seems appropriate. The
reach is increased by 5’ over the creature’s normal reach, and an
additional 5’ each time this modiication is added.
CR Adjustment: +0.25
Roll
Result
01-15
Claws
Poison : One of the creature’s natural attacks (ideally, one which
does piercing or slashing damage) gains poison.
16-25
Bite
26-35
Slam
36-45
Gore
Roll on the table below to determine which attribute the poison
effects:
46-50
Sting
51-55
Tentacle
56-60
Reach
Roll
Attribute
61-80
Poison
1-3
Constitution
81-85
Paralysis
4-5
Dexterity
86-90
Penetrating
6-7
Strength
91-94
Fast
8
Intelligence
95-00
Wounding
9
Wisdom
10
Charisma
Claw, Bite, Slam, Gore, Sting, or Tentacle : If the creature lacks an
attack of this form, it gains one, with appropriate damage for its
size (CR Adjustment: +0.25). If the creature already has an attack
of this form, roll on the following table
Poison damage is based on creature size, as follows:
Size
Fortitude DC
Damage
Tiny
12
1
Roll Result
Small
12
1d2
Medium
13
1d3
1
The damage for this natural weapon increases
by one step, as if the creature’s size had
increased by one category: 1d2, 1d3, 1d4, 1d6,
1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
Large
14
1d4
Huge
18
1d6
A weapon or attack that deals 1d10 points of
damage increases as follows: 1d10, 2d8, 3d8,
4d8, 6d8, 8d8, 12d8.
Gargantuan
23
1d8
Colossal
33
1d10
CR Adjustment: +0.25
If this modiication occurs twice, either increase the Save DC by
2 or the damage by 1 step.
2
The threat range for the weapon doubles.
CR Adjustment: +0.25
CR Adjustment: +0.5
Paralysis : One of the creature’s natural attacks inlicts paralysis.
The Fortitude save is equal to 10+1/2 the creature’s hit dice +the
creature’s Constitution modiier. The target will be paralyzed for
2d4 rounds.
3
The critical multiplier for the weapon increases
by 1.
CR Adjustment: +0.25
CR Adjustment: +0.5
Fast : The creature gains the Improved Initiative feat.
4
The creature gains an extra instance of the
natural weapon (so it would have 2 x gore
instead of a single gore attack, for example).
Any rolls which increase the effectiveness of
the natural weapon increase all instances of it.
CR Adjustment: +0.25
CR Adjustment: +0.1
Wounding : The damage from one of the creature’s attacks causes
grievous wounding. It will bleed at 1 point per round unless a
Treat Injury (DC 10) check is made.
CR Adjustment: +0.25
Reach : Although the creature’s base size does not change, one
of its natural weapons becomes a reach weapon. This might
indicate that a creature has gained a giraffe-like neck, allowing it
to bite targets far away, or extremely long limbs so that it can use
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Size Change
The creature is signiicantly larger or smaller than the base
creature. Roll on the following table. Size cannot drop below
Fine or above Colossal.
Roll
Result
01-30
1 step larger
31-50
2 steps larger
51-70
3 steps larger
71-85
1 step smaller
86-95
2 steps smaller
96-00
3 steps smaller
Changing a creature’s size affects a creature’s ability scores,
DV, attack bonuses, and damage values as indicated on the tables
below. Repeat the adjustment if the creature moves up more than
one size. CR Adjustment: plus or minus 1 for each step.
Old Size
New Size
Str Dex Con
AC
Attack
Fine
Diminutive
Same -2 Same
Same
-4
Diminutive
Tiny
+2 -2 Same
-2
-2
Tiny
Small
+4 -2 Same
-1
-1
Small
Medium
+4 -2 +2
-1
-1
Medium
Large
+8 -2 +4
+1
-1
Large
Huge
+8 -2 +4
+2
-1
Huge
Gargantuan
+8 Same +4
+2
-2
Gargantuan
Colossal
+8 Same +4
+1
-4
Colossal
Gargantuan
-8 Same -4
-1
+4
Gargantuan
Huge
-8 Same -4
-2
+4
Huge
Large
-8 +2 -4
-2
+1
Large
Medium
-8 +2 -4
-1
+1
Medium
Small
-4 +2 -2
+1
+1
Small
Tiny
-4 +2 Same
+1
+1
Tiny
Diminutive
-2 +2 Same
+2
+2
Diminutive
Fine
Same +2 Same
Same
+4
Old Damage (each)
New Damage
1d2
1d3
1d3
1d4
1d4
1d6
1d6
1d8
1d8
2d6
1d10
2d8
2d6
3d6
2d8
3d8
Reverse the steps if creature is being reduced in size.
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