Post by Jeff on Aug 15, 2006 12:32:26 GMT -5
This is my first monster idea based off of the game Disgaea: Hour of Darkness (PS2... you will play it and love it's comedic turn-based action... LOVE IT!). I did my best with my limited experience but I feel its lacking somewhere. The immunities I used were based on the Petitioner from Manual of the Planes update 3.5.
Here it goes
Prinny
Small Outsider
Hit Dice: 1d8+0
Initiative: +4
Speed: 20 feet
Armor Class: 14 (+1 size, +0 Dex, +3 studded leather), touch 11, flat-footed 13
Base Attack/Grapple: +0/-4
Attack: Dagger +0 melee (1d4/19-20) or light crossbow +0 (1d6/19-20)
Full Attack: Dagger +0 melee (1d4/19-20) or light crossbow +0 (1d6/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Explosion 2d6 +3 (damage type varies see below)
Special Qualities: Prinny Traits
Saves: Fort +1, Ref +1, Will +1
Abilities: Str 8, Dex 11, Con 11, Int 8, Wis 11, Cha 16
Skills: 8 ranks in Profession (any), and any other 6 skills
Feats: Improved Initiative
Environment: Any outer planes
Organization: Always in the presence of a more powerful outsider, or in prinny mobs (20-30)
Challenge Rating: 2 (thankyou Werdmath)
Treasure: None
Alignment: Usually neutral
Advancement: 5–8 HD (medium)
Level Adjustment: +1
Prinnies are penguin-like creatures found on all of the outer planes, but are virtually never seen on any of the inner planes. Prinnies vary in appearance depending on their home planes but are usually a shade of purple or blue and have small vestigial wings (other than their flippers) attached to their backs which vary in appearance depending on the home plane of the prinny: bat-like on evil aligned planes, bird-like on good aligned planes, and moth-like on neutral aligned planes. Prinnies are the “go-fers” and lackies of the universe and can be used in place of petitioners where desired. In times of war they are used as fillers, destractions, and (mostly on evil planes) ammunition.
COMBAT
Prinnies avoid combat whenever possible. When forced into a fight they wield whatever weaopon they have on hand with all their might.
Some prinnies make suicide runs and explode amongst the ranks of their enemies.
Explosion (Ex): Prinnies are an explosive lot, and any major jostling can set off a prinny’s explosion (falls, major nonlethal damage, critical hits, other prinny explosions, DM’s discretion). All creatures within 5’ of the exploding prinny take 2d6 plus the prinny’s charisma modifier of one damage type that the prinny is immune to (no save.) The prinny itself then drops immediately to -9 hitpoints and stabilizes there. There is always a 25% chance a prinny doesn’t explode. For every 5 HD a prinny has add another d6 damage.
Prinny Home Planes and Immunities:
Ysgard Fire or Acid
Limbo Fire or Cold
Pandemonium Electricity or Sonic
Abyss Electricity
Carceri Cold or Acid
Hades Cold or Fire
Gehenna Acid
Nine Hells Cold
Acheron Electricity or Sonic
Mechanus Fire or cold
Arcadia Sonic or Acid
Celestia Electricity
Bytopia Fire or Cold
Elysium electricity or Cold
Beastlands Electricity
Arborea Electricity
Outlands one of above
Prinny Traits (ex): Prinnies have the following racial traits
-- +4 charisma, +2 dexterity, -2 strength, -2 constitution
-- Small Size
- +1 AC bonus, +4 hide, -4 grapple
- 20’ base land speed
-- Outsider
- darkvision 60’
- One immunity based on home plane
-- Special Attack: Explosion (see above)
-- +4 Profession (any)
-- Automatic languages Common, one planar
-- Alignment: usually neutral
-- Favored class: Bard
Here it goes
Prinny
Small Outsider
Hit Dice: 1d8+0
Initiative: +4
Speed: 20 feet
Armor Class: 14 (+1 size, +0 Dex, +3 studded leather), touch 11, flat-footed 13
Base Attack/Grapple: +0/-4
Attack: Dagger +0 melee (1d4/19-20) or light crossbow +0 (1d6/19-20)
Full Attack: Dagger +0 melee (1d4/19-20) or light crossbow +0 (1d6/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Explosion 2d6 +3 (damage type varies see below)
Special Qualities: Prinny Traits
Saves: Fort +1, Ref +1, Will +1
Abilities: Str 8, Dex 11, Con 11, Int 8, Wis 11, Cha 16
Skills: 8 ranks in Profession (any), and any other 6 skills
Feats: Improved Initiative
Environment: Any outer planes
Organization: Always in the presence of a more powerful outsider, or in prinny mobs (20-30)
Challenge Rating: 2 (thankyou Werdmath)
Treasure: None
Alignment: Usually neutral
Advancement: 5–8 HD (medium)
Level Adjustment: +1
Prinnies are penguin-like creatures found on all of the outer planes, but are virtually never seen on any of the inner planes. Prinnies vary in appearance depending on their home planes but are usually a shade of purple or blue and have small vestigial wings (other than their flippers) attached to their backs which vary in appearance depending on the home plane of the prinny: bat-like on evil aligned planes, bird-like on good aligned planes, and moth-like on neutral aligned planes. Prinnies are the “go-fers” and lackies of the universe and can be used in place of petitioners where desired. In times of war they are used as fillers, destractions, and (mostly on evil planes) ammunition.
COMBAT
Prinnies avoid combat whenever possible. When forced into a fight they wield whatever weaopon they have on hand with all their might.
Some prinnies make suicide runs and explode amongst the ranks of their enemies.
Explosion (Ex): Prinnies are an explosive lot, and any major jostling can set off a prinny’s explosion (falls, major nonlethal damage, critical hits, other prinny explosions, DM’s discretion). All creatures within 5’ of the exploding prinny take 2d6 plus the prinny’s charisma modifier of one damage type that the prinny is immune to (no save.) The prinny itself then drops immediately to -9 hitpoints and stabilizes there. There is always a 25% chance a prinny doesn’t explode. For every 5 HD a prinny has add another d6 damage.
Prinny Home Planes and Immunities:
Ysgard Fire or Acid
Limbo Fire or Cold
Pandemonium Electricity or Sonic
Abyss Electricity
Carceri Cold or Acid
Hades Cold or Fire
Gehenna Acid
Nine Hells Cold
Acheron Electricity or Sonic
Mechanus Fire or cold
Arcadia Sonic or Acid
Celestia Electricity
Bytopia Fire or Cold
Elysium electricity or Cold
Beastlands Electricity
Arborea Electricity
Outlands one of above
Prinny Traits (ex): Prinnies have the following racial traits
-- +4 charisma, +2 dexterity, -2 strength, -2 constitution
-- Small Size
- +1 AC bonus, +4 hide, -4 grapple
- 20’ base land speed
-- Outsider
- darkvision 60’
- One immunity based on home plane
-- Special Attack: Explosion (see above)
-- +4 Profession (any)
-- Automatic languages Common, one planar
-- Alignment: usually neutral
-- Favored class: Bard