Submit your suggestions for Oriental Monsters supplement

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Submit your suggestions for Oriental Monsters supplement

Postby kipper » Thu Mar 28, 2013 7:53 am

After having just completed a supplement for Oriental Classes, my next goal will be Oriental Monsters.

I will likely be having a block of free time around mid-April, and I plan to use that time statting up.

So in the meantime, please feel free post here any monsters you'd like to see in an upcoming Oriental Monsters supplement, that way I'll have the list handy when it comes time to get to work.
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Re: Submit your suggestions for Oriental Monsters supplement

Postby kipper » Fri Mar 29, 2013 2:54 am

Awesome, thanks :D!
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Re: Submit your suggestions for Oriental Monsters supplement

Postby kipper » Sat Apr 13, 2013 6:00 pm

I'm going to start working on these on Monday, so last chance if anyone else wants to get any suggestions in!
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Re: Submit your suggestions for Oriental Monsters supplement

Postby Agrippa » Sat Apr 13, 2013 7:00 pm

I should give a link to the Obakemono Project home page too. There are of course monsters from Chinese and Korean Mythology as well.
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Re: Submit your suggestions for Oriental Monsters supplement

Postby kipper » Tue Apr 16, 2013 4:35 pm

Kama-itachi

Armour Class: 3
Hit Dice: 2*
Move: 360' (120')
Attacks: 1
Damage: 1-6 + special
No. Appearing: 1 (1)
Save As: Fighter: 2
Morale: 9
Treasure Type: Nil
Alignment: Chaotic

This monster has a form similar to a weasel with long razor-sharp sickle-shaped claws. It moves so quickly that in motion it creates a whirlwind-like ball of wind in a 5' radius, inside of which the creature rides invisibly. The force of the wind is so powerful that any creature caught within its radius must make a save vs Death Ray or be knocked down to the ground. The Kama-itachi may make attack rolls against all creatures within the ball of wind (one attack roll per victim). The wounds created by this creature do not bleed, so it is sometimes not until the creature has already passed that its victim realises he has been cut!
Last edited by kipper on Wed Apr 17, 2013 3:11 am, edited 2 times in total.
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Re: Submit your suggestions for Oriental Monsters supplement

Postby kipper » Tue Apr 16, 2013 5:06 pm

Shojo

Armour Class: 8
Hit Dice: 1-1
Move: 60' (20')
Swim: 120' (40')
Attacks: 1
Damage: 1-4
No. Appearing: 1-6 (6-60)
Save As: Normal Man
Morale: 6
Treasure Type: R (C)
Alignment: Neutral

Shojo are a race of short red-skinned humanoids with long red hair, resembling orangutans more than anything else. They primarily live in the ocean, but they can breathe both water and air and will often come up on land to acquire alcohol: drinking and dancing being their primary interests. When encountered, they are most often in a state of jolly inebriation and are generally harmless.
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Re: Submit your suggestions for Oriental Monsters supplement

Postby kipper » Tue Apr 16, 2013 6:19 pm

Yuki-onna

Armour Class: 4
Hit Dice: 6****
Move: 120' (40')
Attacks: 1 touch + special
Damage: 1-8 + energy drain
No. Appearing: 1 (1)
Save As: Fighter: 6
Morale: 12
Treasure Type: B
Alignment: Chaotic

A Yuki-onna is the spirit of a woman who has died in a snowstorm, reappearing on snowy nights to attack the living. She has white (almost transparent) skin, long black hair, and blue lips; she is often nude, or wears a white komono, in either case she blends into the snowy background so only her face and hair are first visible (surprises on a roll of 1-4 on 1d6). She has no feet and leaves no footprints. In addition to being immune to poison and mind-affecting spells (such as sleep, charm, and hold spells), she is also immune to all cold-based attacks.

Anyone looking into her eyes must save vs Spells or be affected as if by the 2nd level cleric spell hold person. Her touch is chillingly cold, and drains 1 level of experience or hit die from the victim in addition to the stated damage. She may breath out an icy breath up to 3 times per day, causing 4d6 points of cold damage to one victim (save vs Dragon Breath for half damage). Once per day she may transform herself into a cloud of snow, in this form she may not attack but may move at 180' (60') and is herself immune to all weapon attacks.
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Re: Submit your suggestions for Oriental Monsters supplement

Postby kipper » Tue Apr 16, 2013 7:54 pm

Oni

Armour Class: 5
Hit Dice: 4+1*
Move: 90' (30')
Fly: 120' (40')
Attacks: 1
Damage: 1d10 or weapon+3
No. Appearing: 1-4 (2-8)
Save As: Fighter: 4
Morale: 10
Treasure Type: E, V
Alignment: Chaotic

Oni vary in appearance, but are usually 8-10 feet tall humanoids with fangs, horns, claws, and long unkempt hair; often with an unusual number of eyes, fingers, or toes; occasionally with an animal head. Different oni may have different skin tones, but red or blue are most common. They most often wear a simple loincloth made of tiger skin and carry a large iron club (treat as a pole arm, 1d10 damage but may be wielded one-handed by oni). They are very strong (Strength score of 18), and may fly and become invisible at will.
Last edited by kipper on Wed Apr 17, 2013 3:11 am, edited 1 time in total.
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Re: Submit your suggestions for Oriental Monsters supplement

Postby kipper » Tue Apr 16, 2013 9:14 pm

Kappa

Armour Class: 5
Hit Dice: 1*
Move: 60' (20')
Swim: 120' (40')
Attacks: 1 bite
Damage: 1-4 + strength
No. Appearing: 1-6 (2-20)
Save As: Fighter: 1
Morale: 6
Treasure Type: B
Alignment: Neutral

Kappa are a race of small freshwater-dwelling humanoids, roughly the size of a human child. Their skin is bluish-green, scaly, and slippery, and they have webbed hands and feet. They have a tortoise-like shell on their back, a beak-like mouth, and a round cavity on top of their heads surrounded by long hair. They may breath air as well as water, but they must always keep the cavity on top of their head wet: if it empties they will become too weak to even move and will eventually die; thus they will often cover the cavity with a metal cap while above water. While there is water in the cavity on its head, kappa have a Strength score of 18 (gaining +3 "to hit" and +3 damage). Kappa have a strong fishy smell, and if threatened they will exude a noxious gas causing victims to save vs Poison or suffer a -2 penalty on "to hit" rolls while in hand-to-hand combat with the kappa.

Kappa are generally mischievous, often malicious (human innards are a favourite food), and sometimes benevolent. They are unfailingly polite and will never break their word once given. They are very boastful, and love wrestling and other tests of skill. It is said they also particular enjoy eating cucumbers.
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