[C&C] Reconstructing Monster Types

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serleran
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[C&C] Reconstructing Monster Types

Post by serleran »

This is not official, but I do tend to follow these "rules" when working on new monsters, so, I figured, maybe others might like to see. Here goes (I hope the tables work):


Aberration: Aberrations have bizarre anatomy, strange abilities, an alien mindset, or any combination of the three. In addition, all aberrations have either deepvision or darkvision. It is not uncommon for an aberration to have spell resistance, or to possess numerous attacks, and attack routines. Aberrations can be of any size, and generally have d8 for hit dice. In general, aberrations are a catch-all category; anything which is not definitely a member of another type is an aberration.

Construct: A construct is an animated object or artificially constructed creature. They are immune to all effects which rely on a Constitution or Strength save, and will always possess some form of damage resistance and tend to have a high degree of spell immunity as well; as such, constructs always have Physical saves as Prime. Constructs are normally mindless, and are often humanoid, though exceptions do occur rarely. Hit dice is always d10, unless exceptional situations arise. Constructs are always neutral alignment.

Dragon: A dragon is a reptilian creature, usually winged, with magical or unusual abilities. Every dragon possesses a powerful breath weapon, and grows more powerful as it matures, developing additional abilities in the process. They are generally highly intelligent, and always have Physical and Mental saves as Prime. Dragons have d12 for hit dice, though there are a few exceptions. In addition, dragons always have spell resistance, increasing as they age, and are always immune to the damaging effects related to their breath weapon. Dragons grow in size, as based by the following table.

TABLE A: SIZE OF DRAGONS
Age of Dragon Size
I-IV Small
V-IX Medium
X-XII Large


Enchanted: Enchanted creatures are magical or supernatural variants of ordinary, real-world creatures, often based on myth and folklore. These creatures always have some sort of spell, or spell-like ability, and generally have multiple. Hit dice is based on the size of the creature. Additionally, enchanted creatures have darkvision, and will usually have twilightvision as well. This category is composed of several subtypes.

Fey: Fey are creatures with supernatural abilities and connections to natural forces and/or places. These creatures are often powerful spellcasters, and generally do not attain a size category larger than medium. The typical hit dice is d8. Several fey have spell resistance or spell immunity, and some have regeneration. Every fey has Mental saves as Prime.

Giant: Giants are large-sized humanoid creatures of great strength and bulk. By necessity, all giants are of large size, and have Physical saves as Prime. They generally have some minor magical abilities, progressively increasing in potency with hit dice; those with a low hit dice count are typically of a lesser intelligence, as well. Giants always have darkvision, and will most often use d8 for hit dice. All giants are adept at using very large weapons, and will deal great amounts of damage with a successful hit; in addition, they are skilled in the art of rock throwing and rock catching. Because of their enormous strength, giants add their hit dice to their damage dealt.

Magical Beast: Magical beasts are similar to beasts (detailed later) but can have intelligence of inferior or better. Magical beasts typically have supernatural or extraordinary powers. These creatures are generally of a small or medium size, though large varieties do exist, and will often have the scent ability, being prone to hunting. Magical beasts always possess a trait that heightens their sight. Hit dice fluctuates with size, but the general die type is d8. The powers of a magical beast vary greatly in function, but always serve to augment the creature’s ecological function.

Monstrous Humanoid: These are humanoid creatures with monstrous or animalistic features, occasionally possessing supernatural abilities. They are always medium size, and tend to have at least a modicum of intelligence. Because they are humanoids, these monsters, more than most others, are prone to having class abilities, and rely on manufactured weapons and armor. Monstrous humanoids typically have d8 for hit dice, and often have a visual enhancement, such as deepvision, and the scent quality.

Fiend: Fiends are like extraplanar creatures (see below), but they are of absolute evil, whose only purpose is to corrupt, torment, and oppose the forces of good. They always possess supernatural and magical abilities, and often have more than one physical appearance. Fiends always have darkvision and deepvision, and some form of damage resistance and immunities. They typically possess several spell-like abilities, making them terrible and great foes. Unlike most extraplanar creatures, fiends can be affected by the holy power of clerics, and they are turnable, albeit, generally at a great difficulty, due to having turn resistance. Hit dice are generally d8 or higher, despite size. Fiends are capable of affecting the forces of good, just as clerics are able to drive away undead, with the ability functioning the same as the turn undead class ability, save that fiends cannot destroy a victim of this attack; only divine casters of a Good alignment and paladins can be affected by this ability. For simplicity, the category of fiend encompasses, but is not limited to, those of a demonic and diabolic nature; that is, demons and devils, which are further delineated as below.

Demon: Demons are a hierarchical society of chaotic evil beings, ruled by more powerful aristocracy through might and ferocity, continually at war with each other. They are generally highly intelligent beings, and inhabit planes of ultimate evil and depravity. Demons are both conniving, and cruel, and cannot normally enter the mortal world without assistance, generally in the form of magical summoning, conjuration, or other ritual; powerful spells such as gate will also work. Any demon of considerable power, that is, those of Status V or greater, are effectively immortal, as its corporeal form is not its actual form; when such a being is killed, its disembodied spirit immediately retreats to its native domain, where it remains, in torment by more superior demons, for one full century, after which it is free to roam and be called forth again. However, a demon encountered, and slain, in its natural terrain, is actually killed, having no place to retreat. Every demon has the ability to plane shift as per the spell, though they may only enter the Astral Plane, Tarterus, Hades, and Pandemonium as noted above. Those titled demons, such as Princes, or Lords, may also enter the Ethereal Plane, of which they are fond. In addition, all demons possess damage reduction, based on their Status:

TABLE B: STANDARD DEMON DAMAGE REDUCTION
Status of Demon Damage Reduction
Status I-III -- or Silver [90% / 10%]
Status IV Silver or +1 [80% / 20%]
Status V +1 or +2 [70% / 30%]
Status VI +2 or +3 [60% / 40%]
Titled Demon +2 or +3 [50% / 50%]


Demons, regardless of Status, also possess resistance (half) to the following attack forms: cold, electricity, fire, and gas. They always have deepvision, and the spell-like abilities of darkness, teleport without error, and gate. Finally, demons are telepathic creatures, able to communicate with any intelligent creature that speaks a language.

Devil: Devils are a species of lawful evil creatures ruling and inhabiting the planes of Hell, known individually as Gehenna, Hades, and Acheron. They are hierarchical, with the most powerful taking the self-title of Archdevil; all lesser devils are in great fear of these, and serve them unwavering, though open discord is not unknown. Devils, in general, are more genteel than demons typically having attractive features, such as lithe humanoid bodies, and potent illusory powers, coupled with those of charm. They are, like all fiends, restrained in planar travel, being kept to their own realms and that of the Astral Plane, into which they rarely venture; devils of immense power are able to traverse the Ethereal Plane, though they rarely do. Any devil, whilst encountered on a plane other than its native, is immortal, immediately returning to its natural domain incorporeally when slain, with those lesser than that of Archdevil, being fearless in combat, and will fight until slain; Archdevils which are slain return to their plane, remaining there for a full decade, unable to leave by any natural or magical means. Devils, like demons, are always telepathic, able to communicate with any creature with a language, in addition to possessing the following traits.

TABLE C: STANDARD DEVIL DAMAGE REDUCTION
Rank of Devil Damage Reduction
Inferior --
Lesser Silver or +1 [70% / 30%]
Devil +1 or +2 [60% / 40%]
Greater +2 or +3 [50% / 50%]
Archdevil +2 or +3 [40% / 60%]

Devils, regardless of Rank, also possess resistance (half) to cold and gas, and full immunity to fire. They always have spell-like abilities of charm person, suggestion, teleport without error, know alignment, cause fear, animate dead, and gate. In addition, devils have the spellcasting abilities of the illusionist class.

Morphic: Morphic creatures are mutable, either lacking a genuine and true shape, or having the ability to take the form of another. These creatures are always immune to attacks which radically later the physical body, and generally have other immunities or resistance as well. Morphic monsters typically have hit dice based on size. There are two variants of morphic creatures, the ooze, and the shapechanger.

Ooze: An ooze is an amorphous or mutable creature. They are generally unintelligent, and always possess an acidic attack. Lacking visual organs, oozes are able to detect subtle vibrations in air and tremors on the ground, allowing them to perfectly pinpoint a creature within their "sight," even spoiling spells and abilities such as invisibility. Oozes typically have a climbing movement rate, and some will also possess a burrowing speed as well. They are immune to all effects which require a Constitution or Strength save; oozes always have Physical saves as Prime. Often, an ooze will have a low armor class; however, due to its general nature, oozes are prone to split and multiply, creating identical copies of itself each time it is struck. Oozes have d8 for hit dice, unless exceptional circumstances exist. Oozes are nearly always neutral in alignment.

Shapechanger: This type of creature has a stable body but can assume other forms. Generally, a shapechanger is some form of lycanthrope, alternating between a humanoid form and that of an animal; these creatures will also, normally, have a hybrid form, which is more potent than either of the previous, and will be susceptible to lunar phases and forced form assumption because of it. Other shapechangers are able to assume the shape of anything they wish, essentially having a permanent polymorph or shapechange spell in effect. However, any shapechanger which can assume humanoid form will often have class abilities, and at least a low intelligence; such forms should be generally unique, and be considered a NPC. Shapechangers tend to have d8 for hit dice.

Mundane: Mundane creatures are those which lack inherent supernatural abilities, and generally have a real-world equivalent, being composed of, for the most part, animals, plants, and vermin such as insects. The few fantastic creatures contained in this grouping, such as humanoids and beasts, are variants of their viable counterparts. In all cases, such creatures have hit dice based on size, and will typically possess some form of visual acuity, generally duskvision or deepvision. Only humanoids and beasts will tend to have any form of recognizable intellect, with the former being able to have class abilities, and relying on manufactured weapons and armor; such creatures should be considered NPCs. The vast majority of mundane creatures are neutral in alignment.

Animal: An animal is a non-humanoid creature with a real-world equivalent. They act, and function, exactly as an ordinary animal, and will have all traits and characteristics of such creatures. Animals, if predatory, will have the scent ability, and attack forms to assist. Physical saves are the normal Prime for animals. These creatures are always of an animal intelligence, and are neutral alignment.

Beast: A beast is a creature with no real-world equivalent. It is a vertebrate creature with a reasonably normal anatomy and no magical or unusual abilities. These creatures typically resemble animals, but tend to exhibit traits from more than one, being, essentially, an animal hybrid. They normally always possess the scent ability and will tend to be large.

Humanoid: A humanoid is a medium-sized creature that is anthropomorphic: they have two arms, two legs, one head, and a human-like torso. Humanoids do not share any particular traits. Hit dice is generally dependent on class ability, though those without such abilities typically use d8.

Plant: This type encompasses all plants and plant-like creatures. Plants are affected by druidic spells and abilities, and they typically have cold vulnerability. The larger a plant, the more hit dice it gains. Generally, plants are immobile and unintelligent, though varieties do exist. They are immune to all effects which rely on Constitution as a save, giving them Physical saves as Prime. Plants typically use d8 for hit dice, and they tend to have numerous attacks. Like oozes, plants do not possess visual organs, and so are able to detect subtle differences in air pressure or to feel vibrations on the ground, allowing it to "see" any creature within its range, despite magical effects to the contrary, such as invisibility.

Vermin: This type includes insects, arachnids, other arthropods, worms, and similar invertebrates. These creatures are generally small sized, and tend to gather in large numbers. Several vermin have poison attacks and numerous movement types. Vermin are typically unintelligent. Vermin tend to have larger hit dice types as they grow in size, but they generally use d6.

Planar: Planar creatures are natives to another place, dwelling in places far removed from the natural world. They take various forms, and have a wide array of abilities, almost always having supernatural traits. Planar creatures are immortal when not encountered on their native plane, and as such, are nearly always fearless and determined. Some have the ability to planewalk, treated as the plane shift spell, and others must be summoned or conjured. Planar creatures are always immune to mind-affecting spells, as their alien and bizarre psychology makes them nearly incomprehensible. They also, typically, have multitudes of resistances or immunities including damage resistance and spell resistance. As a general rule, planar creatures use d8 for hit dice, and will tend to have a range of spell-like abilities.

Elemental: An elemental is an entity composed of one of the four classical elements: air, earth, fire, or water; this definition extends to include those elementals which are composed of more than one of these classical properties. Elementals are unintelligent beings, with size being correlated to their number of hit dice. Each elemental is immune to the effects generated by whatever substance it is composed of and will often have a vulnerability to an opposite element. These creatures do not have visual organs, but they are able, like oozes, to ascertain the presence of others, despite effects such as invisibility. Damage dealt by an elemental is proportional to its size. Elementals have no inherent magical abilities, and can only be summoned or conjured. They generally use d8 for hit dice. Elementals are always immune to effects having a Constitution save; elementals always have Physical saves as Prime.

Extraplanar: An extraplanar is a non-elemental that originates from another dimension, reality, or plane. These creatures have enormous versatility, often possessing numerous supernatural abilities. Their form dictates much of what an extraplanar creature is capable of, and they are nearly limitless in this regard, much like aberrations, as previously detailed; extraplanar creatures with humanoid appearances and intelligence will have class abilities and use manufactured weapons and armor, often with magical enhancements. Extraplanar creatures generally have at least d8 for hit dice.

Undead: Undead are once-living creatures animated by spiritual or supernatural forces. Undead are immune to all mind-affecting effects (charms, compulsions, etc.) and to poison, sleep effects, paralysis, stunning, disease, and death effects. Undead are healed by the application of reversed healing spells, but are vulnerable to being raised or resurrected; they are also turnable. Some undead are incorporeal, granting them immunity to all effects having Strength as its save, and granting damage reduction +1, in addition to allowing the creature to move without sound and to pass through solid objects, as well as being invisible in darkness. Intelligent undead are capable of controlling non-intelligent undead as if they possessed the command undead class ability. Many undead are able to create others of their kind, often by causing the death of a living being. Undead can only exist if a living version of the creature exists, though the change in type often grants additional abilities. Undead nearly always have d12 for hit dice.
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Maliki
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Post by Maliki »

Thanks for the info, its nice to get some behind the screen looks at how thing come together.
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Ghul
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Post by Ghul »

Excellent post. I'm going to print and stick this in my M&T. You rock, Ser!

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Post by johns »

This is the kind of thing that I liked about 3rd edition - they behind the scenes, building block information. I'd love to see more of this in C&C products.
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Geleg
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Post by Geleg »

Really useful stuff. Thanks.

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Re: Reconstructing Monster Types

Post by Rhuvein »

serleran wrote:This is not official, but I do tend to follow these "rules" when working on new monsters, so, I figured, maybe others might like to see.
Nice work . . . copied, saved and printed! Thanks. :)
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