OrcotaursGobbatsBlastcapsAndMore: Ah, critters.

Ah, critters. I love me some monsters, and the more the better. D&D is chock full of monstery goodness already, but that’s never stopped me from creating more of my own. There’s something downright fun about tossing a monster you’ve created yourself at the players and watching them try to figure out just what it is. I see them scratch their heads, reach for the Monster Manuals, Tome of Horrors and the Monsternomicon (after a successful INT check by their characters, of course) and try to find this unfamiliar beastie. Whem they realise it’s something entirely new, the game shifts to a new level and they’re really on their toes.

I love it.

It doesn’t take much to make a new monster. Sometimes just a change of colouring, appearance or behaviour is enough to make an existing monster “new” in the eyes of the players. The smallest change to the familiar can make the biggest difference. I’ve had my group panicking against orange skinned hand crossbow wielding orcs before :)

It’s in that spirit that I’ve created the following beasties. They’re all slight twists to the familiar, just tweaking here or there, adding a template or special ability to an existing monster to create something new. They were all stated out using the brilliant pcgen character creator with a little judiscious post-editing. I used csheet_fantasy_statblock4.htm (File->Export->…standard) to output the monster using the new statblock format, which I then copy-and-pasted right here.

These are all going to find use in my upcoming campaign. Oh yes.

Blastcap

There’s little to differentiate a Blastcap and any other Skeleton Warrior – until it explodes in a mighty conflagration of bony shrapnel. Like their less explosive cousins, Blastaps are mindless automata under necromantic control. Perhaps it’s because Blastcaps are exclusively made from the bones of fallen warriors, but they are slightly more skilled in combat than ordinary Skeletons. This may be your only clue to leave these walking incendiary devices well alone.

NE Medium undead
Init +5; Senses Darkvision (60’), Listen +0, Spot +0

AC 15, touch 11, flat-footed 14;
hp 8 (1 HD) DR 5/bludgeoning
Fort +2, Ref +1, Will +0

Speed 30 ft. (6 squares)
Melee scimitar +2 (1d6+1 /18-20 )
Melee claw +2/+2 (1d4+1 )
Face 5 ft. Reach 5 ft.
Base Atk +1; Grp +2

Abilities Str 13, Dex 13, Con *, Int *, Wis 10, Cha 1
SQ Explosive demise: when at 0hp, explodes for 2d6 damage, 10’ radius. DC10 Ref save for half.
SQ Damage Reduction (Su), Immunity to Cold (Ex)
Feats Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Improved Initiative, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency
Skills Balance -1, Bluff -5, Climb -1, Concentration -5, Diplomacy -5, Disguise -5, Escape Artist -1, Gather Information -5, Hide -1, Intimidate -5, Jump -1, Move Silently -1, Ride +1, Swim -3, Use Rope +1,
Possessions scimitar; heavy shield;

Blastcaps are Skeleton Warriors with the Explosive Demise feature. I’ve also given them the Warrior class rather than left them as mindless undead to make them a little more deadly and give players a small hint as to their nature. Watch out for chain reactions; one Blastcap could explode and kill another, which then explodes, and…. I’m sure you get the idea.

Gobbat

Gobbats, as their name implies, are bat winged goblins. Their eyes glow with a dull red light and their oversized ears are sensitive to the slightest noise. Gobbats prefer to attack while in the air, and usually only do so to defend their territiry. Gobbats rarely follow opponents who flee the area. The are highly resistant to magic and can draw shadows around themselves like a cloak gaining 20% concealment (darkness, 3/day). Only a fool would underestimate a gobbat colony’s ability to defend itself.

NE Small outsider ( goblinoid )
Init +3; Senses Darkvision (60’), Listen +3, Spot +3
Languages Common, Goblin

AC 18, touch 14, flat-footed 15; ,
hp 10 (1 HD) DR 5/magic
SR 11
Fort +4, Ref +3, Will -1

Speed 30 ft. (6 squares) Fly 30 ft.
Ranged javelin (small) +5 (1d4+2 )
Melee morningstar (small) +4 (1d6+2 )
Melee claw +4/+4 (1d3+2 )
Melee bite -1 (1d4+1 )
Melee claw -1 (1d3+1 )
Face 5 ft. Reach 5 ft.
Base Atk +1; Grp -1
Spell-Like Abilities (CL 1): darkness ( 3/day)

Abilities Str 15, Dex 17, Con 14, Int 14, Wis 9, Cha 8
SQ Bat Wings (Ex), Energy Resistance Acid/Cold/Electricity/Fire 10, Immunity to Poison (Ex), Natural weapons treated as magic weapons (Ex), Smite Good (Su) 1/day
Feats Alertness, Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency
Skills Appraise +2, Balance +2, Bluff -1, Climb +1, Concentration +2, Craft (Untrained) +2, Diplomacy -1, Disguise -1, Escape Artist +2, Forgery +2, Gather Information -1, Heal -1, Hide +8, Intimidate -1, Jump +1, Listen +3, Move Silently +8, Ride +7, Search +2, Sense Motive -1, Spot +3, Survival -1, Use Rope +3,
Possessions javelin (small); leather (small); morningstar (small); shield (light/wood/small);

Gobbats are Half-Fiend Goblin Warriors. It’s lucky these critters are territorial as they could easily overwhelm an entire dungeon complex if they were more aggressive. Flight + darkness + javelins = deadly!

Orcotaur

Picture an orc with a goat’s hind legs and horns, and you’ve got an Orcotaur. They’re slightly bigger than their cousins, smellier and even more stupid; orcotaurs are extremely difficult (if not impossible) to train, and are best used as chaotic shock troops. They have a keen sense of smell (hence the Alertness feat) and a deep love of killing. Unusually, orcotaurs are not cannibals and rarely eat what they kill in battle, preferring barbecued beef, lamb and chicken; many orcotaurs are accomplished bbq chefs.

CE Medium humanoid ( orc )
Init +0; Senses Darkvision (60’), Listen +1, Spot +1
Languages Common, Orc

AC 13, touch 10, flat-footed 13;
hp 11 (1 HD)
Fort +5, Ref +0, Will -2

Speed 30 ft. (6 squares)
Melee falchion (two handed) +5 ((two handed) 2d4+6 /18-20 )
Melee gore +5 (1d8+4)
Face 5 ft. Reach 5 ft.
Base Atk +1; Grp +5

Abilities Str 18, Dex 10, Con 16, Int 6, Wis 7, Cha 6
SQ Light Sensitivity- Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
Feats Alertness, Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency
Skills Appraise -2, Balance -1, Bluff -2, Climb +3, Concentration +3, Craft (Untrained) -2, Diplomacy -2, Disguise -2, Escape Artist -1, Forgery -2, Gather Information -2, Heal -2, Hide -1, Intimidate -2, Jump +3, Listen +1, Move Silently -1, Search -2, Sense Motive -2, Spot +1, Survival -2, Swim +2,
Possessions falchion; studded leather;

Orcotaur is the Orcish Warrior from the MM with the Tauric template from MMII applied to add in Goat characteristics. The world needs more stupid ugly monsters.

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