Okay folks, tell me if this seems fair: My players, wether they know it or not, are facing off against a demon of insanity. I'm creating almost all of his minions from scratch, in order to keep the players well off their feet. His first line of defense are the Chaos Monsters. Tell me what you think of these (very rudimentary) stats.
Hit Dice: 1d12 x 1d4: take the result in d6.
Face / reach 5x5/5 initially, with possible evolution to 5x10/10 or 10x10/15
AC: 10+1d20 (changes each time the players attack, this AC is counted as the creature's Touch AC as well.)
Attacks: 1d20 /-5 / -5 / -5 / -5 Until either 0 result or negative result.
Damage: 1d10 + 1d4 (representing STR damage)
Saving throws: 1d12 (base) for each saving throw. roll in conjunction with 1d20 to determine the full save.
Ability scores: Randomly determined as needed. If opposed str or other such rolls are needed, roll 4d6 and take sum.
Special attacks / qualities:
-Wrongness. Force target PC to make a Wil save (dc= 2d10) or loose action for this round, and suffer a slight penalty to next round's actions from being driven slightly mad.
-Corrupting touch: weapons that strike Chaos Monsters are discolored, as if rusted, and armor they touch becomes stained. this damage is largely superficial, but is a great way to make players panic about what they are fighting.
Skills: Chaos beasts are treated as having 1d4 skill points in any necessary skill.
Feats: Roll a d100. on a result of 23 or lower, Chaos Monsters have a selected feat, for this round only. A feat gained in this manner may not be used twice in the same combat. All prerequisites for the selected feat are assumed to be filled, but may not be used.
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Physical description: Chaos Monsters appear, at first, as Hooded cultists, humanoid at the very least. However, after taking significant damage, these creatures loose their control over their forms and become truer to their chaotic state.Their bodies are slightly gelatinous, but have more in common with an abberation than an ooze.
Combat: Chaos Monsters most often travel in pairs, any group larger than two is unusual, but not impossible. Initially, a Chaos beast may attempt to disturb it's opponents with grim, erratic proclimations of doom and despair, but when it comes right down to combat, they simply wade in with little thought or strategy. The sheer randomness of their nature makes it exceptionally difficult for players to achieve a solid read on them. This increases the party's paranoia level exponentially. When a wizard's roll of 12 hits one round, and a fighter's 27 misses the next, there is something strange going on.
Hit Dice: 1d12 x 1d4: take the result in d6.
Face / reach 5x5/5 initially, with possible evolution to 5x10/10 or 10x10/15
AC: 10+1d20 (changes each time the players attack, this AC is counted as the creature's Touch AC as well.)
Attacks: 1d20 /-5 / -5 / -5 / -5 Until either 0 result or negative result.
Damage: 1d10 + 1d4 (representing STR damage)
Saving throws: 1d12 (base) for each saving throw. roll in conjunction with 1d20 to determine the full save.
Ability scores: Randomly determined as needed. If opposed str or other such rolls are needed, roll 4d6 and take sum.
Special attacks / qualities:
-Wrongness. Force target PC to make a Wil save (dc= 2d10) or loose action for this round, and suffer a slight penalty to next round's actions from being driven slightly mad.
-Corrupting touch: weapons that strike Chaos Monsters are discolored, as if rusted, and armor they touch becomes stained. this damage is largely superficial, but is a great way to make players panic about what they are fighting.
Skills: Chaos beasts are treated as having 1d4 skill points in any necessary skill.
Feats: Roll a d100. on a result of 23 or lower, Chaos Monsters have a selected feat, for this round only. A feat gained in this manner may not be used twice in the same combat. All prerequisites for the selected feat are assumed to be filled, but may not be used.
~~~
Physical description: Chaos Monsters appear, at first, as Hooded cultists, humanoid at the very least. However, after taking significant damage, these creatures loose their control over their forms and become truer to their chaotic state.Their bodies are slightly gelatinous, but have more in common with an abberation than an ooze.
Combat: Chaos Monsters most often travel in pairs, any group larger than two is unusual, but not impossible. Initially, a Chaos beast may attempt to disturb it's opponents with grim, erratic proclimations of doom and despair, but when it comes right down to combat, they simply wade in with little thought or strategy. The sheer randomness of their nature makes it exceptionally difficult for players to achieve a solid read on them. This increases the party's paranoia level exponentially. When a wizard's roll of 12 hits one round, and a fighter's 27 misses the next, there is something strange going on.




