Prodigy Duck's Beastiary and More (Allabar)

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.
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Postby prodigyduck » Sun Jul 01, 2007 10:32 am

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CRABFOLK (PL 5, Minion 4)

Attributes
STR 16 (+3), DEX 11 (+0), CON 15 (+2), INT 10 (+0), WIS 10 (+0), CHA 8 (-1)

Combat
Attack +2 (includes -1 size), Damage +3 (unarmed), +5 (pincer), Defense 12 (Flat-Footed 11), Initiative +0

Saves
TGH +7, Fort +3, Ref +3, Will +3

Feats
Environmental Adaptation (underwater), Power Attack

Skills
Craft: Any One 6 (+6), Craft: Any One 6 (+6), Notice 4 (+4), Search 4 (+4), Swim 8 (+11)

Powers
Additional Limbs 2 (2 extra arms; Power Feat: Innate) (3pp)
Growth 4 (Power Feat: Innate, Extra: Duration – Continuous [+1], Flaw: Permanent [-1]) (13pp)
Immunity 3 (cold, drowning, high pressure) (3pp)
Protection 5 (5pp)
Strike 2 (“crab pincer” Power Feat: Improved Grab, Mighty) (4pp)
Swimming 1 (1pp)

Ability Scores: -2, Skills 7, Feats 2, Powers 29, Combat 12, Saves 7, Drawbacks –0 = 55
Last edited by prodigyduck on Fri Sep 28, 2007 1:29 pm, edited 2 times in total.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Postby prodigyduck » Sun Jul 01, 2007 10:48 am

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DISPLACER BEAST (PL 7, Minion 5)

Attributes
STR 18 (+4), DEX 15 (+2), CON 16 (+3), INT 5 (-3), WIS 12 (+1), CHA 8 (-1)

Combat
Attack +5 (includes -1 size), Damage +4 (unarmed), Defense 16 (Flat-Footed 12), Initiative +2

Saves
TGH +5, Fort +8, Ref +7, Will +3

Feats
Dodge Focus 1

Skills
Notice 4 (+5), Stealth 12 (+10)

Powers
Additional Limbs 2 (2 tentacle stalks, Power Feats: Extended Reach 2, Innate) (5pp)
Displacement (4pp)
Growth 4 (Power Feat: Innate, Extra: Duration – Continuous [+1], Flaw: Permanent [-1]) (13pp)
Protection 2 (2pp)
Super-Senses 3 (Darkvision, Low-Light Vision) (3pp)

Drawbacks
Disability (no hands [very common, moderate]) (-4pp)

Ability Scores: 2, Skills 4, Feats 1, Powers 27, Combat 24, Saves 12, Drawbacks –4 = 66

:arrow: EDIT: (11/22/07) Changed Displacement power from "Concealment" to "Displacement."
Last edited by prodigyduck on Thu Nov 22, 2007 2:28 am, edited 4 times in total.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Postby prodigyduck » Sun Jul 01, 2007 11:04 am

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GNOLL (PL 3, Minion 2)

Attributes
STR 15 (+2), DEX 10 (+0), CON 13 (+1), INT 8 (-1), WIS 11 (+0), CHA 8 (-1)

Combat
Attack +1, Damage +2 (unarmed), +5 (axe), Defense 11 (Flat-Footed 10), Initiative +0

Saves
TGH +3, Fort +1, Ref +3, Will +0

Feats
Equipment 2, Power Attack

Skills
Notice 4 (+4)

Powers
Growth 3 (Power Feat: Innate, Extra: Duration – Continuous [+1], Flaw: Permanent [-1]) (10pp)
Protection 1 (1pp)
Super-Senses 2 (Darkvision) (2pp)

Equipment
Axe, Leather Armor, Medium Shield

Ability Scores: -4, Skills 1, Feats 3, Powers 13, Combat 4, Saves 3, Drawbacks –0 = 20
Last edited by prodigyduck on Tue Jul 03, 2007 11:37 pm, edited 1 time in total.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Postby prodigyduck » Sun Jul 01, 2007 11:15 am

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HYDRA (PL 7)

Attributes
STR 19 (+4), DEX 12 (+1), CON 20 (+5), INT 2 (-4), WIS 10 (+0), CHA 9 (-1)

Combat
Attack +5 (+7 bite; includes -2 size), Damage +4 (unarmed), Defense 15 (Flat-Footed 12), Initiative +1

Saves
TGH +8, Fort +10, Ref +6, Will +2

Feats
Attack Specialization (bite), Environmental Adaptation (underwater)

Skills
Notice 7 (+7), Swim 8 (+12)

Powers
Duplication 7 (“hydra heads” Power Feats: Innate, Progression 3 – 10 additional heads, Triggered – when one head is “killed” without the use of fire, Extra: Duration – Continuous [+1], Heroic [+1], Survival [+1], Flaw: Limited – heads cannot leave body [-1], Uncontrolled [-1]) (26pp)
Growth 8 (Power Feat: Innate, Extra: Duration – Continuous [+1], Flaw: Permanent [-1]) (25pp)
Immunity 1 (drowning) (1pp)
Protection 3 (3pp)
Regeneration 9 (Recovery Rate: Injured 6, Resurrection 3 [5 hours; not if all heads are severed and stumps are burned with fire]) (9pp)
Super-Senses 4 (Darkvision, Low-Light Vision, Scent) (4pp)
Swimming 1 (2.5 mph) (1pp)

Drawbacks
Disability (mute [very common, moderate]) (-4pp)
Disability (no hands [very common, moderate]) (-4pp)

Ability Scores: -12, Skills 4, Feats 2, Powers 69, Combat 28, Saves 12, Drawbacks –8 = 95

:arrow: EDIT (11/23/07) Looking back at this Hydra description, I noticed I was way off my marker. I was aiming towards converting a hydra using the 7-headed statistics. I hoticed that some of my note took some coversions from the 6-headed hydra. With the changes, here is the new and hopefully more-correct hydra.
Last edited by prodigyduck on Fri Nov 23, 2007 6:29 pm, edited 3 times in total.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Postby prodigyduck » Sun Jul 01, 2007 12:21 pm

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DEMOGORGON, Prince of Demons (PL 29)

Attributes
STR 28 (+9), DEX 27 (+8], CON 31 (+10), INT 31 (+10), WIS 29 (+9), CHA 30 (+10)

Combat
Attack +16 (includes -2 size), Damage +9 (unarmed), Defense 27 (Flat-Footed 18], Initiative +12

Saves
TGH +28, Fort +23, Ref +21, Will +22

Feats
Benefit (Demon Prince of Abysm), Dodge Focus 1, Improved Disarm, Improved Initiative, Split Attack (unarmed), Power Attack, Ritualist

Skills
Acrobatics 20 (+29), Bluff 32 (+42), Concentration 32 (+41), Craft: Chemical 32 (+42), Craft: Mechanical 20 (+30), Diplomacy 32 (+42), Intimidate 32 (+50), Knowledge: Arcane Lore 32 (+42), Knowledge: History 32 (+42), Knowledge: Nature 32 (+42), Knowledge: The Planes 32 (+42), Language 2 (Celestial, Draconic [Abyssal is native]), Notice 32 (+41), Search 32 (+42), Sense Motive 32 (+41), Stealth 32 (+36), Swim 20 (+29)

Powers
Additional Limbs 2 (2 heads and a tail; Power Feat: Innate) (3pp)
Comprehend 4 (speak, understand, and read any language) (8pp)
Drain 6 (“unholy aura”; Ability Scores and Combat Traits all at once; Extras: Alternate Save – Willpower [+0], Area – Burst [20-ft. radius; +1], Aura [+1], Duration – Sustained [+2], Flaws: Limited – can only Drain 6 points, no more [-1]) (36pp)
Drain Constitution 29 (“rot” Power Feat: Slow Fade 6 [1 day], Extra: Linked to unarmed [+0], Secondary Effect [+1]) (64pp)
AP - Vampiric (“energy drain” with Tail Slap [+1]) (1pp)
Flight 4 (8pp)
Growth 8 (Power Feat: Innate, Extra: Duration – Sustained [+1]) (33pp)
Immunity 13 (Aging, Disease, Electrical Damage, Magic Missiles, Poison, Sleep, Suffocation, Sustenance) (13pp)
Impervious Toughness 20 (Flaw: Limited – not vs. holy or magic [-1]) (10pp)
Mind Control 29 (“Aameul’s beguiling gaze” Extra: Duration – Sustained [+1], Independent [+0], Total Fade [+1], Flaw: Sense-Dependent – Visual [-1]) (87pp)
AP – Confuse 29 (“Hethradiah’s insanity gaze” Extra: Duration – Sustained [+1], Independent [+0], Total Fade [+1], Flaw: Sense-Dependent – Visual [-1]) (1pp)
AP – Create Object 10 (Power Feat: Innate, Precise, Subtle, Extra: Independent [+0], Total Fade [+1]) (1pp)
AP – Drain Constitution 10 (Power Feat: Slow Fade 6 [1 day], Extra: Disease [+2], Range – Ranged [+1]) (1pp)
AP – Emotion Control 10 (Extra: Independent [+0], Total Fade [+1], Flaw: Limited – fear only [-1]) (1pp)
AP – Mental Transform 10 (completely alter mind [4pp/rank]; Extra: Independent [+0], Total Fade [+1]) (1pp)
AP – Nullify 20 (all magic effects at once) (1pp)
AP – Obscure 10 (visual [5000-ft. radius]; Extra: Independent [+0], Total Fade [+1]) (1pp)
AP – Shapeshift 10 (Extra: Independent [+0], Total Fade [+1], Flaw: Action – Standard [-1]) (1pp)
AP – Summon 12 (lesser demons; Power Feat: Progression 3 – 10 minions, Sacrifice, Extra: Duration – Continuous [+1], Fanatical [+1], Horde [+1], Flaw: Action – Full Round [-1])
AP – Summon 18 (demons; Power Feat: Progression 2 – 5 minions, Sacrifice, Extra: Duration – Continuous [+1], Fanatical [+1], Horde [+1], Flaw: Action – Full Round [-1])
AP – Telekinesis 10 (Power Feat: Subtle) (1pp)
AP – Telepathy 10 (Power Feat: Selective, Subtle) (1pp)
AP – Teleport 9 (Power Feats: Change Direction, Easy, Extra: Accurate [+1]) (1pp)
Protection 18 (18pp)
Regeneration 9 (Recovery Rate: Bruised 3, Injured 6) (9pp)
Super-Senses 10 (Celestial Awareness, Demonic Awareness, Darkvision, Detect Good [ranged], Detect Magic [ranged], See Invisibility) (10pp)

Drawbacks
Weakness (holy objects / locations; -1 Con, every minute) (-5pp)

Ability Scores: 92, Skills 120, Feats 7, Powers 313, Combat 72, Saves 39, Drawbacks –5 = 638
Last edited by prodigyduck on Wed Aug 22, 2007 2:26 pm, edited 2 times in total.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Postby Mike5000us » Sun Jul 01, 2007 2:34 pm

WOW I am BEYOND IMPRESSED!!!!! This is one great thread!

So are you going to any Giants or Titans? What about the DnD's Gods?
"Ah man, I guess I'm just going to have to kill you now!"

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Postby JoshuaDunlow » Sun Jul 01, 2007 4:10 pm

Bravo, this is a great thread. And this is coming from someone, who also likes using MnM for Fantasy Materials. I can't believe i haven't noticed it till now :D

Definetly keep up the good work.

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Postby Prodigy Duck » Sun Jul 01, 2007 4:11 pm

Well, It has been an interesting day for me.

First, my account suddenly does not work, so I have to create this new account. Not a biggie, except that there seems to be not Signature feature on my Profile section, so I can't link this Beastiary to my future posts....

I guess it's just my luck.

Mike5000us wrote:WOW I am BEYOND IMPRESSED!!!!! This is one great thread!

So are you going to any Giants or Titans? What about the DnD's Gods?


To answer your question, I do have Giants in the works, and will be posting them. As for the other gods, I am not quite sure yet. The reson I posted the demon princes and arch-devils was because they had been featured in the old-style Monster Manuals. Thus, I have included a few here.

I may decide to get to the gods of D&D (I'm certain to get Lolth up, at least), but that was not really my intention for this Beastiary. I'll give it consideration, though.

For the future, I still have LOTS of monsters that I have to post (over 43 more that I have written-up but not posted yet); and I am still writing more as I do this.

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Postby Prodigy Duck » Sun Jul 01, 2007 4:18 pm

ARG!

I just realized I cannot go back and update the main list with this new account...

Where are the Moderators when you need one?

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Postby Servitor_2152 » Sun Jul 01, 2007 7:50 pm

Prodigy Duck wrote:ARG!

I just realized I cannot go back and update the main list with this new account...

Where are the Moderators when you need one?


Send a private message to one of them.
Iron Kingdoms Conversions

Full-Metal Fantasy in Mutants & Masterminds 2E

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Postby prodigyduck » Sun Jul 01, 2007 8:34 pm

Alright! Everything works again. Let the updating continue!

The Mods are really quick here.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Postby prodigyduck » Sun Jul 01, 2007 8:40 pm

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OGRE (PL 6, Minion 3)

Attributes
STR 21 (+5), DEX 8 (-1), CON 15 (+2), INT 6 (-2), WIS 10 (+0), CHA 7 (-2)

Combat
Attack +2 (+4 with club; includes -1 size), Damage +5 (unarmed), +7 (club), +7 (javelin), Defense 12 (Flat-Footed 11), Initiative -1

Saves
TGH +5, Fort +6, Ref +0, Will +1

Feats
Attack Specialization (club), Equipment 2

Skills
Climb 2 (+7), Notice 2 (+2)

Powers
Growth 4 (Power Feat: Innate, Extra: Duration – Continuous [+1], Flaw: Permanent [-1]) (13pp)
Protection 3 (3pp)
Super-Senses 3 (Darkvision, Low-Light Vision) (3pp)

Equipment
Club, Javelin

Ability Scores: -5, Skills 1, Feats 3, Powers 19, Combat 12, Saves 6, Drawbacks –0 = 36
Last edited by prodigyduck on Fri Oct 12, 2007 1:24 pm, edited 2 times in total.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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prodigyduck
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Postby prodigyduck » Sun Jul 01, 2007 8:57 pm

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ORC (PL 4, Minion 1)

Attributes
STR 17 (+3), DEX 11 (+0), CON 12 (+1), INT 8 (-1), WIS 7 (-2), CHA 6 (-2)

Combat
Attack +1, Damage +3 (unarmed), +6 (axe), +5 (javelin), Defense 11 (Flat-Footed 10), Initiative +0

Saves
TGH +3, Fort +1, Ref +2, Will -2

Feats
Equipment 3

Skills
Notice 4 (+2)

Powers
Super-Senses 2 (darkvision) (2pp)

Equipment
Axe, Javelin, Studded Leather Armor

Drawbacks
Disability (sunlight blindness, -1 to attack rolls and skill checks while in sunlight [uncommon, minor]) (-1pp)

Ability Scores: 1, Skills 1, Feats 3, Powers 2, Combat 4, Saves 2, Drawbacks –1 = 12

:!: Even before the Lord of the Rings films, orcs have had a stable place in any of my fantasy games. They make a great enemy, be they in the rocky crags or even in organizaed orcish kingdoms (there is usually at least one orc nation in any fantasy world I create). The orcs of my campaigns tend to be styled after the Klingons of Original Series Star Trek. They are expantionistic and cruel, yet understand the needs of the group for the sake of survival.
Last edited by prodigyduck on Tue Jul 03, 2007 11:21 pm, edited 1 time in total.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Postby Thorpacolypse » Sun Jul 01, 2007 9:17 pm

I, too, am impressed and amazed that I missed this thread before. This rocks! My group has been discussing using the MnM system for D&D type gaming and this will be a MASSIVE help!

Keep em' coming!
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Postby prodigyduck » Sun Jul 01, 2007 9:19 pm

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SHAMBLING MOUND (PL 8]

Attributes
STR 21 (+5), DEX 10 (+0), CON 17 (+3), INT 7 (-2), WIS 10 (+0), CHA 9 (-1)

Combat
Attack +5 (+7 unarmed; includes -1 size), Damage +5 (unarmed), Defense 15 (Flat-Footed 12), Initiative +0

Saves
TGH +11, Fort +9, Ref +2, Will +2

Feats
Attack Specialization (unarmed), Improved Grab, Power Attack

Skills
Notice 8 (+8], Stealth 12 (+8]

Powers
Absorption 4 (Boost – Constitution; Power Feat: Slow Fade 4 – 1 hour, Flaw: Limited – electricity only [-2]) (12pp)
Concealment 5 (all visual senses and normal hearing; Power Feat: Close Range, Flaw: Limited – only in forest or swamp areas [-1]) (6pp)
Growth 4 (Power Feat: Innate, Extra: Duration – Continuous [+1], Flaw: Permanent [-1]) (13pp)
Immunity 29 (Critical Hits, Electrical Damage, Mental Effects, Paralyze Effects, Poisons, Sleep, Stun Effects, Transform Effects) (29pp)
Protection 8 (8pp)
Super-Senses 2 (darkvision) (2pp)
Swimming 1 (1pp)

Abilities 2, Skills 3, Feats 3, Powers 71, Combat 24, Saves 10, - Drawbacks 0 = 113
Last edited by prodigyduck on Fri Oct 12, 2007 1:55 pm, edited 2 times in total.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.


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