Today I'm going to use the example of the Explodaphant. Originally just a throwaway idea in my free M&M 2e Adventure: Attack of the World Watchers. Explodaphants were creatures native to The Lost Island, a sort of monstertopia homage to the savage land. There were no real stats for them, I just sort of left it up to the individual GM's imagination to flesh out.
Explodaphants have a unique defense against predators. They spontaneously and violently combust; leaving their would-be attacker dead, burned and flayed by shards of ivory. Thus a single explodaphant can protect an entire herd from the predations of poachers or savannah Wyrms.
Section 1: PF RulesThis creature is larger than a normal elephant, with stumpy ivory tusks protruding from its mouth and horns on its head. Bubbles of clear flesh undulate with a strange orange liquid.
Explodaphant CR 11
XP 12,800
N Huge magical beast
Init +1; Senses low-light vision, scent; Perception +24DEFENSEAC 21, touch 9, flat-footed 20 (+1 Dex, +12 natural, –2 size)
hp 141 (13d10+70)
Fort +14, Ref +10, Will +8Vulnerability VolatileOFFENSESpeed 40 ft.
Melee gore +21 (2d8+12), slam +21 (2d6+12)
Space 15 ft.; Reach 15 ft.
Special Attacksburning geyser (60 ft cone, 13d4 plus burn (2d4),
Reflex DC 21 for half, usable once every 1d6 rounds),
explode (30 ft. sphere, 7d6 fire damage + 6d6 slashing
damage, DC 21 for half)STATISTICSStr 34, Dex 12, Con 21, Int 2, Wis 13, Cha 7
Base Atk +13; CMB +26, CMD 37 (41 vs. trip)
Feats Endurance, Improved Bull Rush, Improved Iron Will, Iron Will,Power Attack, Skill Focus(Perception), Weapon Focus (gore)Skills Perception +24
Burning Geyser (Ex)
An Explodaphant can spray the alchemical juices stored in its body, from its trunk, in a 60 ft cone dealing 13d4 damage as a standard action. Those caught in the area of effect can make a DC21 Reflex save for half damage, those that fail the save also take 2d4 burn damage each round for 4 rounds.Explode (Ex)An Explodaphant can build up pressure in its body in such a way as to cause it to explode in a conflagration 0f fire and ivory. The explodaphant can only do so if its breath weapon is not recharging. Exploding is a full-round action during which the Explodaphant glows intensely before letting loose a 30 ft. radius sphere explosion dealing 7d6 fire damage + 6d6 slashing damage. Those caught within the blast radius can make a DC 21 Reflex save for half. The Explodaphant is not immune to this damage and must make a Fortitude save against DC 10 + Damage Dealt or be automatically reduced to negative constitution hit points. An explodaphant's volatile weakness is not triggered by this ability.Volatile (Ex)An Explodaphant that takes fire or electricity damage risks having its alchemical pouches rupture or explode. If an Explodaphant is brought to negative hit points by taking damage from fire or electricity it activates its Explosion ability automatically as a reaction.Description:An explodaphant is found in magically rich environments. Herd travelling grazers, explodaphants are wary of predators and people usually warning them off with a spray of their volatile alchemical mucus. Explodaphants will even go so far as to blow themselves up in order to give their herd a chance to escape.
Section 2: M&M 2E RulesExplodaphant Power Level 10/Minion Rank 6Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 7Skills: Notice 8 (+9)Feats: EndurancePower: Additional Limbs 1 (trunk), Growth 8 (Power Feats: Innate, Flaws: Permanent), Protection 4, Strike 1 (Power Feats: Mighty), Blast 8 (Extras: Cone; Alternate Power: Blast 12 Extra: Explosion, Drawback: Self-Damaging).Combat: Attack +6 (includes +2 due to size), Damage +10 (trample or gore), Defense +0 (includes -2 due to size), Initiative +0.Saving Throws: Toughness +9, Fortitude +12, Reflex +5, Will +6.Costs: Abilities -1 + Skills 2 (8 ranks) + Feats 1 + Powers 56 + Combat 20 Saves 17 - Drawbacks 8 = 87
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder RPG Bestiary. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Mutants and Masterminds Second Edition. Copyright 2005, Green Ronin Publishing, LLC; Author: Steve Kenson.
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Sections 1 and 2 are declared OGC, and may be referred to by the following: "Napkins Blog Post: Explodaphant!, http://napkinadventures.blogspot.com.au/2012/02/explodaphant.html, Copyright 2012, Author: John Karatovic"
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