In this episode, we explain how to create your own monsters for 13th Age.
Creating a monster is as easy as reskinning or stealing powers from another monster, but if you want to truly make your own, you’ll want to check out the DIY Monsters section of the 13th Age Core book (p252-255) and the Monster Creation section of the Bestiary (p228-232).
Links:
Pelgrane Press’ Monster List
Vault of the 13th Age Monsters
13th Age Monsters with Icon Relationships
Ryven Cedrylle’s Monster Toolkit
[expand title=”Modarach“]
A thousand-year old scorpion spawned during a previous age, the Modarach likes to hide beneath sandy soil and jump out, quickly attacking nearby foes.
The rarity of these creatures serves only to make them more valuable to those who seek to protect something.
Modarach
Large 4th level wrecker [BEAST]
Initiative: +6
Gigantic Pincers: +9 vs AC (2 attacks) – 14 damage
Dual Hit: If both pincers hit during the same turn, the Modarach can make a Stinger attack during its next turn as a standard action.
[Special Trigger] Stinger: +12 vs AC – 20 damage, and 5 ongoing poison damage
Make ’em bleed: When escalation die is odd, damage from Gigantic Pincers increases by 6 while AC is reduced by 2.
Serious burrower: An Modarach can burrow incredibly quickly for short distances. They will create mounds of sand and dirt as they surge through the ground. (see page 200 for burrow rules)
Nastier Special:
It’s Not a Stinger!
Once per battle, after a successful Stinger attack, deal half damage and the character has been implanted with the Modarach’s offspring. After next full rest, character chooses between spending two recoveries to remove the offspring or losing CON * level HP and gaining an Arachi as a [wonderous] magic item. You regain lost HP when you dispose of the Arachi (spend 2 recoveries after a long rest).
AC 20
PD 18
MD 14
HP 108
Arachi (Wondrous Item)
Once per battle when the escalation die is 3+, the Arachi can erupt from your flesh and savagely attack your enemies. You take 1d4*lvl damage.
Sic ’em: +2*lvl vs AC – 1d8*lvl damage and 1d6*lvl ongoing poison damage
Quirk: Constantly itchy
[/expand]
[expand title=”The Infected/Chaos Affected“]
Infected/Chaos Touched
A byproduct of living too close or in a Hellhole, the infected are normal plants, animals, or humanoids that have been changed under the relentless effects of Chaos.
Waves of chaotic energy have mutated the insects in the surrounding area, making then grow large and aggressive.
Large Mutated Insect/lvl 5/Mook
Initiative +12
Bite /Sting +11 vs AC, 10 damage
Miss 3
Spittle attack – On a natural 18-20 the insect makes a poison spittle attack as a free action
Poison spittle +10 vs PD target is Weakened (pg 172 core book)
Flight – Insects are skilled at flying and hovering around a target
Shifty – Mutated insects are shifty from a lifelong avoidance of fly swatters and receive a +5 AC vs opportunity attacks
AC 20 HP 22
PD 19
MD 16
It has been determined that living near a Hellhole can be hazardous to your health. If the Demons don’t get you first, the environment will.
Double Strength Mutated Humanoid/lvl 6/ Wrecker
Initiative +10
Claw/Bite (2 attacks) +12 vs AC, 30 damage
Miss 10
Resist Fire 13+ or 1/2 damage
Explosive Personality – When the infected is reduced to 0 HP it explodes, damaging nearby enemies, +10 vs PD target weakened
Stench Aura – Enemies engaged in melee with an infected and have less than 30 hp (see fear aura p 200) are dazed by the stench of the infected.
Nastier Special – On every even number facing on the escalation die, the infected heal 1/2 of the damage already taken. Ah the effects of Chaos are varied and wonderful!
AC 18 HP 200
PD 17
MD 14
Icons – Though not confirmed she had anything planned, most people blame the Diabolist for these mutations.
[/expand]
[expand title=”Blood Daemon“]
They are formed from the blood of a sacrifice and bound to the essence of a daemon of the outside.
Hystalli
Large 12th level Spoiler [Daemon]
Initiative: +18
Roll on the Demon Random Ability Table
Resistance: Physical Damage 16+
Vulnerability: holy
Aura of Vengeance (Fear): 120
Weapons formed of blood (2 attacks) mww- +20 vs. AC—150 damage
16+ to hit: 15 ongoing damage
Engulf – +17 vs. PD (a creature of up to one size larger)—Engulf target creature. Target creature is
Blinded, stuck, and vulnerable until freed from this attack. At the start of the round, when the escalation die increases, make the Drowning in Blood attack against the engulfed target. An engulfed target may make a disengage check at -5 to pop free from the Hystalli on his turn. The Hystalli automatically lets go when it is staggered or dead.
Drowning in Blood:
+17 vs. PD
On a hit, the Hystalli leaches life from the target. Hystalli heals for 30 and the target must make a last gasp save.
Retribution! – When the escalation die is 1+, keep track of what the players roll. If a character would hit a target only due to the escalation die, the attacker takes 25 points of damage. You may describe this retribution as the Hystalli greeting the attack by extruding bloody thorns, blood spikes, or a bloody bolt.
Double-strength monster: Hystalli count as two 12th level monsters when you are building battles.
AC 28
PD 26 HP 500
MD 22
[/expand]
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