{"id":20777,"date":"2020-06-19T07:00:21","date_gmt":"2020-06-19T12:00:21","guid":{"rendered":"http:\/\/www.d20radio.com\/main\/?p=20777"},"modified":"2020-05-30T14:05:07","modified_gmt":"2020-05-30T19:05:07","slug":"finders-archive-creating-a-monster-part-5","status":"publish","type":"post","link":"https:\/\/www.d20radio.com\/main\/finders-archive-creating-a-monster-part-5\/","title":{"rendered":"Finder\u2019s Archive \u2013 Creating a Monster (Part 5)"},"content":{"rendered":"<p>Hi everyone, and welcome to the fifth (<a href=\"https:\/\/www.d20radio.com\/main\/finders-archive-creating-a-monster-part-4\/\">part 4<\/a>) installment of making a critter for Starfinder, and the MONSTER GARAGE! \ud83d\ude1b<\/p>\n<p><strong>STATTING UP THE CREATURE (part 4)<\/strong><\/p>\n<p>This time around it\u2019s time to have a look at the abilities of our particular creature. As I\u2019ve mentioned before, I want it to have an ability to use Resolve Points, preferably using those things we see that look like they contain some sort of life force. One way is to create these abilities from whole cloth, but that tends to leave a chance of it being abusable. So, the first ability we\u2019ll give the creature will be a relatively simple one, one that\u2019s similar to already existing abilities. Before we do that though, we need to give the creature a name, as some abilities reference back to it. So looking at it, it looks metallic, undead, and spider-like, so I\u2019ve come up with the name <strong>Necrospider<\/strong>, which sounds fairly sinister.<\/p>\n<p>The creature as mentioned, to me, seems like a terror-weapon so that\u2019s what we\u2019re going to base our first ability on. We\u2019re going to take the ability called Star Shriek from the <a href=\"http:\/\/www.aonsrd.com\/AlienDisplay.aspx?ItemName=Cerebric%20Fungus&amp;Family=Cerebric%20Fungus\">Cerebric Fungus<\/a> in <em>Alien Archive 2. <\/em>Now, this ability does roughly what we want \u2013 it sends out a psychic scream that disrupts the minds of creatures nearby. So, with a slight rewrite of the ability, and an increase in range and severity, to match the CR difference, we get:<br \/>\n<strong>Mind Shriek (Ex)<\/strong> Three times per day as a full action, a necrospider can unleash a mental scream that disrupts the minds of living creatures nearby. Each non-plant creature within 100 feet must succeed at DC 16 Will save or be frightened for 1d6 rounds. This is a mind-affecting effect.<\/p>\n<p>The second ability is one we\u2019ll create wholesale ourselves. Now, I see the creature using those canisters as storage compartments for lifeforce, so it should use it for that. As usage for its Resolve Points as well, so this is what we\u2019ll give it:<br \/>\n<strong>Life Siphon (Ex)<\/strong> Any creature hit by a necrospider\u2019s claws must make a DC 16 Constitution save or take 1d10+10 points of acid damage, as it burns through the creature&#8217;s veins. For every 20 points of damage a necrospider causes with this ability, they regain 1 Resolve Point (max 5).<\/p>\n<p>Now we\u2019re going to break the rules for the creature a bit, and add a 3<sup>rd<\/sup> ability, one that allows it to USE the Resolve Points, now that it has a way of (potentially infinitely) regaining them:<br \/>\n<strong>Necrotic Restoration (Ex)<\/strong> As a standard action, a necrospider can spend up to 5 Resolve Points to fill its circuits with the blood and vital fluids siphoned from other creatures, causing it to repair parts of its anatomy. As a standard action necrospider can cast <em>mystic cure <\/em>on itself, with a level of the spell equal to the amount Resolve Points spent.<\/p>\n<p>Now normally you\u2019d assign Skills and Spells at this point, but we\u2019ve already assigned skills, and this creature will have no spells. That leaves us to fill in the blanks:<br \/>\n<strong>Alignment<\/strong>: This is a terror weapon \u2013 likely an uncontrollable one, and as it has taken on a rather sinister tone in my creation, we\u2019re going to make it Chaotic Evil.<\/p>\n<p><strong>Initiative<\/strong> is equal to its Dexterity modifier, so we put in +5 here.<\/p>\n<p><strong>Aura:<\/strong> It has not got one, so we\u2019ll remove this line now.<\/p>\n<p><strong>Speed<\/strong>: I want this thing to be reasonably fast, though not excessively so. Fast for its size, but not a speed racer. So, we\u2019ll set that to 40 feet. Enough to run down most humanoids on foot.<\/p>\n<p>Next is the <strong>Ranged Attack<\/strong>. I\u2019ve come to the conclusion that I\u2019m going to give it a short-ranged flamethrower weapon. It makes sense to me as a ranged weapon. Since this is a monster though, we\u2019ll treat it as a breath weapon, like that of a dragon or the item called a <a href=\"https:\/\/www.aonsrd.com\/Biotech.aspx?ItemName=Wyrmling&amp;Family=Dragon%20Gland\">dragon gland<\/a>. That means it won\u2019t be in the Ranged Attack section though, but in the Offensive Abilities part instead:<br \/>\n<strong>Breath weapon <\/strong>(cone 30 feet, 9d6 F, Reflex DC 16 half, usable every 1d4 rounds).<\/p>\n<p><strong>Space and Reach <\/strong>These are indicated on page 256 of the <em>Starfinder Core Rulebook<\/em>, on <strong>Table 8-1: Creature Size<\/strong>. We already know that our creature is Huge from what we determined earlier, so that gives us a space of 15 ft, and a reach of 10 ft. (as it\u2019s tall, rather than long).<\/p>\n<p><strong>Languages<\/strong>: Our creature is intelligent, so can understand languages. My thinking is that it\u2019ll understand Common, and the language of its creator, i.e. whatever the GM fancies. &#x1f60a;<\/p>\n<p><strong>Other Abilities:<\/strong> I think our creature has enough to hit the highs and serve the function we want it to, so we will leave it there and delete this line.<\/p>\n<p>Finally, we have the <strong>ECOLOGY<\/strong> of the creature. Where it lives and how many you can run into. In this case, I\u2019m going to make the creature solitary as <strong>organization<\/strong>, as it doesn\u2019t strike me as a weapon you want to deploy too many off; it\u2019s too horrific and uncontrollable with that alignment. And since it can be inserted anywhere, but doesn\u2019t really occur naturally, we\u2019ll put in\u00a0<strong>Any<\/strong> as the <strong>environment.<\/strong><\/p>\n<p>So now our creature looks like this:<\/p>\n<p><a href=\"https:\/\/www.d20radio.com\/main\/wp-content\/uploads\/2020\/04\/Sci-fi-Monster.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-20283 aligncenter\" src=\"https:\/\/www.d20radio.com\/main\/wp-content\/uploads\/2020\/04\/Sci-fi-Monster.jpg\" alt=\"\" width=\"640\" height=\"360\" srcset=\"https:\/\/www.d20radio.com\/main\/wp-content\/uploads\/2020\/04\/Sci-fi-Monster.jpg 640w, https:\/\/www.d20radio.com\/main\/wp-content\/uploads\/2020\/04\/Sci-fi-Monster-300x169.jpg 300w\" sizes=\"auto, (max-width: 640px) 100vw, 640px\" \/><\/a><\/p>\n<p>&nbsp;<\/p>\n<p><strong>NECROSPIDER\u00a0\u00a0\u00a0\u00a0\u00a0 CR 10 Combatant<\/strong><\/p>\n<p>CE Huge construct (technological)<br \/>\n<strong>Init <\/strong>+5; <strong>Senses <\/strong>darkvision 60 ft., low-light vision; <strong>Perception <\/strong>+19<\/p>\n<p><strong>DEFENSE<\/strong>\u00a0\u00a0\u00a0\u00a0 <strong>HP <\/strong>165\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 <strong>RP <\/strong>5<br \/>\n<strong>EAC <\/strong>23; <strong>KAC <\/strong>25<br \/>\n<strong>Fort <\/strong>+10; <strong>Ref <\/strong>+10; <strong>Will <\/strong>+7<br \/>\n<strong>Defensive Abilities <\/strong>construct immunities<\/p>\n<p><strong>OFFENSE<\/strong><br \/>\n<strong>Speed <\/strong>40 ft.<br \/>\n<strong>Melee <\/strong>claws +23 (1d10+18 S)<br \/>\n<strong>Multiattack <\/strong>4 claws +17 (1d10+18 S))<br \/>\n<strong>Space <\/strong>15 ft.; <strong>Reach <\/strong>10 ft. (omit if Small or Medium)<br \/>\n<strong>Offensive Abilities breath weapon<\/strong> (cone 30 feet, 9d6 F, Reflex DC 16 half, useable every 1d4 rounds)<\/p>\n<p><strong>STATISTICS<\/strong><br \/>\n<strong>Str <\/strong>+8; <strong>Dex <\/strong>+5; <strong>Con <\/strong>\u2014; <strong>Int <\/strong>+1; <strong>Wis <\/strong>+3; <strong>Cha <\/strong>-3<br \/>\n<strong>Skills <\/strong>Athletics +19, Engineering +19, Intimidate +24,<br \/>\n<strong>Languages<\/strong> Common plus one language of the GM\u2019s choice<\/p>\n<p><strong>ECOLOGY<\/strong><br \/>\n<strong>Environment<\/strong> any<br \/>\n<strong>Organization<\/strong> solitary<\/p>\n<p><strong>SPECIAL ABILITIES<br \/>\nLife Siphon (Ex)<\/strong> Any creature hit by a necrospider\u2019s claws must make a DC 16 Constitution save or take 1d10+10 points of acid damage, as it burns through the creature\u2019s veins. For every 20 points of damage a necrospider causes with this ability, they regain 1 Resolve Point (max 5).<strong><br \/>\nMind Shriek (Ex)<\/strong> Three times per day as a full action, a necrospider can unleash a mental scream that disrupts the minds of living creatures nearby. Each non-plant creature within 100 feet must succeed at DC 16 Will save or be frightened for 1d6 rounds. This is a mind-affecting effect.<br \/>\n<strong>Necrotic Restoration (Ex)<\/strong> As a standard action, a necrospider can spend up to 5 Resolve Points to fill it\u2019s circuits with the blood and vital fluids siphoned from other creatures, causing it to repair parts of its anatomy. As a standard action necrospider can cast <em>mystic cure <\/em>on itself, with a level of the spell equal to the amount Resolve Points spent.<\/p>\n<p>&nbsp;<\/p>\n<p>And with that, our creature is done. You should consider adding a bit of a story to it, but I will leave that up to you.<\/p>\n<p>I hope you enjoyed this multi-part series of Monster Garage, and how to create a creature. What\u2019s your process? Let us know in the comments or on Facebook. &#x1f60a;<\/p>\n","protected":false},"excerpt":{"rendered":"<div class=\"mh-excerpt\"><p>Hi everyone, and welcome to the fifth (part 4) installment of making a critter for Starfinder, and the MONSTER GARAGE! \ud83d\ude1b STATTING UP THE CREATURE <a class=\"mh-excerpt-more\" href=\"https:\/\/www.d20radio.com\/main\/finders-archive-creating-a-monster-part-5\/\" title=\"Finder\u2019s Archive \u2013 Creating a Monster (Part 5)\">[&#8230;]<\/a><\/p>\n<\/div>","protected":false},"author":1580,"featured_media":20286,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_ef_editorial_meta_date_first-draft-date":"","_ef_editorial_meta_paragraph_assignment":"","footnotes":""},"categories":[1783],"tags":[61,1678],"class_list":["post-20777","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-finders-archive","tag-gm-advice","tag-monster-stats"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - 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These days I freelance as a writer for various companies (currently Fat Goblin Games, Flaming Crab Games, Outland Entertainment, Paizo, Raging Swan Games, Rusted Iron Games, and Zenith Games), I've dipped my hands into all sorts of games, but my current \\\"go-to\\\" games are Pathfinder 2, Dungeon Crawl Classics and SLA Industries. 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