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Molly O'Hara



Joined: 11 May 2005
Posts: 99
Location: Sweden

PostPosted: Thu Nov 10, 2005 4:46 pm    Post subject: Reply with quote

Heh, KaVir, a bit off topic, but here goes:
While re-reading this old thread, I came across your Golem, at the very beginning.

One of our inventive players just created a twist to that. It's a wooden doll, that you buy from a Golem maker. If you drop it on the floor, it transforms to a mob and follows you around. If you pick it up, the mob loads the original object in your inventory and purges itself.

It's a pretty useless pet, but the illusion is quite nice.
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KaVir



Joined: 11 May 2005
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Location: Munich

PostPosted: Mon Aug 28, 2006 2:28 pm    Post subject: Reply with quote

Gorgons

Drawing ideas from the article on Wikipedia:

"In Greek mythology, the Gorgons ("terrible" or, according to some, "loud-roaring") were vicious female monsters with sharp fangs and hair of living, venomous snakes."

"Gorgons are sometimes depicted as having wings of gold, brazen claws, and the tusks of boars. They even have fire coming out of their hands and they can steal powers from the gods."

"In Greek mythology, blood taken from the left side of a Gorgon could bring the dead back to life, yet blood taken from the right side was an instantly fatal poison."

"From the blood that spurted from [Medusa's] neck sprang Chrysaor and Pegasus(other sources say that each drop of blood became a snake), her two sons by Poseidon."

"Heracles is said to have obtained a lock of Medusa’s hair (which possessed the same powers as the head) from Athena and given it to Sterope, the daughter of Cepheus, as a protection for the town of Tegea against attack."


The gorgons would have the ability to fly, and would have flaming claw attacks, as well as some sort of power-draining ability. They'd also have mental petrification attacks. I envision them as having the lower body of a snake and being deadly archers (What can I say? I enjoyed the movie "Clash of a Titans" as a child :P), reverting to claws only for melee combat.

Certain specialised items might render you immune (or give protection against) the gaze attack of the gorgon - a blindfold, a mirrored visor, or a polished metal shield, for example.

Killing a gorgon would provide mages with a valuable blood ingredient for alchemy, but could perhaps also be used to poison weapons. Decapitation would provide you with a specialised wand-like device - a severed head with a magical "petrification" attack. A specialised crafting skill might also allow you to remove a serpent from the gorgon's head, creating a charm which provides protection against gaze attacks.

Medusa might be a gorgon 'boss' mob, and killing her could provide you with a pegasus mount.
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jmurph



Joined: 19 Oct 2006
Posts: 21
Location: Texas

PostPosted: Mon Oct 23, 2006 5:57 pm    Post subject: Reply with quote

Giant- Large, aggressive humanoids, giants are many times the size of a typical humanoid. They can hurl combatants away (whee!), stomp on groups of them with oversized feet (AOE anyone?), or even devour them whole (Ouch!)!

Vampire Bats- A nocturnal parasite that is far more aggressive than the real thing, vampire bats are not individually terribly dangerous. One bat will latch on to its victim and leech enough blood to fill the bat before flying away. (Swinging at a bat latched onto a companion is a bit risky...) Swarms are far more dangerous as they can deplete a significant amount of blood. Rumors of giant varieties are persistant but unconfirmed.

Jackalope- A terrifying abomination sprung from nightmares of lunatics, this monster has bothe the abilities of a jack rabbit and an antelope!

Acid Slime- (Perhaps the most annoying creature ever) Acid slimes are semi-mobile puddles of acidic protoplasm that consume anything they come in contact with. Silent save for the occasional hissing of their acids, the can easilly drop onto unsuspecting prey from above. Combatting them is difficult, as they tend to cause serious damage to any material they have prolonged contact with. Strangely, their bio-enzymes seem to have no effect on glass and certain ceramics and examples of them being fully contained in jars and phials have been recorded. Such an solution is not recommended, however, as the creatures can remain dormant indefinitely and would pose a tremendous risk should the container break.
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Andril



Joined: 05 Dec 2006
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Location: San Diego, CA

PostPosted: Tue Dec 05, 2006 9:00 pm    Post subject: Reply with quote

I like this undead from R.A. Salvatore's Canticle, first book in the Cleric Quintet.

Ghoul: Somewhat similar to zombies in that they hunger for flesh but that's about it. Corpses that have risen from the dead, but they're not rotting, skin has turned leathery, and is slime covered. Very fast runners, and agile when fighting, also pretty strong. The hunger for meat is all consuming, so much so that they'll eat anything, including one of their own if one gets taken out. Hunt/travel in packs. Getting bitten or clawed by one would fall into the "Bad Things" category due to poison.

Taking out one would draw the attention of some away from the player in a fight while they eat the fallen(again) ghoul, useful for gaining some breathing room.


In response to the Acid Slime one, it'd make a great weapon if you could seal one in a jar and then throw it at an enemy later on.
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KaVir



Joined: 11 May 2005
Posts: 565
Location: Munich

PostPosted: Wed Dec 06, 2006 1:11 pm    Post subject: Reply with quote

With Christmas coming up, I thought I'd throw out a few amusing xmas mobs (great for muds that hold seasonal events):

Santa Claws: The vicious and sadistic Santa Claws (named after the 3-inch blades that extend from his fingertips) flies on the Doom Sleigh. If knocked off his sleigh, it will fight alongside him as if it were a separate creature. If killed, Santa will fall off the Doom Sleigh, but it will continue fighting without him.

Mrs. Claws: She can usually be found within the workshop, crafting deadly explosives for her husband to drop down chimneys. In combat she hurls explosive christmas crackers and uses mistletoe to perform life-draining kiss attacks.

Christmas Treant: A particularly nasty treant, the Christmas Treant throws decorations at its opponents, and performs trip attacks with its tinsel. It also has a tiny fairy sat on its head, who uses her wand to cast spells on the treant's enemies.

Vicious elves: Small and deadly, Santa's elves will rend and tear with their razor-sharp teeth.

Animated nutcracker: One of Santa's evil toys, the Nutcracker always targets the groin with its powerful crushing attacks. The wise explorer should strap on an extra tough codpiece before taking on these sadistic creations.

Dire turkey: Huge muscle-bound turkeys, they'll peck your eyes out if you're not careful. But they make a fine christmas meal!

Giant snowman: The giant snowman is a master of ranged combat, hurling snowballs with incredible force and accuracy. He is particularly vulnerable to fire damage.

Gingerbread giant: Run, run, as fast as you can... You won't outrun the gingerbread giant.

Snap-dragon: This thing has a mean fire-breath attack...it must be because of all the brandy.

Dire reindeer: These powerful beasts fight with their antlers. Be particularly wary of the nine Raindeer Lords (Rudolph, Dasher, Dancer, Prancer, Vixen, Comet, Cupid, Donder, and Blitzen), each of which has its own special powers. For example, Rudolph can charge up his antlers for a powerful fire attack (his nose glows red while powering up).

Dire carol singer: Most carol singers are pretty dire, but these ones are awful. Their songs cause deafness and fear penalties. Fortunately they can be bought off for a few gold pieces.
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Vopisk



Joined: 22 Aug 2005
Posts: 99
Location: Golden Valley, Arizona, USA

PostPosted: Fri Dec 15, 2006 1:56 am    Post subject: Haha! Reply with quote

That was great KaVir! Made my day and gave me a good laugh. And in a sick and twisted world, those mob ideas would actually work. Fantastic!

- Vopisk
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Alayla



Joined: 11 May 2005
Posts: 88
Location: Prague

PostPosted: Fri Dec 15, 2006 2:52 am    Post subject: Reply with quote

KaVir wrote:

Animated nutcracker: One of Santa's evil toys, the Nutcracker always targets the groin with its powerful crushing attacks. The wise explorer should strap on an extra tough codpiece before taking on these sadistic creations.


c 'change sex'!
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Lazarus



Joined: 03 Jan 2007
Posts: 4
Location: Oklahoma

PostPosted: Wed Jan 03, 2007 9:36 pm    Post subject: Reply with quote

So in some sense you are suggesting hooks on mobs to add additional commands at certain times. Like looking at a golam and seeing the glyph on the forehead would have something like

"A glowing emblem on the forehead of the beast seems to pulsate with each movement the creature makes. Perhaps a weapon with long enough reach could THRUST GLYPH and have a chance to destroy the beast quickly."

So the veteran who just wants to go in and whack it to death can do that, but someone aware of their surroundings could conceivably defeat the enemy much fast and with much less risk. So each mob could possibly become a puzzle. The idea is interesting, especially in groups where you might have one person with a spear and another with a whip for PULL LEG on the "Stilt-legged sand ant" later in the dungeon.

Done right it could make weapon classes that are 'inferior' to others because of easy of availability or stats to become very useful in certain circumstances.
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KaVir



Joined: 11 May 2005
Posts: 565
Location: Munich

PostPosted: Wed Jan 03, 2007 10:59 pm    Post subject: Reply with quote

Lazarus wrote:
So in some sense you are suggesting hooks on mobs to add additional commands at certain times.


I guess you could do that, but I was thinking more for muds which use combat systems that allow the targetting of specific body locations. The 'long spear' reference was more to imply a stabbing attack from a weapon with a long reach (I envisioned the golem as being rather tall).
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KaVir



Joined: 11 May 2005
Posts: 565
Location: Munich

PostPosted: Tue Jun 19, 2007 3:06 pm    Post subject: Reply with quote

In the Wit'ch War series by James Clemens, there is a race of creatures called the skal'tum (the author has an unhealth obsession with apostrophes). The skal'tum cannot be hurt until they've taken their first life, after which they can only be hurt while in sunlight, or by weapons that have been dipped in the blood of another skal'tum (the weapons darken and lose their sheen, becoming permanently stained and able to hurt skal'tum).

From a mud perspective:

A newborn skal'tum is completely immune to all forms of damage until they've successfully killed something, so if a player is hunting newborns they should make sure to bring an unwanted pet, or carry some small mob with them. Once the newborn skal'tum has made its first kill it should be fairly easy to dispatch.

Full-grown skal'tum can be assumed to have already made their first kill. These creatures should avoid sunlight when possible, and stick to the shadows if out in the day - getting them into the sun should generally require trickery (such as smashing a window behind them) or brute force (such as grappling them and dragging them into the sunlight).

A weapon that strikes a skal'tum who is in the sunlight will inflict regular damage, and also set the "skal'tum bane" flag on the weapon. A weapon with that flag can then harm skal'tum regardless of whether they're in the sunlight or not.
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elanthis



Joined: 13 Apr 2006
Posts: 10

PostPosted: Tue Jul 03, 2007 2:57 pm    Post subject: Reply with quote

I've always been a fan of traditional vampire mythology (versus the modern crap).

Vampire - A hostile spirit which occupies the corpses of the dead during the night, and rises to feast on the flesh of the living. The spirit remains bound to the corpse until it returns to the grave. If caught by the rays of the Sun while still habiting a corpse, the spirit is destroyed. The most effective way of killing a vampire is to stake the corpse to the ground so that it may not flee the morning light of the Sun.

Something I've seen run at a lot at a local LARP is to make various creatures only harmable by specific materials. Not the most imaginative system, but it does give players incentive to acquire and train with a wider variety of weapons.

Shadow Runner - Beings of pure shadow, chaotic in nature and often hostile towards creatures who can walk in the light. Their bodies can only be harmed by weapons made of pure crystal or glass.

Werewolf - Men who turn into wolves at night. While in wolf form, an insatiable blood lost overcomes them. Their wolf forms can only be harmed by weapons made of silver.

Spectre - The cursed souls of the dead, ghosts who haunt the living, spectres are evil beings who seek only to harm the living. Their ethereal forms are untouchable by anything except weapons made of the melted and reforged gold from a priest's holy symbol.

KaViR's golem idea is certainly neat, too. (Add in the ability to climb on large mobs and you could make a MUD version of Shadow of the Colossus - hot.) There are plenty of other ways you could use that idea, of course. Maybe even combine it with the other method above...

Vampire (Modern) - Damned souls, vampire are undead abominations who walk the earth feasting on the blood of the pure and innocent. The only way to kill a vampire is to pierce its heart with wooden stake. Only a skilled warrior with a piercing wooden weapon can hope to kill a vampire in direct combat.

Environment could also be a factor, although this works best if players have skills or combat abilities that allow them to push or move an opponent to other areas.

Treant - Sentient trees who ferociously guard the forest against human intruders. So long as they are near other trees, their life force is sustained and they remain indestructible.

You can tie a monster's life force to some other part of a dungeon, such as an object or another creature. A classic D&D example would be:

Lich - A lich is the result of powerful sorcery that takes the life of the caster, giving him in exchange the powers of the undead. The spell binds the life force to an object, which is usually hidden and not carried by the lich. Only the destruction of this object - the phylactery - can destroy the lich bound to it.

Dryad - The spirit of an ancient tree, who with time gained a measure of sentience and power in the world. A dryad, being a spirit, cannot be harmed. The destruction of the tree itself is the only means to stop a dryad's power.

Animated Sword - Swords, and other weapons, can be given the power to move and act independently by a powerful sorcerer. The blades fight with skill and have no weaknesses. The death of the sorcerer who created the animated swords will sever the spell which grants them their mock life.

There are other fun "puzzles" you can create. If you're having trouble thinking of some, play a Zelda game - they've got plenty of examples. The classic Ganondorf fight mechanic is a good one to appropriate.

Dark Wizard - Evil men who have made deals with power demons, dark wizards are immune to the weapons and spells of mortal men. Only the dark power which they alone wield is capable of destroying a dark wizard. Their spells are dark attacks, made of anti-light, which can be reflected by a skilled swing with a well polished metal weapon or shield or other reflective surface.

If you have particularly large mobs, you could do the Shadow of the Colossus thing, or even have areas inside of the mob.

Monstro the Whale - The largest whale to ever menace the sea, Monstro often swallows ships and other seaborn vessels. He is far too large to threaten with even the most powerful of weapons found aboard a ship... unless the ship happens to already be inside his soft belly.

You could given a dungeon a dangerous environment, which mobs are susceptible to as well as players. For example, a trap that drops a character or mob off a bridge into the lava below.

Rock Man - Creatures of the deep earth, rock men are nearly indestructible. Only hot lava is capable of melting their granite bodies. Fortunately, rock men are crafty but not intelligent, and can often be tricked into triggering their own traps, which usually involve the most dangerous thing they know of: lava.

Group tactics should be a key feature of any multiplayer game. What better way to encourage them than to make them required for some monsters?

Death Knight - Powerful warriors taken by dark gods, the death knight is a walking tank covered by god-crafted armor. Only their backs are left unprotected. A death knight far too quick and skilled to allow a single warrior to maneuver behind him. Only by overwhelming the death knight with a frontal assault can a comrade be given the opportunity to strike the death knight's vulnerable back.
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KaVir



Joined: 11 May 2005
Posts: 565
Location: Munich

PostPosted: Tue Jul 03, 2007 4:46 pm    Post subject: Reply with quote

elanthis wrote:
I've always been a fan of traditional vampire mythology (versus the modern crap).

Vampire - A hostile spirit which occupies the corpses of the dead during the night, and rises to feast on the flesh of the living. The spirit remains bound to the corpse until it returns to the grave. If caught by the rays of the Sun while still habiting a corpse, the spirit is destroyed. The most effective way of killing a vampire is to stake the corpse to the ground so that it may not flee the morning light of the Sun.


As an aside, the idea of sunlight being fatal to vampires was first introduced by the 1922 film "Nosferatu", and became popular through Hollywood. In traditional folklore, vampires are usually only nocturnal (Dracula was only weakened by sunlight, for example).
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KaVir



Joined: 11 May 2005
Posts: 565
Location: Munich

PostPosted: Mon Jul 30, 2007 10:13 am    Post subject: Reply with quote

Here are a couple more ideas, this time for 'boss' mobs:

Thunor the storm giant (based on Thor): Wields a warhammer that can be thrown (and magically returns afterwards) and inflicts lightning damage as well as crushing damage. Rides a flying chariot drawn by two massive goats. If you kill Thunor or knock him off the chariot, the chariot will carry on fighting without him. If you destroy the chariot, the two goats will break free of their harness and attack you as well.

The Witch-King: A powerful undead king who rests within a great barrow. There are three sarcophagi within the barrow, one huge (containing the king) and two small (containing his guards). If you break open a sarcophagus, the appropriate undead will rise from it to fight you. If you break open the huge sarcophagus before the small ones, the guards will rise up to defend their king.
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chaos



Joined: 24 Aug 2007
Posts: 35
Location: New Jersey

PostPosted: Fri Sep 07, 2007 1:54 pm    Post subject: Reply with quote

I've been well-satisfied with a group of energy-being critters I've put together. They started with:

Astreon: A vaguely anthropoid creature made of stellar plasma, intelligent but uncommunicative and inscrutable; some hostile, some not.

To do these somewhat adequately, I developed support for a few plug-in racial behaviors:

1) inflicting automatic damage on people who come into contact with you (attacking and otherwise)
2) expending some of your own substance (taking damage) when you use your natural attacks on someone or harm them by the contact-damage mechanism
3) subsumption -- two astreontes hostile to one another, rather than fighting it out, instantly resolve which one is dominant, that one absorbing the other's substance

Having that support, I applied it to some other creatures, some of them fairly standard (fire spirits, fire elementals, acid blobs, alkali blobs), but also:

Hyperiad: Similar to an astreon, but made of solar plasma. Because the sun is the imprisoned, mad elder god Hyperion, the hyperiads participate in Hyperion's madness and are universally hostile. (Astreontes and hyperiads can absorb each other, with hyperiads having a small advantage in the contest. Most of the creatures in this list are mutually capable of the subsumption mechanic.)

Sunfish: A smaller, fish-shaped being related t the hyperiads, relating to them somewhat like fire spirits relate to fire elementals. (Sunfish will almost always be dominated and absorbed by higher-order energy beings.)

Elektros: An electricity being of the same general class as astreontes and hyperiads. Elektroi mostly hail from the electrically charged outer plane Lakan.
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quixadhal



Joined: 17 Sep 2007
Posts: 8

PostPosted: Mon Sep 17, 2007 4:05 pm    Post subject: Reply with quote

Ok, I felt compelled to post the god my cleric followed in the last AD&D campaign I was part of. Casting spells was... interesting. The DM and I worked out a deal where I could try to cast whenever I wanted, by falling to my knees and preaching/gibbering/screaming. We both rolled a d20, if I beat his, I got a spell. The spell was chosen by another dice roll. Smile

Quote:
AZATHOTH (The Daemon Sultan, the Blind Idiot God) (greater god)

Azathoth is nominally the head of the pantheon known as the Great Old Ones; since the Great War against the Elder Gods, however, Azathoth has been robbed of his mind, and therefore does nothing save exist and writhe mindlessly to the tune of daemon flautists.

Azathoth is utterly amorphous, and resides in his own massive court, which is perhaps arbitrarily referred to as the Center of the Universe. There he is surrounded by other equally blind, idiotic and amorphous dancers/musicians, and his every need (rare as such things might be) is served by Nyarlathotep.

Role-playing Notes: None whatsoever. Azathoth cannot be role-played in the traditional sense; not, at least, to any degree of satisfaction. Statistics: AL cn; WAL any insane, or any worshipper of the Great Old Ones; AoC essence of the Universe; SY Seven-pointed star

Azathoth's Avatar

Azathoth's Avatars appear only when summoned, and hence initially fill only the area of the summoning. If angered, however (which is no difficult deed), Azathoth grows as it attacks, giving it a 50 yard reach at the end of the first round, and doubling its reach every subsequent round, until Azathoth loses track of what it is doing and leaves.

Code:
        Str 25         Dex 20      Con 25
        Int --         Wis --      Cha -7
        MV None        Sz var      MR 75%
        AC -2          HD 37.5     HP 300
        #AT 1-6        THAC0 -     Dmg as below

Special Att/Def: Anyone viewing Azathoth must save vs. spells at -6 or go permanently insane. Azathoth can attack with from 1 to 6 pseudopods, with his THAC0 varying according to the number attacking, as follows: 1=-10, 2=0, 3=2, 4=5, 5=10, 6=12. Damage is devastating, however, at 1-100 hp. It is also highly corrosive, weakening any structural material, destroying any wood, stone a yard or less thick, or metal a foot or less thick. The range of the pseudopods also determines the radius of blasted earth. If the avatar is slain, it is in fact returned to Azathoth at his court.

Duties of the Priesthood

The priests of Azathoth are utterly mad. Azathoth does not know about them, nor does he grant them spells. Of course, they could care less.

Requirements: AB standard, plus insanity; AL cn or ce; WP any; AR a; SP none; PW nil; TU nil.
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