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a308cb No.135882

I'm probably going to get told to gobackto /tg/ for this, but since they'd probably tell me to goback here, I figured I'd just skip the middle-man.

We all know that the MGE is, or at least began as, a pornified monstergirl manual. Being a fan of Dungeons & Dragons myself, but not quite so much a fan of KC's magical realm setting, I've been contemplating my own D&D based MG setting.

Why am I here? Two reasons.

Firstly, I was curious if other D&D players/DMs out there have ever made any use of MGs in their D&D games, and how they did so.

Secondly, if it's allowed, I was interested in sharing my budding Dungeons & Monstergirls setting lore here for discussion, development and refining.

9ad426 No.135885


3b74b4 No.135899

>>135885

Can someone do this for 5e?


a308cb No.135901

>>135899

That's basically what I'm hoping to do, crunchwise. See, I figure that the vanilla races can be easily reskinned, given how 5e doesn't pigeonhole based on fluff anymore. The trick is coming up with viable race stats for the other races you'd "expect" in a D&D MG setting; catgirls, harpies, lamias, mermaids, centaurs, whatever.

If folks are willing to share their opinions and advice, I'd love to try and see how a 5e Dungeons & Monstergirls setting could work.


1255fb No.135902

Here's the monstrous index if you want some ideas.

http://www.lomion.de/cmm/_index.php

Just cross reference stuff in it with KC's work, copy/adjust the stats, and change things up a bit.


0da7d9 No.135908

File: 1454116233049.webm (6.45 MB, 900x506, 450:253, HERESY.webm)

Can we include Warhammer and Warhammer 40k too?


a308cb No.135910

Since nobody's told me to leave, yet, I figure I may as well share what's going on through my head.

What I'm aiming to do in my setting, don't know what you guys are doing for yours, is to avoid the Magical Realmism of the MGE I found most annoying. For me, personally, that means the uber-succubus Mary Sue, the widespread Corruptionism, and the stupid Cycle vs. Genocide backstory.

The basic world fluff I've got amounts to this:

* In this world, monstergirls are the native organisms. There are "real" monsters, mostly dire beasts, giant bugs, killer plants - stuff that is basically "nature turned up a notch - but the conventional fantasy races are all MGs. So busty amazonian cowgirl Minotaurs, shortstack Dwarfesses, loli Halflings, hyena-girl Gnolls, Orcesses, all that stuff.

Humans are intruders to this world, in the form of magical colony-vessels - think "flying cities" - that have landed here in the last couple of generations. Why they're here, and if they're here on purpose, I haven't settled on yet.

Humans and MGs are interfertile. The result is equally likely to be a human son or an MG daughter - there is a slight bias towards daughters in births, but we're talking 53% female to 47% male, and many species produce litters.

MGs don't need sex with men; they've survived since the dawn of creation because they have their own unique methods of asexual procreation, all based on what species they are. For example, the dwarves all have methods relating to their craftsmanship focus; Mountain Dwarves feed precious metals into "clan-kerns" (magical stone wombs) to spawn new daughters, Hill Dwarves brew a sacred mystical beer that makes them pregnant when they drink it, and Dark Dwarves literally sculpt their daughters from rare metals only found in the Underdark.

MGs and Humans fuck for one reason; it feels good. There's no driving need for either side to breed with the other, it just works out that some folks like the exotic.

That's the setting basics so far. If folks aren't rejecting all this, I can share what thoughts I've had about the 5e PHB races, maybe even the "xpack" races like genasi or minotaurs.

>>135908

I've no idea how, but if folks are willing to drop ideas here in good faith, I'm obliged to hear 'em out.


5883d3 No.135914

>>135910

Maybe genasi would be like half elves, true breeding either way


a308cb No.135917

>>135914

I'm kind of thinking to avoid "half-Xs" in this setting, given the standard MG lore. Instead, what I'm thinking is that they're basically a mutant/splinter race; still "pure MG", but they're a different kind of MG.

Less like "hybrid" and more like "domestication". For example, the "Half-Orc" vs the Orc might be a case where one species is a (green-skinned?) P'orc (pig-girl orc) and the other is a tusked, green-skinned human amazon. Or the difference may of coloration.

I think I've lost my tack…

Anyway, for Genasi and Tieflings, I was thinking of scrapping the old lore and going with something inspired by 4e's Deva. They're not "planar mutts", they're actually full-fledged elementals and fiends that have adapted to survive in the prime material, at the cost of being the weakest of their "family breeds".


0df051 No.135918

File: 1454118353605.png (19.3 KB, 356x266, 178:133, 1450304339756.png)

>D&D.

>Dragons can mix with literally anything.

>fuckin' hell


a308cb No.135938

What the hell, I'm basically jerking everyone along by acting coy. Here's the current reskinned "corebook" (PHB, DMG, SCAG) races in regards what little lore I've managed to pick up.

Dwarf: Shortstack human-like MGs known for their mastery of craftsmanship. Found wherever the land will support them. Breeding is skill-related; see subraces.

* Mountain: Found in high mountains, they are the source of the dwarven stereotype as miners and craftsmen. Tough, loyal and hardy, they are driven and enthusiastic, prizing the motto of "work hard, play hard". Their incessant mining is vital; only precious minerals can fuel the Clan-Kerns, the mystical stone wombs carved from mountain heartstones that produce the next generation of Mountain Dwarves.

* Hill: Dwelling on gentler slopes and terrain than their Mountain Dwarf sisters, they are much more surface-bound, and typically trade food, clothing and medicine to the Mountain Dwarves for good weapons. More laidback and easy-going than Mountain Dwarves; tend more towards a strongfat sort of build. Master brewers and alchemists; they use a sacred mystical booze to impregnate themselves with daughters.

* Deep: Grim, hard-working, diligent, perfectionist dwarves. Always /fit/ in physical build. Culture is all about working your hardest, because they need to in order to survive; the Underdark is dangerous. Morever, they literally sculpt their babies from a rare mineral found in the depths, and if it isn't *perfect*, the ritual to make it into flesh & blood won't work.

Elf: Used to be the setting's major bigshots, but were slowly sinking into obscurity. Humanity's arrival has shaken things up, and ironically provided a revivifying jolt.

* Eladrin: Oldest and rarest of the races, mostly withdrawn into the feywild. Gloomy, gothic bitter snarkers; they belittle all other elves because they know that they're all screw-ups who only came into being because the eladrin fucked up in the past. Often become adventurers to make a mark on the world, to do the great feats that will make others remember them.

* High: The Asari of the setting.. at least, in their own minds. In reality, falling into a descending cycle of decadence, intrigue and stagnation that means their empire was already crumbling before humans showed up. Can be kind of arrogant pricks, but their idea of "worth" isn't inherently aligned with "you're an elf", so they're the quickest to play nice and sincerely mean it.

* Wood: Elves who fled to the wilderness after the Great War and have degenerated since, losing most of their arcane magic and descending into barbarism. Isolationist, feral and xenophobic. The unfun ones.

* Dark: Underdark-dwelling hedonistic demon-worshippers. Revere a patron goddess who is basically the bastard daughter of a drunken threesome between Lolth, Calistra and Slaanesh. Not into backstabbing and random slaughter, but big on parties and fun, so long as someone else is picking up the tab. Actually do send emissaries and the like up to the surface, though they have a deserved reputation as sleazy and dangerous to fall for.

Halfing: Loli MGs, these little scamps can be found everywhere, and were practically the world's humans before humans arrived.

* Lightfoot: The vanilla halfling, pretty much. Like open forests and prairies, living the traditional halfling lifestyle of farming, sleeping and eating. Good at hiding.

* Stout: Swamp & river-dwelling oppai loli halflings. Don't necessarily speak with a "gumbo" accent, but do have a N'awlins theme. Like eating super-spicy food. Tradition amongst Stouts is that when a gator eats one of them, her family must avenge her by catching it, cooking it and eating it. Some like to prove their "manhood" by handling poisonous snakes, spiders and creepy crawlies, which they also consider a delicacy.

* Ghostwise: Feral forest-dwelling halflings. Get along well…ish… with wood elves. Afraid of "bigfolk", so they use their telepathy to train killer beasts as guardians and labor-beasts. The stereotypical ghostwise tribe rides to battle on the backs of baying wolves.


a308cb No.135939

>>135938

Dragonborn: Proud, aggressive, take-charge, ambitious dragon-girls. Have long tails and tiny wings; don't point out that they can't fly, it's a sore spot. They are "true dragons", but they're the weakest of the breed, and this incenses them; their stereotypical racial obsession is with finding a way to transcend and become a true dragon. Possibly a curse-spawned variant of the original dragon-girls. Have a relationship with kobolds akin to that between a hot teenager and her annoying little sister who idolizes her.

Gnome: Buggered if I know. Never been much for gnomes. Have the Rock, Forest and Svirfneblin subraces.

"Half-Elf": Again, no idea.

"Domesticated Orc": Orcs who realised that, while humans were hot and fun to fuck & fight, they also had really, really nice stuff, and that they could get what they wanted by stopping with the raiding & slaving and just asking instead. Also descendants of orcs who decided it was more convenient to live with humans than to keep picking fights. Ladette types equally notorious for their huge appetites for fighting/drinking/eating/fucking and for their undying loyalty. Possibly a P'orc body-basis? I haven't done P'orcs before.

Tiefling: The bottom of the fiendish foodchain, the sort of fiends that even imps could kick around. Fled en masse to the mortal world, where they are (comparatively) more of a big deal. Possibly subrace division based on the Feral, Devil's Tongue, Winged and Hellfire options from the SCAG? Maybe the Abyssal Tiefling variant too?


a308cb No.135971

Beyond fixing up the "half-elf" and Gnomes, that still leaves the semi-official races (Genasi, Aarakocra, Goliath, Changeling, Shifter, Warforged, Minotaur) from Unearthed Arcane.

After that… well, it's figuring out what are the most essential "D&D flavored/PC-eligible MGs".

Which is to say… what D&D monsters do you most think *need* the MG treatment?

Additionally, or alternatively, what "iconic" MGs (catgirl, harpy, or lamia, for example) need 5e writeups? Because I've got a little experience in the matter under my belt, I'm working on a bunch of Pathfinder to 5e race conversions elsewhere, and and I want to give anons the chance to take these stats to run their own D&MG 5e games if they want.


2d0e8a No.135990

>>135971

>Which is to say… what D&D monsters do you most think *need* the MG treatment?

Perhaps some of the demons, devils, angels and shit like that. Bugbears, Owlbears, Landsharks and the 'vanilla' d&d monsters. I think MGE kinda got most of them, too, so you could take a look at what's offered in there since most appear in the manuals (i think.). I guess dinosaurs would be nice too, but i'm a huge fag for dinos, so that' just me.

As for conversions, i'm not sure. It's been a while since i played any tabletops… I guess Apophis could pasted into that, along with the crazy kinds of slimes on mge. Titania could be another candidate Don't think there are those, could be wrong though. As i said, it's been a while.


a308cb No.136050

Alright, let's try something easy to start with. Catgirls as a 5e race…

Now, from my experience, and I'm not an expert, catgirls most iconically fall the design ofthe iconic cutesy kitten girl. However, "big cat" inspired catgirls are also a thing, and these are usually depicted as strong warriors, in contrast to the ditzy cuteys. I don't think intelligent or magical catgirls are commonly a thing… but, cats do have a strong association with magic and cunning in folklore, so that a "catgirl witch" race makes sense to me.

Generally, catgirls are portrayed as agile and graceful (if prone to "cute" attacks of clumsiness), so I'd say a default of +2 Dexterity and +1 to either Charisma, Strength or Intelligence depending on sub-breed. Although… catgirls generally tend to focus less on the "feline agility" side of things, so maybe reverse that to +1 to Dex and +2 to the sub-breed ability?

Catgirls generally tend to have superior night vision and enhanced speed over humans, to my admittedly limited knowledge. So that makes for Low-light Vision and Movement 35 feet.

Cargirls have their claws, of course, so swipe that from the Aarakocra race.

Need at least one other major racial ability… hmm, cats tend to be very quick to react and/or hard to surprise, don't they?

After that, it's a matter of figuring out the sub-breed powers. I figure we want "cutesy" for the housecat, "feral" for the wildcat and "mystic" for the witchcat. These should be more fluff-inclined.

I'm open to other people sharing how they think a catgirl should be built, but heres my kneejerk first draft production, based on the thought process I just outlined:

Catgirl, 1st draft:

Ability Score Modifier: +1 Dexterity

Size: Medium

Speed: 35 feet

Vision: Low-light

Cat's Claws: You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.

Quick as a Cat: When rolling your Dexterity to make an Initiative check, roll twice and take the higher result.

Best in Breed: You belong to one of the three distinct breeds of catgirl; housecat, wildcat or witchcat. The rest of your racial abilities are determined by which breed you belong to.

Housecat Breed:

Ability Score Modifiers: +2 Charisma.

Ne-kowaii: You have Advantage on Charisma (Persuasion) checks.

Kitty's Luck: You increase your AC by +1. Additionally, if you have the Lucky feat, you regain your Luck Points at the end of a short rest instead of at the end of a long rest.

Wildcat Breed:

Ability Score Modifiers: +2 Strength

Born to the Hunt: You have Advantage on Intelligence (Nature) checks. You also have Advantage on your passive Wisdom check to avoid being Surprised.

Big Cat's Claws: Your Cat's Claws do 1d6 slashing damage instead of 1d4 slashing damage.

Purrfect Ambush: Other creatures have Disadvantage on Wisdom checks made to detect you when you are using the Stealth skill or when you are attempting to Surprise them.

Witchcat Breed:

Ability Score Modifiers: +2 Intelligence

Cat Magic: You know 1 cantrip of your choice from either the Wizard spell list or the Warlock spell list.

Wise as a Cat: You have Advantage on Intelligence (Arcana) checks.


e4b76c No.136087

>>135971

Maybe roll in Shades? They're sort of like the human equivalent of Drow, shadow powered blue assholes who use stealth and illusion magic.

If not maybe consider looking at the 3e and 4 shades when you're building out the faggot cat.


a308cb No.136089

>>136087

I don't quite understand what you're referring to? Shades as a potential MG race, sure, though. I'd rather try and figure out angles for refluffing the half-elf & gnomes, and what the iconic MGs to make "demihumans" are (so far, I'm thinking catgirl, slime, lamia and harpy) first; get the relatively easy stuff done before tackling more exotic gals.


e4b76c No.136092

>>136089

Well I was suggesting two things. First was adding shades as a race since they fit into that second tier exotic stuff as like tieflings and dragonborn as an easy way for player to make pcs touch the broader cosmology of the setting.

Second I was suggesting faggot cat as an iconic monster girl race, an suggesting existing content as a template for building their racial abilities.

I probably could have articulated that better.


a308cb No.136122

>>136092

It's mostly the faggot cat reference I didn't get. But yeah, anyway, what do anons think of the current 5e catgirl crunch I drafted together?

I know, I know, I should be focusing on expanding the fluff for the canonical demihumans first, but I can't resist asking.


206885 No.136219

But big into 5e yet, but it looks like functional homebrew.


a308cb No.136485

>>136219

Thanks for the comment.

So, anyone have any ideas on how to rework the gnomes and the half-elves into MGs?

Or suggestions on which MGs you think would be "absolutely essential" to get PC writeups for? As far as I'm aware, the iconic monstergirls, not counting any ones already covered by the D&D races, are Catgirl, Slimegirl, Lamia, Harpy, Mermaid, and possibly Centaur and/or Spidergirl (either tauric Drider/Arachne or bipedal Ettercap). Anyone have any alternate suggestions to this list?


427c1c No.136508

Half-elves… I mean, elves are barely monster-girls already. Half-elves are basically human.

Gnomes, though… What would be rather funny is if gnomes are sort of a tricky type that pander to lolicons. Dressing childishly, acting like kids, despite the fact that they're grown adults. Partially to encourage humans to protect them- But also because A: it makes it very easy for them to steal things, and B: because there are weird humans who are into that.

Basically, sort of like the Baphomet/Witch thing in MGE, but a race that takes advantage of looking like human children to really screw with humans heads, or to make a sizable profit. Acting all innocent and childish while bilking people for all they're worth.

I don't know if that's your kind of thing, though.


a308cb No.136514

>>136508

Yes, I know. The only reason I'm really giving them some thought is because there is a precedent in the setting for hybridization producing a new form of MG - the "Domesticated Orc" from the corebook, and the Dhampyr as a later expansion. I'd like to see if it's at least possible for half-elves to get a similar sort of treatment… but I admit, I won't miss them too much, seeing as how they're basically "elves that suck more" (contrasting half-orcs, who're traditionally "orcs that suck less").

For the gnomes, that's a pretty good idea. What about making them an oppai loli format (except maybe the Svirfneblin, who're shortstacks, due to their avid miner status?), to build in on that "false loli" status?

In fact… perhaps gnomes are an enigma even in-universe? They could be another elfin mutation, a more mystical dwarf breed, fey halflings, and nobody really knows, except maybe the gnomes, who don't seem to care?

In fact… I think I got ideas for the gnome fluff, now, if people want me to post it?

Also, trying to work on crunch for 5e Harpy, Lamia and Slimegirl, if folks are interested in sharing their opinions?


427c1c No.136627

>>136514

If you want to make half-elves interesting… Hmmm. One of the ideas I remember was that half elves were a result of basically a marriage scheme by elves. Elves would marry rich human merchants, expecting to inherit their fortunes when the humans died, banking on the idea that they weren't fertile with humans. They proved wrong, which resulted in a large number of half-elves who were well-educated and quite clever.

Along the same lines of 'elves getting bullied by their own plans'… It could be interesting if half-elves act as a kind of 'aphrodisiac', for both humans, and elves- Effectively, in a community with half elves, both pureblood humans and pureblood elves tend to have much higher rates of interbreeding. This doesn't make much difference to humans, who'll screw anything that can string two sentences together, but for the high-and-mighty elves, it makes half-elves downright terrifying for them.

I figure, the big appeal to elves is always going to be their haughty asses winding up knocked up and embarrassed at the round-eared children and lover. Might as well have half-elves play into that. Plus, anchor-children for elven citizenship.

I've been working on a CYOA where lamia are sort of like the Serpent-Men from Robert E. Howard's Kull series- an ancient race predating the dinosaurs. Maybe making them particularly scientifically minded, rare, but very capable, and haughty as fuck, but with little choice but to interbreed with humans at this point?… Just some random ideas.


a308cb No.136670

>>136627

Hmm… interesting. So, don't go to the full extent of making half-elves divergent based on their elven parentage, but keep the idea of them being a walking aphrodisiac/interbreeding magnet? Interesting. Explains why they exist a lot better than some canon settings do.

As for that Lamia fluff suggestion… interesting. I hadn't considered the Lamia fluff much, and I probably should, for races I'm going to crunch-brew from scratch. That might work; it beats the savage, malevolent hedonist approach of traditional D&D monsterlore, yesno?


a308cb No.136671

Slimegirl Crunch Development

Tricky matter, here. As anyone who's ever looked at the Ooze entry in the Monstrous Manuals knows, it's quite obvious that D&D slimes share a lot less in common than one might think. Ignoring the Gelatinous Cube, which is a deliberate outlier, the only thing the 5e Black Pudding, Gray Ooze and Ochre Jelly have in common is the Amorphous trait and immunities to mind-altering effects, blindness, exhaustion and being knocked prone. Black Puddings are immune to acid, whilst the other two only resist it. Black Pudding and Ochre Jelly have the ability to climb, whilst the Gray Ooze doesn't.

So, a slimegirl race can't take a whole heap of encouragement from the existing 5e oozes. Which leaves the big question: should it go for a subrace approach? If yes, what might the subraces actually be? How do you distinguish them?

Lamia Crunch Development

This will be tricky because it's the first 5e race that doesn't configure to the standard bipedal body format. 5e is generally light on the racial penalties, with only the drow & duergar's sunlight sensitivity (and technically the aarakocra's "you can't fly in heavier armor") counting. So that raises the question; should lamias get some kind of penalty for their snake body, perhaps not being able to use Foot slot items, or should that be skipped - Foot magic items restyle themselves into heavy anklets that the lamia can slip onto her tail, for example?

There's a Pathfinder lamia race that I can post the stats for, so that might be raidable for further insight, or there's always the "make it up from scratch" approach.

Hmm… should there be a subrace approach to this race, or not? Lamias do come in a wide variety, after all; you can't say there's no difference between a cobra-girl, a rattlesnake-girl, a viper-girl and a python-girl, right?

Harpy Crunch Development

This is a trickier race to develop for 5e. We have an example of a flying race in the Aarakocra, and arguably you could just reskin those from "humanoid bird" to "cute birdgirl" and have a fully-functional harpy. On the other hand, that's ignoring the D&D harpy's traditional affinity for charm magic. That's not so hard to replicate, just give the aarakocra spell-like abilities as per the Devil's Tongue Tiefling (Vicious Mockery at-will, Charm Person 1/day at level 3, Enthrall 1/day at level 5), but there's still a problem of balance.

Namely, how do we make it so that non-magical harpies are equivalently worthy with the spellcasting ones? Or should we not bother with the subraces and presume that only magical harpies exist?


a308cb No.136694

Hmm… I am thinking on Gnome, Half-Elf and Orcoid fluff… there's just something I need to ask:

Should I actually assume there's a difference between half-orcs and regular orcs in a setting like this? I mean, their stats have usually differed in the past, but they've tended towards an "orcs are even stronger and stupider" approach that is otherwise mostly identical in regards the small details.

Thing is, 5e's mostly abandoned the racial penalties approach of the past, so would a pureblood orc really be that different to a half-orc in it? If not, then is there really any reason to credit half-orcs existing in this MG setting?


a308cb No.136763

The gnomes are one of the stranger "demihumans" of (Abode). Small humanoids, they could easily be mistaken for human girl-children, were it not for their exotic coloration, the distinctive knife-like elongated ears they share with elves, and the very unchildish bosoms that every mature gnome sports.

As a general rule, the gnomish disposition is a strange portamanteau of childishness and maturity - rather like their body, as is constantly noted. They tend to be free-spirited and fun-loving, but also quite thoughtful and introspective. The precise tendencies vary between subspecies, as is the norm for demihumans.

The origins of gnomes is a mystery. Eladrins sometimes speculate they may be some particularly degenerate strain of their own elfin family tree. Others postulate that they are dwarves or halflings who became enamored with pure sources of magic, leading to their more fae nature.

If the gnomes know, they aren't telling. They certainly don't care, and most laugh at anyone who finds it important.


a308cb No.136765

Forest Gnome:

Forest gnomes are the largest of their kin, readily distinguishable by their "foresty" coloration - skin tones in earthen or bark-like shades of black, brown, yellow or red, animalistic irises of yellow, brown or orange, and green hair - and their somewhat claw-like nails & pronounced teeth.

Forest gnomes are a sylvan breed of demihuman, most comfortable in dense forest, thickets or even high grassland if they must. They have a reputation as both tricksters and caretakers. Forest gnomes, like wood elves, respect their homes and see to care for them, though not to the extent of obsession; they seek to avoid over exploitation, not sensible use. At the same time, though, they love to pull pranks and make mischief, making them notorious amongst travelers. Riddles, jokes and songs are serious business amongst them, and they often become merchants or bards.

Forest gnomes without access to men breed through ritual magics. One or more prospective parents digs a shallow burrow and prepares a nest of leaf-litter. Into this nest, she places a magical poppet, a baby-doll woven from leaves or animal fur and stuffed with a combination of animal bones & teeth, her own hair, and her own blood. The burrow is then sealed and left for nine months, after which the gnome returns and digs it open, finding a howling baby gnome inside ready for her first drink of mother's milk.


a308cb No.136766

Rock Gnome:

Shortest yet bustiest of the gnomes, rock gnomes are famous for their vividly bright hair and eye colors, often in unnatural shades of human-like colors or just in colors no human girl has ever sported, such as blue hair or pink eyes.

Rock gnomes are, in their own eyes anyway, the smartest and brightest of all the gnomes. Quick-thinking, intellectual, they are natural academics, with a racial fascination with magic, alchemy and technology. Every rock gnome at least dabbles in some field, if only as a hobby or for intellectual stimulation. Many rock gnomes follow a Life Quest, a particular experiment or theorem they are driven to complete; what this is varies from gnome to gnome, but is always grand in scale. Developing flying machines, elixirs of youth, portal spells, it doesn't matter.

Rock gnomes have a reputation as the most arrogant and hotheaded of their kin. They commonly braggadocios, and even those who don't flaunt their own brilliance are quick to look down on those who they judge are acting "stupid". To say nothing of exploding in rage at those they think aren't giving them credit.

Their personalities can make them quirky sages - or full-fledged mad scientists - but never at the cost of their efficiency. A rock gnome may get so caught up that she forgets about little things like "should I do this?" or "what might happen if X occurs?", but she never loses track of her need to make something work.

Rock gnomes may have wildly different opinions in regards to "the proper" aesthetics, but full-fledged aversions to one of The Three Arts are almost unheard of. You are more likely to encounter rock gnomes arguing over whether atompunk or steampunk is superior than over whether magic or technology is better.

Rock gnomes literally build their daughters, unless they score a human spouse, but how they do so varies wildly. All that it requires is that the gnome wishes it to happen, with the precise methodology coming to her based on her own mystical intuition. One rock gnome may build a mechanical womb that produces daughters when she turns it on. A second may self-impregnate with an alchemical elixir - or a "specially designed" artificial phallus. A third may literally conjure a new daughter into being with a magic ritual she dreams up. The end result, and the root cause, is always the same.


a308cb No.136767

Deep Gnome (Svirfneblin):

The most mysterious and enigmatic of their kin, svirfneblin live in the depths of the Underdark, busily mining and harvesting cave-beasts and fungi to serve. They tend to be grimmer and more reserved than other gnomes, especially when they meet strangers. Aside from their skin and hair, which comes in stone-like shades of gray, black and white, svirfneblin are easily recognized because they have very large, sexual bubble-butts as well as full, womanly breasts, to say nothing of being unusually fit-looking for their childish frame.

Svirfneblin claim their butts were given to them as a way to make hauling things around easier. Whilst somewhat based in fact, this displays their dry sense of humor. Like Mountain Dwarves, svirfneblin have a "work hard, play hard" philosophy, and whilst not extremely exuberant, they still relish the chance to relax and unwind at the end of a day's efforts.

Svirfneblin are shy and gentle demihumans, who prefer to avoid conflict. If they must fight, they are surprisingly vicious, as they believe in putting an end to things at once. Corner a svirfneblin, and she will crush your kneecaps with a hammer before putting her pick through your skull, never even stopping for a moment in the process.

Fortunately, they'd rather use their magical abilities to avoid having to do that in the first place.

Svirfneblin are avid miners of gemstones, as these are a key part in their reproductive cycle; they fashion the best gems into enchanted dildos, which are used to fertilize a svirfneblin who wishes to conceive.


427c1c No.136778

>>136765

>>136766

>>136767

all these baby gnomes being made through magical creation methods and not once did you use the phrase 'find them in the cabbage patch'


a308cb No.136779

>>136778

Because that's basically how the Lightfoot Halflings are going to get their babies. :D


00c72d No.136791

>>135908

I suppose I was a little disappointed to find absolutely nothing when I searched for "Metastreumongirls."


b9934e No.136835

>>136767

>>136766

loking good so far cosmo. Cant wait to se what you do with the formorians


a308cb No.136929

>>136835

Thanks. I'm not sure how I'll handle the Formorians myself.

Hmm… so, what do folks want next? More draft corebook fluff? Draft MG race crunch? Don't be shy, I'm here because I want to talk, question and discuss; better than on /tg/, where I got needled for not adding monsterboys to the setting…


a308cb No.137004

>>136671

Alright, I'm still wanting to discuss the matter first, especially the mono-race vs. sub-race approach, but here's some draft versions for the Slimegirl and Lamia; any feedback?

Slimegirl, 1st draft:

Ability Score Modifier: +2 Constitution, +1 Dexterity

Size: Medium

Speed: 25

Amorphous: You can move through a space as narrow as 1 inch without squeezing.

Corrosive Touch: Your unarmed strikes can deal either bludgeoning damage or acid damage.

Gooey Frame: You have Resistance to Acid damage. Once per short rest, you may grant yourself Resistance to Slashing, Piercing and Bludgeoning damage for 1 minute.

Adhesive: You have Advantage on Strength checks made to Grapple a target.

Lamia, 1st draft:

Ability Score Increase: +2 Charisma, +1 Strength

Size: Medium

Speed: 30 feet

Vision: Darkvision

Snake Body: A lamia has a Climb Speed of 20 feet and a Swim speed of 30 feet. A lamia can Crawl at its normal speed. A lamia cannot use magical items based on footwear, such as Boots of Elvenkind.

Crushing Coils: A lamia may attempt to grapple a creature that is no more than two sizes larger than itself, and has Advantage on the Strength (Athletics) check to successfully grapple the target.


f3b157 No.137058

>>136929

i would say fluff after crunch, present the stats and afterwards give the racial description. also for the formorians, im thinking they would be DFC/over sized loli? they used to be sex on a stick before the fey courts "mutilated their perfect visage" in their words.


a308cb No.137228

>>137058

Hmm… possibly. I think I want to concentrate on more readily balanceable MG races before I get into more ambitious territory like that. I mean, Goliath can probably be reskinned as a fully-functional Ogre MG, but full-fledged Giants or Dragons are going to be harder to make worthwhile…


f3b157 No.137291

my idea is that half breeds can occur between any two races but usually ONLY breed true with either of the parent races say a half elf half gnome breeds with a dragon it ends up with a half elf half dragon or a half gnome half dragon, bloods only mix in halves.


a308cb No.137402

>>137291

Hmm… might be one way of handling things. S'all a matter of having a halfbreed race that's actually worth having.

For example, unless 5e ends up making orcs both a playable race and mechanically different enough that you can't just use the half-orc (or even the goliath) racial crunch with reskinning fluff to play them, I don't see a real reason to make the playable version the "half-human" variant.

Speaking thereof, I have the draft fluff for the orcs & elves done so far. I'll post those shortly. I rather like my efforts, but I'm a little worried about the Orc one - for the appearance, I was basically trying to say "the MGE's orc with the tusk version of Cute Little Fangs and with green skin instead of pink".


a308cb No.137403

Rarest of all the elven breeds, eladrin claim to be the first of them as well; if the stories they spin are true, then all other elven races are mutated offshoots of their own once-noble people.

Eladrin do not even well on (Abode), but instead in a parallel plane, the Feywild, where they inhabit the crumbling ruins of once-mighty cities and beautiful noble estates, the signs of a formerly great empire that has crumbled with age, decay and war. Often only a handful of eladrin clans - perhaps no more than a hundred or so elves in total - will inhabit a city once made to house thousands of elves, and even the manor houses and forts they cling to tend to be preserved more by ancient, decaying magic than by the vitality of the elves living within.

The doom of the eladrin came with the great Faewars, when their shining empire was besieged by the dark forces of the Formorians and other malevolent fey. Although the eladrin ultimately toppled their enemies, the war was bloody and the victory Pyrrhic, for it shattered their empire and left them pushed to the margins. Their territories are now little better than flickering candles of light in an endless dark forest, with wild fey, monsters and rampant nature swallowing what was once beautiful and pristine. Their numbers too few to influence the fate of the Feywild anymore,

Eladrin are distinctive amongst their kin; taller even than the high elves, their eyes are clearly inhuman, solid orbs of faintly luminescent bright color that stand out all the more against their pale skin and hair. Eladrin look more dead than alive at a casual glance, their predilection for clothing colored in black and near-black dark blues, greens, reds and purples only emphasizing their striking looks.

As one might suspect from their looks, eladrin tend to be a morbid and dismal species. Those not claimed by ennui or grief tend to be sullen and withdrawn, going through life with a bitterly cynical outlook. They are a dying race, and this colors their attitudes; though few are willing to just lay down and die - those who would do so having already done so by now - they have little fear of death, and often equally little care for life. Dry, cutting witticism and sarcastic quips come to their tongues easily, and most display a macabre taste in decoration and apparel; having resigned themselves to extinction, they consider it fitting to surround themselves with reminders of their inevitable fate.

Some may ask why, then, these eladrin continue to cling to life. Many would honestly admit their rationale as pure spite; they don't want to give death the satisfaction of claiming them so easily. Many others instead find a meaning in adventure. Their rationale may differ - some do it to carve a legacy that will be remembered, others seek a worthy death, others still take a dark pleasure in the spilling of blood and the cries of the dying - but ultimately, it gives them something to cling to, distracting them from their inevitability.

It is unknown how eladrin reproduce asexually. Indeed, it is commonly believed that they cannot procreate anymore; whether their sacred birthing sites were destroyed in the Faewars, or their sterility is a dying curse from the Formorians, who can say? What is known is that only through mating with humans can these elves still procreate, meaning humanity's arrival is the first sign of hope that eladrin have seen in a long, long time.


a308cb No.137405

High elves are the most common and prolific of the elfin substrains, with an empire that is one of the major forces on (Abode). Unlike their eladrin progenitors, their power is concentrated on the material plane, and whilst they have footholds in the Feywild, they are tenuous and exert little influence.

Though the high elves claim glorious origins as the chosen heirs to the eladrin, the truth is hardly that glamorous. As the high elves profess, they are descended from eladrin nobles - wizarding clans whose skill at spellcraft was instrumental in the great Faewars. Although they were loyalists who stayed true to their allies throughout the war - something that can hardly be said of their wood elf cousins - the modern high elves were not the glorious revivalists at the end of that terrible butchery. Rather, they are the descendants of refugees; those clan-members who were considered too valuable to risk losing, or incapable of contributing to the fight, such as the last scions of once-noble houses, pregnant women, children, the sick and the lame, were herded through the feygates and stranded in the material world, left to survive whilst their comrades fought, bled and died to the last to slay the Formorians.

Now, generations later, high elves cling to their "grand history" as a cloak against what has befallen them. Although they have carved out an empire of their own to admire and respect, they know they are a shadow of their origins. Though still notably taller than a human, another reason for their name, high elves are smaller and frailer than their kin. Though talented mages, such that all high elves are born knowing how to shape magic into the form of a cantrip, they can no longer step between worlds at will. And though their lifespan is immense, over a thousand years, they still age and die, whereas their eladrin mothers are eternal until slain.

As one might tell, high elves struggle with a potent cocktail of an inferiority complex and arrogance. They tend to strut and preen, flaunting their achievements and their skills, but always secretly wrestling with the guilt as to whether or not they are really good enough. Perhaps because of this, high elves are surprisingly welcoming to other races. Though part of this is because of a common vulnerability to ego-stoking, that does not change that high elves are still quick to respect and admire one's skills and deeds; race means almost nothing to do. After all, their own racial history is, no matter what they say, something they consider shameful.

Though they are typically fair skinned, high elves are nowhere near as pale as eladrin. Their eyes and hair, in particular, tend to be vividly colorful, from more human like blondes and blues to exotic colors like reds and pinks. Their inhuman nature shines through, though; blue hair and golden eyes is as normal to high elves as the reverse is. High elves have a fondness for bright colors, typically wearing beautiful garb designed to be as colorful as possible, though without clashing.

High elves breed by establishing manawells, places where geomantic rituals cause magical energy to colaesce into a semi-solid, liquid-like form. A high elf who wishes to bear a child bathes naked in the manawell, drinking deeply and allowing its energy to seep into her womb, where it quickens into new life. It is possible that this is derived from ancient eladrin methods, and that it is subtle differences in the ambient magic of (Abode) compared to the Feywild that results in their racial differences.


a308cb No.137407

The shame of the elfin races. Even the drow are accorded more respect than the wild elves are. During the great Faewars, a significant number of eladrin fled the Feywild entirely, abandoning their kin and allies to hold the line and retreating to the primal wilderness of (Abode), hiding in regions that reminded them of the home they had forsaken. To this day, their treachery has neither been forgiven nor forgotten. Eladrin will have nothing to do with them, and it's not unheard of for particularly bitter eladrin to become "elfslayers", hunting their degenerate kin in retribution for ancient grudges. High elves are not so vehement, but make their disdain for their "cousins" clear, treating them as an embarrassment to the family and making it clear that the relationship is distant. Drow have been known to hunt the wood elves for sport.

The reasons why do not matter to wood elves. They only see it as more reason why they cannot trust outsiders. Shame, guilt and the desperate struggle to survive has eaten away at their race, leaving them a feral shadow of what they were; few wood elves remember more than corrupted tales of the Feywild, and fewer still openly admit how they came to dwell in the forests. They just know that those who are not "of the people" are dangerous, and more than likely enemies, and that they should hide from them if possible, kill them if not.

Wood elves are a degenerate strain of elf. Shorter than the average human, and wiry in build, they have earthy-hued hair and eye colors, with skin coloration determined by their home environment; though the iconic forest-dwelling wood elves would be pale skinned, in adaptation to the limited light, a tribe that instead ekes out its existence in a parched rocky landscape would be dark-skinned. They have no inherent magical powers, and the shortest lifespan of their kind, averaging about 600 years, although most don't live that long, due to the difficulties of surviving in the wilderness. But they are quick and hearty, and skilled hunters, and so they thrive.

Wood elves are best characterized by their xenophobia and their loyalty. They hate and fear anything that is not "of the tribe" and are devoted heart and soul to anyone who is. They do not seek conflict, seeing it as wasteful, but if there is no option, they are merciless killers. Many wood elf tribes have earned terrible reputations as cannibals and headhunters, for their division of the world means that they see little difference between demihumans and the beasts they normally hunt; a kill is a kill, and so they happily make use of meat, skin, sinew and bone from any source.

That said, it's not impossible to win the friendship of a wood elf, or even a whole tribe thereof. Furthermore, there are always restless spirits and outcasts, even amongst the wood elves. So it is that tribes are willing to live in peace with neighbors who respect their dominion, and lone souls may dare to brave the greater world beyond their home, willing to see what they can see.

Wood elf clans and tribes always center their home around a particular location; typically beginning life as a great menhir or a huge tree, wood elves use mystical rituals involving a blend of arcane and druidic magics to imbue these "clan-hearts" with the ability to serve as the source for new generations of wood elves. A clan-heart is fiercely guarded, but highly distinctive, appearing organically reshaped into a semblance of a voluptuous, fertile feminine form. Wood elves prime these breeding sights with donations of food and gear, sacrifices that prove the tribe is doing well enough that it can support new mouths to feed. Only when the critical mass of these sacrificial offerings builds up does the clan-heart give new life into the world.


a308cb No.137408

When the ancestors of the high elves learned that the Faewars were over - and more importantly, what they had cost - despair and nihilism took over. Many of the survivors, even some of the first generations of high elves, abandoned their principles, seeking to quell the emptiness inside with hedonism and debauchery. This was understandable to the other survivors, if a little disheartening, and tactly accepted… until the first appearances of the hell-clubs. More and more of these degenerate elves, driven to greater extremes in their search for stimulation and distraction, were bargaining with the forces of the netherworlds, summoning, cavorting with and even worshiping fiends.

This was more than their kinfolk could stomach, and so these drow - dark ones, in the elvish tongue - were violently driven from their homes. Refusing to abandon their dark pacts or their pursuit of hedonism, the drow turned to the worship of the mighty Demon Princesses, swearing more foul oaths in order to survive as they plunged into the Underdark. They, they thrived, degenerating into the infamous race they are today.

The drow culture is one of rampant perversion, licentiousness without restrain, and hedonism upheld as a virtue. Inseparably intertwined with the fiends they have chosen to take succor from, drow are held at arms' length by any race with common sense. Whilst it is true that they are not so foolish as to openly attempt to subjugate, enslave or defile all other races, with a shamelessly mercantile approach to diplomacy, it's equally true that they will not hesitate to spirit away those they think will not be missed, or otherwise take advantage of any situation that can be bent the way they wish.

With their fiery eye colors, white hair and ebon-black, dark blue or deep purple skin, drow are instantly recognizable from any elf. Older drow often pick up a rather attractive layer of curviness, the legacy of centuries of hedonistic indulgence. Amongst the youngest or the most disciplined, this manifests as particularly full, luscious breasts and buttocks - something that makes high elves very jealous. The most wanton can develop an almost orcish physique; not dripping with folds of flesh, but with a pillowy softness that makes them surprisingly pleasant to cuddle… as risky as that might be.

Dark elves have a wide variety of rituals for spawning, when they have a need. Many of these actually make use of hosts to carry their progeny to term, another reason why they are such avid slavers.


a308cb No.137409

Rowdy, tough and wild, orcs thrive in the wild places of the world, deliberately pitting themselves against the toughest and the harshest environments tha they possibly can. Orcs take great pride in their ability to survive, and whilst not so stupid as to deliberately sabotage themselves - no orc would throw away a perfectly good hunting knife, no matter how much someone might try to taunt her by claiming that "it's for sissies" - they consider their ability to thrive in even the worst situations.

Although known for their aggressive attitudes and their love of fighting, orcs are just creatures of passion in general. They hate and rage with all their might, but they also laugh and love with the same ferver, making them devout partners and loyal companions. Though looked down upon by many as stupid brutes, those willing to give orcs a chance to prove themselves will find there are few better allies.

Orcs are a strange looking demihuman breed, at a casual glance. Essentially, they resemble a hybrid of woman and pig, their humanoid appearance marred by the presence of large, floppy pig's ears jutting from the top of their head and a curly pig's tail emerging from the base of their spine. Small, but sharp, tusks emerge from their lower jaw, peeking between their closed lips in a surprisingly cute fashion. The most non-porcine attribute about them is their skin; orcs are famous for their green skin, born with a bright grass-like hue and darkening as they age. The oldest orcs can be so dark as to be near-black, and these are the most dangerous of their kind; orcs can live about 120 years, but their lifestyle kills most of them off before they reach a third of that age, so an orc who has survived that long must be dangerous indeed. The orc physique is a final oddity; their love of physical indulgence fighting a constant battle with their love of fighting and being active. Generally, orcs are extremely curvy demihumans; never obese, but with full breasts and buttocks, wide hips, pillowy potbellies and a general fertile lushness to their frame. However, under that softness lies steel-hard muscles, and those who think an orc is just some harmless chubby girl rarely live to regret it.

Incidentally, the pig thing is something to be polite about. An orc can tolerate, even appreciate, a lover who likes to make harmless jokes about bacon - orcs rather enjoy the taste of pork themselves. But a complete stranger making pig-calls or pulling an orc's tail is likely to get their jaw broken.

The orcoid love for battle and thrills has more to it than just their being adrenaline junkies, although that is certainly the case. Orcs actually need extremely high levels of adrenaline in order to breed, the massive rush of chemicals triggering their self-impregnation. The stronger the adrenal rush, the more potent the reaction, and the larger the litter they can produce. It should be kept in mind that this isn't easy; an orc adventurer beating up a band of lowly goblin bandits will probably not fall pregnant. One who has just taken down a mammoth or a T-rex with her bare hands certainly will be pregnant.

Consequently, this has led to the tradition of "scar-brides". In essence, orcs do not normally marry, with their children being raised by the whole tribe, but an orc who respects an individual greatly may invite them to impregnate her. The mother-to-be consumes an herbal remedy produced by the tribe's shamans and then duels; when her flesh is cut, her adrenaline is magically enhanced, allowing her to reliably get pregnant at will. Scar-brides are under no enforced bindings, but culturally group together into ties of loyalty, trust and friendship that essentially equate to marriages - usually rather open and/or polyamorous group marriages, but the sentiment is there.


a308cb No.137461

File: 1454445899989.jpg (142.72 KB, 900x1125, 4:5, Moodusa.jpg)

I really shouldn't be doing this, especially when I'm still waiting on feedback for the fluff 'n' crunch I've posted so far, but, I found this pic and… well, does anyone else think that this'd make a great basis for a Gorgon MG race? Seeing as how D&D infamously messed around with the gorgon/medusa lore to end up with petrifying bull-monsters called gorgons and snake-haired medusa, when they were originally the same thing?


d0285a No.137468

>>137409

>self-impregnation

But that takes away half the fun of fugging orcs


a308cb No.137475

>>137468

This talks about how they breed when they can't get ahold of human men. Remember, in this world, humans are a newcomer race. The MGs had no males of their own kind until humanity showed up.


f3b157 No.137597

>>137461

that's up to you, if a reverse Minotaur with snake hair sounds appropriate for the gorgon than go right ahead


a308cb No.137729

>>137004

>>136050

So, anybody have any critique on these race drafts? I'm still trying to split my attention between crunch and fluff here.

>>137597

What do you mean by "reverse minotaur"?


f3b157 No.137749

>>137729

Bull bottom half, humanoid upper half.


3b74b4 No.137901

Im assuming that the eldarin are thin as sticks because all im gettingnis tall with glowingneyesnand a prediliction for funeral garb as in >>137403


a308cb No.138257

File: 1454568208577.jpg (178.53 KB, 1594x700, 797:350, FK Andersson's Big Monster….jpg)

>>137749

When is a /monster/ type Minotaur not done like that, though?

>>137901

Not necessarily. Slender, yeah, but not reed thin. Basically, like the High Elves on the pic here, only slightly taller still. I was basically picturing them like that Elric-expy Elf character from Warhammer Fantasy's line of novels.


a308cb No.138443

Alright, I;m still waiting on critique for the others, but here's a draft for a Harpy PC race.

Harpy, 1st Draft:

Ability Score Modifier: +2 Dexterity

Size: Medium

Speed: Your base walking speed is 25 feet

Wings: You have a Fly speed of 30 feet. You cannot use this fly speed if you are wearing Medium Armor or Heavy Armor.

Talons: Your Unarmed Strikes do 1d4 + Strength slashing damage.

Sub-Race: Choose between the Warwing or the Soulcaller subrace.

Warwing:

Ability Score Modifier: +1 Strength

Raking Claws: Increase your Talons damage to 1d6 + Strength damage.

Mighty Wings: Your Fly speed increases to 50 feet.

Soulcaller

Ability Score Modifier: +1 Charisma

Harpy's Song: You know the Vicious Mockery cantrip. When you reach 3rd level, you can cast the Charm Person spell as a second-level spell once with this trait. When you reach 5th level, you can cast the Enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them.


cc565f No.138807

>>138443

looking good so far, but im assuming the dex bonus refers to her legs?


a308cb No.138850

>>138807

D&D abstracts stuff like that. Mostly it refers to physical grace and agility. It's up to a player to specify if a harpy has wing-arms (and, if then, handless or handed) or wings & arms like a normal D&D harpy. I think I'm going to imitate Pathfinder's Catfolk and have it that harpies vary in their wings vs. arms structure, just for the purpose of giving players more freedom.

Anyone have any thoughts on the slimegirl or lamia? I really think they should have subraces, but I'm not sure why or what to base those subraces off of.


9d926c No.138852

>I'm probably going to get told to gobackto /tg/ for this, but since they'd probably tell me to goback here, I figured I'd just skip the middle-man.

OP, you really should lurk more. Much of /monster/ consists of the old /tg/ audience, of course this kind of thing is welcome here.


a308cb No.138907

>>138852

So I've noticed, but thanks for the warm welcome here. I'm trying to make this good without hopefully being quite as skubtastic as the MGE, but I need help from other MG fans to do it.

Sub-species are always a good thing for races, but I just don't know what to do with these two. I mean, I figure folks probably don't want me to rip-off the subraces from Daily Life with Monstergirl here, right?

Lamias, well, I think the most obvious options are a poisonous snake subrace, a constrictor subrace, and a mysical subrace, yes? I will confess that Monster Musume's Melusine looks promising as well, but still, I'm not sure; might be too much of a rip-off.

Slimes are… well, hard to envision for. There's the "poisonous slime" motif and… well, what else is there? Monster Musume at least has the common slime, two kinds of poisonous slime (Black & Green), a sweet-scented hypnotic slime (Pink) and a hyper-acidic and aggressive slime (Red).


b9934e No.138949

Grey slimes are stone, whites are liquid bone if i remember right>>138907


a308cb No.139014

>>138949

Really, there's too many bloody Oozes in D&D to possibly take ideas from, especially when you consider the division between regular oozes, jellies and puddings. Seriously, it's like a giant gameshow of "guess the dangers/weaknesses" given how little they tend to have in common.

I found this with some browsing, and as far as I know, it's the definitive list of oozes in 3rd ed, whilst I mentioned the hassles of the 5e's ooze list thus far further upthread.

http://www.enworld.org/forum/showthread.php?215478-All-the-Different-Types-of-Oozes


a11742 No.139053

>>139014

i have the 5e MM so i will check the official stuff, also myconids, your thoughts on those so far?

so far there are black oozes, a jello cube, gray ooze, and ochere jelly. thats it for 5e: four slimes


a308cb No.139071

>>139053

Myconids I haven't really given a lot of thought about, since they're not exactly an iconically playable race or a very popular MG race. I suppose it's possible, just a little tricky to figure out what they'd actually do…

As I said way up in >>136671, there's really that much common in the 5e oozes to take advantage of. Black Puddings and Ochre Jellies have the unique Split ability, Grey Oozes and Black Puddings can corrode armor with their attacks and corrode weapons used on them, Black Puddings and Ochre Jellies can Spider Climb…

If you compare those three - the Gelatinous Cube really isn't feasible as an MG basis, except maybe thematically as a slimegirl based on The Blob - you'll see my vanilla slimegirl already assimilates what I hoped were the best aspects of them.

So, yes, I think that the best way to handle the slimegirl subspecies approach is to invent subraces from scratch, rather than directly drawing from D&D's lore.

Hmm… if I sit down and think about it, here are some concepts I can think of for variant slimegirls:

Shapeshifting or Elemental Aspects are probably not really suited for a "mere" subrace approach. There's a lot of difference between, say, a lava slime and a common ooze, after all, and the mimic or shoggoth is a different beast entirely. Better to save these for seperate "slimekin" races.

Blob: This would be a particularly big and voracious slimegirl. Tougher and stronger than usual, it specializes in grappling and crushing foes with its acidic bodymass.

Toxic Goo: These slimes are particularly venomous, their virulent bodymass making them excellent killers. In a Monster Musume reference, I'd actually see them as sort of a cross between the Green and Pink Slimes; they lure prey close with their cuteness and then reveal their deadly touch, kind of like Melona.

Camouflage: These slimegirls are expert ambush predators, specializing in blending into their surroundings in order to deliver deadly attacks. The Grey and Crystal Oozes are actual D&D examples of this behavior.


a308cb No.139160

Hmm, aside from the crunch tussles over Lamias and Slimegirls, what other "iconic" MGs are there left to crunch for? We've got drafts of Catgirl, Lamia, Slimegirl, and Harpy, what are we missing? Mermaid and Centaur are the only ones that come to mind.

Hmm… I think the big problem from here should be figuring the absolute definitive list of "D&D MG Races" that need to exist. That way we can tackle fluff and crunch, do folks agree?

If yes, I'll try and start with my default list. This is just off the top of my head, so please, don't be shy about posting your own corrections, etc.

* Dragonborn

* Dwarf

* Elf

* Gnome

* Halfling

* Orc

* Catgirl

* Centaur

* Harpy

* Lamia

* Mermaid

* Slimegirl

* Kobold

* Thri-Kreen/Mantis-girl

* Gnoll

* Minotaur

* Sahuagin

* Ogre

* Cyclops

* Satyr

* Nymph

* Dryad


a11742 No.139166

>>139160

i am all for that. but add genasi and maybe some equivalent of teifling to the list


a308cb No.139170

>>139166

Oh, yes, I'd forgotten the Tiefling, Aasimar and Genasi as the basic demon, angel and elemental girls.


a308cb No.139279

>>139160

So, nobody have any suggestions other than these? Should we maybe discuss the possibility of subraces before I start working with those?

For example, could Nymph, Dryad and perhaps even Satyr be folded together into being subraces for a specific type?

Should Ogre and Cyclops be branches of the same root-race?

Should Oni be an Ogre sub-race or its own core race, given how even in D&D, Onis do tend to have some variety?

Also, should I focus on "purely" western/D&D monsters to MGify for now and leave Eastern ones like kitsunes for later, after the "core" stuff is done?


4d0f9d No.139292

>>139279

Well, technically (at least according to 3.5/3.P) Nymphs, Dryads, and Satyrs are all Fey and Ogres, Oni, and Cyclopes are giants.

Separate race but similar subtypes, I'd say.

As for western v. eastern, I would say hit up western first because core.

Really, just do the core races.

I'd love to hear about a lewd tarrasque.


a308cb No.139504

The thing is, in actual Greek mythology, there's actually a lot of overlap between dryads and nymphs; the latter are more basic "female nature spirits", whilst dryads are "nymphs of specific trees". So, what I was thinking of doing is making "Nymph" a core race and using a subrace for various kinds, seeing as how regular nymphs have never really been more than uber-beautiful female elf nudists in D&D.

Something roughly like "Nymph as core race, with Dryad, Naiad, Oread, etc as subraces". Of course, that then poses the problem of how to properly distinguish them from the Genasi race…

Likewise, this might be going too far, but I was figuring that Satyr, Faun and Sileni would work as a race/subrace approach.

Hmm…Ogre and Cyclops are going to need some work…

Anyway, if nobody has any additions to the list above, any preferences which one I tackle next?


3b74b4 No.139924

>>139504

Wouldnt mind the fey girls first.


a308cb No.140506

Alright, in lack of any other request… still, I should probably focus on doing up racial fluff drafting first before I try my hand at more crunch, shouldn't I? After all, it makes sense to use the fluff as the basis for the crunch, especially when you're making entirely new races, right?


be2bdc No.140507


67c725 No.140512

>>139504

So, how are the Sileni gonna be?

Plump, drunken milfs that dispense wisdom? Because that'd be fucking cool.


a308cb No.140514

>>140512

Pretty much. I haven't gotten a group name for them yet - Panna, maybe? - but what I'm loosely thinking of doing is:

Satyr - Wild, aggressive, lusty, drunkard femdom goatgirl barbarian type, maybe with a little Maenad rolled in.

Faun - Sweet, shy and gentle goat-girls (deer-girls? I can't recall what species they are in myth) who are skilled musicians and artists, but flee easily. They fall in love very, very easily, but are so shy that it's almost impossible for them to successfully court others. Lots of adorable blushing and stammering, even when they're married.

Silen: Plump, milfy horse-girls with a love of booze and revelry. Usually plastered, but always motherly and wise. Earth mother types, but in the sense of "wise and loving" as well as "lusty, profane and wisecracking". That is, they're both very "earthy" as well as "down to earth".


67c725 No.140519

>>140514

How about Dyonisians, Bacchians or Eleutherians?

The first two refer to the God himself and the last one refer to liberty or liberation, as in, you go fucking crazy and indulge yourself in earthly pleasures around them. Just some ideas.


a308cb No.140555

Hmm… I was beating around the bushes on my morning walk, and I realised, I've been doing the same thing in regards this setting, haven't I? In other words, before I get all carried away with races, I should be working on the world lore, shouldn't I? In that case, here's a grab-bag of ideas I had whilst I was on walkabout that I figured I better share whilst they were still fixed in my mind.

#1: The current name I have for the actual material plane of this setting is Gaia. Anyone got any better ideas?

#2: I got to thinking; what if the reason humans are on Gaia is because they lost their own world? The current thought in my head is that "Terra", the human world, was assaulted by the Far Realm, with plagues of aberrations unleashed from Cerebrotic Blots until, eventually, the planet itself began to dissolve into the Far Realm. Humanity's survivors fled through portals, and some - not all, but enough to survive as their own culture on Gaia - made it to this monstergirl-inhabited world.

#3: If the Far Realm destroyed Terra, then Gaia could be next on the list. It's not the only campaign hook for the setting, but it would be a prominent one.

#4: Under the above ideas, most aberrations in this setting would be their iconic selves, serving as faces for punching. However, that doesn't mean that "Aberration-Girls" wouldn't be a thing as well. Nobody really knows where they come from - are they aberrations mutated by exposure to Gaia's energies, sleeper agents, or some unexpected quirk of the Far Realm. Whatever they are, they're a wild card; unlike normal aberrations, they have free will, and can choose not to support the Far Realm. Plus, they've got a believable excuse for not having the full realm of aberration powers, making them viable as a player race without the player feeling gypped (hopefully).

#5: On the above line of thought, really, dragons and giants probably can't be made into viable PCs races. They're just too strong. What I'm thinking, then, is that in the Gaia setting, Dragons are more like the Dragon-Kings of Athas; they are Kobolds and Dragonborn who have pursued paths to power and mutated into mightier states, the equivalent of a 4e Epic Destiny. This makes Gaian Dragons very, very powerful (the equivalent of level 21 at the minimum) and very, very rare.

#6: Similarly, perhaps the best way to handle the giants in Gaia would be a race & subrace approach closer to the one used in Monster Musume?

#7: For the gods, this isn't an area I normally take a lot of interest in, but I know it needs to be done, so I'm hoping folks wouldn't mind helping? What I do have in mind is twofold. Firstly, all native deities are female, reflecting that the sentients of this world were all-female until humanity arrived. Secondly, there's only only one particular group of gods; though they do divide into "sub-pantheons", that's based on common areas of interest/influence. What gives the feeling of there being more, though, is that different goddesses are worshipped under different names in different areas. For example, the "Dark Mother" goddess might be known as Lamashtu in one area, Yeenoghu in another, and Shub-Niggurath in a third.

#9: Finally, there's the matter of the setting's cosmology. I'm not a huge fan of the Great Wheel ordinarily, but I'm really thinking it's not that good a fit for a setting like this. I could go with the World Axis, but if /monster/ is willing to help, I'd rather custom-build the cosmology for this setting.


a308cb No.140558

>>140519

Hmm, it's pretty tricky to pronounce, but Eleutherian might be a good "core race name", I think.

Building on from my last post, I've actually had a little thought about the "Gazer" (name-pending: the Beholder MG).

As D&D buffs will know, the traditional answer to "why haven't beholders conquered everything?" is "because they're busy killing each over over their mutability".

With that in mind, I was reminded of the Abyssal Tiefling variant in Unearthed Arcana. Like the vanilla tiefling, it gets three spell-like abilities as it levels up. Unlike its counterpart, though, it randomly generates each seperate spell-like ability from a specific list of 6 options at the end of each long rest. So you might wake up with Dancing Lights, Charm Person and Invisibility one day and Prestidigitation, Burning Hands and Spider Climb the next.

What I was thinking was, what if gazers are somewhat similar, in that they have to choose their spell-like powers from a specific list? Once you make a choice for a given power slot, it's fixed, but it emphasizes the chaotic, mutable nature of the beholder-girl, since the odds of two having the exact same powers are extremely low.

Anyone think that this would work?


ae8c1e No.140744

>>140558

But it'd have to be balanced, right? Like, just low level stuff at first.


a308cb No.140766

>>140744

Well, yes, of course. See, the racial paradigm that all races with innate casting powers get a Cantrip at level one, a 1st Level Spell at level three, and a 2nd Level Spell at level five. And even then, spells are only cast at their vanilla level, you don't get "higher spell slots" for boosting your spell-like abilities. There's the possibility for higher level spell-like abilities gated behind a racial feat, but that's another matter.

The tricky part, really, is figuring out what spells a Gazer would actually have as options. I mean, for comparison, this is what the Abyssal Tiefling randomly generates her SLAs from at the end of each long rest:

Cantrips - Dancing Lights, True Strike, Light, Message, Spare the Dying, Prestidigitation

1st Level Spells - Burning Hands, Charm Person, Magic Missile, Cure Wounds, Tasha's Hideous Laughter, Thunderwave

2nd Level Spells - Alter Self, Darkness, Invisibility, Levitate, Mirror Image, Spider Climb

I suppose I could list up all of the magical eye-rays that beholders and beholder kin that I know of have gotten through the editions, if that'd be helpful? Or wouldn't that help?


a308cb No.140833

>>140766

Hmm… perhaps the easiest way would be to borrow inspiration from the High Elf and just have it that the spells can be taken from any spells of the appropriate levels from a specific class, like how High Elves can known one Wizard cantrip of their choice? If that's the case, which would be better; Wizard spell list, Sorcerer spell list, or Warlock spell list? I can post all three, if that'd help.


3b74b4 No.140928

>>140833

How about they just cast from their eyes and have omnidirectional vision because of the stalks?


57d25c No.140930

>>140833

If ya got a link with all three, that'd be nice. It's been a while since i played any tabletops so i don't really remember the spells.


a308cb No.140945

>>140928

Not really possible unless we specific that they *have* innate spells in the first place.

>>140930

There's no online source that I know of. I'll just have to post the three lists here after transcribing from my books.


a308cb No.140950

Cantrips:

* Acid Splash

* Blade Ward

* Chill Touch

* Dancing Lights

* Fire Bolt

* Friends

* Light

* Mage Hand

* Mending

* Message

* Minor Illusion

* Poison Spray

* Prestidigitation

* Ray of Frost

* Shocking Grasp

* True Strike

1st Level Spells:

* Burning Hands

* Charm Person

* Chromatic Orb

* Color Spray

* Comprehend Languages

* Detect Magic

* Disguise Self

* Expeditious Retreat

* False Life

* Feather Fall

* Fog Cloud

* Jump

* Mage Armor

* Magic Missile

* Ray of Sickness

* Shield

* Silent Image

* Sleep

* Thunderwave

* Witch Bolt

2nd Level Spells:

* Alter Self

* Blindness/Deafness

* Blur

* Cloud of Daggers

* Crown of Madness

* Darkness

* Darkvision

* Detect Thoughts

* Enhance Ability

* Enlarge/Reduce

* Gust of Wind

* Hold Person

* Invisibility

* Knock

* Levitate

* Mirror Image

* Misty Step

* Phantasmal Force

* See Invisibility

* Shatter

* Spider Climb

* Suggestion

* Web


a308cb No.140953

>>140950

Dah! I forgot the Princes of the Apocalypse and Sword Coast Adventurer's Guide spells!

Cantrips:

* Booming Blade

* Green-Flame Blade

* Lightning Lure

* Create Bonfire

* Control Flames

* Frostbite

* Gust

* Mold Earth

* Shape Water

* Thunderclap

1st Level Spells:

* Catapult

* Ice Knife

* Earth Tremor

2nd Level Spells:

* Aganazzar's Scorcher

* Dust Devil

* Earthbind

* Maximilian's Earthen Grasp

* Pyrotechnics

* Snillioc's Snowball Swarm

* Warding Wind


a308cb No.140957

Cantrips:

* Blade Ward

* Chill Touch

* Eldritch Blast

* Friends

* Minor Illusion

* Poison Spray

* Prestidigitation

* True Strike

* Booming Blade

* Green-Flame Blade

* Lightning Lure

* Create Bonfire

* Frostbite

* Magic Stone

* Thunderclap

1st Level Spells:

* Armor of Agathys

* Arms of Hadar

* Charm Person

* Comprehend Languages

* Expeditious Retreat

* Hellish Rebuke

* Hex

* Illusory Script

* Protection from Evil and Good

* Unseen Servant

* Witch Bolt

2nd Level Spells:

* Cloud of Daggers

* Crown of Madness

* Darkness

* Enthrall

* Hold Person

* Invisibility

* Mirror Image

* Misty Step

* Ray of Enfeeblement

* Spider Climb

* Suggestion

* Earthbind


a308cb No.140959

Cantrips:

* Acid Splash

* Blade Ward

* Chill Touch

* Dancing Lights

* Fire Bolt

* Friends

* Light

* Mage Hand

* Mending

* Message

* Minor Illusion

* Poison Spray

* Prestidigitation

* Ray of Frost

* Shocking Grasp

* True Strike

* Booming Blade

* Green-Flame Blade

* Lightning Lure

* Create Bonfire

* Control Flames

* Frostbite

* Gust

* Mold Earth

* Shape Water

* Thunderclap

1st Level Spells:

* Alarm

* Burning Hands

* Charm Person

* Chromatic Orb

* Color Spray

* Comprehend Languages

* Detect Magic

* Disguise Self

* Expeditious Retreat

* False Life

* Feather Fall

* Find Familiar

* Fog Cloud

* Grease

* Identify

* Illusory Script

* Jump

* Longstrider

* Mage Armor

* Magic Missile

* Protection from Evil and Good

* Ray of Sickness

* Shield

* Silent Image

* Sleep

* Tasha's Hideous Laughter

* Tenser's Floating Disk

* Thunderwave

* Unseen Servant

* Witch Bolt

2nd Level Spells:

* Alter Self

* Arcane Lock

* Blindness/Deafness

* Blur

* Continual Flame

* Cloud of Daggers

* Crown of Madness

* Darkness

* Darkvision

* Detect Thoughts

* Enhance Ability

* Enlarge/Reduce

* Flaming Sphere

* Gentle Repose

* Gust of Wind

* Hold Person

* Invisibility

* Knock

* Levitate

* Locate Object

* Magic Mouth

* Magic Weapon

* Melf's Acid Arrow

* Mirror Image

* Misty Step

* Nystul's Magic Aura

* Phantasmal Force

* Ray of Enfeeblement

* Rope Trick

* Scorching Ray

* See Invisibility

* Shatter

* Spider Climb

* Suggestion

* Web


a308cb No.140968

>>140959

Damn it all, sorry, forgot the level 1 and 2 elemental spells for the Wizard again.

Level 1:

* Absorb Elements

* Catapult

* Ice Knife

* Earth Tremor

Level 2:

* Aganazzar's Scorcher

* Dust Devil

* Earthbind

* Maximilian's Earthen Grasp

* Pyrotechnics

* Skywrite

* Snilloc's Snowball Swarm


75d829 No.141110

>>140950

>>140953

>>140957

>>140959

>>140968

Shit man that's a lot of work.

Anyways, stuff that inflicts statuses, sure are a go, like Blindness/Deafness, Darkness (although this is like an aoe right? that causes a lack of light), Enthrall seems also like a good candidate (because hypnotic eye bullshit), Blur, Sleep stuff like that.

Things that gives them insight, like True Strike and See Invisibility.

They already levitate, so spells that makes them fly are off, also the ones that allow them to climb.

Also spells that use weapons i don't think fits them, like the offensive blade ones, or spells that require them to get into melee range. But that's just my opinion.

All of the ones with Blast, Beam, Missile, Bolt, Wave and Ray sure are a go in my opinion. They're supposed to be highly skilled in magic, aren't they?

Defensive stuff like the Armor spells could be added too, along with the ones that create illusions of itself/others.

Stuff like charm other, gentle repose, comprehend other languages, lights and alter self, not sure either. They're supposed to be big, scary aberrations, but that's just my opinion.


75d829 No.141114

>>141110

'Just my opinion' written far too many times, but that's just my opinion.


a308cb No.141224

>>141110

Hmm… some interesting suggestions. Yeah, I think maybe a specific "Gazer Spell List" borrowing the most appropriate from all the casters would be better than specifically letting players go nuts with one or two classes' low-level spell-lists would probably be better.

Hmm… I don't like hassling people with such stupid-huge lists, but, maybe I can post my thoughts on a viable Gazer Spell List?


75d829 No.141240

>>141224

Sure dude it's your thread.


a308cb No.141582

Alright, here's my initial proposal for the Gazer's spell-list. I went through the PHB and picked cantrips based on these criteria:

-I thought that they fit the general motifs of Beholder spells. Beholders generally wield a mixture of offensive and debuffing spells, such as flesh to stone, disintegrate, inflict wounds and charm. They don't tend to have more esoteric or defense-focused ones, nor do they tend to have buffing ones.

-Such spells make sense as gaze attacks. I could see Burning Hands working as a gazer spell, as that's easily refluffed into a burning heat ray. Light, on the other hand, is harder to justify, since the spell reads "one thing you touch turns into a light source".

Cantrip:

* Acid Splash

* Chill Touch

* Eldritch Blast

* Fire Bolt

* Friends

* Poison Spray

* Ray of Frost

* Create Bonfire

* Control Flames

* Control Winds

* Frostbite

* Mold Earth

* Shape Water

1st Level:

* Animal Friendship

* Arms of Hadar

* Burning Hands

* Charm Person

* Chromatic Orb

* Color Spray

* Faerie Fire

* Guiding Bolt

* Ray of Sickness

* Sleep

* Thunderwave

* Witch Bolt

* Catapult

* Ice Knife

2nd Level:

* Blindness

* Crown of Madness

* Darkness

* Enlarge/Reduce

* Hold Person

* Melf's Acid Arrow

* Ray of Enfeeblement

* Scorching Ray

* Suggestion

* Aganazzar's Scorcher

* Earthbind

* Maximilian's Earthen Grasp


49231b No.141652

File: 1455232325823.jpg (34.88 KB, 525x481, 525:481, thumbs up.jpg)

>>141582

Seems good.

How many spells will Gazer get at the beginning and with each lvl up?


a308cb No.141683

>>141652

Standard 5e paradigm for racial spell-lists.

At level 1, you get a single cantrip.

At level 3, you get a single first level spell.

At level 5, you get a single second level spell.

Without actually pursuing a caster class, those three are the only spells you'll get as a result of your race. Gazers are unique in having lists of options for each "racial spell slot", whereas other races have them fixed by their species (Tiefling, Genasi, Aasimar) - the exception being the Abyssal Tiefling, who randomly generates her racial spells at the start of each day, as I mentioned above.

So, your Gazer fighter will only know those three spells, unless she takes the Eldritch Knight path, for example.


a308cb No.141831

You know what? Here's a rough draft of the Gazer racial profile as has been bubbling in my head since the idea started. And yes, I know, I've got to get to work on brainstorming the setting next.

Gazer, 1st draft:

Ability Score Modifiers: +2 Intelligence, +1 Charisma

Size: Medium

Speed: 30 feet

Vision: Darkvision 60 feet

Levitation: You have a Fly speed of 20 feet.

Telekinetic Ray: You know the Mage Hand cantrip. Your Mage Hand is invisible when you use it through this ability.

Writhing Crown of Eyes: You have Advantage on all Wisdom (Perception) checks based on sight, and double your Proficiency bonus for such checks. However, you also have Disadvantage on all saving throws against gaze attacks.

Eyebeams: You know three spells; a cantrip at level one, a first level spell at level three, and a second level spell at level five. You choose these spells at the appropriate levels from the Gaze Eyebeam spell-list. Once you have made a choice for an Eyebeam, you cannot change it until you gain a new level. Spells chosen as Eyebeams do not require Material components. Intelligence is your casting stat for all Eyebeams. When you have used a first or second level Eyebeam, you cannot use it again until you have completed a long rest.


a308cb No.142103

Some setting thoughts from me…

I was thinking of making use of the Rock Gnomes to partially avert Fantasy Gun Stasis. In "Tinkerstan" (placeholder name, don't worry), their inventions have taken them beyond the blackpowder era and into the gunpowder era. Of course, as this gnomic homeland is in some of the deepest, wildest, most inhospitable terrain on the planet; jungles full of man-eating plants, giant bugs, prehistoric beasts and other nasties, harsh savannas where cannibalistic tribes of gnolls and minotaurs brutalize each other, and other such nastiness. This is why the gnomes have revolvers and the like, and yet why they haven't changed the entire world to be like that - not a lot of people come to say hello, y'see?

General tech level is classic D&D style schizo-tech medieval stuff, I'm thinking, though steampunk, clockpunk and dungeonpunk "civilized zones" are appropriate, given the high elves and the rock gnomes.

Anyone got any problems with these ideas, or suggestions of their own?


4c0ba2 No.142120

>>142103

Seems good to put in some magitek stuff for the gnomes, they're sorta 'magical' after all.

Like suits that help them with heavy work and stuff, they're kinda supposed to be like that.


a308cb No.142479

Only thing is, just how "out there" can I believably make the magitek dungeonpunk stuff? The DMG actually has some rules for future-tech. Not much. Just stats for laser pistols/rifles and antimatter rifles. Theoretically, one could probably adapt all of the stuff from Expedition to the Barrier Peaks to 5e rules (with far less stupid physical descriptions, I mean seriously). Doesn't mean that the stuff would actually fit here, would it? Or would it be more of a case-by-case basis?

Hmm…I just don't know where to start with this setting development crap. Just random stream of consciousness it and hope you guys can help me hammer it into something workable?


a308cb No.142802

Okay, guess I may as well pour my thoughts out…

Gaia is a divinely created world, having been fashioned from the beginning by magic. I'm not sure if I should reflect that in the form of giving it an odd shape (flat, for example) or not.

There are multiple continents, and each continent is orientated more towards a particular "flavor" of country.

The Misty Archipelago is a temperate to sub-arctic region, known for its inclement weather that makes it very prone to rain, mist, hail and snow. This is basically your standard pseudo-Europe region, with given islands leaning more towards specific parts of Europe. "Norsax", the large southernly island, is sort of the "default setting" for standard adventuring, and is kind of a mixture of Britain and France. Darkglen is a harsh, rugged land of cold peaks and chill bogs where life clings mostly to the valleys, and is essentially your Scot/Ireland combo. Finally, the icy land of Niflar is essentially Russia inhabited by Vikings.

The other continents I have, currently nameless, are an India/Asia Major stand-in, an Asia-minor stand in (so Japan, China, Korea) and a sort of Australia/Africa compound. Really need to put more work into that.

Might actually be better to get a more basic idea of how the world is laid out, and then focus on expanding it in chunks. For example, there's got to be at least one underwater kingdom, but no real need to examine how it works until we're actually working on Sahuagin and Mermaids and whatever other Water MGs we add, right?


b99478 No.142960

>>142802

How about making it flat and having a huge and expansive underworld below? Like some sorta underdark.

Or just making it round and have expansive caverns below.


a308cb No.143070

>>142960

Naturally, it's gotta have an Underdark. Hmm… what about a round world with a hollow earth approach? The inner sun (or suns) don't cast the same kind of light as the surface world's sun, hence explaining drow and duergar's sunlight sensitivity, but it adds some fun options for interior kingdoms, prehistoric-world-themed MGs, etc, maybe?


b99478 No.143090

>>143070

Oh yes, that sound awesome. Like more dimmer sun that acts as the core of the planet or something long those lines.


a308cb No.143265

Alright, I really have no idea how I should be progressing/organizing things from here. Anybody got any helpful tips for a newb at all of this?


376931 No.143382

>>143265

I really have no idea, but wouldnt starting by the playable characters work better? Just in case you want to test them with a vanilla enemy. World bulding could come later.

I'm no expert in this, just giving my 2 cents-


a308cb No.143491

>>143382

Depends what you mean by "starting the playable characters"?

Refluffing the canonical 5e races?

Fluffing the "obvious" MG races the setting needs, from Minotaurs, Harpies and Gnolls to Catgirls, Lamia and Mermads?

Statting the "obvious" MG races?


376931 No.143503

>>143491

Yeah beginning by adding the MG races


a308cb No.143634

>>143503

Well, as I said, it'd help if we could figure out what the obvious list of MG races for a D&D setting like this is. I got a list up here >>139160

but I don't know if it's up to snuff.


a308cb No.143829

Well, nothing ventured, nothing gained. Here's some first-draft ramblings on the Kobold. Would it help if I posted the 5e kobold monster writeup for examination and redrafting?

- Kobolds are "demi-dragons", compared to the Dragonborn. This gives them a huge superiority/inferiority complex; kobolds think they're better than other races, but admire dragonborn as the only beings superior to them. They're basically the bratty little sisters with a hero-worship complex towards dragonborn.

- Kobolds are used to living in large groups and in cramped caverns. When alone and outside many of them lean towards loneliness and agoraphobia. When finding someone they like (and is stronger than them) they latch onto that person and never stray far from them. In bed this results in them being very cuddly and prefer positions in which they are held tightly as they make love. Touching a kobold's tail is an intimate gesture, and if a kobold will let you touch theirs with a smile you're pretty much guaranteed to get laid.

- Kobolds get everywhere; they like to live near dragonborn, but will happily inhabit caves, swamps, marshes, the Underdark, mountains…

- Not sure how kobolds procreate asexually, but they can magically reincarnate the most worthy of their members into the form of infant dragonborn, which is another reason why the two are always found together.

Draft stats:

Ability Score Modifier: +2 Dexterity

Size: Small

Speed: 30 feet

Sunlight Sensitivity: You have Disadvantage on attack rolls and Wisdom (Perception) checks based on sight made whilst you, your assailant or the target of your check is in direct sunlight.

Pack Tactics: You have Advantage on attack rolls when an unincapacitated ally is within 5 feet of the creature you are attacking.

Draconic Manifestation: Choose between the Winged or the Grounded Kobold subrace.

Winged Kobold (Urd):

Ability Score Modifier: +1 Constitution

Wings: You have a Fly speed of 30 feet. You cannot fly if you are wearing medium armor or heavy armor.

Grounded Kobold:

Ability Score Modifier: +1 Intelligence

Hardy: Your hit point maximum increases by 1, and increases by +1 each time you gain a level.


a308cb No.144159

>>143829

Ah, what the hell, how can it hurt, right?

Kobold Monster Stats:

Small humanoid (kobold)

Armor Class: 12

Hit Points: 2d6-2 (5)

Speed: 30ft

Str: 7 (-2)

Dex: 15 (+2)

Con: 9 (-1)

Int: 8 (-1)

Wis: 7 (-2)

Cha: 8 (-1)

Sense: Darkvision 60ft, passive Perception 8

Challenge: 1/8 (25xp)

Sunlight Sensitivity: As above

Pack Tactics: As above

Urd Monster Stats

Small humanoid (kobold)

Armor Class: 13

Hit Points: 3d6-3 (7)

Speed: 30ft, Fly 30ft

Str: 7 (-2)

Dex: 16 (+3)

Con: 9 (-1)

Int: 8 (-1)

Wis: 7 (-2)

Cha: 8 (-1)

Sense: Darkvision 60ft, passive Perception 8

Challenge: 1/4 (50xp)

Sunlight Sensitivity: As above

Pack Tactics: As above


a308cb No.144445

Okay, still hoping that the Kobold will get some attention, but I had some other queries here.

The Minotaur has a 5e racial writeup. Thing is, it's pretty rooted in the Krynn lore for Minotaurs. Not necessarily a bad thing, but am I wrong in recalling that /monster/ has a great fondness for minotaurs and holstaurs in the MGE, or for… whatever the cowgirl subraces are in Monster Musume? If so, perhaps folks would be willing to discuss how to subrace-ify the cowgirl species?

For the Underdark of Gaia, I'm going with a Hollow World approach. Does anyone think the idea of "Kadath" (tentative name) being lit by a black sun of magical energies, with the planet's leylines being streamers of energy that circulate out of and back into the black sun, making it the mystical heart of the world, is too pulp fantasy for this?

And on a different topic entirely, having finally acquired and started playing XCOM 2, I've recalled my desire to do an MG setting loosely inspired by XCOM. Would there be any interest or place on this board for such a project, or do alien-girls not count as monster-girls?


60d1b4 No.144451

>>143829

>>144159

looks like a solid start, just needs some fleshing out of Kobold society/physical description.


a308cb No.144518

>>144451

Biggest problem with that is that I'm not sure how to describe the kobolds, physically. I figure folks don't want them to just be loli lizard-girls, but at the same time, the "koboldette" approach that pops up on /tg/'s "sexy kobold" threads would get booted here for being "too furry".


7271d6 No.144607

>>144518

just make them MGs with the sexy kobold theme but with lizardgirls instead of full blown lizards


a308cb No.144833

Had some setting thoughts, so I thought I'd share those.

Planar Structure: The planes all co-mingle in the singular plane of the Astral Sea, a great silvery ethereal plane with brilliant colors flowing through it. Those who wander this realm will find large crystaline formations; these represent planar pockets, and approaching them will transport a wandering soul to the other planes they represent. This is the sole transistory plane; if you don't want to mess around with finding direct interplanar portals or gateways, you have to make it through here.

Faerie: Home of the fae MGs like the elfkin, Faerie is a wild, untamed world even compared to Gaea. While it may once have known the civilizing touch of the Eladrin Empire, the Great Sundering has completely shattered it. Most civilizations here are tribal clans or feudal courts, dwarfed by the mystical immensity of their world. Faerie has strong links to the Elemental Planes, and portals or even planar conjunctions riddle the landscape. With so much raw magic abounding in the land, nature is under no contraints. Floating islands, singing boulders, forests that walk… okay, stuff like this happens in Gaea as well, it's just that it's much more common and accepted here.

Elemental Planes: Unlike D&D, these aren't mono-elemental clumps that make visiting them uninteresting - no "infinite 3-dimensional sea of roaring flames" here. The Elemental Planes of this setting are divided into "spheres", each covering an appropriate affinity of elements and doing so in thematic or symbolic fashion as well as literal fashion. For example, The Celestial Engine of Pyroborea is the Fire Plane, and certainly has lots of fire… but it also covers Metal, Light and Lightning as well. It takes the form of an infinite mass of stars and lightning rivers and aurora that spread into eternity, with planet-sized machines that occupy the mass between, constantly growing to envelop existing stars, create new ones, or destroy old ones, inevitably being consumed by the same energies that they harness and channel.

Other Realms: Godhomes and the requisite Land of the Dead need to be discussed before I can make any further speculation on them. I was thinking that "Fiendrealms" and "The Deadlands" might be sort of lumped together as the Planes of Eternal Darkness. But then, I'm having Sanity's Requiem flashbacks, I guess.

Dragons: The iconic chromatic/metallics don't exist in this setting, since they'd be too overpowered to play. Instead, "true" dragons are essentially the final tier of evolution for the dragongirl race, being unique, epic tier monsters who worked their way up from dragonborn (or possibly even kobold) status with a LOT of blood, sweat and tears. This makes dragonborn the main dragongirls in the setting. "Drake-kin" like Wyverns, Behirs and Hydras are attempts to shortcut the process that went… well, I guess horribly right is the best term here.

Giants: As with "normal" dragons, true giants are too powerful to fit into this race. Giants, then, basically consist of the Ogre and her cousin races, and will probably use the Goliath as a starting point for their crunch. What those species actually amount to is something that needs to be developed.

Elementals: What I'm currently thinking is to replace the general "elementals" in this setting with Genasi. Simply amp up the monstrousness of their forms - so your Fire Genasi has burning eyes, fiery hair, and probably other traits depending on the individual, like a crown of devil's horns and a burning rat-like tail - and keep the crunch, and voila. It's not as if the regular elementals weren't pretty damn boring in D&D. Aside from genasi, other elemental beings tend to fall more into the line of "being adapted for life in the elemental plane", which is kind of what the actual monsters tended to be. For example, Yggdrasil, Elemental Plane of Air and Wood, might be home to the Ratatosks, a race of flying squirrel-girls - fun fact; Planescape actually had these in AD&D - whilst Pyroborea is home to Azers, the fire & metal-elemental dwarf-kin.


d441c8 No.144855

>>144833

so dragon girls are akin to the dragon kings of the dark sun setting?


a308cb No.144863

>>144855

Your "true" dragon-girls with the flying and the immense power and yada-yada? Yes, that's exactly what they're like.

There's no mechanical crunch to support the transformation at this point, seeing as how 5e ignored 4e's work in building epic tier right into the core rules - 4e even *had* at least one "you become a dragon" epic destiny other than the Dark Sun specific Dragon King one - but, really, that doesn't matter, as this is more of a matter of fluff than of crunch at this early stage.


a308cb No.145102

Here's a question; I was thinking of giving this setting's drow a tradition of flesh-crafting, kind of like the Pathfinder drow, in order to produce more useful servitors. This has resulted in various "chimeric" MGs, from the actual chimera to simpler hybrids like the ophiotaurus (minotaur/lamia fusion), maybe the aforementioned gorgon, the wolf-spider, spiderpony, owlbear and squark (squid-shark; yes, the name sucks). Anyone think that this is a good idea?

Also, anyone have any ideas on how to pull off a troglodyte MG race? In D&D and Pathfinder, troglodytes are basically particularly feral lizardfolk characterized by their horrific, nauseating stench.


d441c8 No.145106

>>145102

sounds interesting. seeing as how chimeras in 5e were demon made, the drow might have mastery over such things. as for trogs i have no clue how to implement. low hanging fruit dictates orc lizardmen but that just sounds lazy to me


a308cb No.145245

On the topic of drow and fleshcrafting… what about spider-girls? Do we boil them down to just the iconic driders (and maybe ettercap-girls, for bipedals), or do we replace driders with the subspecies-prone arachnes, or do we go whole-hog and say that there are the "half-drow, half spider" driders, and flesh-crafted spidergirls in the form of arachnes and ettercaps?


d441c8 No.145248

>>145245

Both: naturally occurring arachne and drider's made from some of the "crazier" drow. the driders breed true drow though.


8b4484 No.145289

>>145245

I'd go with driders that are actually half drow, arachnes as in normal mg-styled spidergirls and tribal ettercap-girls, like bipeds and with many arms.

That'd be interesting as fuck.


a308cb No.145488

It'd be tricky to handle the drider/arachne split, but I think worth it. Give driders the sunlight sensitivity and drow magic racial traits, maybe?

Hmm… should I pick an MG race and focus on, or is it better to build the world around them first? Decisions, decisions…


a308cb No.145930

For arachnes, go for a similar racial split as in Monster Musume? And treat, for example, scorpion-girls as a seperate race in their own right?

Goblins… what makes more sense, for this setting? Breed-hungry slutty little sortstacks, more like CoC? Hyperactive (possibly slutty) tinkers like in most Warcraft porn? Childish lolis like in the MGE? Or some other interpretation?


a308cb No.146190

Just having a run of lackluster inspiration… what deities do folks think are essential to a functioning pantheon in a setting like this? Do I even need gods in this kind of world?


d441c8 No.146207

>>145930

seeing as spiders, arachnids, and even solfugae

hare seperate things in D&D each would get at least one girl statted.

>>146190

if demons exist than gods aught to as well. maybe they could be doing their won thing or just more hands off like in greyhawk


a308cb No.146275

Just recalling an idle thought that I had; would it be permissable to try and do a bunny-girl race inspired by the Shin'hare? They're basically ultra-aggressive, expansionistic Japanese-themed bunnies whose basic tactics revolve around zerg rushing - they breed so rapidly that they casually use blood magic, killing their own children in order to use their souls to make enchanted weaponry & armor for their champions.

Look here for more info: http://hextcg.gamepedia.com/Shin%E2%80%99hare


a308cb No.146276

>>143829

>>144159

I just found somebody else's writeup of a 5e kobold race. It looks quite interesting, and it made me think more about my original rendition, so I thought I'd try and have another go at statting it up.

Likewise, I've settled on a "scaliness factor" for kobolds, but I need opinions; what do you think should be the "sexy trait" for them? Should they be lolis, to emphasize the "little sister" part? Oppai or…whatever the big-butt equivalent of oppai is… lolis? Or just make 'em shortstacks, so they're curvy and ready for breeding even if they are only Small-sized?

Basic idea here; the Warreners are the laborers, the Urds are the fighters, and the Runescales are the mystics and bosses. The version I saw written up also gave its "sorcerous kobolds" a free level 1 Sorcerer spell. I'm not sure if I should let my Runescales pick up spells at levels 3 and 5 or if that's too overpowered. Thoughts?

Kobold, draft 2:

bility Score Modifier: +2 Dexterity

Size: Small

Speed: 30 feet

Sunlight Sensitivity: You have Disadvantage on attack rolls and Wisdom (Perception) checks based on sight made whilst you, your assailant or the target of your check is in direct sunlight.

Pack Tactics: You have Advantage on attack rolls when an un-incapacitated ally is within 5 feet of the creature you are attacking.

Draconic Manifestation: Choose between the Runescaled, Urd or Warrener Kobold subrace. You have additional racial traits based on which subrace you choose.

Runescaled Subrace:

Ability Score Modifier: +1 Charisma

Blood Magic: You know a cantrip of your choice from the Sorcerer spell list. Charisma is your spellcasting ability for this cantrip.

Draconic Resilience: You have Resistance to either Acid, Cold, Fire, Lightning or Poison damage. Once this resistance is chosen at character creation, it cannot be changed.

Urd Subrace:

Ability Score Modifier: +1 Strength

Wings: You have a Fly speed of 30 feet. You cannot fly if you are wearing medium armor or heavy armor.

Jink: You have a +1 bonus to Armor Class and Advantage on Dexterity (Acrobatics) checks.

Scout Weapon Training: You have proficiency with daggers, javelins and spears.

Warrener Subrace:

Ability Score Modifier: +1 Constitution

Trap Mastery. You have advantage on Wisdom

(Perception) checks to notice traps and on

Intelligence (Investigation) checks to discover how they work. You also have advantage on rolls to disable traps.

Tunneler. You have proficiency in mason’s tools.

Warren Weapon Training. You have proficiency with daggers, slings, and light crossbows.


b6b1a8 No.146280

File: 1456041508931.webm (5.87 MB, 640x480, 4:3, skeletors wonderful day.webm)

>great core player in my group

>but has a waifu character with a fuckhuge background and lots of doodles of her

>told him she will probably die eventually or have to be retired, so don't get too attached; writing about organization/family she comes from would be a better idea

>to test how attached he was to his character, I cursed her with goblin ears for breaking a 'cursed' necklace

>started draw his waifu with goblin ears all sad now

>told him curses are removable

>Jokingly remarks "Knowing you, I bet you'll make the curse worse if I try to dispel it, like giving me green skins instead of ears."

>wants to multiclass into sorcerer eventually

>he uses her high charisma to intimidate everything

>starting think he wants his character to become a monster over time

>mfw I knew just where to go to get some ideas

I was thinking, the necklace is actually a holy symbol of some obscure forgotten god, that only goblins are weird enough to worship in the Realms , such as Ammit.

They also have an unidentified level 5 scroll, I'll probably make it a Resurrection spell. The neat thing about resurrection, I can change the character's race any way I please.

Perhaps she'll meet this god in the afterlife some day.

How would /monster/ do it, and what should his precious waifu be reborn into?


a308cb No.146829

>>146280

Looks kind of like you're setting her up to become a goblinoid of some kind. Maybe a hobgoblin. Depends on what kind of MGs you intend to allow in your setting.


a308cb No.147849

>>145930

So, nobody have any alternative suggestions for Arachne sub-races than Monster Musume's Common, Small, Large and Long-Legs breeds?

Or opinions on the approach for goblins in this setting?

>>146275

>>146276

Still looking for feedback here.

And here's a racial trait I thought up, that might work for both the Centaur, the Arachnes & Drider, and any other such MG who pops up later:

Tauric: Your body is divided into two halves, with the upper torso of a female humanoid replacing the head of some kind of beast. This makes you capable of carrying greater loads, but also less flexible and agile than a biped. A character with the Tauric trait does not reduce its speed when wearing heavy armor and doubles its load capacity, but has Disadvantage on Dexterity (Acrobatics) checks.

Also, do folks think it's fair that Tauric characters can use magical footwear? I figured it made sense that such items would reshape themselves into enchanted horseshoes, ankles, etc, given the existing fluff for magical items reshaping/sizing to be used by anyone in 5e.

But, if that's the case, why can't lamias, etc, use Foot slot items as well, by having them take the form of tail bands?


3b74b4 No.147877

>>147849

All depends, a shape to fit spell requires effort, might as well have versions specificly for a race at lower levels and later on have items with racial adjusters


a308cb No.148006

>>147877

Yeah, the DMG basically says "many magic items can alter their shape to fit inherently", but it also gives comments for making such items be restricted by race, so I really don't know.

What do folks think of the Tauric race trait? Think it sounds appropriate for centaurs, arachnes, and other tauric MGs?


a308cb No.148893

>>147849

Aside from the queries I asked for feedback on here, I'm still struggling with the idea of what deities to give this setting, and how to properly distinguish them.

Since this isn't exactly your conventional D&D setting, perhaps there's only one Hell-plane? The Infernum is essentially something analoguous to Diablo's Burning Hells; the divisions of territory are under the dominion of powerful, unique Demon Queens, who have a specific aspect/motif/whatever. This, then, replaces the traditional Blood War with a combination of intercine infighting and wars between the rival Demon Queens.

Of course, that leaves the question; how many Queens should they be, and what should they be styled after? Diablo again, where there are only seven Evils; Terror, Hatred, Destruction, Pain, Anguish, Lies and Sin? Or something closer to D&D, and thusly you could have a Demon Queen of Spiders, served by bebeliths and other arachnoid fiend-girls, a Demon Queen of Slime served by demonic goo-girls, a Succubus Queen, etc?

Hmm… deities, deities, deities… Need to have some ideas. I think I got some for the Great Creator/Inventor, the Dark Mother, The Green Maiden, and the Queen of Light & Darkness…


3b74b4 No.149088

>>148893

Split the plane in half between lawful and chaotic, with some similarities to both the infinite levels of the abyss and the nine planes. Otherwise go for something unique, like a war between a lolth clone and the dark sun's drow scorpian diety.


1c0841 No.149110

>>148006

considering that the option for taurics to be PCs the racial trait fits in rather well, however it seems rather broad since tauric in this setting can mean a lot of things.


a308cb No.149148

>>149088

Eh, I don't "do" the Grid of Alignments personally. Appreciate the input, though.

>>149110

That is kind of intentional. 5e, to the best of my knowledge, avoids the overly complex "a detailed rule for every little situation" approach of 2e and 3e. Let's face it, if you're a tauric MG, it's not really going to matter much if you've got a horse for a butt, a spider for a butt or a bunny for a butt, now is it? You're not going to be turning cartwheels and somersaults, at least not easily, and you've got a whole lot of room to carry things on, right?


a308cb No.150403

Y'know what? I think I'll try and release some more draft racial fluff for classic D&D MGs here later, if folks are interested. Goblins, Hobgoblins, Gnolls, Minotaurs… any other suggestions/requests?

Likewise, it's time I made some actual decisions on what I'm going to do with some races, so, does anyone have any problems with these plans/ideas?

Kobolds: Are shortstack lizard-girls. Facial features will be ambiguous, so folks can imagine they got human features or /tg/ style features as they prefer.

Goblins: Are oppai loli sensual hedonists (read: sluts). Surprisingly keen minds, but lazy; would rather be eating & fucking than doing something, for most of them. Asexual reproduction is not-quite asexual; bring a goblin girl to a really good orgasm, and she gets pregnant. The more climaxes, the bigger the litter. Fortunately for guys with goblin wives, this can be prevented with an herbal remedy, plus, they're very fond of the taste of cum, which sates them without triggering the spawning mechanism.

Hobgoblins: Are amazonian beauties. Proud warrior race types. Tsunderes who are looking for only the strongest, worthiest souls to take as their "sex slaves". Asexual reproduction basically requires dom/sub sex; amongst hobgoblins, the submitting one gets pregnant as a result.

Gnolls: Dusky-skinned shapeshifters who can change between hyena-girls and /tg/ style "gnollettes". Aggressive, brash, sexual; "The Ladette", in Tropese. Also sexshifters who can swap between female and dickgirl genders. Actually consider being penetrated more enjoyable. Packs are led by "The Great Mother", an alpha who gets the best bets and spends her time perpetually pregnant, getting fucked by whoever she wants and best choice of all the food, booze and loot.

Minotaurs: Going to split them up into "bullgirls" and "cowgirls", ala the MGE; the existing 5e minotaur is too caught up in its Dragonlance basis. Going to consider doing racial variant options (ala the 5e tiefling), inspired by a thread on such for the MGE that can be found on MGU and MGR.

Arachne: Will probably go with the "one Arachne, with racial variants" approach. That way, things like spitting spider-girls, jumping spider-girls, tarantula-girls, longlegs-girls, etc, are all plausible.


894be1 No.150448

>>150403

you seem to be obsessed with futa.


a308cb No.150890

>>150448

Considering it's the one race, and one associated with that kind of /d/eviant content pretty heavily even on /tg/, what makes you say that?


a308cb No.151238

So, what I'm currently thinking of doing is just focusing on one immediate area - a "Known World", or "Old World", if you'll forgive the Warhammer references. These are the two continents that are closest to each other, so they have the most impact on each other.

On the one side, we have the continent of Aelfar. This is the "standard" D&D setting; temperate climate, different regional zones, forests, mountains, all that stuff. This is where the High Elf Empire is at its peak, and where the bulk of humanity settled upon migrating in between.

On the other side, we have Caernda. This is in the tropical region, and is a particularly savage, untamed sort of region. Barbaric tribes, jungles full of toxic plants, rugged mountains, etc. This is the homeland of the Rock Gnomes, from their fortress-forge city beneath the Black Mountains of Viltheed.

Between the two likes the Kraekenholm Sea, a turbulent, perpetually storm-wracked and treacherous water-mass that makes transition extremely hazardous. Hence, the small-ish (about halfway between New Zealand and Australia-sized) Island of Catastroph that lies exactly halfway between the continents. Littered with the debris of countless crashed vessels and failed attempts at crossing the sea, it is home to the largest colony of Rock Gnomes outside of Viltheed, who compete with various other refugees (mostly goblins, maybe?) to assemble homes from the wreckage.


dee37b No.151254

>>147849

>So, nobody have any alternative suggestions for Arachne sub-races than Monster Musume's Common, Small, Large and Long-Legs breeds?

Do it like the animal kingdom.

Have Weaving Arachnes and Non Weaving Arachnes.

Weaving Arachnes are divided into Net Builders and Trap Builders.

Non Weaving Arachnes are Jumpers and Wolfs, but also could include Scorpion Girls.


a308cb No.151630

>>151254

>>151254

Hmm… I don't know. I think I'll keep scorpion-girls (and Scorrow?) entirely seperate from the Arachnes.

So, anyone have any classic D&D MGs you want to request, or should I just pick and choose? I want to get this thread back on track, I've just been so distracted.


a308cb No.151681

I've actually had this Isaac Horne - I think? - artgrid around for a while. Hopefully it's acceptable as an example of some classical D&D type MGs, even if there's a bunch of dubiously drawn (Lamia) or homebrew canon stuff in it?

…Nevermind. I was going to post it, but apparently >>135885 beat me to it. But someone deleted it, and I don't know why.


69be8b No.152022

File: 1456810530170.jpg (91.83 KB, 609x333, 203:111, dnd spider horse.jpg)

>>151630

There are many great DnD Monsters, but I don't remember many MGs.

I am a big fan of the Dark Sun Setting, so anything from it would be good.

Like a Bulette.


efe96e No.152066

>>152022

I don't think I can put my horror into words. I have been here too long and dug too deep.


a308cb No.152558

>>152022

I was asking which monsters are best bets for trying to adapt into MGs. Actually, I vaguely remember thinking at one point that some of the magical hybrid monsters like wolf-spiders and spider-horses might be a potential source for D&D MGs. Of course, the hard part would be pulling them off…


a308cb No.153204

Alright, I really need to get over this slump and start working. If nobody has any complaints/alterations, this will be my procession for MG fluffing and statting in the immediate future:

* Catgirls

* Slimegirls

* Lamia

* Driders

* Arachne

* Ettercaps

* Minotaur

* Ushitaur/Holstaur

* Gnoll

* Goblin

* Hobgoblin

* Centaur

* Sphinx

* Melusine

* Bunnygirl


591d66 No.153214

File: 1457050968062.png (439.37 KB, 1388x923, 1388:923, B'rohg.png)

>>152066

>>152558

Well shit….

I feel like I inspired a monster. >>152323

>>153204

I have one you need to add.


a308cb No.153227

Hmm, I think I'll leave off setting-specific beasties for a while, but thank you for jogging my memory of the few I did forget!

* Ogre

* Cyclops

* Gazer

* Harpy

* Troll

* Tiefling

* Aasimar

* Genasi

* Kobold

* "Dragonborn" (need a rename)


591d66 No.153328

File: 1457069170349-0.png (241.67 KB, 375x750, 1:2, 1455408188479-1.png)

File: 1457069170352-1.png (958.61 KB, 1280x1839, 1280:1839, 9285702750275.png)

File: 1457069170355-2.png (330.9 KB, 512x700, 128:175, 1444272195931.png)

File: 1457069170355-3.jpeg (80.99 KB, 583x843, 583:843, 1444434937567.jpeg)

>>153227

Are you sure you don't want any multiarmed girls?


d678b0 No.153428

>>153227

>* "Dragonborn" (need a rename)

Dray

Drakoran

Drakonier

Drakonian

Dragonkin

Wyrmling

Sirrush


a308cb No.153468

>>153328

Oh, I wouldn't say that. Just that B'rohgs have their baggage. A Tetra Arms species or something is certainly something I'd love to add to the game. Just means she'd need building from the ground up. You game to work out the racial details?

>>153428

Thanks so much for the suggestions! Hmm… I think I like the Drakoran name best. Anyone else have any opinions?


d892a8 No.153620

File: 1457148502305.jpg (3.54 KB, 144x199, 144:199, download.jpg)

>>153328

>that neck on the second picture


1c5916 No.153698

File: 1457164833944.jpg (27.37 KB, 463x265, 463:265, 1450070102843.jpg)

>>153328

>first pic

>that combination of gentle femdom, caressing and lewd

I think that single image makes me more interested in multiarmed girls more than all the others put together.


a308cb No.153891

>>153204

>>153227

Hmm… I probably should tackle one of these girls (or the Halflings) first, but still, if folks are talking about multi-armed girls…

How about the species being called the Centimani?

I'm kind of torn on whether or not to give them subraces, especially on what rationale there is for it. Say, there's four-armed "stronggirl" amazonian raiders and six-armed "mystics" who're not so choppy but have powerful magical skills?

Big problem, of course, is how to handle the fact they've got extra arms at all. Since extra attacks are a huge deal, perhaps they only get +1 attack as a racial bonus, no matter their number of arms, but they can benefit from more than one set of hand and ring-slot items at a time?


37afa9 No.153902

>>153891

>How about the species being called the Centimani?

Sounds ok.

> Say, there's four-armed "stronggirl" amazonian raiders and six-armed "mystics" who're not so choppy but have powerful magical skills?

Sounds good too. Give them a skincolor range from light brown to red.

>Big problem, of course, is how to handle the fact they've got extra arms at all. Since extra attacks are a huge deal, perhaps they only get +1 attack as a racial bonus, no matter their number of arms, but they can benefit from more than one set of hand and ring-slot items at a time?

How does 5e deal with the Thri Kreen? They have 4 arms.


7089ef No.153904

>>153698

http://pastebin.com/0HbKC5Dh

If I'm not wrong that pic is related to this story


a308cb No.154172

>>153902

Currently, they don't handle thri-kreen. There's no official Dark Sun UA or anything so far, not like Eberron. Even in the monster manual, there's no mechanical benefits to their multiple arms that I can see; they have a Multiattack option, but that just lets them claw *and* bite the same target at once.


a308cb No.154176

>>153902

Currently, they don't handle thri-kreen. There's no official Dark Sun UA or anything so far, not like Eberron. Even in the monster manual, there's no mechanical benefits to their multiple arms that I can see; they have a Multiattack option, but that just lets them claw *and* bite the same target at once.


94e653 No.154470

YouTube embed. Click thumbnail to play.

>>154176

How about this:

They can hold as many weapons as they have hands, but only attack with one pair of arms at a time, however they get a bonus when facing multiple enemies.

Also like the Thri Kreen in 4E, hands that are not used for holding weapons, can be used for other action, like reloading a Crossbow, getting a Item from the Belt, drawing a Weapon ect.

Add the additional slots for items for the extra arms and that should be enough.


a308cb No.154518

>>154470

Hmm… what kind of bonus? There's no rules on being surrounded that I can make out at the moment.

The 4e reference is a good idea, but I can't make these girls too top-heavy (no pun intended); 5e doesn't go for a great deal of complicated rules and individual racial powers.

Hmm… do these girls really warrant a sub-race approach? Or should I just make it that they can have four, six or eight arms, but mechanically they're all the same?


aa7b15 No.154620

File: 1457342033705.jpg (62.73 KB, 736x937, 736:937, marilith.jpg)

>>154518

>Hmm… what kind of bonus?

I am not really knowledgeable about DnD 5e, but how about a defense bonus against flanking Attacks from the sides?

Basically like the Kali Statue in the Video, they don't give a fuck if the attacker come from the front or the sides, they always have a part of arms in either direction.

>Hmm… do these girls really warrant a sub-race approach? Or should I just make it that they can have four, six or eight arms, but mechanically they're all the same?

They don't, unless you want to make them somehow related to the Marilith. Otherwise I would just put them in a Caste System, the more arms you have, the higher is your social status.


aa7b15 No.154621

File: 1457342147394.jpg (283.16 KB, 1071x1200, 357:400, marilith_combat.jpg)

god dammit, stop eating my post thread.


a308cb No.154625

>>154620

I've gone over the Combat section of the 5e PHB with a fine-toothed comb (and the entirety of the DMG); there's literally nothing relating to flanking in combat that I've been able to find.

Hmm… it might be best to work out the Centimani fluff before tackling the crunch, but, currently, here's how I'd handle the Many-Armed trait:

Many Arms: You have more than one pair of functioning arms. You gain two free interactions per turn in combat rather than only gaining one. You may benefit from one pair of gauntlet, glove or bracer-based magical items per pair of hands that you have. You must still wear both objects from the same set to benefit from the power of that set; a creature with four arms could benefit from gauntlets of ogre power and gloves of missile snaring at the same time (one set for each pair of arms), but could not benefit from gauntlets of ogre power, gloves of missile snaring, gloves of swimming & climbing, and gloves of thievery all at the same time (one glove per hand). You may benefit from one magical ring per individual hand, so a four-armed being can benefit from four magical rings at once. You can use the two-weapon fighting option with any weapon that does not have the Heavy or Two-Handed properties, instead of only being able to use it with weapons that have the Light property.


a308cb No.154919

Okay, thought I might as well try and do a draft outline for the Centimani… hope folks have more opinions on this…

Centimani, 1st draft:

The centimani are an exotic race of demihumans, taking the form of tall, gracefully slender female humanoids with finely scaled skin, elf-like ears, one or more "demonic" horns upon their heads, and their most characteristic trait; their six arms. Their hide is generally a dusky shade, ranging from yellow and brown to dark gray or even crimson. They adorn themselves with tribal markings, and commonly sport piercings or scarification, to further display their status in the tribe.

Centimani are a brash, headstrong, aggressive people, a race stereotyped as a culture of bandits and brigands. Nomadic tribes that dwell in the arid regions of the land, hailing all the way from wastes of Caernda, they have a crude iron age culture and a belief in the survival of the fittest. Most centimani survive by herding livestock and battling for controls of the rare oases and other valuable spots, and they are quick to accost trespassers in their lands for tribute.

Despite this, centimani are strongly loyal, and even if they do argue frequently, the bonds of friendship are steadfast between them. Even their brigandry is easily handled; a tribute offered in the proper manner will make centimani tribes go from "menacing thieves" to "joyful guides", who happily shepherd their new friends through their territory. In a land as harsh as theirs, generosity and friendship are as important as strength and courage.

Ability Score Modifier: +2 Dexterity, +1 Strength

Size: Medium

Speed: 30

Vision: Low-Light

Many Arms: Centimani have the Many Arms racial trait. They have three pairs of arms, for a total of six arms.

Whirling Dervish: Centimani gain +1 attack in combat. This trait stacks with extra attacks gained as a result of class features.


a308cb No.155501

So… what, nobody has any commentary on the Centimani?

I don't know, maybe I should just take this stuff up to a google-doc and leave it alone until I have it all roughly drafted out. But I like talking things over with other MG fans. Who else can I debate with about whether it's better to make sahuagin into "just" shark-girls or into a sharkgirl/lizardgirl hybrd?


8b93fa No.155716

File: 1457631166510.jpg (198.31 KB, 970x545, 194:109, 44758.jpg)

>>155501

There is a difference between Desert Nomads and Oasis Dwellers, a group usually does one thing, but not both.

They also don't have to be Nomadic to be Raiders and Brigands. Especially if they claim territory, having some kind of base from which to start their tours would be better.


a308cb No.156868

>>155716

To be honest, I really have no idea what to do with these girls. I was hoping the anon who asked for them would at least drop by with ideas on how to make them.

I don't know, still trying to pick the next race to give the MG treatment to…


c0727a No.157299


a308cb No.158596

It's been a long time since I found my way back here, and I apologise. I was kind of hoping for livelier discussion, but in lieu of that, I thought it should be known that I've got a setting design and development doc up. I'll link it once I've got some unique setting and racial fluff added to it so that it's actually different to what's available here.


a308cb No.160634

…I guess everyone's lost interest. But what the hell, a draft Gnoll writeup just to test the waters before I let this thread die.

Gnoll, 1st Draft:

Ability Score Modifier: +2 Strength, +1 Dex

Size: Medium

Speed: 30 feet

Vicious Jaws: You have a bite attack as an unarmed strike option, which inflicts 1D4 + Str modifier piercing damage.

Rampage: If you reduce a creature to 0 hit points on your turn, you may spend a bonus action to move half your speed. If your movement brings you in range of a viable target, you may deliver a bite attack as part of this bonus action.

Scavenger's Gullet: You can devour food that others would find inedible due to decay, and your constitution is hardened against afflictions as a result. You have Advantage on any Constitution check made to resist disease and Resistance to Poison.




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