Monsters you would like to see in BG.
Monsters you would like to see in BG.
What monster would you like to see included in future Baldurs Gate games, for me it would have to be:
Giants especially red ones, Xorn, rust monster, other types of lycanthropes, Manticore, griffon (heck Jan keeps seeing them but not me), medusa, Nightmare, hellhounds, T-rex, more dinosaurs. Maybe I'll think of more later.
I was a early user of D&D, so I only remember the original 'monster manual' I'm not familiar with later forgotton realms monsters. Like I'd never heard or memphits before.
Giants especially red ones, Xorn, rust monster, other types of lycanthropes, Manticore, griffon (heck Jan keeps seeing them but not me), medusa, Nightmare, hellhounds, T-rex, more dinosaurs. Maybe I'll think of more later.
I was a early user of D&D, so I only remember the original 'monster manual' I'm not familiar with later forgotton realms monsters. Like I'd never heard or memphits before.
Not to mention the other things.
Yeah, Mephits were new to me, as well as that Otyugh thing.
I was really happy to see all the different kinds of undead, and the Ochre Jellies and stuff in the sewer under the CC.
The Paladin stronghold battle in Umar hills was good, I've forgotten what those giant-ish monsters were, though.
It would have been good to see more of those things like medusas and ****atrices though.
Worst monsters? Those pointless myconids under the CC were pretty dumb.
I was really happy to see all the different kinds of undead, and the Ochre Jellies and stuff in the sewer under the CC.
The Paladin stronghold battle in Umar hills was good, I've forgotten what those giant-ish monsters were, though.
It would have been good to see more of those things like medusas and ****atrices though.
Worst monsters? Those pointless myconids under the CC were pretty dumb.
Personally, I would hate to have any kind of dinosaur in the game. It utterly destroys the concept of ADnD fantasy for me. As for something I would like to see, the Tarrasque would be pretty sweet, even though it would take up several screens.
[ 04-14-2001: Message edited by: Dúnadan ]
[ 04-14-2001: Message edited by: Dúnadan ]
"I was talking aloud to myself. A habit of the aged: they choose the wisest person present to speak to." - Gandalf
I would like more demi-liches, as well as a dracolich(!). Also it would be better if some of the more powerful enemies (like dragons) were released in populated area. You could save the towns folk! Or you could watch them die, all the same to me.
If nothing we do matters, then all that matters is what we do.
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This one:
Tarrasque
Colossal Magical Beast
Hit Dice: 48d10+576 (840 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 20 ft.
AC: 35 (-8 size, +3 Dex, +30 natural)
Attacks: Bite +57 melee, 2 horns +52 melee, 2 claws +52 melee, tail slap +52 melee
Damage: Bite 4d8+17, horn 1d10+8, claw 1d12+8, tail slap 3d8+8
Face/Reach: 40 ft. by 40 ft./25 ft.
Special Attacks: Frightful presence, rush, improved grab, swallow whole, augmented criticals
Special Qualities: Damage reduction 25/+5, carapace, immunities, regeneration 40, scent, SR 32
Saves: Fort +38, Ref +29, Will +20
Abilities: Str 45, Dex 16, Con 35, Int 3, Wis 14, Cha 14
Skills: Listen +21, Spot +21
Feats: Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Iron Will
Climate/Terrain: Any land
Organization: Solitary
Challenge Level: 20
Treasure: None
Alignment: Always neutral
Advancement: 49+ HD (Colossal)
Combat
Frightful Presence (Su): The tarrasque can inspire terror by charging or attacking. Affected creatures must succeed at a Will save (DC 26) or become shaken, remaining shaken until they leave the area of effect.
Rush (Ex): Once per minute, the normally slow-moving tarrasque can move at a speed of 150 feet.
Improved Grab (Ex): To use this ability, the tarrasque must hit a Huge or smaller opponent with its bite attack. If it gets a hold, it can try to swallow the foe.
Swallow Whole (Ex): The tarrasque can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from the tarrasque’s digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the tarrasque’s digestive tract (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold two Huge, four Large, eight Medium-size, or sixteen Small or smaller creatures.
Augmented Criticals (Ex): The tarrasque threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.
Carapace (Ex): The tarrasque’s armorlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature’s spell resistance.
Immunities (Ex): The tarrasque has fire, poison, and disease immunity.
Regeneration (Ex): No form of attack deals normal damage to the tarrasque. The tarrasque regenerates even if disintegrated or slain with death magic: These attack forms merely reduce it to -10 hit points. It is immune to effects that produce incurable or bleeding wounds, such as a sword of wounding, mummy rot, or a clay golem’s wound ability. The tarrasque can be permanently slain only by reducing it to -30 hit points and using a wish or miracle spell to keep it dead. If the tarrasque loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.
Skills: The tarrasque receives a +8 racial bonus to Listen and Spot checks.
Tarrasque
Colossal Magical Beast
Hit Dice: 48d10+576 (840 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 20 ft.
AC: 35 (-8 size, +3 Dex, +30 natural)
Attacks: Bite +57 melee, 2 horns +52 melee, 2 claws +52 melee, tail slap +52 melee
Damage: Bite 4d8+17, horn 1d10+8, claw 1d12+8, tail slap 3d8+8
Face/Reach: 40 ft. by 40 ft./25 ft.
Special Attacks: Frightful presence, rush, improved grab, swallow whole, augmented criticals
Special Qualities: Damage reduction 25/+5, carapace, immunities, regeneration 40, scent, SR 32
Saves: Fort +38, Ref +29, Will +20
Abilities: Str 45, Dex 16, Con 35, Int 3, Wis 14, Cha 14
Skills: Listen +21, Spot +21
Feats: Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Iron Will
Climate/Terrain: Any land
Organization: Solitary
Challenge Level: 20
Treasure: None
Alignment: Always neutral
Advancement: 49+ HD (Colossal)
Combat
Frightful Presence (Su): The tarrasque can inspire terror by charging or attacking. Affected creatures must succeed at a Will save (DC 26) or become shaken, remaining shaken until they leave the area of effect.
Rush (Ex): Once per minute, the normally slow-moving tarrasque can move at a speed of 150 feet.
Improved Grab (Ex): To use this ability, the tarrasque must hit a Huge or smaller opponent with its bite attack. If it gets a hold, it can try to swallow the foe.
Swallow Whole (Ex): The tarrasque can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from the tarrasque’s digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the tarrasque’s digestive tract (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold two Huge, four Large, eight Medium-size, or sixteen Small or smaller creatures.
Augmented Criticals (Ex): The tarrasque threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.
Carapace (Ex): The tarrasque’s armorlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature’s spell resistance.
Immunities (Ex): The tarrasque has fire, poison, and disease immunity.
Regeneration (Ex): No form of attack deals normal damage to the tarrasque. The tarrasque regenerates even if disintegrated or slain with death magic: These attack forms merely reduce it to -10 hit points. It is immune to effects that produce incurable or bleeding wounds, such as a sword of wounding, mummy rot, or a clay golem’s wound ability. The tarrasque can be permanently slain only by reducing it to -30 hit points and using a wish or miracle spell to keep it dead. If the tarrasque loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.
Skills: The tarrasque receives a +8 racial bonus to Listen and Spot checks.
Please no! I hated that basilisk map!Originally posted by Cloud:
<STRONG>Also they should bring back ballisks cause they were cool</STRONG>
Ajantis - petrified
Ah well, I'll return him to flesh, keep on fighting.
Minsc - petrified
Argh dammit!
Gabriel - petrified
****** ********** **** **********!!!!
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- ThorinOakensfield
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Taken from Planet Baldur Gate's site :
THIS is what I'm looking forward to...
and that cryptic comment on Bhaal's children is making me think....
[ 04-15-2001: Message edited by: RudeDawg ]
Great Wyrms...
Throne of Bhaal Chat Log
Thursday, April 12, 2001, 20:35 | MageDragon
We have an edited log of the Baldur's Gate II: Throne of Bhaal chat that was held tonight. Thanks to RPG Vault for hosting it and thanks to all the BioWare people that came to support the fans.
MageDragon: The Dragons in BG2 were great. To see one in the IE was fantastic. They looked good and all, but for a lot of us..they were weak. If there are new Dragons in Throne of Bhaal, did you at least make them hard to fight this time ?
Kevin Martens: Our dragon scripting has advanced quite a bit, and the Great Wyrms in TOB are more wily than their SOA counterparts. Here's a little teaser, Bhaal's children aren't only human
THIS is what I'm looking forward to...
and that cryptic comment on Bhaal's children is making me think....
[ 04-15-2001: Message edited by: RudeDawg ]
The RudeDawg, known in these Forgotten Realms as Perin LightEyes, is a proud member of The Brotherhood of the Woods
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How 'bout some old classics, like a purple worm, a buellette (sp?), owlbears, centaurs, wererats, bugbears, etc. How about different kinds of yuan-ti? Some of them were supposed to be completely snake-like, whereas others were almost human.
Some other DnD (MM2) creatures I liked were behirs (breathes lightning), derrow (savage duergar-like guys), or even quicklings (were these from FF?).
None of these would even be a challenge in ToB, but then only about 2 creatures really would be. But, I'm not going to start with that gripe again.
Some other DnD (MM2) creatures I liked were behirs (breathes lightning), derrow (savage duergar-like guys), or even quicklings (were these from FF?).
None of these would even be a challenge in ToB, but then only about 2 creatures really would be. But, I'm not going to start with that gripe again.
Matti Il-Amin, Paladin, comedian, and expert adventurer. Proudly bearing the colors of the [url="http://www.svelmoe.dk/blade/index.htm"]Blades of the Banshee[/url]
Far out! That Tarrasque sounds incredible!
The Great Wryms should be nice though.
I also liked the Storm Giant as big as Firkraag suggestion.
Sound like some sweet concepts. I'd actually like to see water elementals. We have fire, earth and air, why not water?
The Great Wryms should be nice though.
I also liked the Storm Giant as big as Firkraag suggestion.
Sound like some sweet concepts. I'd actually like to see water elementals. We have fire, earth and air, why not water?
Cartoon Law III
Any body passing through solid matter will leave a perforation conforming to its perimeter. Also called the silhouette of passage, this phenomenon is the speciality of victims of directed-pressure explosions and of reckless cowards who are so eager to escape that they exit directly through the wall of a house, leaving a cookie-cutout-perfect hole. The threat of skunks or matrimony often catalyzes this reaction.
Any body passing through solid matter will leave a perforation conforming to its perimeter. Also called the silhouette of passage, this phenomenon is the speciality of victims of directed-pressure explosions and of reckless cowards who are so eager to escape that they exit directly through the wall of a house, leaving a cookie-cutout-perfect hole. The threat of skunks or matrimony often catalyzes this reaction.
I'd like t see some more ettins (u can kill 3 if u r a paladin but only 1 if u arent(!))
also id like to see some demon lords(better than the one the drow summon (name is lesser demon lord) cuz i killed it in like 3 secs), giants and gorgons (like the gorgon armor(also drow) and like the demon gorgon in the kou-tao dungeon)...
also id like to see some demon lords(better than the one the drow summon (name is lesser demon lord) cuz i killed it in like 3 secs), giants and gorgons (like the gorgon armor(also drow) and like the demon gorgon in the kou-tao dungeon)...