Defend the Core! (Dungeon Core Quest)

3rd Boss Monster Sub-Vote
Boss Monsters:
From big hulking monstrosities to stationary behemoths, boss monsters promise to get in the way of invaders entering your dungeon. However, if you are going to create a boss monster you first have to decide what it will be, what it will have, and what it look like:


Name:
[]Write-in

Movement (Only Choose One):
[]Land Only:
From your roaring lizards to your dangerous bushes and trees, there are all sorts of monsters for you to make on land, this monster will only be able to move on solid ground, meaning that its arena will not have any aquatic parts to it. (+5 Mana per Dice) (+0/40 Progress)

[]Aquatic Only: Crocodilian monsters, to swarming fish, there is a decent amount of aquatic monsters in your dungeon, by choosing to make your monster aquatic you will be forcing the invaders, to delve into the water, which they may be not prepared for, leading to more invader deaths than a standard land-based boss. (+10 Mana per Dice) (+0/90) (+2 DPpT)

[]Land and Aquatic: Land or Aquatic while only choose one, this promises to allow you the movement options of both, however, this doesn't perfectly marry the two together, you will lose out on some of the deaths but in return, you will be able to use your expertise in land-based monsters to lower the costs. (+7 Mana per Dice) (+0/65) (+1 DPpT)

Type (Can choose Multiple):
[]Reptilian:
From your crocodilian monsters to your swift snakes, you have understood the reptilian monster best of all types of monsters, and with that comes a slight discount, even if more expensive than the other two basic types, (+15 Mana per Dice) (+0/65) (+2 DPpT)

[]Animal: Massive bugs to killer geckos, your understanding of animals is solid as a rock, even if they are weak to start on, you can improve it through the choosing of enhancements, pushing your boss monster into greatness. (+5 Mana per Dice) (+0/15)

[]Plant: From projectile bushes to sharp reeds, plants are considered some of the more fragile of boss monsters, however that doesn't mean there isn't use, from the cross-over between the traps and monsters to your already specially-made ecosystem, plants promise to bring something new to the table, mana. (+10 Mana per Dice) (+0/40) (+10 MpT)

[]Bidepal: Rising from their four or six-legged existence, you can take one of your already research options for boss monsters and turn them bipedal, granting them the ability to utilize weapons and other handheld items. (+10 Mana per Dice) (+0/40) (+1 DPpT)

[]Mana Being: By making a boss monster completely out of mana you gain all sorts of benefits, from increased mana pool size to stronger spells, as well as a mostly impervious body. However, these come with trade-offs, from increased mana expenditure to a longer testing period. Whatever the trade-offs, mana bosses promise to truly lay waste to any invaders fighting them. (+20 Mana per Dice) (+0/90) (+4 DPpT)

[]Bug: A veritable scourge, you can take the hive mind of bugs to the next level by making boss monsters out of them. By enhancing these bugs with more and more mana, you grant your boss the ability to create smaller subordinate hive minds, allowing these swarms to create dedicated minions to do a variety of tasks during a boss fight, promising to truly stop those invaders in their tracks. (+15 Mana per Dice) (+0/15) (+3 DPpT)

[]Tree: From poisoned thorns to explosive sap, you can take a step above plant monsters, you can create a tree-based boss, granting all sorts of exotic effects, lending it the versatility it will truly need to stand up to the invaders, from steel-strong bark to razor-sharp leaves you can create a boss monster which has an answer for everything. (+10 Mana per Dice) (+0/65) (+2 DPpT)

[]Megafauna: While your boss monsters have shown a general increase in size from their standard kin, you take it one step further and truly make them gigantic, towering over the invaders who dare wish to challenge your boss monster. The process of infusing your monsters with an enhanced muscular and skeletal system is costly but the payoff is worth it as you can truly make a monster to squash the invaders entering your dungeon. (+15 Mana per Dice) (+0/75) (+6 DPpT)

[]Fossil: Old bones, old mana, and old evolutions, by taking this essence of a younger age, you can give your monsters an edge against the invaders entering your dungeon, from spells like they have never seen before to truly off-the-wall evolutionary mutations, you believe that these adaptations will spell the end for the invaders entering your dungeon. (+10 Mana per Dice) (+0/70) (+4 DPpT)

[]Bruiser: Bruisers, creatures that are lowered in intelligence to generate more nerves so that the monsters in question can have more muscle, more nerves threading through these enhanced muscles to keep them from killing their owner in ill-advised movements. However, because of the lowered intelligence, these monsters struggle to act as cunning as the rest of your monsters leading to some comical attacks. (+7.5 Mana per Dice) (+0/45)

Affinity (Can choose Multiple):
[]Sand:
From skin-searing sand to twisting sand tornados sand is something you know intimately, like the plants know the sun, you know the sand, it's your first affinity and the one that all your monsters share, this one won't be different. (No Cost) (+2 DPpT)

[]Fire: Quick flash fires to slow immolation, fire is dangerous all the time, quick to burn, and high in mana cost, fire is a choice if you have mana to spare. (+5 Mana per Dice) (+0/15 Progress) (+1 DPpT)

[]Water: A slow drowning, to a swirling whirlpool, water is a fact of life in your dungeon, bubbling from the underground river beneath you can give your boss monster the ability to tap into that force. (+2.5 Mana per Dice) (+0/40 Progress) (+1 DPpT)

[]Earth: A slow-rolling boulder, to a quick earthquake, earth is all around you, the main element of your body and you can give your boss control of it all. However, moving all of that stone is mana-intensive. (+5 Mana per Dice) (+0/15 Progress) (+ 1 DPpT)

[]Air: Skin-slicing air currents, to a swirling tornado, the air is something that is needed in your dungeon, the thing that keeps your monsters moving, it's so plentiful that giving the affinity to your boss monster will surely harm the invaders. (+2.5 Mana per Dice) (+0/40 Progress) (+1 DPpT)

[]Curse: With your experience in making cursed traps, you believe that you can formulate a monster that causes misfortune to all those who dare fight against them, cursing them with bad luck and a multitude of errors and mistakes that would not normally happen. However, to generate enough curse affinity for the boss to truly do well a lot of mana needs to be used. (+7/5 Mana per Dice) (+0/30)

Enhancements(Can choose Multiple):
[]Rune-Covered:
From elegant symbols to brutal carvings, runes can enhance and warp the items that they are placed on, by carving and embedding runes into your boss, you can enhance your boss to its true potential. (+5 Mana per Dice) (+0/40 Progress) (+15 MpT)

[]Crystalline Formations: Protruding crystals to heart cores, you can grow crystalline formations inside and out of your monsters, allowing them to store mana and release it for further spells, making it cheaper overall to fund your boss monster. (+2.5 Mana per Dice) (+0/65 Progress) (+15 MpT)

[]Enchanted Accessories: From earrings to anklets, you can enchant these accessories to allow your boss access to a variety of boosts, from increased speed to a faster healing rate you can place these accessories on your boss, cheapening the overall cost of movement and therefore mana cost. (+7.5 Mana per Dice) (+ 0/15 Progress) (+15 MpT)

[]Increased Intelligence: Intelligence, something which has always been somewhat of a challenge in your dungeon, while your monsters have a razor-sharp cunning and unpredictability to truly stop invaders from using the same tactic over and over again, they haven't been truly intelligent, but you can change that, by increasing the variety of factors which increase intelligent you can gift your boss the ability to truly keep up with even the most genius invaders. (+15 Mana per Dice) (+0/40) (+30 MpT)

[]Mana Vents: While all your boss monsters hold an exceptional mana pool, that doesn't change that sometimes their rate of renewal leaves much to be desired, to alleviate this you can embed a variety of ways to take in mana, from vents to even small pores in scales or bark, you can increase the rate your boss monsters can recover mana for spells, overall saving mana. (+5 Mana per Dice) (+0/65) (+20 MpT)


Looks:
[]Write-in
 
Hear me out

Monster hunter expy Rathalos

[X]Plan: Jurassic Might
Name:
-[X]Cursed Land Dragon/Badlands Dragon

Movement (Only Choose One):
-[X]Land Only:
From your roaring lizards to your dangerous bushes and trees, there are all sorts of monsters for you to make on land, this monster will only be able to move on solid ground, meaning that its arena will not have any aquatic parts to it. (+5 Mana per Dice) (+0/40 Progress)

Type (Can choose Multiple):
-[X]Megafauna:
While your boss monsters have shown a general increase in size from their standard kin, you take it one step further and truly make them gigantic, towering over the invaders who dare wish to challenge your boss monster. The process of infusing your monsters with an enhanced muscular and skeletal system is costly but the payoff is worth it as you can truly make a monster to squash the invaders entering your dungeon. (+15 Mana per Dice) (+0/75) (+6 DPpT)
-[X]Fossil: Old bones, old mana, and old evolutions, by taking this essence of a younger age, you can give your monsters an edge against the invaders entering your dungeon, from spells like they have never seen before to truly off-the-wall evolutionary mutations, you believe that these adaptations will spell the end for the invaders entering your dungeon. (+10 Mana per Dice) (+0/70) (+4 DPpT)

Affinity (Can choose Multiple):
-[X]Earth: A slow-rolling boulder, to a quick earthquake, earth is all around you, the main element of your body and you can give your boss control of it all. However, moving all of that stone is mana-intensive. (+5 Mana per Dice) (+0/15 Progress) (+ 1 DPpT)
-[X]Curse: With your experience in making cursed traps, you believe that you can formulate a monster that causes misfortune to all those who dare fight against them, cursing them with bad luck and a multitude of errors and mistakes that would not normally happen. However, to generate enough curse affinity for the boss to truly do well a lot of mana needs to be used. (+7/5 Mana per Dice) (+0/30)

Enhancements(Can choose Multiple):
-[X]Crystalline Formations:
Protruding crystals to heart cores, you can grow crystalline formations inside and out of your monsters, allowing them to store mana and release it for further spells, making it cheaper overall to fund your boss monster. (+2.5 Mana per Dice) (+0/65 Progress) (+15 MpT)
-[X]Increased Intelligence: Intelligence, something which has always been somewhat of a challenge in your dungeon, while your monsters have a razor-sharp cunning and unpredictability to truly stop invaders from using the same tactic over and over again, they haven't been truly intelligent, but you can change that, by increasing the variety of factors which increase intelligent you can gift your boss the ability to truly keep up with even the most genius invaders. (+15 Mana per Dice) (+0/40) (+30 MpT)
Total Progress: 335
 
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I really wish we had a ability that could turn people to stone. It'd be badass to have our fossil boss surrounded by the fossilized remains of failed adventurers.
 
How about this:

[]Plan: Killer Croc
-[]Land and Aquatic
Type (Can choose Multiple)
-[]Reptilian
-[]Bidepal
-[]Megafauna
-[]Fossil
Affinity (Can choose Multiple)
-[]Sand
-[]Water
-[]Curse
Enhancements(Can choose Multiple)
-[]Rune-Covered
-[]Crystalline Formations
-[]Enchanted Accessories
-[]Increased Intelligence
-[]Mana Vents
102 Mana per Dice, 0/610
 
[x] Plan: nothing in the rulebook
-[x] Buddy
-[x] Land
-[x] Animal
-[x] Air
-[x] Rune Covered
-[x] Enchanted accessories
-[x] Increased intelligence
-[x] She's a dog named Buddy. She looks like a golden retriever wearing a shirt. Her fur is golden as it is inscribed with golden runes and the shirt provides extra protection and abilities. She uses her air control to jump long distances when fighting and to throw large aerodynamic objects at foes. She's smart enough to know when to stop and give mercy if the invaders offer belly rubs
 
[X]Plan: Jurassic Might
Name:
-[X]Cursed Land Dragon/Badlands Dragon

Movement (Only Choose One):
-[X]Land Only:
From your roaring lizards to your dangerous bushes and trees, there are all sorts of monsters for you to make on land, this monster will only be able to move on solid ground, meaning that its arena will not have any aquatic parts to it. (+5 Mana per Dice) (+0/40 Progress)

Type (Can choose Multiple):
-[X]Megafauna:
While your boss monsters have shown a general increase in size from their standard kin, you take it one step further and truly make them gigantic, towering over the invaders who dare wish to challenge your boss monster. The process of infusing your monsters with an enhanced muscular and skeletal system is costly but the payoff is worth it as you can truly make a monster to squash the invaders entering your dungeon. (+15 Mana per Dice) (+0/75) (+6 DPpT)
-[X]Fossil: Old bones, old mana, and old evolutions, by taking this essence of a younger age, you can give your monsters an edge against the invaders entering your dungeon, from spells like they have never seen before to truly off-the-wall evolutionary mutations, you believe that these adaptations will spell the end for the invaders entering your dungeon. (+10 Mana per Dice) (+0/70) (+4 DPpT)

Affinity (Can choose Multiple):
-[X]Earth: A slow-rolling boulder, to a quick earthquake, earth is all around you, the main element of your body and you can give your boss control of it all. However, moving all of that stone is mana-intensive. (+5 Mana per Dice) (+0/15 Progress) (+ 1 DPpT)
-[X]Curse: With your experience in making cursed traps, you believe that you can formulate a monster that causes misfortune to all those who dare fight against them, cursing them with bad luck and a multitude of errors and mistakes that would not normally happen. However, to generate enough curse affinity for the boss to truly do well a lot of mana needs to be used. (+7/5 Mana per Dice) (+0/30)

Enhancements(Can choose Multiple):
-[X]Crystalline Formations:
Protruding crystals to heart cores, you can grow crystalline formations inside and out of your monsters, allowing them to store mana and release it for further spells, making it cheaper overall to fund your boss monster. (+2.5 Mana per Dice) (+0/65 Progress) (+15 MpT)

Total Progress: 295
 
[X]Plan: Jurassic Might

@FoxInASuit maybe you could add Increased Intelligence? I think it would be necessary in order to prevent 'strats' from being developed against it. Plus, think of all the "clever girl" jokes we can make.
 
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