Blackhawk748
2014-08-23, 11:05 AM
Im creating a post-apocalyptic setting, think Metro 2033 + Fallout + Mad Max and you pretty much have the basic idea. My main problem right now is a lack of Mutated creatures. So far all ive got is, Color Shifting Cats (think a chameleon), Piranha Frogs, Snapper Plants, and the Judas Breed (props if you know where its from). So any ideas on creatures would be real helpful and if you come up with stats, even better.
Judas Breed CR:1
2d10+6 (17)
Str:15
Dex:12
Con:16
Int:2
Wis:12
Cha:6
Fort:+4
Ref:+2
Will:+1
Feat:Multiattack
Full Attack:2 Claws +3 (1d4+2) Bite +1 (1d6+1)
Notice:+5
Survival:+5
Mimic: a Judas Breed may mimic any sound it has
previously heard. The Will save to disbelieve this
is DC 13 (10+ Wis bonus+HD)
Small Plant HD 1d8+3
HP 8 Mas 16
Init +2 SPd 0
Def 15, Touch 13, FLat Footed 15 (+1 size, +2 Dex, +2 natural)
Bab +0, Grap -4
Atk 2 Tentacles +0 melee (1d4+leech) or Spore +3 ranged (1d3+poison)
Facing: 2.5 ft 2.5ft
Sv +1, Ref +0, Will +1
Str 10, Dex15, Con 17, Int 1, Wis 13, Cha 2
Feats Multiattack
Poison Spore (ex) A Snapper Plant can expel a poison spore up to
20 ft. If a target is hit and takes damages from a poison spore,
he must succeed at a Fortitude save (DC 12) or become paralyzed
for 1d3 rounds. There are no secondary effects from the poison spore.
Tentacle (Ex): A Snapper Plant has four 10 foot long tentacles that
it can attack with in a single round. If a tentacle hits a living
target, thorns attach to the victim and begin, on the following round,
to leach blood (1 point of CON damage a Fort save, DC 14 (10+ Con Modifier+HD, reduces this to 1d4 HP damage), unless the tentacle is removed with a STR check (DC 10), or severed by dealing 3 points of damage to it.
Once a tentacle is attached to a victim, the Snapper Plant cannot attack with
that tentacle, and will instead shoot spores at any other dangers.
Tremor Sense (Ex): A Snapper Plant can detect any movement to the exact
location on the ground up to 60 feet away.
Judas Breed CR:1
2d10+6 (17)
Str:15
Dex:12
Con:16
Int:2
Wis:12
Cha:6
Fort:+4
Ref:+2
Will:+1
Feat:Multiattack
Full Attack:2 Claws +3 (1d4+2) Bite +1 (1d6+1)
Notice:+5
Survival:+5
Mimic: a Judas Breed may mimic any sound it has
previously heard. The Will save to disbelieve this
is DC 13 (10+ Wis bonus+HD)
Small Plant HD 1d8+3
HP 8 Mas 16
Init +2 SPd 0
Def 15, Touch 13, FLat Footed 15 (+1 size, +2 Dex, +2 natural)
Bab +0, Grap -4
Atk 2 Tentacles +0 melee (1d4+leech) or Spore +3 ranged (1d3+poison)
Facing: 2.5 ft 2.5ft
Sv +1, Ref +0, Will +1
Str 10, Dex15, Con 17, Int 1, Wis 13, Cha 2
Feats Multiattack
Poison Spore (ex) A Snapper Plant can expel a poison spore up to
20 ft. If a target is hit and takes damages from a poison spore,
he must succeed at a Fortitude save (DC 12) or become paralyzed
for 1d3 rounds. There are no secondary effects from the poison spore.
Tentacle (Ex): A Snapper Plant has four 10 foot long tentacles that
it can attack with in a single round. If a tentacle hits a living
target, thorns attach to the victim and begin, on the following round,
to leach blood (1 point of CON damage a Fort save, DC 14 (10+ Con Modifier+HD, reduces this to 1d4 HP damage), unless the tentacle is removed with a STR check (DC 10), or severed by dealing 3 points of damage to it.
Once a tentacle is attached to a victim, the Snapper Plant cannot attack with
that tentacle, and will instead shoot spores at any other dangers.
Tremor Sense (Ex): A Snapper Plant can detect any movement to the exact
location on the ground up to 60 feet away.