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Zaydos
2015-10-31, 12:09 PM
Shrew, Killer
Small Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 40 ft (8 squares), burrow 5 ft
Armor Class: 15 (+1 size, +2 Dex, +2 natural), touch 13, flat-footed 13
Base Attack/Grapple: +1/-1
Attack: Bite +5 melee (1d4+3 and poison)
Full Attack: Bite +5 melee (1d4+3 and poison)
Space/Reach: 5 ft/5 ft
Special Attacks: Poison.
Special Qualities: Poison immunity, light sensitivity, low-light vision, scent.
Saves: Fort +5, Ref +5, Will +4
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6.
Skills: Listen +7, Spot +3.
Feats: Weapon Focus (Bite)
Environment: Temperate and Warm Plains, Hills, and Forests (Desert Islands).
Organization: Solitary, pair, group (3-6), or over-population (7-140).
Challenge Rating: 2.
Treasure: None.
Alignment: Always Neutral
Advancement: 3-5 HD (Medium); 6-8 HD (Large).
Level Adjustment: –

A killer shrew is the result of selective breeding of shrews, and the accidental mutations that led to them looking more like mangy dogs, with a mouth full of fangs including two saber-fangs on each side of her head. Other mutations have left them able to adapt to poison, and letting them exude it from their salivary glands making these dog-sized shrews truly dangerous.

Combat:

A killer shrew attacks viciously and with no thoughts other than food.

Poison (Ex): A killer shrew’s saliva is poisonous. Any creature bitten by a killer shrew suffers the effects of this poison with an initial and secondary damage of 1d8 Constitution. A successful Fortitude save (DC 13, Constitution based) resists this poison.

Skills: A killer shrew gains a +4 racial bonus to Listen checks.

Gila Monster, Giant
Gargantuan Animal
Hit Dice: 26d8+208 (325 hp)
Initiative: +2
Speed: 50 ft (10 squares)
Armor Class: 26 (-4 size, +2 Dex, +18 natural), touch 8, flat-footed 24
Base Attack/Grapple: +20/+48
Attack: Bite +32 melee (4d6+24 and poison and improved grab; 19-20/x2) or tongue +26 melee touch (8 and Improved Grab)
Full Attack: Bite +32 melee (4d6+24 and poison and improved grab; 19-20/x2) or tongue +26 melee touch (8 and Improved Grab)
Space/Reach: 20 ft/15 ft (30 ft with tongue)
Special Attacks: Improved Grab, Poison, Swallow Whole, Tail Sweep.
Special Qualities: Low-light vision, scent.
Saves: Fort +22, Ref +17, Will +16
Abilities: Str 42, Dex 15, Con 26, Int 1, Wis 12, Cha 6.
Skills: Listen +16, Spot +15.
Feats: Cleave, Combat Reflexes, Improved Critical (Bite), Improved Natural Weapon (Bite), Large and in ChargeDraco, Power Attack, Tail Sweep Knockdown, Weapon Focus (Bite)
Environment: Warm Deserts (with lots of salt).
Organization: Solitary
Challenge Rating: 14.
Treasure: None.
Alignment: Always Neutral
Advancement: 27-34 HD (Gargantuan); 35+ HD (Colossal).
Level Adjustment: –

A giant Gila monster is just that a Gila monster over 50 ft long which prowls the deserts of the world, on occasion attacking lightning rails or house dances.

Combat:
A giant gila monster prefers to get in close for combat. Its tail sweep is its most powerful weapon for crowd control with a large area and noticeable damage. Its tongue is used to strike down flying foes, and its powerful bite with its potent poison is used on closer by foes. The creature takes advantage of its ability to swallow whole and the fact that all of its attack forms are standard actions to lay waste and move simultaneously leaving a trail of destruction in its wake.

A giant Gila monster can only use one natural weapon at a time so it is treated as having only one, even so its tongue is treated as a secondary natural weapon dealing no damage save that granted by its Strength modifier, but requiring only a touch attack.

Improved Grab (Ex): To use this ability, a giant Gila monster must hit an opponent of up to one size smaller with its bite attack or up to two sizes smaller with its tongue. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Swallow Whole (Ex): A giant Gila monster can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check.
The swallowed creature takes 3d8+16 points of bludgeoning damage and 13 points of acid damage per round from the giant Gila monster’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 40 points of damage to the gizzard (AC 22). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Gargantuan giant Gila monster’s gizzard can hold 2 Large, 8 Medium, 32 Small, or 128 Tiny or smaller opponents.

Poison (Ex): A giant Gila monster’s bite holds a deadly poison. The initial and secondary damage from this bite is 2d8 Strength and Constitution, with a Fort save DC of 31 (Constitution based).

Tail Sweep (Ex): As a standard action a giant Gila monster can sweep its powerful tail dealing 2d6+24 damage to all medium or smaller creatures within a 20 ft radius semi-circle originating from an intersection in the giant Gila monster’s space. A Reflex save (DC 31, Constitution based) halves this damage. Due to a giant Gila monster’s Tail Sweep Knockdown feat those that fail their save are also knocked prone.
Thing from Another Planet
Medium Plant
Hit Dice: 8d8+32 (68 hp)
Initiative: +4
Speed: 30 ft (6 squares)
Armor Class: 17 (+7 natural), touch 10, flat-footed 17
Base Attack/Grapple: +6/+14
Attack: Slam +14 melee (1d6+12), or greatclub +14 melee (1d10+12)
Full Attack: Slam +14 melee (1d6+12), or greatclub +14/+9 melee (1d10+12)
Space/Reach: 5 ft/5 ft
Special Attacks: -
Special Qualities: Blood Healing, DR 10/-, Damage Negation 10 (5 vs cold), Electricity Vulnerability, Fire Vulnerability, Weapon Proficiencies.
Saves: Fort +9, Ref +2, Will +2
Abilities: Str 27, Dex 10, Con 19, Int 10, Wis 11, Cha 4.
Skills: Listen +11, Spot +11.
Feats: Cleave, Improved Initiative, Power Attack
Environment: Any land or Wildspace.
Organization: Solitary, or patch (4-16)
Challenge Rating: 6.
Treasure: Standard.
Alignment: Always Neutral Evil
Advancement: By character class.
Level Adjustment: +4 Is this too low?

Things from Another Planet are hazards to Spelljamming their vessels plying the lanes of Wildspace as blood draining pirates. They occasionally land on planets to harvest blood from the inbabitants or plant their seeds. Their ships use special helms which function only for their species, and explosive self-destruct mechanisms to ensure they do not fall into enemy hands.

Combat:

If neither fire nor electricity is present a Thing from Another Planet fights by bludgeoning foes to death. If they are present they will sometimes run to find a better moment to bludgeon foes to death.

Blood Healing (Ex): A Thing from Another Planet can heal through contact with blood. If a living creature is cut and bleeds upon the Thing the Thing heals 1 hp per 4 points of damage dealt through bleeding (or 4 hp lost due to associated Con loss). This does not typically apply if a creature fighting the Thing is cut in melee unless they are grappling. A Thing may also drain a dead creature of blood like a butcher would a dead animal, healing 1 hp per 2 points of max health the creature possessed or 1 per 4 if they were mainly killed due to slashing or piercing damage.

Damage Negation (Ex): A Thing from Another Planet is extremely hard to harm. They take 10 less damage from things which do not deal weapon damage. If it is Cold damage they take only 5 less, and if it is Fire or Electricity damage this does not apply at all. This does not apply to additional damage carried on a weapon attack (such as a frost dagger’s cold damage)

Weapon Proficiencies: A Thing from Another Planet is proficient in Simple melee weapons and Greatclubs. They may also use an improvised bludgeon as a club at no penalty, or a greatclub if it is large enough to be two handed.

Bhu
2015-11-01, 08:14 PM
Kudos, good sir!

Southern Cross
2015-11-01, 11:22 PM
More please! I nominate the giant crabs from Attack of the Crab Monsters and the namesake creature from It! The Terror From Beyond Space (It's a blood-drinking reptile, not a plant!)

Southern Cross
2015-11-03, 05:30 AM
Also, both the Thing and the Ymir (From 20 Million Miles to Earth) have higher defenses against things like bullets or arrows, as they have no hearts or lungs. (Several sled dogs were able to rip an arm off the Thing, after all).

Agent 451
2015-11-03, 02:05 PM
The rabbits from Night of the Lepus!

Celluloid Flick
2016-06-13, 11:09 PM
Bringing this back for double feature kicks.

Southern Cross
2016-06-14, 02:43 AM
It! The terror From Beyond space! (Ooops! I've already requested it!)
Otherwise I'd like either the Queen of Blood (from the movie of the same name) or the naked space vampires from Lifeforce.