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Zeta Kai
2007-07-05, 11:01 AM
Resident Evil D20
http://games.sandoreus.net/wp-content/uploads/2007/12/resident2logo.jpg

Premise
This will be, by far, my largest contribution to the forums (until Final Fantasy X D20, that is). This project is huge, & it has taken me many weeks to complete it. I hope that you all enjoy this labor of love.

This is a guide to converting all things Resident Evil into playable D&D experiences. It covers virtually everything quantifiable in most Resident Evil games. The only game not included in the project was Resident Evil: Gaiden, as I have never played it, never really seen it, & it appears to be non-canonical anyway. Every other released game has been included, for verisimilitude. Enjoy.

Zeta Kai
2007-07-05, 11:11 AM
Table of Contents
T-Virus
Disease
Templates
T-Virus: Template #1
T-Virus: Template #2
[T-Virus Carrier] subtype
Development
Characteristics
Variations
Known Treatments
G-Virus
Disease
Template
[G-Virus Carrier] subtype
G-Larva
Development
Characteristics
Stages
Means of Infection
Differences from the T-Virus
Las Plagas
Disease
Template
[Plagas Carrier] subtype
History
Characteristics
Countermeasures
S.T.A.R.S. Member (PrC)

U.S.S. Member (PrC)

Key

Weapons
Weapon Statistics
Resident Evil 0 Weapons
Resident Evil Weapons
Resident Evil 2 Weapons
Resident Evil 3: Nemesis Weapons
Resident Evil Code: Veronica Weapons
Resident Evil: Outbreak File #1 & File #2 Weapons
Resident Evil: Survivor Weapons
Resident Evil: Dead Aim Weapons
Resident Evil 4 Weapons
Items
Traps
Characters

Creatures (164 monsters total)
Creatures marked with an asterisk (*) after the name have been mutated by the T-Virus or Las Plagas, but are not considered carriers & do not have the exact template applied to them. See the Creature Statistics notes for more information.

A (12 monsters)

Adder, Green
Adder, Red
Albinoid, Adult*
Albinoid, Larva*
Alexia Ashford (1st Form)*
Alexia Ashford (2nd Form)*
Alexia Ashford (3rd Form)*
Alligator, Giant
Amoeba*
Ant*
Armadura
Axe Man / Albert Lester*

B (10 monsters)

Bandersnatch / OR1*
Bat
Bat, Infected
Bee / Flying Bug
Bee, Queen
Bitores Mendez (1st Form)*
Bitores Mendez (2nd Form)*
Black Tiger Spider
Black Widow
Brain Sucker*

C (9 monsters)

Centurion
Cerberus / Zombie Dog
Chicken
Chimera
Cockroach*
Colmillo / Zombie Wolf
Crimson Head / V-ACT*
Crow
Crow, Zombie

D (3 monsters)

Del Lago
Dorothy / Drainer*
Drain Deimos

E (4 monsters)

El Gigante
Elephant, Zombie / Titan / Oscar
Eliminator
Evil Shade*

F (1 monster)

Fish, Bass

G (20 monsters)

G-Imago / G-Adult
G-Mutant
G / William Birkin
G Stage 0.5
G Stage 1
G Stage 2
G Stage 3.0
G Stage 3.5
G Stage 4.0
G Stage 4.5
G Stage 5
Ganado, Bella Sister
Ganado, Dr. Salvador / Chainsaw
Ganado, Merchant
Ganado, Villager
Garador
Giga Bite
Glimmer
Grave Digger*
Gulp Worm*

H (10 monsters)

Horn Bill
Hunter, Elite*
Hunter, Enhanced / II*
Hunter, MA-121 Alpha*
Hunter, MA-121 Beta*
Hunter, MA-124 Gamma*
Hunter, Mu / Mini*
Hunter, MA-125 R*
Hunter, Sweeper*
Hyena, Zombie

I (4 monsters)

Illuminado / Heretic
Illuminado / Zealot
“It” U3*
Ivy

J (3 monsters)

Jack Krauser (1st Form)*
Jack Krauser (2nd Form)*
J.J.

K (0 monsters)



L (12 monsters)

Leech
Leech, Giant
Leech, Queen (1st Form)
Leech, Queen (2nd Form)
Leech Man
Licker, Common*
Licker, Green / Enhanced*
Licker, Regis / Suspen-Dead*
Lion, Zombie / Stalker / Max
Lioness, Zombie
Lisa Trevor
Lurker

M (5 monsters)

Maggot / Baby Moth
Mega Bite*
Militia / Soldier
Mimicry Marcus
Moth*

N (7 monsters)

Nautilus
Neptune Boss / Fi-3
Neptune Mini / Fi-3
Nosferatu / Alexander Ashford*
Novistador, Flying
Novistador, Unseen
Nyx

O (2 monsters)

Osmund Saddler (normal)*
Osmund Saddler (mutated)*

P (9 monsters)

Parasite / Moth Larva
Plaga, Alpha / Tentacle
Plaga, Beta / Worm
Plaga, Gamma / Spider
Plaga, Omega / Queen
Plague Crawler
Plant 42*
Pluto
Poison Ivy

Q (0 monsters)



R (4 monsters)

Ramon Salazar (normal)*
Ramon Salazar (mutated)*
Regenerator, Common*
Regenerator, Iron Maiden*

S (4 monsters)

Scissor Worm*
Sliding Worm / A334*
Snake
Stinger / Type-Y139

T (18 monsters)

Tentacle*
Torpedo Kid*
Tyrant, Hypnos T-Type*
Tyrant, Nemesis T-Type (Humanoid)*
Tyrant, Nemesis T-Type (Mutated)*
Tyrant, Proto-Tyrant*
Tyrant, T-002*
Tyrant, T-0400TP (Inhibited)*
Tyrant, T-0400TP (Uninhibited)*
Tyrant, T-078*
Tyrant, T-091*
Tyrant, T-092 / Morpheus T/G-Type (1st Form)*
Tyrant, T-092 / Morpheus T/G-Type (2nd Form)*
Tyrant, T-103 / Mr. X (Standard)*
Tyrant, T-103 / Mr. X (Evolved)*
Tyrant, T-104 / Tyrant C*
Tyrant, Thanatos*
Tyrant, Thanatos-R*

U (1 monster)

Umbrella Trashsweeper / “Cleaner”

V (1 monster)

Verdugo*

W (2 monsters)

Wasp*
Web Spinner / Giant Spider

X (0 monsters)



Y (1 monster)

Yawn

Z (9 monsters)

Zombie, Common
Zombie, Scientist
Zombie, Officer
Zombie, Soldier
Zombie, Thug
Zombie, Flaming
Zombie, Brad Vickers*
Zombie, Green*
Zombie, T-Veronica*

Bonus Creatures (15 monsters)

Zombie, Rat
Seeker / “Krauser-Bot”
Zombie, Elf
Zombie, Dwarf
Zombie, Gnome
Zombie, Halfling
Zombie, Half-Elf
Zombie, Half-Orc
Zombie, Orc
Zombie, Gnoll
Zombie, Goblin
Zombie, Tarrasque
Zombie, Dragon (Red)
G-Omega
Oven Man

DM Guide to Running a Resident Evil Campaign

Zeta Kai
2007-07-05, 11:12 AM
T-Virus
T-Virus: Disease
The Tyrant virus (more commonly known as the “T-Virus”) is an infectious disease that produces a variety of horrifying effects. Although some of the side effects of the contagion are supernatural, nothing about the disease itself is magical, making it only extraordinary in nature. Only creatures of the Aberration, Animal, Dragon, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Plant & Vermin types can be infected; all other creature types are immune. Categorized as a disease, the T-Virus has the following characteristics:

Infection Type: via Injury; although initially airborne, the virus can now only be spread via direct fluid exchange with a contaminated being, such as with a bite or other attack that does piercing damage.

Infection DC: 20; this figure is for the Fortitude to resist the initial infection; once a creature has become infected only magical healing can prevent the spread of the disease.

Incubation: 1d3+1 days

Damage: 1d4+1 Constitution

Vials filled with a solution containing the T-Virus.

http://www.umbrellacorporation.com/home/images/stories/T_Virus.jpg

Zeta Kai
2007-07-05, 11:13 AM
T-Virus: Templates
Once a being has contracted the T-Virus, they will begin to take ability damage every day after the incubation period. If the creature is reduced to 0 Constitution while infected, it will acquire either one of two templates, depending on its initial creature type. All of the Intelligence damage inflicted by the T-Virus is negated upon acquiring either template.

Creatures with the Aberration, Dragon, Giant, Humanoid, & Monstrous Humanoid types acquire T-Virus: Template #1. Creatures with the Plant & Vermin types acquire T-Virus: Template #2. Creatures with the Construct, Elemental, Fey, Living Construct, Ooze, Outsider & Undead types are immune to the T-Virus (as well as most other diseases), & therefore cannot acquire either template.

Creatures with the Animal or Magical Beast types are a special case. Mammals & avians (i.e. birds) of either type acquire T-Virus: Template #1. Amphibians, reptiles & pisceans (i.e. fish) of either type acquire T-Virus: Template #2. Certain mammals are considered Vermin for the sake of which template to apply (see Creatures, below).

These templates can only be acquired once, which is upon the initial infection. If a creature is cured or inoculated against the T-Virus, subsequent exposure only has an infection DC of 5. Creatures currently infected with the T-Virus cannot acquire one of these templates again. Creatures cannot have both templates simultaneously.

http://www.rehorror.net/thirdeye06/tvirus_1.jpg

Zeta Kai
2007-07-05, 11:19 AM
T-Virus: Template #1
A creature that has acquired the T-Virus: Template #1 looks somewhat like it did before becoming infected with T-Virus. However, there are numerous alterations to their appearance & abilities. Their skin develops a sickly, grayish cast. A milky white film forms over their dimming eyes, clouding their sight (not that they necessarily need to see). Their internal tissues also become shriveled, giving them sunken eyes, receding gums, taut flesh, long nails, & wrinkled joints.

T-Virus: Template #1 is an acquired template that can be applied to any Aberration, Dragon, Giant, Humanoid, or Monstrous Humanoid creature that has succumbed to the ability drain effects of the T-Virus (referred to hereafter as the base creature). Mammalian & avian creatures with the Animal type also can acquire this template if they succumb to the T-Virus’s ability drain. A T-Virus creature uses all the base creature’s statistics & abilities except as noted here.

• Type: the creature’s type changes to [Undead (http://www.d20srd.org/srd/typesSubtypes.htm#undeadType)]; it retains any subtypes except alignment subtypes and subtypes that indicate kind; it also gains the [T-Virus Carrier] subtype; it does not gain the [Augmented (http://www.d20srd.org/srd/typesSubtypes.htm#augmentedSubtype)] subtype
• Size: there is no change in the creature’s size
• Hit Die: drop any Hit Dice from class levels (to a minimum of 1), drop any Constitution-based bonus HP, double the number of Hit Dice remaining, & raise them to d12’s (also add +3HP for the Toughness feat)
• Initiative: adjusted by the new Dexterity score
• Speed: the creature’s speed is reduced by 10’ per round (minimum 5’ per round)
• Armor Class: the creature’s base armor class is unchanged; however, it loses all AC bonuses from class levels
• Base Attack: the creature has a base attack bonus equal to ½ its Hit Dice
• Grapple: Grapple bonus = base attack bonus + Strength modifier + special size modifier (Colossal +16, Gargantuan +12, Huge +8, Large +4, Medium +0, Small -4, Tiny -8, Diminutive -12, Fine -16)
• Attacks: the creature retains all the natural weapons of the base creature, but loses all other attacks; it also gains a bite attack; Attack bonus = base attack bonus + Strength modifier + size modifier (Colossal -8, Gargantuan -4, Huge -2, Large -1, Medium +0, Small +1, Tiny +2, Diminutive +4, Fine +8)
• Damage: natural weapons deal damage normally; a bite attack deals damage depending on the creature’s size, see Table 1-1: Damage by Size below for results; use the base creature’s bite damage if it’s better
• Space/Reach: same as the base creature
• Special Attacks: it retains any extraordinary special attacks, but loses all supernatural & spell-like attacks
• Special Qualities: it retains any extraordinary special qualities, but loses all supernatural & spell-like abilities; it also gains the special traits of the [Undead (http://www.d20srd.org/srd/typesSubtypes.htm#undeadType)] type, the [T-Virus Carrier] subtype, & the following special qualities:
Undead Traits (http://www.d20srd.org/srd/typesSubtypes.htm#undeadType)
Damage Reduction (Ex): the creature has damage reduction 2/slashing
Single Actions Only (Ex): the creature cannot attack & move in same round unless charging
Critical Weakness (Ex): if dealt a critical hit, the creature must make a Will save (DC18) or die (i.e. be destroyed)
Random Malady (Ex): roll d%, see Table 1-2: Random Maladies below for results
Rotting (Ex): the creature loses 1d4-1 HP for every week of existence; once they reach 0HP, they collapse into a useless pile of rotten flesh
• Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, & Will +½ HD + 2
• Abilities: Strength +2 (+1), Dexterity -4 (-2), Constitution 0 (--), Intelligence 1 (-5), Wisdom 10 (+0), Charisma 1 (-5)
• Skills: the creature loses all skill ranks
• Feats: the creature loses all feats (except for bonus feats) of the base creature & gains Toughness (http://www.d20srd.org/srd/feats.htm#toughness)
• Environment: any land or underground
• Organization: any
• Challenge Rating: depends on Hit Dice:
3 HD or less: as base creature +1
4-8 HD: as base creature +2
9+ HD: as base creature +3
• Treasure: N/A; due to lack of care, all clothes, armor & gear worn by the creature are worth (d%×1)% of normal value
• Alignment: always Neutral
• Advancement: as the base creature, but with no increases in size & double all Hit Die -1; N/A if by character class
• Level Adjustment: N/A

Zeta Kai
2007-07-05, 11:22 AM
Table 1-1: Damage by Size
{table=head]Size|Damage
Fine|1
Diminutive|1d2
Tiny|1d3
Small|1d4
Medium|1d6
Large|1d8
Huge|2d6
Gargantuan|2d8
Colossal|4d6[/table]

http://www.best-horror-movies.com/images/resident-evil-zombie-small.jpg

Zeta Kai
2007-07-05, 11:27 AM
Table 1-2: Random Maladies
{table=head]d%|Malady|Effect
01-05|no maladies|use base appearance/abilities only
06-07|well-preserved|+2 Dexterity, spot check (DC10) to identify as zombie
08-09|tremens|frequent shaking & twitching; only attacks every 2 rounds
10-11|senseless|cannot use blindsense to detect prey
12-13|loss of balance|-4 Dexterity
14-15|protruding bones|automatic piercing on grapple; same damage as bite
16-18|corpulent|+2 bonus to AC
19-20|open sores|+2 to fortitude save DC to resist infection
21-23|peeling skin|+5 to fortitude save DC to resist infection
24-26|tearing muscles|-2 Strength
27|fraying muscles|-6 Strength
28-30|burned|--
31|charred|+4 bonus to AC
32|horrific visage|will save (DC15) or shaken for 1d4 rounds
33-34|broken hand |-2 on grapple checks
35-36|broken foot|limp only; -5'/round; cannot run or charge
37-39|broken arm|-4 on grapple checks
40-42|broken leg|limp only; -10'/round; cannot run or charge
43-45|broken ribs|--
46|broken spine|crawl only; -25'/round; cannot run or charge
47|broken neck|--
48|broken skull|--
49-50|broken jaw|bite damage as if 2 sizes smaller
51-52|hole in shoulder|-2 on grapple checks
53-55|hole in back|--
56-57|hole in face|--
58-60|hole in torso|--
61-63|hole in abdomen|--
64-65|hole in arm|-2 on grapple checks
66-67|hole in leg|limp only; -5'/round; cannot run or charge
68|missing hand|arm bones form piercing spurs; same damage as bite
69|missing foot|limp only; -10'/round; cannot run or charge
70|missing arm|-6 on grapple checks
71|missing leg|crawl only; -20'/round; cannot run or charge
72-74|missing eye|--
75-76|missing fingers|-4 on grapple checks
77-79|missing teeth|bite damage as if 1 size smaller
80|missing jaw|no bite attack; -1 CR
81-82|torn throat|nearly silent; +5 on Listen DCs
83-85|bony fingers|+2 on grapple checks
86|gutted|-5'/round; 10% chance of being tripped each round
87-88|aggressive|will attack 1 enemy to exclusion of other targets
89-90|putrescent|fortitude save (DC15) or nauseated for 1d6 rounds
91-99|2 maladies|reroll for 2 maladies
100|3 maladies|reroll for 3 maladies[/table]

Zeta Kai
2007-07-05, 11:32 AM
T-Virus: Template #2
A creature that has acquired the T-Virus: Template #2 looks somewhat like it did before becoming infected with T-Virus. However, there are numerous alterations to their appearance & abilities. The most noticeable change is the rapid & dramatic increase in size, followed by a sharp increase in predatory behavior.

T-Virus: Template #2 is an acquired template that can be applied to any Plant or Vermin creature that has succumbed to the ability drain effects of the T-Virus (referred to hereafter as the base creature). Amphibian, reptilian & piscean creatures with the Animal type also can acquire this template if they succumb to the T-Virus’s ability drain. A T-Virus creature uses all the base creature’s statistics & abilities except as noted here.

• Type: the creature’s type changes to [Aberration (http://www.d20srd.org/srd/typesSubtypes.htm#aberrationType)]; it retains any subtypes except alignment subtypes and subtypes that indicate kind; it also gains the [T-Virus Carrier] subtype; it does not gain the [Augmented (http://www.d20srd.org/srd/typesSubtypes.htm#augmentedSubtype)] subtype
• Size: the creature’s size increases by 2 size categories (Colossal maximum, see Table 2-1: New Size Statistics below)
• Hit Die: drop any Hit Dice from class levels (to a minimum of 1), add bonus Hit Die for the size category increase (see Table 2-1: New Size Statistics below), change all Hit Die to d8’s, & adjust the Constitution-based bonus HP
• Initiative: adjusted by the new Dexterity score
• Speed: there is no change in the creature’s speed
• Armor Class: see Table 2-1: New Size Statistics below
• Base Attack: the creature has a base attack bonus equal to ¾ its Hit Dice
• Grapple: Grapple bonus = base attack bonus + Strength modifier + special size modifier (Colossal +16, Gargantuan +12, Huge +8, Large +4, Medium +0, Small -4, Tiny -8, Diminutive -12, Fine -16)
• Attacks: the creature retains all the natural weapons; it also gains a bite attack; Attack bonus = base attack bonus + Strength modifier + size modifier (Colossal -8, Gargantuan -4, Huge -2, Large -1, Medium +0, Small +1, Tiny +2, Diminutive +4, Fine +8)
• Damage: natural weapons deal damage normally according to the new size (see Table 2-1: New Size Statistics below); a bite attack deals damage depending on the creature’s (new) size, see Table 1-1: Damage by Size above for results; use the base creature’s bite damage if it’s better
• Space/Reach: see Table 2-1: New Size Statistics below
• Special Attacks: the base creature retains all of its special attacks
• Special Qualities: the creature retains all of the special qualities of the base creature; it also gains the special traits of the [Aberration (http://www.d20srd.org/srd/typesSubtypes.htm#aberrationType)] type, the [T-Virus Carrier] subtype, & the following special qualities:
Damage Reduction (Ex): damage reduction 2/slashing
Critical Immunity (Ex): critical hits deal normal damage only
• Saves: same as the base creature, with the adjusted ability modifiers
• Abilities: see Table 2-1: New Size Statistics below
• Skills: the creature retains all skill ranks, adjusted for any altered ability modifiers
• Feats: the creature retains all feats of the base creature
• Environment: same as the base creature
• Organization: same as the base creature, plus solitary
• Challenge Rating: see Table 2-1: New Size Statistics below
• Treasure: same as the base creature
• Alignment: same as the base creature
• Advancement: N/A
• Level Adjustment: N/A

Zeta Kai
2007-07-05, 11:43 AM
Table 2-1: New Size Statistics
{table=head]Base Size|New Size|Strength*|Dexterity*|Constitution*|Hit Dice|Natural Armor*|AC*|Space*|Reach (Tall/Long)*|CR
Fine|Tiny|+2 (+1)|-4 (-2)|same|+1|same|-6 (size)|+2'|+0'/+0'|same
Diminutive|Small|+6 (+3)|-4 (-2)|same|+2|same|-3 (size)|+4'|+5'/+5'|+1
Tiny|Medium|+8 (+4)|-4 (-2)|+2 (+1)|+2|same|-2 (size)|+2½'|+5'/+5'|+2
Small|Large|+12 (+6)|-4 (-2)|+6 (+3)|+3|+2|-2 (size)|+5'|+5'/+0' |+3
Medium|Huge|+16 (+8)|-4 (-2)|+8 (+4)|+3|+5|-2 (size)|+10'|+10'/+5'|+3
Large|Gargantuan|+16 (+8)|-2 (-1)|+8 (+4)|+4|+7|-3 (size)|+10'|+10'/+10'|+3
Huge|Colossal|+16 (+8)|same|+8 (+4)|+4|+9|-6 (size)|+15'|+15'/+10'|+3
Gargantuan|Colossal|+8 (+4)|same|+4 (+2)|+2|+5|-4 (size)|+10'|+10'/+5'|+2
Colossal|Colossal|same|same|same|same|same|same|sa me|same|+1[/table]
*-These values are primarily taken from the SRD, & are used to increase the size by 2 categories to the best of my ability.

Zeta Kai
2007-07-05, 11:44 AM
Table 2-2: Increased Damage by Size
{table=head]Old Damage|New Damage
1d2|1d4
1d3|1d6
1d4|1d8
1d6|2d6
1d8|3d6
2d6|4d6
3d6|6d6
4d6|8d6
6d6|12d6
1d10|3d8
2d8|4d8
3d8|6d8
4d8|8d8
6d8|12d8
8d8|16d8
12d8|24d8[/table]

Zeta Kai
2007-07-05, 12:14 PM
T-Virus: [T-Virus Carrier] subtype
• Infectious Fluids (Ex): Upon dealing or being dealt any piercing damage with a natural weapon (such as with a bite or a claw attack), the opponent is exposed to the T-Virus (see T-Virus: Disease, above); exposure to the T-Virus can also result from ingestion of bodily fluids &/or tissues, prolonged skin-to-skin contact (more than 10 rounds), bodily fluids in the mucous membranes (eyes, ears, nose, mouth, etc.)

• Blindsense (Ex): The creature notices things it cannot see, but without the precision of blindsight. The creature with blindsense usually does not need to make Spot or Listen checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see has total concealment (50% miss chance) against the creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.

• Infection Imperitive (Ex): The creature can instinctively sense if another being is infected with the T-Virus, & will not attack that being, opting instead to attack the nearest being that is uninfected. If no uninfected creatures are within their perceptual range, they will not attack, instead wandering aimlessly, search for beings to infect.

Zeta Kai
2007-07-05, 12:15 PM
T-Virus: Development
The Tyrant virus, or T-Virus, was created as a mutagen for the purpose of producing biological weapons in the form of supersoldiers. As mentioned in the Wesker Report file, the Umbrella Corporation created what they referred to as a B.O.W. (Bio-Organic Weapon). Initially, the project’s development was centered on the Progenitor virus (a variant on the better-known Ebola virus), which had been discovered by the Umbrella Corporation’s founders years ago.

Dr. James Marcus, one of the co-founders of Umbrella Inc., discovered that one could easily bypass the compatibility constraints of the Progenitor virus by combining a parasitic organism with it. His breakthrough with combining leech DNA to the Progenitor created the “Tyrant” virus (or T-Virus), which lead to the development of the first Proto-Tyrant, (a walking B.O.W.) in 1978. Albert Wesker & William Birkin arrived at the Arklay Research Facility to assist with the project shortly thereafter.

The generalizized purpose of the virus generated controversy among Umbrella’s other co-founders: While Ozwell Spencer wanted to use the virus for military purposes, Edward Ashford wished to use the virus to benefit humanity.

The earlier versions of the virus caused most human subjects to mutate into mindless abominations. Further examination revealed that only a tiny percentage of recipients possessed the compatable DNA necessary to mutate into more desirable results, such as the Tyrant & its many variations.

Zeta Kai
2007-07-05, 12:16 PM
T-Virus: Characteristics
The T-Virus is essentially a motile protein shell with an RNA core. Once the virus makes contact with a cell, it is able to infiltrate the nucleus, & manipulate the cell’s DNA. The T-Virus becomes an essential part of the cell, & as the cell replicates, the virus is copied with each division.

The T-Virus will rapidly destroy a cell’s mitochondria, replacing it with a special organelle which produces a newly-found form of energy. As the body becomes self-sufficient on this energy, the respiratory & circulatory systems will become vestigial, ending the body’s dependence on oxygen.

By manipulating the virus’ genetic structure, Dr. James Marcus was able to alter the regeneration process so that it is dependant on the host's body sacrificing it’s own cells. This “degeneration” will lead to the deformation of the host if the infection is left unchecked (see Known Treatments, below). This degradation of basic life processes mimics the result of rudimentary reanimation of a corpse, leading many to refer to these devolved recipients as “zombies” despite the fact that they were never truly dead.

The host of the virus must be alive at the time of infection. If the host is alive during the time of infection, its neocortex will slowly deteriorate, deprecating one’s higher thought processes. The primitive thought structures of the limbic system will soon take control of the body, resulting in irrational and animalistic behavior. Early symptoms of infection include: painful skin irritation, insatiable hunger, extreme thirst, irritability, mood swings, violent behavior, memory loss, difficulty maintaining focus & spontaneous antipathy towards people &/or objects.

If the host is subdued after the virus is able to take control of the body, it will enter a dormant state. During this period, the host’s body will metamorphosize, creating rejuvenation within the muscular and skeletal features. The metamorphosis will also force blood to evacuate through the pores, which is complemented by the growth of deadlier claws and teeth. Known as “V-ACT’s”, these creatures possess incredible destructive capabilities, and once killed, will not regenerate. Incinerating or decapitating the corpse of a slain carrier can prevent this metamorphosis.

Zeta Kai
2007-07-05, 12:18 PM
T-Virus: Variations
During the experimental phases of the virus, Dr. James Marcus noticed that the T-virus’ RNA changed pending its exposure to its host. By injecting the T-Virus into various arthropods, Marcus only noted a prodigious increase in size. Most notably, most non-mammalia subjected to the virus saw a dramatic increase in size.

Zeta Kai
2007-07-05, 12:19 PM
T-Virus: Known Treatments

“Anti-Virus”: Engineered by the Umbrella Corporation is only used to impede the effects of the T-Virus in its early stage of infection.
An unnamed vaccine developed by Douglas Rover of the Umbrella Medical Service at Raccoon Hospital (depicted in Resident Evil 3: Nemesis) as a last-minute effort to halt the rapid spread of the T-Virus.
“Daylight” (depicted in Resident Evil Outbreak), developed by Greg Muller and Peter Jenkins of the City College of Raccoon. The actual ingredients for Daylight are T-Blood (a blood sample of a T-Virus infected creature, namely T-Thanatos), V-Poison (a sample of poison from an infected Wasp) and P-Base (an unknown chemical liquid that requires preparing before being mixed).
“AT1521”, a compound developed by the research team operating from within Umbrella’s official Raccoon City facility. It has similar features to “Daylight”, but its exact details of the vaccine are unknown.
There are also some prototype antibodies for the T-Virus used by the Umbrella Biohazard Countermeasure Service (see the U.S.S. Member (PrC), below).

Zeta Kai
2007-07-06, 07:45 AM
G-Virus
G-Virus: Disease
The G-Virus is an infectious disease that produces a variety of bizarre, mutating effects. Although some of the side effects of the contagion are supernatural, nothing about the disease itself is magical, making it only extraordinary in nature. Only humanoids can be infected; all other creature types are immune. Categorized as a disease, the G-Virus has the following characteristics:

Infection Type: via Injury; the virus is spread by a diminutive parasitic being, which attaches to a potential host & burrows into its flesh, exposing the host to the virus (see G-Larva, below).

Infection DC: 5; this figure is for the Fortitude to resist the initial infection; once a creature has become infected only a wish or a miracle can prevent the spread of the disease; the infection DC against genetically-compatible beings (usually blood relatives of the carrier) is 20.

Incubation: 1d8 minutes

Damage: 1d4 Charisma every 1d8 minutes

Zeta Kai
2007-07-06, 07:51 AM
G-Virus: Template
A creature that has acquired the G-Virus template looks somewhat like it did before becoming infected with G-Virus, at least initially. However, there are numerous alterations to their appearance & abilities. They quickly develop cat-like eyes with slit pupils. Their skin becomes mottled, with patches of discoloration. And then there are the mutations…

The G-Virus Template is a template that can be applied to any Humanoid that has succumbed to the ability drain effects of the G-Virus (referred to hereafter as the base creature). A G-Virus creature uses all the base creature’s statistics & abilities except as noted here.

• Type: the creature’s type changes to [Aberration (http://www.d20srd.org/srd/typesSubtypes.htm#aberrationType)] (although it does not automatically gain Darkvision); it retains any subtypes except alignment subtypes and subtypes that indicate kind; it also gains the [G-Virus Carrier] subtype; it does not gain the [Augmented (http://www.d20srd.org/srd/typesSubtypes.htm#augmentedSubtype)] subtype
• Size: there is no change in the creature’s size, at least at first
• Hit Die: drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, & change them to d8’s
• Speed: same as the base creature, at least at first
• Armor Class: the creature’s base armor class is unchanged, at least at first; however, it loses all AC bonuses from class levels
• Base Attack: the creature has a base attack bonus equal to ½ its Hit Dice, at least at first
• Grapple: Grapple bonus = base attack bonus + Strength modifier + special size modifier (Colossal +16, Gargantuan +12, Huge +8, Large +4, Medium +0, Small -4, Tiny -8, Diminutive -12, Fine -16)
• Attacks: the creature retains all the natural & manufactured weapons of the base creature, but loses all other attacks; it also gains a slam attack; Attack bonus = base attack bonus + Strength modifier + size modifier (Colossal -8, Gargantuan -4, Huge -2, Large -1, Medium +0, Small +1, Tiny +2, Diminutive +4, Fine +8)
• Damage: natural & manufactured weapons deal damage normally; a slam attack deals damage depending on the creature’s size, see Table 1-1: Damage by Size above for results; use the base creature’s slam damage if it’s better
• Special Attacks: the base creature retains all of its extraordinary special attacks; it also gains the ability to vomit forth any G-Larva that it has spawned, but this vomiting attack does no damage & has a maximum range of 5’
• Special Qualities: it retains any extraordinary special qualities, but loses all supernatural & spell-like abilities; it also gains the special traits of the [Aberration (http://www.d20srd.org/srd/typesSubtypes.htm#aberrationType)] type, the [G-Virus Carrier] subtype, & the following special qualities:
Rapid Mutation (Ex): the creature gains 1d12 random mutations (roll d%, see Table 3-1: Random Mutations below for results); the creature also gains 1d2 random mutations every hour, as well as 1d4 random mutations every time that it is seriously injured (anytime its HP are reduced to 50% or less)
Fast Healing (Ex): the creature has Fast Healing 1
• Saves: same as the base creature, at least at first
• Abilities: same as the base creature, at least at first
• Skills: the creature retains all skill ranks, at least at first
• Feats: the creature retains all feats, at least at first
• Environment: any land or underground
• Organization: any
• Challenge Rating: +1, at least at first; this will almost certainly increase dramatically as the creature accrues mutations
• Treasure: N/A
• Alignment: change to Neutral, at least at first
• Advancement: same as the base creature
• Level Adjustment: N/A

Zeta Kai
2007-07-06, 07:53 AM
G-Virus: [G-Virus Carrier] subtype
• Spawn Larva (Ex): the creature has the ability to spawn tiny offspring (see G-Larva, below); these diminutive parasitic beings attempt to latch onto & implant themselves within a host body, thereby spreading the disease (see G-Virus: Disease, above); a carrier can spawn 1 of these larva every 1d6+4 rounds, but can only hold 1 within themselves at a time; the larva can be expelled (birthed) through any sufficient orifice

• Primal Instincts: when encountering any lifeform (of Tiny size or larger), the creature will either attempt to destroy the being or it will attempt to infect it with a G-Larva; the creature will always attack any being that is immune to the G-Larva

Zeta Kai
2007-07-06, 07:55 AM
G-Virus: G-Larva
http://evilunleashed.com/v2/residentevil/outbreak/images/enemies/glarva.gif
Diminutive Aberration
Hit Dice: 1d8+1 (5HP)
Initiative: +7
Speed: 40 ft. (8 squares)
Armor Class: 20 (+4 size, +3 Dex, +3 natural); touch 17; flat-footed 17
Base Attack/ Grapple: +4/+5
Attack: Bite +12 melee (1d4, 20/x2 crit)
Full Attack: Bite +12 melee (1d4, 20/x2 crit)
Space/Reach: 1’/0’
Special Attacks: Burrow, Chest Burst
Special Qualities: Improved Grab, Natural Weapon (bite), Tremorsense 60’
Saves: Fort +0, Ref +3, Will +2
Abilities: Str 16 (+3), Dex 16 (+3), Con 10 (+0), Int 0 (--), Wis 10 (+0), Cha 2 (-4)
Skills: Climb +5, Hide +15, Move Silently +5
Feats: Improved Initiative, Run, Weapon Focus (Bite)
Environment: any
Organization: solitary
Challenge Rating: 2
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Burrow (Ex): Upon a successful grapple, the Larva burrows into the victim’s body, automatically dealing 1d4-1 damage (no save). The victim is then exposed to the G-Virus, & must make a Fortitude save to resist the infection (see G-Virus: Disease, above). Within creatures that are immune to the G-Virus, creatures smaller than Small, or creatures that make their Fortitude save, the infection attempt fails. Within non-immune creatures (of Small size or larger) that fail their Fortitude save, the G-Larva successfully infects them with the G-Virus. If the infection is successful, the larva dies immediately after the infection attempt, withering into a shriveled lump of organic sludge that oozes out of the burrowing wound within 1d4 rounds (no damage). In the infection fails, it will attempt a Burst.

• Chest Burst (Ex): Upon a failed infection attempt within a host, either from immunity of the host to the G-Virus, a lack of genetic compatiblity, or a successful Fortitude save, the Larva attempts to burst out of the host’s body, usually through the torso if the host creature has one (hence the name of the attack). The host must make a Fortitude save (DC20), otherwise the G-Larva rips out of the body, causing 4d6 damage; in addition, the now-former host must make another Fortitude save (DC15) or immediately die. If the initial save versus the burst attempt is successful, the G-Larva will die immediately, withering into a shriveled lump of organic sludge that oozes out of the burrowing wound within 1d4 rounds (no damage).

• Improved Grab (Ex): To use this ability, a G-Larva must hit with its bite attack; 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 & can Burrow.

• Tremorsense (Ex): A G-Larva can detect & pinpoint any creature or object within 60’ in contact with the ground.

Zeta Kai
2007-07-06, 07:59 AM
G-Virus: Development
The G-Virus was developed by Umbrella Corporation scientist William Birkin, who had also done pioneering work on the T-Virus with the help of James Marcus. According to “Wesker’s Report II,” a primitive form of the virus was discovered in the mutated body of Lisa Trevor, on whom the Umbrella Corporation had been conducting unethical genetic and viral experiments for two decades. When she displayed unexpected immune resistance to the experimental NE-α parasite, Birkin & other researchers looked for a cause and found what would later become the Gene virus, which would become better known by its sobriquet, the G-Virus.

Zeta Kai
2007-07-06, 08:01 AM
G-Virus: Characteristics
The G-Virus works by continually altering the genetic structure of the host, causing massive physical mutations. The mutations induced by the virus tend to be extremely volatile, & are believed to be tied to the creation of strange chemical (formula: H38-C24-O16-N4) with unknown properties in the host body.
The only known successful host was William Birkin, who injected himself with the virus after being mortally wounded by the Umbrella Biohazard Countermeasure Service unit attempting to recover the G-Virus from his labs. While wandering beneath the Police Station, Leon Kennedy & Claire Redfield also encounter a host whose body has rejected the G-Virus (see the G-Imago, below), thus making it a truly disturbing monster. Unlike T-Virus hosts, G-Virus hosts continue to mutate for as long as the host lives, even without external stimuli, thus causing transformations akin to a sort of artificial evolution or the like. G-Virus carriers evolve even faster when wounded, due to the incredible regenerative capabilities of infected cells.

William Birkin undergoes five distinct stages of transformation throughout the events of Resident Evil 2, and it is most likely that other G-carriers would also undergo similar stages, although the unpredictable nature of G-Virus mutations means that the details would differ.

Because only humans with compatible cellular & DNA makeup can accept the virus fully, William Birkin seeks his daughter, Sherry, in order to reproduce. The rejected G found below the station was not successfully fused with the virus. This caused the virus to force itself to replicate throughout the host’s body and severely distorted the host’s appearance. Similar to Birkin, the rejected form can release G-Larva from its mouth. Also, whereas its counterpart, the T-Virus, is highly communicable, the G-Virus requires embryolic transmission making it problematic in terms of weaponizing it for the intention of mass epidemic.

Zeta Kai
2007-07-06, 08:03 AM
G-Virus: Stages

Stage 1 bears the greatest resemblance to the host, though its upper torso is far more muscular due to a sudden increase of muscle mass. The right arm, where Birkin was sprayed with several submachine gun rounds, is considerably swollen with muscle, (this may be due to the uncontrolled cellular reproduction that trademarks every virus developed from the Progenitor Virus), and a large tumor-like eyeball has developed within the shoulder; this is supposedly where the G-Larva are developed prior to oral implantation into a potential host. As this form does not possess any weapons with which to attack its foes, G instead makes use of its superhuman strength to tear a pipe from a guardrail to swing about and attack with.

Conversely, when Annette recollects William Birkin’s transformation and his slaughter of the Umbrella Special Forces, G is shown slashing the soldiers with talons. When G first appears, though, no such claws are visible whatsoever thus one can assume that the talons were either lost in a process of devolution (contrary to the G-Virus’s properties) or atrophied away following lack of use in any further combat. Another explanation is that Annette exaggerated the event; she was not present in the sewer at the time.

The advent of Stage 2 results in the carrier’s visage descending into the anterior of the thoracic cavity whilst the digits of the right hand sprout into massive talons comprised of bone. Two tiny, vestigial limbs also develop lateral to the abdomen underneath the original arms and a new rudimentary skull grows to take the place of the former; it is in this new cranium that an entirely new brain, far more animalistic and vicious, is created as a result of the transformation, replacing Birkin’s true brain.

Stage 3 is perhaps the least grotesque of the various forms that William Birkin assumes following the injection of the G-Virus into his body. The host by now has shed all of its integument, revealing its musculature, whilst hundreds of spike-like projections rise prominently into an apex from the center of its thorax; the visage of William Birkin, on the other hand, slowly begins to merge and fade away into the abdomen. In addition to its right hand, the beast’s left hand also possesses deadly talons now; in fact, the abomination has grown in height thus its primary arms have also elongated beyond normal human proportions. The vestigial arms of the prior stage, meanwhile, have also matured into functional limbs with talons and the rudimentary head now sports a lipless grin, bearing its razor sharp teeth, that resembles the facial features of the Nemesis. Finally, a secondary, smaller eyeball-like tumor has developed in the left rectus femoris of the creature. This form is the only one that has bilateral symmetry, and to some, it resembles a demon in appearance.

Furthermore, when G is encountered after crashing through the ceiling shortly before its complete transformation into its hexapodal fourth form, the appearance of its third form has changed slightly. The spikes located on its chest have begun to open thus hinting to its fourth form.

Stage 4 involves the host mutating from a standing equilibrium as a bipedal to a hexapodal base on the ground involving the utilization of its four primary limbs to maintain movement. The skull and maxilla of the creature have elongated to accommodate its massive mandible, a gaping, circular cavity surrounded by rows of spike-like projections, which has now fused into the thorax of the beast. Despite its appearance, however, this stage of G is extremely agile, able to sprint and leap all about a room with ease, and the aforementioned spikes around the mouth are capable of impaling its prey.

Stage 5 is by far the most grotesque of all the forms that G has mutated into. After extreme physical trauma to G, it has become a shapeless blob of flesh, spikes, and tentacles, slowly dragging itself via attachment of its largest tentacles to a stationary object and subsequent use of its lesser tentacles to slime forth. It appears that by this stage, the G-Virus has evolved continually by merging with the beings it has devoured to sustain itself; this is evident as one can discern various zombies and other lifeforms protruding from the trunk of the creature. This final form was destroyed only after the train which it had invaded was consumed by a massive explosion following the automatic activation of its self-destruct sequence.

Since the Birkin Mutation was destroyed at this point, it is unknown if it would have continued to mutate into further forms- though it must be noted that at this point, there was hardly anything to further mutate into: the Stage 5 G was nothing else but a huge blob of organic mass. It is theorized that further mutations would have only resulted in an increase in size, along with additional tentacles, arms, legs, eyes, mouths & other features “bubbling up to the surface” in a random, haphazard fasion.

Zeta Kai
2007-07-06, 08:05 AM
G-Virus: Means of Infection
Infection by the G-Virus is caused by either direct injection of a distilled sample or ingestion of a G-Larva, but unlike creatures infected with the T-Virus, G-infected creatures cannot pass infection on to other creatures through physical contact or injury. Instead, they create offspring (see G-Larva, above) by orally implanting small, parasitic organisms into a live host through the palm of the hand. In unfortunate consequences, a host who lacks compatible DNA will reject the parasite in a matter of minutes. The embryo rapidly grows inside its host before bursting from their chest (an apparent homage to the Alien movie series). Upon exiting the host body, the larva quickly mutates into its adult form (see G-Imago, below) and goes in search of another host (this is done by removing all special qualities & applying the G-Virus template to the G-Larva, with bonus mutations 03, 05, 06, 07, 10, 14, 15, & 16).

Within Resident Evil 2, the G-Adult encountered in the sewers, following the rejection of the embryo from a genetically-incompatible host, was a large, slow creature seemingly devoid of skin that possessed with an elongated neck and seemingly stood hunched over; this was due to the fact that the right side of its body was vastly disproportionate in comparison to its left region as a result of unequal bilateral symmetry. The creature also periodically vomited G-Larva which would cling to the opponent in an attempt to disorient him whilst the G-Adult attacked.

The G-Adult found in Resident Evil Outbreak above the subterranean Umbrella laboratories after bursting forth from a host body, likewise, possessed similar features such as an elongated neck, exposed muscle tissue, and the ability to spawn G-Larva; its body also lacked bilateral symmetry as evident by the fact that its left arm is smaller than its right. As opposed to the G-Adult in the sewers, this offspring is quite tall and possesses a large sac on its dorsal cavity covered with bullas in addition to a tail. The rapid growth and reproduction of cells within each of these creatures is likely the cause of their physical disfigurements and disproportionate features, as similar symptoms occur during the growth of cancers and tumours. These diseases form as a result of mutated or irregular cell reproduction and division, albeit on a much smaller scale.

A DNA match can only be achieved by a G-mutant infecting a close blood relative with a G-Larva. The virus can then propagate throughout the host body, turning them into what can only be assumed to be another G-mutant. Sherry Birkin was infected by her father, but the parasite was destroyed with an experimental anti-G-Virus vaccine, codenamed DEVIL, before mutations could occur with help from her mother Annette Birkin & Claire Redfield.

Zeta Kai
2007-07-06, 08:06 AM
G-Virus: Differences from the T-Virus
The G-Virus is quite different to the T-Virus in terms of action and transmission. While both viruses have the characteristic of inciting mutation in infected organisms, the similarities end there. The G-Virus has none of the necrotic properties of the T-Virus, and as such, host organisms do not decompose (the characteristic rotting of the zombies).

The G-Virus is also far less virulent than the T-Virus, for while the T-Virus can be transmitted by body fluids, direct attack from an infected organism, or even water, the G-Virus can only be transmitted by direct injection or active impregnation of a parasite into the prospective host by a G-mutant, & G-mutants (as evident by Birkin and his spawn) instinctively attempt to reproduce as any other animal species. In this manner, G-Virus carriers act much more like living creatures than those infected with the T-Virus; while T-Virus infection can be considered accidental (as the host does not actually mean to infect its victim), G-mutants actively attempt to perpetuate their “species.” This has the frightening implication that, while the T-Virus is infinitely more contagious, a G-Virus epidemic would be uncontrollable and actively hostile to humanity, as G-mutants would seek to reproduce over any other instinct.

The G-Virus also acts exponentially faster than the T-Virus, with William Birkin manifesting considerable physical mutation mere seconds after infection. Apparently, direct injection of the virus is incurable, as it acts too quickly for a vaccine to be effective. Infection by larval impregnation, however, can be controlled much like the T-Virus, with a vaccine being effective if administered during the initial stages of infection, before the larva can gestate.

While the T-Virus’ effects on long term controlled exposure are well documented, the Tyrant, the Hunters & the Lickers for instance, the effects of such exposure to the G-Virus are unknown, as there was no testing in this field done before the Raccoon City incident. However, results of such manipulation of the virus could be seen in future sequels of the series, considering both Hunk and Ada Wong were able to procure samples of the virus for Umbrella and Albert Wesker, respectively. However, if the effect of said exposure was similar to the T-Virus & the T-Veronica virus, such organisms would theoretically be the absolute deadliest creatures ever made by Umbrella. Birkin himself, an accidental G-mutant, was more powerful and deadly than any creature created with the T-Virus on purpose. The effects of the G-Virus on non-human hosts is unknown, but they are probably just as radically powerful & unstable as their human counterparts in comparison to the T-Virus.

Zeta Kai
2007-07-07, 04:56 PM
Table 3-1: Random Mutations
{table=head]d%|Mutation|Effect|Repeated Effect|CR
01-02|no mutation|--|none
03-05|grow 1 additional arm|+1 on grapple checks, slam attack as unarmed strike (maximum +25)|repeat
06-07|grow 1 additional leg|+5' land speed (maximum 75')|repeat
08-09|grow 1 additional tentacle|+1 whip attacks, slam attack as unarmed strike (maximum 12)|repeat|+½
10|grow 1 additional head|alignment shift 1 step towards Chaotic Evil (maximum 4)|repeat
11-13|grow 1 additional eye|+1 on Spot checks (maximum +10)|repeat
14|grow 1 additional mouth|+1 bite attacks, bite attack as unarmed strike (maximum 12)|repeat|+¼
15-16|grow 1 size category|+4 Str, -2 Dex, +2 Con, +1 HD, -1 AC, +4 Grp, -4 Hide, +5' space, +5' reach (maximum Colossal)|repeat|+1
17-19|grow claws|one random arm/tentacle grows claws, see Table 1-1 for damage (maximum all arms/tentacles)|repeat
20-22|grow talons|one random leg grows talons, see Table 1-1 for damage (maximum all legs)|repeat
23-25|grow fangs|one random mouth grows fangs, see Table 1-1 for damage (maximum all mouths)|repeat
26-28|grow spines|automatic piercing on grapple, see Table 1-1 for damage|none|+½
29-33|thick hide|+2 Armor Class (natural AC bonus, maximum 50)|repeat|+¼
34-38|viral growth|+1 Hit Die (maximum 50)|repeat|+¼
39-43|preemptive aggression|+1 initiative (maximum +25)|repeat
44-48|animosity|+1 Base Attack Bonus (maximum +25)|repeat|+¼
49-50|mighty frame|Powerful Build|none|+½
51|chitinous carapace|Damage Reduction 10/concussion (maximum 50)|repeat|+½
52|arcane cyst|Spell Resistance 10 (maximum 50)|repeat|+½
53-54|low-light vision|all eyes gain Low-Light Vision|none
55-56|dark-vision|all eyes gain Darkvision|none
57-61|deadly strike|Improved Critical bonus feat|repeat
62-66|sharper weapon|Improved Natural Attack bonus feat|repeat
67-68|adaptation|Multiattack bonus feat|none|+1
69-70|forceful strike|Power Attack bonus feat|none|+¼
71-72|malignant tumor|Toughness bonus feat|repeat
73-74|slamming might|Improved Bull Rush bonus feat|none|+¼
75-76|thrashing swipe|Awesome Blow bonus feat|none
77-78|muscular growth|+2 Strength (maximum +50)|repeat
79|atrophy|-1 Strength (minimum 3); lose 1 Strength-based skill|repeat
80|lithe limbs|+1 Dexterity (maximum +25)|repeat
81-82|asymetry|-2 Dexterity (minimum 1); lose 1 Dexterity-based skill|repeat
83-84|vigorous flesh|+2 Constitution (maximum +50)|repeat
85|freakish frailty|-1 Constitution (minimum 3); lose 1 Constitution-based skill|repeat
86|alien mind|+1 Intelligence (maximum +25)|repeat
87-88|limbic ascendence|-2 Intelligence (minimum 1); lose 1 Intelligence-based skill|repeat
89-90|animal cunning|+2 Wisdom (maximum +50)|repeat
91|primal rage|-1 Wisdom (minimum 3); lose 1 Wisdom-based skill|repeat
92|force of personality|+1 Charisma (maximum +25)|repeat
93-94|horrific visage|-2 Charisma (minimum 1); lose 1 Charisma-based skill |repeat
95|gelatinous form|type changes to [Ooze], max speed 20'/round|none|+1
96-100|double mutation|reroll for 2 mutations|repeat[/table]

Zeta Kai
2007-07-07, 04:57 PM
Las Plagas
Las Plagas: Disease
Las Plagas (from Spanish, meaning “the Plagues;” singular La Plaga) are a breed of parasitic organisms which are able to command larger beings via direct neural control. Although some of the side effects of the contagion are supernatural, nothing about the disease itself is magical, making it only extraordinary in nature. Only creatures of the Aberration, Animal, Dragon, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Plant & Vermin types can be infected; all other creature types are immune. Categorized as a disease, Las Plagas have the following characteristics:

Infection Type: via Inhalation; the infection does not appear to be able to spread via fluid exchange such as with a bite, but direct injection of a live Plaga spore can bring about the contagion; the most common method of acquiring the illness is through breathing in the spores that they give off.

Infection DC: 20; this figure is for the Will to resist the initial infection; once a creature has become infected only magical healing can prevent the spread of the disease.

Incubation: 1d6+4 hours

Damage: 1d8+2 Wisdom

Zeta Kai
2007-07-07, 05:52 PM
Las Plagas: Template
A creature that has acquired the Plagas template looks mostly like it did before becoming contaminated by the Plagas parasite. There are only a few alterations to their appearance & abilities. The primary indicator that a creature has been corrupted by Las Plagas is their eyes, which begin to glow with a faint orange-red light.

The Plagas Template is a template that can be applied to any Aberration, Animal, Dragon, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Plant or Vermin that has succumbed to the Plagas disease (referred to hereafter as the base creature). A Plagas-infected creature uses all the base creature’s statistics & abilities except as noted here.

• Type: the creature’s type changes to [Aberration (http://www.d20srd.org/srd/typesSubtypes.htm#aberrationType)]; it retains any subtypes except alignment subtypes and subtypes that indicate kind; it also gains the [Plagas Carrier] subtype; it does not gain the [Augmented (http://www.d20srd.org/srd/typesSubtypes.htm#augmentedSubtype)] subtype
• Size: there is no change in the creature’s size
• Hit Die: change all Hit Dice to d8’s, & add 1 Hit Die
• Initiative: adjusted by the new Dexterity score
• Speed: same as the base creature
• Armor Class: same as the base creature
• Base Attack: same as the base creature +1
• Grapple: Grapple bonus = base attack bonus + Strength modifier + special size modifier (Colossal +16, Gargantuan +12, Huge +8, Large +4, Medium +0, Small -4, Tiny -8, Diminutive -12, Fine -16)
• Attacks: the creature retains all the natural & manufactured weapons of the base creature; it also gains a slam attack; Attack bonus = base attack bonus + Strength modifier + size modifier (Colossal -8, Gargantuan -4, Huge -2, Large -1, Medium +0, Small +1, Tiny +2, Diminutive +4, Fine +8)
• Damage: natural & manufactured weapons deal damage normally; a slam attack deals damage depending on the creature’s size, see Table 1-1: Damage by Size above for results; use the base creature’s slam damage if it’s better
• Special Attacks: it retains any extraordinary special attacks, but loses all supernatural & spell-like attacks
• Special Qualities: it retains any extraordinary special qualities, but loses all supernatural & spell-like abilities; it also gains the special traits of the [Aberration (http://www.d20srd.org/srd/typesSubtypes.htm#aberrationType)] type & the [Plagas Carrier] subtype
• Saves: adjusted by the new ability scores
• Abilities: +2 Strength, -2 Dexterity, +2 Constitution, -2 Intelligence, +2 Wisdom, -2 Charisma (minimum 3 for all scores)
• Skills: the creature retains all skill ranks, adjusted by the new ability scores
• Feats: the creature retains all feats
• Environment: any land or underground
• Organization: any
• Challenge Rating: +1
• Treasure: same as the base creature
• Alignment: change to Evil; maintain the same Law/Chaos affiliation as the base creature
• Advancement: same as the base creature, +1 Hit Die (unless by character class)
• Level Adjustment: same as the base creature

Zeta Kai
2007-07-07, 05:54 PM
Las Plagas: [Plagas Carrier] subtype
• Scent (Ex): the creature can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents); this allows the creature (& the Plaga within it) to know if another being is a Plagas host or not

• Plagas-Dominated (Ex): the creature is controlled by a Plaga, which taps into the creature’s central nervous system & thusly can perceive all information that the host is able to sense; it is also immune to enchantment effects that do not originate from that Plaga, & gains a +10 bonus to all Will saves

• Critical Weakness (Ex): if dealt a critical hit, the creature must make a Fortitude save (DC15) or immediately “die” (HP is reduced to -1)

Zeta Kai
2007-07-07, 05:55 PM
Las Plagas: History
Las Plagas were first discovered by a religious group in Europe known as “Los Illuminados” in an unknown region of Spain. The cult used Las Plagas as a means of recruiting new members. However, the first castellan of the Salazar family opposed the cult and sealed off access to the parasites under his castle.

Centuries later, Osmund Saddler, the new leader of Los Illuminados, brainwashed Ramon Salazar, the eighth Salazar castellan, into joining Los Illuminados and opening the seal that concealed Las Plagas. The two hired the local villagers to excavate the tunnels beneath the castle.

Due to years of concealment, Las Plagas fossilized in the rock below Salazar's castle. However, Las Plagas were still alive at the microscopic level as spores within the fossils. The miners excavating the site accidentally inhaled the spores, which grew into full-fledged Plagas parasites within their bodies. Saddler cultivated the spores, growing them into eggs, and then injected his followers.

Albert Wesker, who is now apparently dedicated to rebuilding the Umbrella Corporation, had sent Jack Krauser to earn Saddler’s trust enough to secure a sample of Las Plagas, but Saddler would not allow him that much free reign. He subsequently sent Ada Wong to complete the mission. She used Leon's presence to cover her own, secured the “sample” of Las Plagas, and gave it to her true employer, an unnamed organization, instead of Wesker.

Zeta Kai
2007-07-07, 05:58 PM
Las Plagas: Characteristics
Las Plagas is a type of parasite that alters its host’s behavior by attaching itself internally to the central nervous system. The undeveloped parasite is found between the lungs, beneath the heart, where it can tap into the host’s spinal cord. Unlike other parasites, Las Plagas are social organisms, meaning that they work together for survival.

Unlike the T-Virus, which turns its victims into mindless zombies, the hosts of Las Plagas (such as the Ganados) retain their intelligence & are capable of following complex instructions & working collectively to pursue their target. This makes them considerably more dangerous than the viral weapons, since they are more insidious & organized. Luis Sera postulates that they have a collective intelligence. It is also believed that the parasites can communicate with each other through a unique ultrasonic wave frequency, although this is purely hypothetical. Nevertheless, the Ganados appeared to be under the influence of Osmund Saddler, who carried a staff that seemed to actually be a large Plaga. The loyalty of a parasite depends on the personality of the host.

Besides influencing the actions of those they infect, infestation has several distinct symptoms. These include, but are not limited to: coughing up blood, convulsions, sudden unconsciousness, hallucinations or nightmares, blood vessels swelling and becoming visible throughout the skin and discoloration of the iris, usually to a reddish-orange color.

The parasites also have a high adaptability rate, as they can possess other kinds of organisms besides humans (Ramon Salazar uses infested wolves as guard dogs in his castle). In addition to the Ganados, Saddler & his men also performed genetic experiments with the parasites and human specimens, producing El Gigante, Regenerators, Verdugos, & the U3 being. Novistadors are not infected with parasites; rather, they appear to be recombinant organisms incorporating Plaga DNA. Like Plaga-infested organisms, they are loyal to Ramon Salazar (&, presumably, Osmund Saddler).

All of the members of Los Illuminados, including Saddler himself, are hosts to Las Plagas. Saddler, Salazar, & Bitores Mendez, the village chief, host “Queen Plagas,” which act in concert with their hosts, allowing them to control the actions of the lesser parasites.

Except for manifesting when the host body experiences sufficient trauma, Las Plagas have no true mutagenic effect on the host’s body. While Las Plagas infecting the Ganados & Colmillos can manifest & mutilate the body of their host, they do not actually induce any significant mutation or physiological change, like Umbrella’s myriad viruses do (although certain feats by enemies in the game suggest that the parasites do increase the host’s strength.) Other creatures, like the Novistadors & the Garradors, do exhibit mutation, but this is the result of actual genetic manipulation &/or surgery, not an effect of biological infection. However, it is the fact that victims exhibit no outward signs of infestation, besides reddish-discolored irises, & the fact that their actions can be coordinated, which makes Las Plagas a very dangerous threat, since they are much more subtle & invasive than Umbrella’s viruses.

A memo written by Luis Sera gives three real-life examples of flukes that can control their hosts, Dicrocoelium dendriticum, Galactosomum & Leucochloridium. Presumably the Las Plagas are an incredibly advanced species related to these, but are different in that they are hive-based & do not induce suicide in the host organism.

Zeta Kai
2007-07-07, 05:59 PM
Las Plagas: Countermeasures
If a person has been infested with the parasite, then it can be neutralized with medication before the egg hatches. However, once the Plaga has hatched, then the only way to get rid of the parasite is by undergoing a special kind of radiation treatment (specialized medication can be used to suppress growth of the parasites until then). During this process, Las Plagas clinch onto the host’s nerves, causing an extreme burning feeling. This extremely painful procedure has the possibility of impairing the host’s consciousness, and may kill the host if the Plaga has already matured into adulthood. It appears to be difficult or impossible to kill a mature Plaga without killing the host; the creature’s incorporation into the host’s central nervous system is too advanced.

Luis Sera, a researcher who betrayed Saddler, built an operating machine (the PRL, or Plaga Removal Laser) which produced this kind of radiation after extensive research regarding how Las Plagas might be removed.

Las Plagas are also very vulnerable to bright lights. They will only emerge from their hosts at night (which is from the beginning of Chapter 2 to the later stages), and sudden exposure to very bright light causes the parasite to explode; flash grenades will instantly kill them.

Zeta Kai
2007-07-09, 06:45 AM
S.T.A.R.S. Member (PrC)
The Special Tactics And Rescue Service is an elite law-enforcement task force similar to a SWAT unit. They specialize in dangerous operations that are above & beyond the capability of standard police squads. As a paramilitary group, they are trained to handle high-risk arrest warrants, performing hostage rescue &/or armed intervention, preventing terrorist attacks, and engaging heavily-armed criminals. They are also known for investigating serial homicides & rescuing trapped or injured people in remote locations, such as the Arklay Mountains.

Requirements
• BAB: +3
• Skills: 10 ranks in any 2 skills
• Special: You must have been recruited by a branch of S.T.A.R.S.

Fastest Route: Fighter 2/Rogue 5 or Fighter 5/Rogue 2

Class Information
Hit Die: d10
Class Skills: All skills are class skills for a S.T.A.R.S. Member
Skill Points at Each Level: 4 + Int modifier

Zeta Kai
2007-07-09, 06:48 AM
Table 4-1: The S.T.A.R.S. Member (PrC)
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special
1st|+1|+2|+2|+0|Weapon & Armor Proficiency
2nd|+2|+3|+3|+0|Improved Critical
3rd|+3|+3|+3|+1|Bonus Feat
4th|+4|+4|+4|+1|Grapple Break
5th|+5|+4|+4|+1|Survivor's Spirit
6th|+6/+1|+5|+5|+2|Bonus Feat
7th|+7/+2|+5|+5|+2|Steady Aim
8th|+8/+3|+6|+6|+2|Puzzle Insight
9th|+9/+4|+6|+6|+3|Bonus Feat
10th|+10/+5|+7|+7|+3|Unshakable[/table]

Zeta Kai
2007-07-09, 06:50 AM
Class Features
All of the following are class features of the S.T.A.R.S. Member. See level progression on Table 4-1: The S.T.A.R.S. Member (PrC) for more information.

Weapon & Armor Proficiency: you gain proficiency with all weapons & armor.

Improved Critical (Ex): at 2nd level, you gain the Improved Critical feat as a bonus feat, even if you do no qualify for that feat.

Bonus Feats: At 3rd level, you get a bonus fighter feat in addition to the feats that any character gets & the bonus feat granted to a human character. You gain an additional bonus feat at 6th level & at 9th level. These bonus feats must be drawn from the feats noted as fighter feats. You must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. You are not limited to the list of fighter feats when choosing your standard level-based feats.

Grapple Break (Ex): at 4th level, you can draw a light weapon as a free action during a grapple (even while pinned) & use it to break free. Using a light weapon to break from a grapple in this manner does not provoke attacks of opportunity.

Survivor’s Spirit (Ex): at 5th level, you can add your S.T.A.R.S. Member to all Constitution-based checks & Fortitude saves.

Steady Aim (Ex): at 7th level, you gain a +4 bonus to any readied attack action.

Puzzle Insight (Ex): at 8th level, you gain a +10 insight bonus on all skill checks pertaining to solving puzzles & avoiding traps.

Unshakable (Ex): at 10th level, you become immune to all fear effects, such as shaken, frightened, panicked, or cowering. Also, you are immune to being dazed, stunned, sickened, or nauseated.

Maldraugedhen
2007-07-09, 07:37 AM
Cut and paste error in the first entry on Las Plagas: you refer to it as the T-Virus near the end of the parargraph.

Also, do you have anything on Plagas once they have popped out of their hosts' heads? It doesn't appear in the ToCs, so I was wondering if you wrote any or not.

Finally, I would be averse at best to giving a class (even a prestige class) ALL skills as class skills, since therefore every single skillmonkey is going to be trying to get into it (and it's got a much better HD than other skillmonkey classes).

Zeta Kai
2007-07-09, 10:20 AM
Cut and paste error in the first entry on Las Plagas: you refer to it as the T-Virus near the end of the parargraph.

Fixed. Thank you; good eye.


Also, do you have anything on Plagas once they have popped out of their hosts' heads? It doesn't appear in the ToCs, so I was wondering if you wrote any or not.

The 4 Plagas types (Alpha, Beta, Gamma, & Queen) are stat in full in the creatures section, still to come.


Finally, I would be averse at best to giving a class (even a prestige class) ALL skills as class skills, since therefore every single skillmonkey is going to be trying to get into it (and it's got a much better HD than other skillmonkey classes).

I'm not too concerned about this, for a few reasons. First, Experts have all skills as class skills; they may only choose 10, but their all available at first. Second, its fits with the diverse, jack-of-all-trades flavor that the STARS seem to have. Third, most skill-monkeys are Rogues, who have 8 skill points per level; STARS only have 4. Lastly, I felt that the PrC might be a little underpowered, so I wanted to jazz it up a little with a unique trait; my other idea would have been a Monk-like save progression, & I thought that would draw more protest.

BisectedBrioche
2007-07-09, 10:23 AM
Should the first T-Virus template have the type actually set as undead? Because the material in the games seems to describe the effect as causing the victim to degenerate into a primitive state rather than dieing and coming back to life. Unless your going by the RE films*or the Crimson Heads from REmake. *Please don't.

EDIT: Also, do you have any plans to put in rules for tyrants and similar creatures?

Zeta Kai
2007-07-09, 11:05 AM
U.S.S. Member (PrC)
The Umbrella Security Services are comprised of several paramilitary groups employed by Umbrella Incorporated for clandestine operations. These black-ops are often highly-extralegal, requiring the utmost secrecy in order to protect the shareholders’ interests. These missions often involve industrial espionage, corporate sabotage, combat testing of bio-organic weapons, & other unsavory/hazardous tasks. The most well known of these teams is the UBCS, or Umbrella Biohazard Countermeasure Service, a large unit that primarily employs mercenaries & convicted war criminals from all around the world. There is also more secretive, more organized team called the USF, or Umbrella Special Forces.

Requirements
• Skills: 5 ranks in Hide; 5 ranks in Move Silently
• Feats: Dodge; Stealthy
• Special: You must be employed by Umbrella, & have been recruited by the Umbrella Security Services

Fastest Route: Rogue 3 (Human Rogue 2)

Class Information
Hit Die: d8
Class Skills: Balance (Dex), Climb (Str), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)
Skill Points at Each Level: 8 + Int modifier

Zeta Kai
2007-07-09, 11:08 AM
Table 4-2: The U.S.S. Member (PrC)
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special
1st|+1|+0|+2|+2|Sneak Attack +1d6
2nd|+2|+0|+3|+3|Uncanny Dodge
3rd|+3|+1|+3|+3|Armored Ease 2
4th|+4|+1|+4|+4|Sneak Attack +2d6
5th|+5|+1|+4|+4|Stealthy Movement
6th|+6/+1|+2|+5|+5|Improved Uncanny Dodge
7th|+7/+2|+2|+5|+5|Sneak Attack +3d6
8th|+8/+3|+2|+6|+6|Armored Ease 4
9th|+9/+4|+3|+6|+6|Hide in Plain Sight
10th|+10/+5|+3|+7|+7|Sneak Attack +4d6[/table]

Zeta Kai
2007-07-09, 11:09 AM
Class Features
All of the following are class features of the U.S.S. Member. See level progression on Table 4-2: The U.S.S. Member (PrC) for more information.

Weapon & Armor Proficiency: you gain proficiency with all weapons & armor.

Sneak Attack: this is exactly like the rogue ability of the same name; the extra damage dealt increases by +1d6 every 2 levels (1st, 4th, 7th, & 10th); if you get a sneak attack bonus from another source, the bonuses on damage stack.

Uncanny Dodge (Ex): starting at 2nd level, you retain your Dexterity bonus to AC (if any), regardless of being caught flat-footed or struck by an invisible attacker; you still lose any Dexterity bonus to AC if immobilized; if you gain Uncanny Dodge from a second class, you automatically gain Improved Uncanny Dodge (see below).

Armored Ease (Ex): you learn to adapt your movements to the restrictive nature of armor; beginning at 3rd level, you reduce the armor check penalty of any armor with which you are proficient by 2 (to a minimum of 0); at 8th level, this reduction increases to 4 (to a minimum of 0).

Stealthy Movement (Ex): you learn to remain quiet & hidden even while mobile; beginning at 5th level, you take no penalty on Hide or Move Silently checks while moving at up to your normal speed, & you take only a -10 penalty on Hide or Move Silently checks when running or charging (instead of the usual -20).

Improved Uncanny Dodge (Ex): at 6th level, you can no longer be flanked, since you can react to opponents on opposite sides of you as easily as you can react to a single attacker; this defense denies Rogues the ability to use flank attacks to sneak attack you; the exception to this defense is that a Rogue at least 4 levels higher than you can flank you (and thus sneak attack you); if you gains Uncanny Dodge (see above) from a second class, you automatically gains Improved Uncanny Dodge, & the levels from those classes stack to determine the minimum Rogue level required to flank you.

Hide in Plain Sight (Su): at 9th level, you can use the Hide skill even while being observed; as long as you are within 10’ of some sort of shadow, you can hide yourself from view in the open without having anything to actually hide behind; you cannot, however, hide in your own shadow.

Zeta Kai
2007-07-09, 11:22 AM
Should the first T-Virus template have the type actually set as undead? Because the material in the games seems to describe the effect as causing the victim to degenerate into a primitive state rather than dieing and coming back to life. Unless your going by the RE films*or the Crimson Heads from REmake. *Please don't.

I don't wish to get involved in a debate on the classification of RE zombies. If I had my way, they'd gradually change from their base type to Aberration, only turning into Undead at later stages, but I think that would be an obnoxious template to apply, especially to groups of creatures. If you want to call them Aberrations or whatever, by all means, do so. But for ease of use, I'll stick with Undead.

Although the Resident Evil films should be destroyed on sight, before they can infect anyone (much like T-Virus carriers), I really like Crimson Heads.


EDIT: Also, do you have any plans to put in rules for tyrants and similar creatures?

I plan to post full statistics on all ~150 creatures that one can encounter in the RE series, plus some bonus creatures to tie the RE universe into D&D more efficiently. That includes all bosses. So yes, you will see Tyrants.

Many Tyrants.

BisectedBrioche
2007-07-09, 11:35 AM
I don't wish to get involved in a debate on the classification of RE zombies. If I had my way, they'd gradually change from their base type to Aberration, only turning into Undead at later stages, but I think that would be an obnoxious template to apply, especially to groups of creatures. If you want to call them Aberrations or whatever, by all means, do so. But for ease of use, I'll stick with Undead.

Although the Resident Evil films should be destroyed on sight, before they can infect anyone (much like T-Virus carriers), I really like Crimson Heads.



I plan to post full statistics on all ~150 creatures that one can encounter in the RE series, plus some bonus creatures to tie the RE universe into D&D more efficiently. That includes all bosses. So yes, you will see Tyrants.

Many Tyrants.

I was actually talking about the movies with the "please don't" (I also like the crimson heads). In a related matter will the CH be included in the 150+ statting?

Maldraugedhen
2007-07-09, 12:25 PM
Y'know, overall, this seems higher powered than standard D&D. From that perspective, automatically gaining proficiency with all weapons as a second level rogue doesn't seem quite so insane, along with jumping up in HD and keeping the same total of skill points / level.

What's going on with UMD in this variant? Swapping it to Use Technological Device, or adding UTD separately, or what?

Jibar
2007-07-09, 01:32 PM
I must say I find it strange you're working from a D&D perspective, when this is the kinda campaign Modern was created for.
I also wonder what's happened to the T-Veronica virus? It's a different strand of the T-Virus, but from what I know it's something special that should be mentioned.
And a lot of your posts could be incorporated into bigger posts, which would be more difficult to work with, but would make it a little easier to read. There's a lot of unnecessary breaks there.

However, my new found love of Resident Evil forces me to love what you've done.

Maldraugedhen
2007-07-09, 02:53 PM
Just noticed something else: why a Will save to avoid Plagas infection? Holding your breath really quickly when a cloud of Plagas spores blow into the air seems more Reflex, and a better chance to fight off a parasite infection would strike me as a Fort save. I don't really see how Will would fit in at all.

Zeta Kai
2007-07-09, 11:06 PM
As I would recommend against playing a RE-themed game with high-level magic, you could probably use UMD & UTD interchangeably (1 rank in UMD = 1 rank in UTD) without major balance issues. I leave that to the individual DM to decide (most DM's would make up their own mind about that anyway).

I work in traditional D&D because that is what I'm familiar with, & more people play with, so why put over 3 months of work into something fewer people could see?

I post in small chunks due to my constrained time. I never know when I'll have to leave my terminal for hours on end (being the parent of a newborn can do funny things to time). I'll post in larger blocks, if I dare, but that's not always feasible; sorry. I shortened my signature to make the thread more legible.

Will saves are used for Plagas infection because it seems as though Leon is fighting off becoming a Ganado in RE4 though sheer determination, while Ashley (unsurprisingly) can't do the same. Fortitude & Reflex seemed irrelevant to me, in this instance. If you feel different, then change it for your game. I've played (& seen my wife play) every RE game that I've addressed, & I calls 'em like I sees 'em.

Zeta Kai
2007-07-09, 11:17 PM
Key
CODE
English Game Name
Japanese Game Name

RE0
Resident Evil 0
Biohazard 0

RE1
Resident Evil Original/Remake/Deadly Silence
Biohazard

RE2
Resident Evil 2
Biohazard 2

RE3
Resident Evil 3: Nemesis
Biohunter 3: Last Escape

CV
Resident Evil: Code Veronica/Code Veronica X
Biohazard CODE: Veronica/Complete Edition

OB1
Resident Evil: Outbreak
Biohazard: Outbreak

OB2
Resident Evil: Outbreak File #2
Biohazard: Outbreak File #2

Sur
Resident Evil: Survivor
Biohazard: Gun Survivor

DA
Resident Evil: Dead Aim
Gun Survivor 4: Biohazard - Heroes Never Die

RE4
Resident Evil 4
Biohazard 4

Zeta Kai
2007-07-09, 11:24 PM
Weapons
RE0 (http://www.gamefaqs.com/console/gamecube/file/198460/29873)
Knife
Billy’s Handgun
Rebecca’s Handgun
Hunting Gun
Shotgun
Grenade Launcher
Molotov Cocktail
Billy’s Custom Handgun
Rebecca’s Custom Handgun
Magnum
Submachine Gun
Magnum Revolver
Rocket Launcher
RE Original/Remake/Deadly Silence (http://www.gamefaqs.com/console/gamecube/file/535836/17067)
Survival Knife
Beretta
Shotgun
Self-Defense Gun
Lighter & Gas
Grenade Launcher (Bazooka)
Magnum
Flame Thrower
Assault Shotgun
Rocket Launcher
Dagger
Stun Gun
Grenade
Samurai Edge
Anti-Tank Gun
.44 Magnum
RE2 (http://www.gamefaqs.com/console/psx/file/562855/12836)
Combat Knife
VK70 Handgun
Browning HP
Beretta M92F
Shotgun
Spark Shot
Flamethrower
Magnum
Bowgun
Grenade Launcher
Colt S.A.A.
Machine Gun
Gatling Gun
Rocket Launcher
RE3: Nemesis (http://www.gamefaqs.com/console/psx/file/198459/6552)
Normal Weapons
Knife
Handgun
Shotgun
Grenade Launcher
Magnum
Mercenary’s Handgun
Mine Thrower
Assault Rifle
Enhanced Weapons
M92F E
SIGPRO E
Benelli M3S E
Mine Thrower E
Secret Weapons
EAGLE 6.0
Western Custom
Super Weapons
Assault Rifle
Gatling Gun
Rocket Launcher
Code: Veronica/Code: Veronica X (http://www.gamefaqs.com/console/ps2/file/445328/25802)
Claire’s Weapons
Knife
M93R Handgun
M-100 Dual Guns
Submachine Gun
Golden Lugers
Crossbow
Grenade Launcher
AK-47 Assault Rifle
Sniper Rifle
Steve’s Weapons
Golden Lugers
Submachine Gun
Chris’s Weapons
Knife
Glock 17 Handgun
Submachine Gun
Shotgun
.357 Magnum
Linear Launcher
Extra Weapons
Golden Lugers
Linear Launcher
Rocket Launcher
Outbreak (http://www.gamefaqs.com/console/ps2/file/554411/27674)/Outbreak File #2 (http://www.gamefaqs.com/console/ps2/file/920238/36052)
Special Weapons
Folding Knife
Monkey Wrench
.45 Auto Handgun
Mark’s Handgun
Close Combat Weapons
Butcher Knife
Folding Knife
Survival Knife
Melee Weapons
Iron Pipe
Curved Iron Pipe
Scrub Brush
Wooden Pole
Crutch
Conventional Weapons
Spear
Hammer
Stun Rod
Thrown Weapons
Concrete Piece
Broken Crutch
Yellow Chemical Bottle
Gray Chemical Bottle
Stick
Bent Iron Pipe
Other Weapons
Pesticide Spray
Flame Spray
Molotov Cocktail
Nail Gun
Ampoule Shooter
Guns
Handgun
Handgun SG
Burst Handgun
Submachine Gun
Shot Gun
Magnum
Magnum Revolver
Grenade Launcher
Assault Rifle
Rocket Launcher
File #2 Weapons
Handgun GL
Handgun HP
Revolver
Shotgun E
Hunting Rifle
Square Timber
Long Pole
Axe
Special Chemical Bottle
Timer Bomb
Capsule Shooter
Survivor (http://www.gamefaqs.com/console/psx/file/198463/7117)/Dead Aim (http://www.gamefaqs.com/console/ps2/file/562265/24976)
Survivor
Glock 17 Handgun
CZ-75 Handgun
M8000 Cougar G Handgun
Nanbu 14 Custom
SPAS 12 Shotgun
M79 Grenade Launcher
S&W M19 Magnum
M20-A1 Rocket Launcher
Dead Aim
Handgun
Silenced Handgun
Semi-Automatic Handgun
Shotgun
Assault Rifle
Grenade Launcher
Magnum
Charged Particle Rifle
RE4 (http://www.gamefaqs.com/console/gamecube/file/535840/35441) (Other Link (http://www.gamefaqs.com/console/gamecube/file/535840/35209))
Knife
Handguns
Handgun
Red 9
Punisher
Blacktail
Matilda
Shotguns
Shotgun
Riot Gun
Striker
Rifles
Rifle
Rifle (semi-auto)
Magnums
Broken Butterfly
Killer 7
Handcannon
Rocket Launchers
Rocket Launcher
Rocket Launcher (special)
Infinite Launcher
Other Weapons
TMP
Mine Thrower
Chicago Typewriter

Zeta Kai
2007-07-10, 07:13 AM
Weapon Statistics
Note: Many of these statistics were derived from the Complete d20 Modern System Reference Document (http://www.dominion-x.net/d20-msrd/index.html). A special thanks to Rob Allsbrook ([email protected]), the compiler of the d20 MSRD, for all the great work that he has done. The statistics provided here differ only when it was deemed necessary to more closely adhere to the games’ internal weapon mechanics.

Damage: The damage the weapon deals on a successful hit. There are two special categories of damage: spread & splash.

Splash damage has 2 damage listings; the first is the damage dealt to a target that is directly struck by the weapon; the second is the damage dealt to all targets within a 15’ radius of the impact/detonation.

Spread damage deals the full amount of damage listed to a target within the first range increment, the amount of damage listed -1 die to a target within the second range increment, & so on until there is only 1 die, which is dealt to anyone in a 5’ wide path beyond that distance, out to the maximum range.

Critical: The threat range for a critical hit. If the threat is confirmed, a weapon deals double damage on a critical hit (multiply all damage by a factor of 2).

Damage Type: Ranged weapon damage is classified according to type: anti T-Virus (ampoules & similar devices), ballistic (all firearms), bludgeoning (some simple melee weapons), concussion (explosives), electricity (stun guns & similar devices), energy (of a specific type), piercing (some simple ranged weapons), or slashing (a whip & some knives). Some creatures or characters may be resistant or immune to some forms of damage.

Range Increment: Any attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Ranged weapons have a maximum range of ten range increments, except for thrown weapons, which have a maximum range of five range increments.

Rate of Fire: Some ranged weapons have a rate of fire of 1, which simply means they can be employed once per round and then must be reloaded or replaced. Firearms, which operate through many different forms of internal mechanisms, have varying rates of fire. The 4 possible rates of fire for guns are single shot, semiautomatic, burst, & automatic.

Single Shot (single): A weapon with the single shot rate of fire requires the user to manually operate the action (the mechanism that feeds and ***** the weapon) between each shot. Pump shotguns & bolt-action rifles are examples of firearms with single shot rates of fire. A weapon with the single shot rate of fire can fire only 1 shot per attack, even if the user has a feat or other ability that normally allow more than 1 shot per attack.

Semiautomatic (semi): Most firearms have the semiautomatic rate of fire. These firearms feed & **** themselves with each shot. A semiautomatic weapon fires 1 shot per attack (effectively acting as a single shot weapon), but some feats allow characters armed with semiautomatic weapons to fire shots in rapid successions, getting in more than 1 shot per attack.

Burst (burst): A weapon with a burst mode fires 3 rounds in rapid succession each time the trigger is pulled. A burst weapon counts as a semiautomatic weapon for the purpose of utilizing feats that enable characters to make more than 1 shot per attack.

Automatic (auto): Automatic weapons fire a burst or stream of shots with a single squeeze of the trigger. Only weapons with the automatic rate of fire can be set on auto-fire or be used with feats that take advantage of automatic fire.

Magazine: The weapon’s magazine capacity and type are given in this column. The amount of ammunition a weapon carries, and hence how many shots it can fire before needing to be reloaded, is determined by its magazine capacity. How the firearm is reloaded depends upon its magazine type. The number in this entry is the magazine’s capacity in shots; the word that follows the number indicates the magazine type: box, cylinder, or internal. A fourth type, linked, has an unlimited capacity; for this reason the entry does not also have a number. Weapons with a dash in this column have no magazines; they are generally thrown weapons, or weapons (such as bows) that are loaded as part of the firing process.

Reloading a firearm with an already-filled box magazine or speed loader is a move action. Refilling a box magazine or a speed loader, or reloading a revolver without a speed loader or any weapon with an internal magazine, is a full-round action.

Loading a belt of linked ammunition is a full-round action. Linking two belts together is a move action.

Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon.

Cylinder: A revolver keeps its ammunition in a cylinder, which is part of the weapon and serves as the firing chamber for each round as well. Unlike box magazines, cylinders can’t be removed, and they must be reloaded by hand. However, most revolvers can be used with a speed loader. Using a speed loader is much like inserting a box magazine into a weapon. Without a speed loader, a firearm with a cylinder magazine must be loaded by hand.
Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand. This is the case with most shotguns, as well as some rifles.

Linked: Some machine guns use linked ammunition. The bullets are chained together with small metal clips, forming a belt. Typically, a belt holds 50 bullets; any number of belts can be clipped together. In military units, as the gunner fires, an assistant clips new ammunition belts together, keeping the weapon fed.

Infinite: Certain rare weapons found in the world of Resident Evil have limitless ammunition, & can be used an infinite number of times without becoming unloaded. Despite the violation of the 2nd Law of Thermodynamics (among other important scientific laws), these weapons exist as listed, & are highly sought after as monster-clearing tools by wise players. Weapons marked with an asterisk (*) after the name have infinite ammo within the listed game, although not every version will be infinite, as it may take the completion of extremely difficult missions to unlock such weapons.

Size: Size categories for weapons and other objects are defined differently from the size categories for creatures. The relationship between a weapon’s size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it’s a light weapon.

A Medium-size or smaller weapon can be used one-handed or two-handed. A Large weapon requires two hands. A Huge weapon requires two hands and a bipod or other mount.

A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in your off hand.

Weight: This column gives the weapon’s weight when fully loaded.

Game: The column denotes in which Resident Evil video game the weapon can be found. Many weapons are featured in more than one game, although the statistics may vary. For this reason, each weapon is grouped with the game in which it was featured, so there are some multiple entries for the same weapon. Use whichever weapon version that you feel (or your DM feels) is appropriate.

Zeta Kai
2007-07-10, 08:06 AM
Resident Evil 0 Weapons
{table]Weapon|Damage|Critical (×2)|Damage Type|Range Increment|Rate of Fire|Magazine|Size|Weight|Game
Knife|1d4|19-20|slashing|10'|--|--|Tiny|1lb.|RE0
Billy’s Handgun (Beretta)|2d6|20|ballistic|40'|semi|15 box|Small|3lbs.|RE0
Rebecca’s Handgun (Beretta)|2d6-1|20|ballistic|40'|semi|15 box|Small|3lbs.|RE0
Hunting Gun|3d6 spread|20|ballistic|10'|single|2 internal|Large|7lbs.|RE0
Shotgun|3d6 spread|20|ballistic|10'|semi|7 internal|Large|8lbs.|RE0
M79 Grenade Launcher 40mm|see ammo|--|see ammo|70'|single|1 internal|Large|7lbs.|RE0
Molotov Cocktail|1d6/1 splash|20|fire|10'|--|--|Small|1lb.|RE0
Billy’s Custom Handgun|2d6|19-20|ballistic|50'|semi|15 box|Small|3lbs.|RE0
Rebecca’s Custom Handgun|2d6-1|19-20|ballistic|50'|semi|15 box|Small|3lbs.|RE0
Desert Eagle 50 A.E. Magnum|2d8|20|ballistic|40'|semi|8 box|Medium|4lbs.|RE0
Submachine Gun 9mm|2d6|20|ballistic|50'|semi/auto|30 box|Large|7lbs.|RE0
.44 Magnum Revolver*|2d8|20|ballistic|30'|semi|5 cylinder|Medium|3lbs.|RE0
Rocket Launcher*|10d6/3d6 splash|--|concussion|150'|1|1 internal|Large|12lbs.|RE0
Acid Grenade (launcher ammo)|1d2/4d6 splash|--|acid|--|--|--|Tiny|1lb.|RE0
Explosive Grenade (launcher ammo)|1d2/4d6 splash|20|concussion|--|--|--|Tiny|1lb.|RE0
Flame Grenade (launcher ammo)|1d2/4d6 splash|--|fire|--|--|--|Tiny|1lb.|RE0[/table]

Zeta Kai
2007-07-10, 08:10 AM
Resident Evil Weapons
{table]Weapon|Damage|Critical (×2)|Damage Type|Range Increment|Rate of Fire|Magazine|Size|Weight|Game
Survival Knife|1d4|19-20|slashing|10'|--|--|Tiny|1lb.|RE1
Beretta M92F 9mm|2d6|20|ballistic|40'|semi|15 box|Small|3lbs.|RE1
Shotgun 12-Gauge|3d6 spread|20|ballistic|10'|semi|6 internal|Large|8lbs.|RE1
Derringer .45 Self-Defense Gun|2d6|20|ballistic|10'|1|1 internal|Tiny|1lb.|RE1
Lighter & Fuel|3d6|--|fire|--|1|2 box|Medium|5lbs.|RE1
Grenade Launcher (Bazooka)|see ammo|--|see ammo|70'|single|1 internal|Large|7lbs.|RE1
.357 Colt Python Magnum Revolver|2d6|20|ballistic|40'|semi|6 cylinder|Medium|3lbs.|RE1
Flamethrower|3d6|--|fire|25' maximum|1|10 internal|Large|50lbs.|RE1
12-Gauge Assault Shotgun|3d6 spread|20|ballistic|30'|semi|10 internal|Large|8lbs.|RE1
Rocket Launcher|10d6/3d6 splash|--|ballistic|150'|1|4 internal|Large|12lbs.|RE1
Dagger|1d3|20|slashing|15'|--|--|Tiny|1lb.|RE1
Stun Gun|2d8|19-20|electricity|--|--|--|Tiny|1lb.|RE1
Flash Grenade|3d6 splash|--|concussion|10'|--|--|Tiny|1lb.|RE1
Samurai Edge 9mm*|2d6|20|ballistic|40'|burst|15 box|Small|3lbs.|RE1
Anti-Tank Gun*|10d6/3d6 splash|--|concussion|120'|1|1 internal|Large|5lbs.|RE1
.44 Magnum Revolver|2d8|20|ballistic|30'|semi|6 cylinder|Medium|3lbs.|RE1
Acid Grenade (launcher ammo)|1d2/4d6 splash|--|acid|--|--|--|Tiny|1lb.|RE1
Explosive Grenade (launcher ammo)|1d2/4d6 splash|20|concussion|--|--|--|Tiny|1lb.|RE1
Flame Grenade (launcher ammo)|1d2/4d6 splash|--|fire|--|--|--|Tiny|1lb.|RE1[/table]

Zeta Kai
2007-07-10, 08:12 AM
Resident Evil 2 Weapons
{table]Weapon|Damage|Critical (×2)|Damage Type|Range Increment|Rate of Fire|Magazine|Size|Weight|Game
Combat Knife|1d4|19-20|slashing|10'|--|--|Tiny|1lb.|RE2
H&K VP70 Handgun 9mm|2d6|20|ballistic|30'|semi|18 box|Medium|4lbs.|RE2
H&K VP70 Burst Custom|2d6|19-20|ballistic|40'|burst|18 box|Medium|6lbs.|RE2
Browning HP 9mm|2d6|20|ballistic|30'|semi|13 box|Medium|4lbs.|RE2
Beretta M92F 9mm|2d6|20|ballistic|40'|semi|15 box|Small|3lbs.|RE2
Remington M1 100-P Shotgun|2d8 spread|20|ballistic|10'|single|5 internal|Medium|4lbs.|RE2
Remington M1 100 Custom|3d6 spread|20|ballistic|30'|semi|7 internal|Large|7lbs.|RE2
Spark Shot|2d6|19-20|electricity|10' maximum|1|20 internal|Medium|6lbs.|RE2
Flamethrower|3d6|--|fire|25' maximum|1|10 internal|Large|50lbs.|RE2
Desert Eagle 50 A.E. Magnum|2d8|20|ballistic|40'|semi|8 box|Medium|4lbs.|RE2
Desert Eagle 50 A.E. Custom|2d8|20|ballistic|40'|semi|8 box|Medium|5lbs.|RE2
Bowgun|1d10|19-20|piercing|40'|1|15 box|Medium|6lbs.|RE2
M79 Grenade Launcher 40mm|see ammo|--|see ammo|70'|single|1 internal|Large|7lbs.|RE2
Colt S.A.A. 9mm Revolver|2d4|20|ballistic|20'|semi|6 cylinder|Small|2lbs.|RE2
MAC11 Submachine Gun|2d6|20|ballistic|40'|semi/auto|30 box|Medium|6lbs.|RE2
Gatling Gun*|2d12|20|ballistic|110'|auto|linked|Huge|75lbs .|RE2
Rocket Launcher*|10d6/3d6 splash|--|concussion|150'|1|2 internal|Large|12lbs.|RE2
Acid Grenade (launcher ammo)|1d2/4d6 splash|--|acid|--|--|--|Tiny|1lb.|RE2
Explosive Grenade (launcher ammo)|1d2/4d6 splash|20|concussion|--|--|--|Tiny|1lb.|RE2
Flame Grenade (launcher ammo)|1d2/4d6 splash|--|fire|--|--|--|Tiny|1lb.|RE2[/table]

Zeta Kai
2007-07-10, 08:15 AM
Resident Evil 3: Nemesis Weapons
{table]Weapon|Damage|Critical (×2)|Damage Type|Range Increment|Rate of Fire|Magazine|Size|Weight|Game
Knife|1d4|19-20|slashing|10'|--|--|Tiny|1lb.|RE3
Beretta M92F 9mm|2d6|20|ballistic|40'|semi|15 box|Medium|3lbs.|RE3
SIGPRO SP2009 9mm|2d6|20|ballistic|30'|semi|15 box|Small|2lbs.|RE3
STI Eagle 6.0 Handgun 9mm|2d6|20|ballistic|50'|semi|15 box|Medium|4lbs.|RE3
S&W M629C .44 Magnum|2d8|20|ballistic|30'|semi|6 cylinder|Medium|3lbs.|RE3
Benelli M3S 12-Gauge Shotgun|2d8 spread|20|ballistic|10'|semi|7 internal|Medium|4lbs.|RE3
Western Custom M37A Shotgun|3d6 spread|20|ballistic|30'|semi|7 internal|Large|7lbs.|RE3
M4A1 Assault Rifle 5.56mm*|2d8|20|ballistic|80'|semi/auto|30 box|Large|9lbs.|RE3
Mine Thrower|see ammo|--|see ammo|45'|semi|6 internal|Large|8lbs.|RE3
Hk-p Grenade Launcher 40mm|see ammo|--|see ammo|35'|single|6 internal|Medium|6lbs.|RE3
Gatling Gun*|2d12|20|ballistic|110'|auto|linked|Huge|75lbs .|RE3
M66 Rocket Launcher*|10d6/3d6 splash|--|concussion|150'|1|4 internal|Large|25lbs.|RE3
Acid Grenade (launcher ammo)|1d2/4d6 splash|--|acid|--|--|--|Tiny|1lb.|RE3
Explosive Grenade (launcher ammo)|1d2/4d6 splash|20|concussion|--|--|--|Tiny|1lb.|RE3
Flame Grenade (launcher ammo)|1d2/4d6 splash|--|fire|--|--|--|Tiny|1lb.|RE3
Freeze Grenade (launcher ammo)|1d2/4d6 splash|--|cold|--|--|--|Tiny|1lb.|RE3
Proximity Mines|1d2/4d6 splash|--|concussion|--|--|--|Tiny|1lb.|RE3[/table]

Zeta Kai
2007-07-10, 08:16 AM
Resident Evil Code: Veronica Weapons
{table]Weapon|Damage|Critical (×2)|Damage Type|Range Increment|Rate of Fire|Magazine|Size|Weight|Game
Combat Knife|1d4|19-20|slashing|10'|--|--|Tiny|1lb.|CV
M93R Handgun|2d6|20|ballistic|40'|semi|15 box|Medium|5lbs.|CV
Custom Handgun|2d6|19-20|ballistic|40'|burst|20 box|Medium|6lbs.|CV
M-100 Semi-Automatic Pistol|2d6|20|ballistic|40'|semi/auto|100 box|Large|7lbs.|CV
Ingram 38 Submachine Gun|2d6|20|ballistic|50'|semi/auto|30 box|Medium|6lbs.|CV
Golden Luger 9mm*|2d8|20|ballistic|40'|semi|8 box|Small|2lbs.|CV
Bowgun|1d10|19-20|piercing|40'|semi|15 box|Medium|6lbs.|CV
M79 Grenade Launcher 40mm|see ammo|--|see ammo|70'|single|1 internal|Large|7lbs.|CV
AK-47 Assault Rifle|2d8|20|ballistic|70'|semi/auto|30 box|Large|10lbs.|CV
MR7 Sniper Rifle|2d12|20|ballistic|120'|semi|7 internal|Large|16lbs.|CV
Glock 17 Handgun 9mm|2d6|20|ballistic|30'|semi|18 box|Small|2lbs.|CV
Enhanced Handgun|2d8|20|ballistic|30'|semi|18 box|Medium|3lbs.|CV
Shotgun|3d6 spread|20|ballistic|30'|semi|7 internal|Large|7lbs.|CV
.357 Colt Python Magnum Revolver|2d8|20|ballistic|40'|semi|6 cylinder|Medium|3lbs.|CV
Linear Launcher*|6d10+40|20|electricity|20'|1|2 box|Large|10lbs.|CV
Rocket Launcher*|10d6/3d6 splash|--|concussion|150'|1|1 internal|Large|12lbs.|CV
Acid Grenade (launcher ammo)|1d2/4d6 splash|--|acid|--|--|--|Tiny|1lb.|CV
Explosive Grenade (launcher ammo)|1d2/4d6 splash|20|concussion|--|--|--|Tiny|1lb.|CV
Flame Grenade (launcher ammo)|1d2/4d6 splash|--|fire|--|--|--|Tiny|1lb.|CV
Gas Grenade (launcher ammo)|1d2/6d6 splash|--|anti T-Virus|--|--|--|Tiny|1lb.|CV[/table]

Zeta Kai
2007-07-10, 08:17 AM
Resident Evil: Outbreak File #1 & File #2 Weapons
{table]Weapon|Damage|Critical (×2)|Damage Type|Range Increment|Rate of Fire|Magazine|Size|Weight|Game
Folding Knife|1d4|19-20|slashing|10'|--|--|Tiny|1lb.|OB1/OB2
Monkey Wrench|1d8|20|bludgeoning|15'|--|--|Tiny|2lbs.|OB1/OB2
Kevin’s Handgun .45 Auto|2d6|20|ballistic|30'|semi|7 box|Medium|3lbs.|OB1/OB2
Mark’s Handgun 9mm|2d6|20|ballistic|30'|semi|15 box|Medium|3lbs.|OB1/OB2
Butcher Knife|1d6|19-20|slashing|15'|--|--|Small|2lbs.|OB1/OB2
Survival Knife|1d6|19-20|slashing|15'|--|--|Tiny|1lb.|OB1/OB2
Iron Pipe|1d6|19-20|bludgeoning|--|--|--|Medium|2lbs.|OB1/OB2
Curved Iron Pipe|1d4|20|bludgeoning|--|--|--|Medium|2lbs.|OB1/OB2
Scrub Brush|1d6|19-20|bludgeoning|--|--|--|Medium|2lbs.|OB1/OB2
Long Pole|1d4|20|bludgeoning|--|--|--|Medium|2lbs.|OB1/OB2
Wooden Pole|1d3|20|bludgeoning|--|--|--|Medium|1lb.|OB1/OB2
Crutch|1d6|20|bludgeoning|--|--|--|Medium|2lbs.|OB1/OB2
Spear|1d8|20|piercing|10'|--|--|Large|9lbs.|OB1/OB2
Hammer|2d6|19-20|bludgeoning|5'|--|--|Large|8lbs.|OB1/OB2
Stun Rod|2d8|19-20|electricity|--|1|13 internal|Medium|2lbs.|OB1/OB2
Concrete Piece|1d8|20|bludgeoning|5'|--|--|Small|10lbs.|OB1/OB2
Broken Crutch|1d4|20|bludgeoning|5'|--|--|Small|1lb.|OB1/OB2
Yellow Chemical Bottle|1/3d6 splash|--|acid|15'|--|--|Tiny|1lb.|OB1/OB2
Gray Chemical Bottle|1/3d6 splash|--|concussion|15'|--|--|Tiny|1lb.|OB1/OB2
Stick|1d3|20|bludgeoning|10'|--|--|Small|1lb.|OB1/OB2
Bent Iron Pipe|1d3|20|bludgeoning|10'|--|--|Medium|2lbs.|OB1/OB2
Pesticide Spray|1d8|20|acid (insect)|5' maximum|1|9 internal|Small|1lb.|OB1/OB2
Flame Spray|2d4|20|fire|5' maximum|1|9 internal|Small|1lb.|OB1/OB2
Molotov Cocktail|1d6/1 splash|20|fire|10'|--|--|Small|1lb.|OB1/OB2
Nail Gun|1d8|19-20|piercing|10'|single|20 box|Medium|2lbs.|OB1/OB2
Ampoule Shooter|10d6|--|anti T-Virus|30'|1|1 internal|Medium|3lbs.|OB1/OB2
H&K VP70 Handgun 9mm|2d6|20|ballistic|30'|semi|15 box|Medium|4lbs.|OB1/OB2
Handgun SG 9mm|2d6|20|ballistic|30'|semi|13 box|Medium|4lbs.|OB1/OB2
Burst Handgun 9mm|2d4|20|ballistic|40'|burst|20 box|Small|3lbs.|OB1/OB2
Submachine Gun 9mm|2d6|20|ballistic|40'|semi/auto|30 box|Medium|6lbs.|OB1/OB2
Shotgun|3d6 spread|20|ballistic|30'|semi|7 internal|Large|7lbs.|OB1/OB2
Desert Eagle 50 A.E. Magnum|2d8|20|ballistic|40'|semi|7 box|Medium|4lbs.|OB1/OB2
Magnum Revolver|2d8|20|ballistic|40'|semi|6 cylinder|Medium|3lbs.|OB1/OB2
Grenade Launcher 40mm|see ammo|--|see ammo|70'|single|1 internal|Large|7lbs.|OB1/OB2
M4A1 Assault Rifle 5.56mm*|2d8|20|ballistic|80'|semi/auto|30 box|Large|9lbs.|OB1/OB2
Rocket Launcher 84mm|10d6/3d6 splash|--|concussion|150'|1|1 internal|Large|12lbs.|OB1/OB2
Handgun GL|2d6|20|ballistic|30'|semi|17 box|Medium|3lbs.|OB2
Handgun HP|2d6|20|ballistic|30'|semi|13 box|Medium|3lbs.|OB2
Revolver|2d4|20|ballistic|20'|semi|5 cylinder|Small|2lbs.|OB2
Shotgun E|3d6 spread|19-20|ballistic|40'|semi|7 internal|Large|7lbs.|OB2
Hunting Rifle|2d10|20|ballistic|80'|single|2 internal|Large|8lbs.|OB2
Square Timber|1d3|20|bludgeoning|--|--|--|Medium|1lb.|OB2
Axe|1d8|20|slashing|--|--|--|Medium|7lbs.|OB2
Special Chemical Bottle|1/6d6 splash|--|acid (plant)|15'|--|--|Tiny|1lb.|OB2
Capsule Shooter|see ammo|--|see ammo|30'|1|1 internal|Medium|3lbs.|OB2
Timer Bomb|1d2/4d6 splash|20|concussion|--|--|--|Tiny|1lb.|OB2
Acid Grenade (launcher ammo)|1d2/4d6 splash|--|acid|--|--|--|Tiny|1lb.|OB1/OB2
Explosive Grenade (launcher ammo)|1d2/4d6 splash|20|concussion|--|--|--|Tiny|1lb.|OB1/OB2
Flame Grenade (launcher ammo)|1d2/4d6 splash|--|fire|--|--|--|Tiny|1lb.|OB2
Anti-Virus Capsule (shooter ammo)|10d6|--|anti T-Virus|--|--|--|Tiny|0lbs.|OB2
Antidote Capsule (shooter ammo)|4d6|--|acid (insect)|--|--|--|Tiny|0lbs.|OB2[/table]

Zeta Kai
2007-07-10, 08:19 AM
Resident Evil: Survivor Weapons
{table]Weapon|Damage|Critical (×2)|Damage Type|Range Increment|Rate of Fire|Magazine|Size|Weight|Game
Glock 17 9mm (Handgun A)*|2d6|20|ballistic|30'|semi|17 box|Small|2lbs.|Sur
CZ-75 (Handgun B)*|1d12|20|ballistic|30'|semi|15 box|Medium|3lbs.|Sur
M8000 Cougar G (Handgun C)*|2d6|19-20|ballistic|30'|semi|15 box|Medium|3lbs.|Sur
Nanbu 14 Custom (Handgun D)*|2d8|20|ballistic|30'|single|8 box|Medium|3lbs.|Sur
SPAS 12 Shotgun|3d6 spread|20|ballistic|30'|semi|8 box|Large|7lbs.|Sur
M79 Grenade Launcher 40mm|see ammo|--|see ammo|70'|single|1 internal|Large|7lbs.|Sur
S&W M19 .44 Magnum|2d8|20|ballistic|30'|semi|6 cylinder|Medium|3lbs.|Sur
M20-A1 Rocket Launcher*|10d6/3d6 splash|--|concussion|150'|1|1 internal|Large|12lbs.|Sur
Acid Grenade (launcher ammo)|1d2/4d6 splash|--|acid|--|--|--|Tiny|1lb.|Sur
Explosive Grenade (launcher ammo)|1d2/4d6 splash|20|concussion|--|--|--|Tiny|1lb.|Sur
Flame Grenade (launcher ammo)|1d2/4d6 splash|--|fire|--|--|--|Tiny|1lb.|Sur[/table]

Zeta Kai
2007-07-10, 08:20 AM
Resident Evil: Dead Aim Weapons
{table]Weapon|Damage|Critical (×2)|Damage Type|Range Increment|Rate of Fire|Magazine|Size|Weight|Game
Handgun 9mm|2d6|20|ballistic|30'|semi|15 box|Medium|3lbs.|DA
Silenced Handgun 9mm|2d6|20|ballistic|30'|semi|8 box|Medium|3lbs.|DA
Semi-Automatic Handgun 9mm|2d6|19-20|ballistic|40'|semi/burst|18 box|Medium|4lbs.|DA
Shotgun 12-Gauge|3d6 spread|20|ballistic|30'|semi|7 internal|Large|7lbs.|DA
Assault Rifle|2d8|20|ballistic|70'|semi/auto|100 box|Large|10lbs.|DA
Grenade Launcher 40mm|see ammo|--|see ammo|35'|single|6 internal|Medium|6lbs.|DA
Magnum|2d8|20|ballistic|40'|semi|7 box|Medium|4lbs.|DA
Charged Particle Rifle*|4d6|20|electricity|20'|burst|30 box|Large|8lbs.|DA
Explosive Grenade (launcher ammo)|1d2/4d6 splash|20|concussion|--|--|--|Tiny|1lb.|DA[/table]

Zeta Kai
2007-07-10, 08:22 AM
Resident Evil 4 Weapons
{table]Weapon|Damage|Critical (×2)|Damage Type|Range Increment|Rate of Fire|Magazine|Size|Weight|Game
Knife|1d4|19-20|slashing|--|--|--|Tiny|1lb.|RE4
Ruger P94DC 9mm Handgun|1d8>2d8|19-20|ballistic|40'|semi|10>13>16>19>22>25 box|Small|3lbs.|RE4
"Red 9" Mauser C-96 9mm|1d12>3d12|20|ballistic|40'|semi|8>10>12>15>18>22 box|Medium|5lbs.|RE4
"Punisher" FN FiveseveN 9mm|1d6>2d6|20|ballistic|40'|semi|10>13>16>20>24>28 box|Medium|3lbs.|RE4
"Blacktail" 9mm Springfield Armory XD-9|1d10>2d12|20|ballistic|40'|semi|15>18>21>25>30>35 box|Small|2lbs.|RE4
"Matilda" H&K VP70 Burst 9mm|1d8>2d8|19-20|ballistic|40'|semi/burst|15>18>21>24>27>30 box|Medium|6lbs.|RE4
Remington M870 Express Shotgun|2d6>4d6 spread|20|ballistic|30'|semi|6>8>10>12>15>18 internal|Large|7lbs.|RE4
Benelli M4 Riot Gun|2d8>4d8 spread|20|ballistic|40'|semi|7>9>11>13>15>17 internal|Large|8lbs.|RE4
Striker/Streetsweeper/Protecta 12-Gauge Shotgun|2d10>4d10 spread|20|ballistic|40'|semi|12>14>16>20>24>28 cylinder|Large|9lbs.|RE4
Springfield M1903A4 Rifle|2d6>4d12|20|ballistic|120'|1|5>7>9>12>15>18 internal|Large|16lbs.|RE4
H&K SL-8 5.56mm Semi-Auto Rifle|3d6>4d10|20|ballistic|120'|single|10>12>14>17>20>24 internal|Large|18lbs.|RE4
"Broken Butterfly" S&W Model 3 American .45 Magnum Revolver|2d10>5d10|20|ballistic|30'|semi|6>8>10>12 cylinder|Medium|3lbs.|RE4
"Killer 7" Colt M1911A1 .45 Magnum|3d12>4d12|20|ballistic|40'|semi|7>10>14 box|Medium|4lbs.|RE4
"Handcannon" S&W Model 500 .45 Magnum*|4d6>8d6|20|ballistic|30'|semi|3>4>5>6>8>10 cylinder|Medium|3lbs.|RE4
Russian RPG-7 Rocket Launcher|10d6/3d6 splash|--|concussion|150'|1|1 internal|Large|12lbs.|RE4
Russian RPG-7 Rocket Launcher (special)|10d6/3d6 splash|--|concussion|150'|1|1 internal|Large|12lbs.|RE4
Russian RPG-7 Infinite Launcher*|10d6/3d6 splash|--|concussion|150'|1|infinite|Large|12lbs.|RE4
Steyr TMP|1d4>2d6|20|ballistic|50'|semi/auto|30>50>100>150>200>250 box|Large|7lbs.|RE4
Mine Thrower|see ammo|--|see ammo|45'|semi|5>7>10 internal|Large|8lbs.|RE4
"Chicago Typewriter" Thompson M1A1*|2d8|20|ballistic|40'|burst/auto|infinite|Large|8lbs.|RE4
Proximity Mines|2d8>6d8 splash|--|concussion|--|--|--|Tiny|1lb.|RE4
Flash Grenade|3d6 splash|--|light flash|15'|--|--|Tiny|1lb.|RE4
Hand Grenade|1d2/4d6 splash|--|concussion|15'|--|--|Tiny|1lb.|RE4
Incendiary Grenade|1d2/4d6 splash|--|fire|15'|--|--|Tiny|1lb.|RE4[/table]

The first stat in a block is the initial stat, where as the other stats are potential upgrades.

Maldraugedhen
2007-07-10, 08:50 AM
Infection Type: via Inhalation; [snip] but direct injection of a live Plaga spore can bring about the contagion; the most common method of acquiring the illness is through breathing in the spores that they give off.

Infection DC: 20; this figure is for the Will to resist the initial infection; once a creature has become infected only magical healing can prevent the spread of the disease.
Incubation: 1d6+4 hours
Damage: 1d8+2 Wisdom

Leon's iron will does not prevent the Plaga from taking root in the first place, instead, it slows the dominance of his body (something which, the way infection is set up right now, is impossible). Perhaps, for an individual with an exceedingly potent immune system, the plaga egg or spores would not be able to hatch in the first place, saving the individual from the initial infection. But having the will save apply to whether or not they get infected in the first place doesn't really strike me as making sense for translating what was in the game to a D&D system.

That's specifically what I picked up on.

I also note in the weapons section that you deigned not to add the 'overcharge' upgrade levels for the RE4 weapons. Probably a wise decision--having a 250-round shotgun clip on the striker was unnecessary.

Zeta Kai
2007-07-10, 06:17 PM
Items
First Aid Spray
• cures 4d8 points of damage +1 point per caster level (maximum +20) , just like a cure critical wounds spell

Herb, Blue
• detoxifies any sort of venom, just like a neutralize poison spell
• can be combined with any 2 other herbs, including more blue herbs
• effects do not stack with other poison-nullifying items (including other blue herbs)

Herb, Green
• cures 2d8 points of damage +1 point per caster level (maximum +10), just like a cure moderate wounds spell
• can be combined with any 2 other herbs, including more green herbs

Herb, Red
• when mixed with green herbs, will double all healing that the green herbs provide
• has no effect on its own
• can be combined with any 2 other herbs, including more red herbs

Herb, Yellow
• when mixed with green herbs, will raise maximum HP by 1 point per character level
• has no effect on its own
• can be combined with any 2 other herbs, including more yellow herbs

Item Box (Unlinked)
• Wondrous Item
• can store up to 256 items of Medium size or smaller
• cannot store living beings
• all items stored are in temporal stasis (do not rot, age, spoil, or otherwise decay)

Item Box (Linked)
• Minor Artifact
• can store up to 256 items of Medium size or smaller
• cannot store living beings
• all items stored are in temporal stasis (do not rot, age, spoil, or otherwise decay)
• are linked to 1d20 other linked Item Boxes, so that the contents of one can be accessed by opening any other one, regardless of their respective distances (there can only be a total maximum of 256 items stored, though)

V-Jolt
• also known as “UMB #20”
• created by mixing several chemicals together in the Spencer Mansion’s chemical laboratories
Water + UMB #3 (red) + Yellow-6 (yellow) = UMB #10 (orange)
Water + Yellow-6 (yellow) = UMB #7 (green)
UMB #10 (orange) + UMB #7 (green) = VP-017 (blue)
VP-017 (blue) + UMB #3 (red) = V-JOLT (dark brown)
• acts as a potent acid to plantlife, dealing 3d8 points of acid damage per application; average applications hold approximately 2 ounces, & weigh 1 pound

Zeta Kai
2007-07-10, 06:18 PM
Traps
Bear Trap
• CR 2; mechanical; location trigger; manual reset; attack +10 melee (2d8/×2); Search DC 15; Disable Device DC 18. Market Price: 6,000gp

Claymore Mine
• CR 3; mechanical; location trigger; no reset; attack +12 melee (3d6); multiple targets (can strike all characters in two adjacent specified squares); Search DC 20; Disable Device DC 22. Market Price: 9,000gp

Boulder
• CR 5; mechanical; location trigger; manual reset; attack +15 melee (6d6); multiple targets (can strike all characters in two adjacent specified squares); Search DC 20; Disable Device DC 25. Market Price: 15,000gp

Pendulum Blade
• CR 6; mechanical; timed trigger; automatic reset; attack +18 melee (4d8/×3); Search DC 21; Disable Device DC 20. Market Price: 18,000gp

Crushing Pillars
• CR 5; mechanical; timed trigger; automatic reset; hidden switch bypass (Search DC 25); automatic reset; attack +8 melee (12d6, crush); Search DC 20; Disable Device DC 22. Market Price: 15,000gp

Spiked Ceiling
• CR 7; mechanical; location trigger; repair reset; walls move together (6d6, spikes + 12d6, crush); multiple targets (all targets in a 10-ft. by 10-ft. room); never miss; onset delay (4 rounds); Search DC 24; Disable Device DC 20. Market Price: 21,000gp

Zeta Kai
2007-07-10, 06:27 PM
Characters
NOTE: all character levels listed below are initial estimates of the respective characters’ abilities; it is assumed that PC’s will level up significantly during play.

Character Name (Game Appearances; Class Levels)
Richard Aiken (RE1; Expert 5/Fighter 2/S.T.A.R.S. 1)
Alyssa Ashcroft (OB1, OB2; Expert 3)
Alexander Ashford / Nosferatu (CV; Medium Undead)
Alexia Ashford (CV; Aristocrat 3/Expert 4)
Alfred Ashford (CV; Aristocrat 5/Warrior 2)
Ben Bertolucci (RE2, OB2; Commoner 2/Expert 2)
Annette Margaret Birkin (RE2; Expert 3)
Sherry Birkin (RE2; Commoner 1)
William Birkin (RE0, RE2; Expert 5)
Officer Marvin Branagh (RE2, RE3, OB2; Fighter 3)
Steve Burnside (CV; Commoner 1/Warrior 2)
Barry Burton (RE1; Fighter 4/Ranger 4/S.T.A.R.S. 3)
Rebecca Chambers (RE0, RE1; Expert 6/Fighter 1/S.T.A.R.S. 1)
Jim Chapman (OB1, OB2; Commoner 3)
Lieutenant William “Billy” Coen (RE0; Fighter 2/Ranger 4/Rogue 2)
Edward Dewey (RE0; Warrior 5/Fighter 2/S.T.A.R.S. 1)
Kevin Dooley (RE0; Expert 2/Fighter 2)
Morpheus D. Duvall (DA; Large Aberration)
Joseph Frost (RE1; Expert 5/Fighter 2/S.T.A.R.S. 1)
UBCS Major Nicholai Ginovaef (RE3, OB1; Fighter 4/Rogue 3/U.S.S. 4)
Vincent Goldman (Sur; Aristocrat 3/Expert 4)
Ashley Graham (RE4; Commoner 1)
George Hamilton (OB1, OB2; Expert 3)
Hunk (RE2; Fighter 2/Rogue 4/U.S.S. 4)
Ingrid Hunnigan (RE4; Expert 2)
Police Chief Brian Irons (RE2; Aristocrat 1/Expert 2/Fighter 2)
Peter Jenkins (OB1; Expert 3)
Robert Kendo (RE2; Warrior 2/Fighter 1)
Officer Leon Scott Kennedy (RE2, RE4; Fighter 5/Ranger 3)
David King (OB1, OB2; Expert 3)
Lily Klein (Sur; Commoner 1)
Lott Klein (Sur; Commoner 1)
Jack Krauser (RE4; Fighter 10/Barbarian 2)
Cindy Lennox (OB1, OB2; Commoner 3)
Albert Lester (OB2; Expert 3/Fighter 2)
Fong Ling (DA; Fighter 3/Rogue 5)
Dr. James Marcus (RE0; Expert 4)
Captain Enrico Marini (RE0, RE1; Warrior 5/Ranger 3/S.T.A.R.S. 2)
Bruce McGivern (DA; Fighter 5/Ranger 3)
Bitores Mendez (RE4; Medium Aberration)
Mr. X (RE2; Large Aberration)
Nemesis (RE3; Large Aberration)
UBCS Corporal Carlos Oliviera (RE3; Fighter 4/Ranger 3/U.S.S. 1)
UBCS Lieutenant Tyrell Patrick (RE3; Fighter 3/Rogue 2/U.S.S. 1)
Rodrigo Juan Raval (CV; Fighter 6)
Chris Redfield (RE1, CV; Fighter 4/Ranger 3/S.T.A.R.S. 1)
Claire Redfield (RE2, CV; Ranger 4/Fighter 3/Rogue 1)
Dario Rosso (RE3; Commoner 2)
Kevin Ryman (OB1, OB2; Fighter 2)
Lord Osmund Saddler (RE4; Cleric 8/Aristocrat 4)
Ramon Salazar (RE4; Aristocrat 3)
UBCS Lieutenant Murphy Seeker (RE3; Fighter 3/Rogue 2/U.S.S. 1)
Luis Sera (RE4; Expert 3/Warrior 3)
Forest Speyer (RE1; Expert 5/Ranger 2/S.T.A.R.S. 1)
Kenneth J. “Sully” Sullivan (RE1; Warrior 4/Fighter 3/S.T.A.R.S. 1)
Yoko Suzuki (OB1, OB2; Expert 3)
Ark Thompson (Sur; Fighter 5)
Tofu (RE2; Medium Aberration)
Lisa Trevor (RE1; Commoner 1)
Tyrant T-002 (RE1; Large Aberration)
Jill Valentine (RE1, RE3; Rogue 6/Fighter 1/S.T.A.R.S. 1)
Brad “Chickenheart” Vickers (RE1, RE2, RE3; Expert 5/Fighter 2/S.T.A.R.S. 1)
UBCS Lieutenant Mikhail Victor (RE3; Fighter 4/Rogue 1/U.S.S. 1)
Captain Albert Wesker (RE0, RE1, CV, RE4; Expert 3/Fighter 5/Rogue 2/S.T.A.R.S. 5)
Mark Wilkins (OB1, OB2; Warrior 3)
Ada Wong (RE2, RE4; Rogue 6/Fighter 3)

Zeta Kai
2007-07-11, 06:54 AM
Creatures
A special thanks is in order to “Outbreak,” the compiler of most of the Resident Evil monster FAQs at Gamefaqs.com; many of these statistics were derived with his unwitting assistance. Also, thanks must go out to BradyGames, the makers of many substandard strategy guides, most of which I own. Uh, thank you, Brady. Good job. Keep up the mediocre work.

RE0 (http://www.gamefaqs.com/console/gamecube/file/198460/30990)
• Zombie
Zombie, Common (CR1)
Zombie, Scientist (CR1)
Zombie, Officer (CR1)
Zombie, Soldier (CR1)
Zombie, Thug (CR1)
• Cerberus / Zombie Dog (CR1)
• Crow, Zombie (CR1)
• Web Spinner / Giant Spider (CR2)
• Hunter, MA-121 Alpha (CR4)
• Tyrant, Proto-Tyrant (CR9)
• Bat, Infected (CR1)
• Mimicry Marcus (CR6)
• Leech, Queen (1st Form) (CR8)
• Leech, Queen (2nd Form) (CR10)
• Eliminator (CR1)
• Plague Crawler (CR2)
• Lurker (CR2)
• Leech (CR1/6)
• Centurion (CR3)
• Stinger / Type-Y139 (CR2)
RE Original/Remake/Deadly Silence (http://www.gamefaqs.com/console/gamecube/file/535836/31231)
• Zombie
Zombie, Common (CR1)
Zombie, Scientist (CR1)
Zombie, Officer (CR1)
Zombie, Soldier (CR1)
Zombie, Thug (CR1)
• Cerberus / Zombie Dog (CR1)
• Crow, Zombie (CR1)
• Wasp (CR3)
• Web Spinner / Giant Spider (CR2)
• Black Tiger Spider (CR3)
• Chimera (CR3)
• Hunter, MA-121 Alpha (CR4)
• Plant 42 (CR8)
• Crimson Head / V-ACT (CR4)
• Yawn (CR8)
• Adder, Green (CR⅓)
• Adder, Red (CR⅓)
• Neptune Boss / Fi-3 (CR4)
• Neptune Mini / Fi-3 (CR3)
• Tyrant, T-002 (CR12)
• Lisa Trevor (CR15)
RE2 (http://www.gamefaqs.com/console/gamecube/file/535837/30407)
• Zombie
Zombie, Common (CR1)
Zombie, Scientist (CR1)
Zombie, Officer (CR1)
Zombie, Soldier (CR1)
Zombie, Thug (CR1)
Zombie, Flaming (CR2)
Zombie, Brad Vickers (CR3)
• Cerberus / Zombie Dog (CR1)
• Crow, Zombie (CR1)
• Web Spinner / Giant Spider (CR2)
• Tyrant, T-103 / Mr. X (Standard) (CR8)
• Tyrant, T-103 / Mr. X (Evolved) (CR11)
• Licker, Common (CR3)
• Licker, Green / Enhanced (CR4)
• Maggot / Baby Moth (CR1/10)
• Cockroach (CR¼)
• Ivy (CR3)
• Poison Ivy (CR4)
• Moth (CR¼)
• G-Imago / G-Adult (CR8)
• Alligator, Giant (CR5)
• G / William Birkin
G Stage 0 (CR4)
G Stage 0.5 (CR5)
G Stage 1 (CR6)
G Stage 2 (CR8)
G Stage 3.0 (CR10)
G Stage 3.5 (CR11)
G Stage 4.0 (CR13)
G Stage 4.5 (CR14)
G Stage 5 (CR19)
RE3: Nemesis (http://www.gamefaqs.com/console/gamecube/file/535838/36192)
• Zombie
Zombie, Common (CR1)
Zombie, Scientist (CR1)
Zombie, Officer (CR1)
Zombie, Soldier (CR1)
Zombie, Thug (CR1)
• Cerberus / Zombie Dog (CR1)
• Crow, Zombie (CR1)
• Web Spinner / Giant Spider (CR2)
• Hunter, MA-121 Beta (CR4)
• Hunter, MA-124 Gamma (CR4)
• Tyrant, Nemesis T-Type (Humanoid) (CR15)
• Tyrant, Nemesis T-Type (Mutated) (CR17)
• Brain Sucker (CR2)
• Drain Deimos (CR2)
• Grave Digger (CR7)
• Sliding Worm / A334 (CR2)
Code: Veronica/Code: Veronica X (http://www.gamefaqs.com/console/gamecube/file/535839/39983)
• Zombie
Zombie, T-Veronica (CR2)
Zombie, Scientist (CR1)
Zombie, Officer (CR1)
Zombie, Soldier (CR1)
Zombie, Thug (CR1)
• Cerberus / Zombie Dog (CR1)
• Black Widow (CR4)
• Seeker / “Krauser-Bot” (CR1)
• Hunter, Enhanced / II (CR4)
• Hunter, Sweeper (CR4)
• Tyrant, T-078 (CR13)
• Moth (CR¼)
• Albinoid, Adult (CR3)
• Albinoid, Larva (CR¼)
• Ant (CR¼)
• Bandersnatch / OR1 (CR5)
• Gulp Worm (CR6)
• Bat, Infected (CR1)
• Nosferatu / Alexander Ashford (CR8)
• Parasite / Moth Larva (CR1/10)
• Tentacle (CR3)
• Amoeba (CR1/8)
• Alexia Ashford
Alexia Ashford (1st Form)*
Alexia Ashford (2nd Form)*
Alexia Ashford (3rd Form)*
Outbreak (http://www.gamefaqs.com/console/ps2/file/554411/27674)/Outbreak File #2 (http://www.gamefaqs.com/console/ps2/file/920238/35832)
• Zombie
Zombie, Common (CR1)
Zombie, Scientist (CR1)
Zombie, Officer (CR1)
Zombie, Soldier (CR1)
Zombie, Thug (CR1)
• Cerberus / Zombie Dog (CR1)
• Crow, Zombie (CR1)
• Scissor Worm (CR2)
• Wasp (CR3)
• Web Spinner / Giant Spider (CR2)
• Hunter, MA-124 Gamma (CR4)
• Hunter, MA-125 R (CR4)
• Plant 42 (CR8)
• Neptune Boss / Fi-3 (CR4, Outbreak only)
• Neptune Mini / Fi-3 (CR3, Outbreak only)
• Tyrant, T-0400TP (Inhibited) (CR8, Outbreak only)
• Tyrant, T-0400TP (Uninhibited) (CR11, Outbreak only)
• Tyrant, T-104 / Tyrant C (CR10, File #2 only)
• Tyrant, Thanatos (CR10, Outbreak only)
• Tyrant, Thanatos-R (CR12, Outbreak only)
• Licker, Common (CR3)
• Licker, Green / Enhanced (CR4)
• Moth* (CR¼, Outbreak only)
• Maggot / Baby Moth (CR1/10)
• G-Mutant (CR8, Outbreak only)
• Alligator, Giant (CR5, File #2 only)
• Plague Crawler (CR2, Outbreak only)
• Leech (CR1/6)
• Leech Man (CR9, Outbreak only)
• Leech, Giant (CR3)
• Licker, Regis / Suspen-Dead (CR5)
• Zombie, Green (CR2, File #2 only)
• Axe Man / Albert Lester (CR5, File #2 only)
• Lioness, Zombie (CR6, File #2 only)
• Lion, Zombie / Stalker / Max (CR6, File #2 only)
• Elephant, Zombie / Titan / Oscar (CR10, File #2 only)
• Hyena, Zombie (CR2, File #2 only)
• Horn Bill (CR1, File #2 only)
• Bee / Flying Bug (CR¼, File #2 only)
• Ivy (CR3, File #2 only)
• Evil Shade (CR1, File #2 only)
• Dorothy / Drainer (CR7, File #2 only)
• Tentacle (CR3, File #2 only)
• Mega Bite (CR1, File #2 only)
• Giga Bite (CR4, File #2 only)
• Nyx (Tyrant base) (CR12, File #2 only)
Survivor (http://www.gamefaqs.com/console/psx/file/198463/7117)/Dead Aim (http://www.gamefaqs.com/console/ps2/file/562265/30950)
• Zombie
Zombie, Common (CR1)
Zombie, Scientist (CR1)
Zombie, Officer (CR1)
Zombie, Soldier (CR1)
Zombie, Thug (CR1)
Zombie, Flaming (CR2, Dead Aim only)
• Cerberus / Zombie Dog (CR1)
• Web Spinner / Giant Spider (CR2)
• Hunter, MA-121 Alpha (CR4, Survivor only)
• Hunter, Elite (CR5, Dead Aim only)
• Tyrant, Hypnos T-Type (CR12, Survivor only)
• Tyrant, T-091 (CR12, Dead Aim only)
• Tyrant, T-092 / Morpheus T/G-Type (1st Form, CR9, Dead Aim only)
• Tyrant, T-092 / Morpheus T/G-Type (2nd Form, CR10, Dead Aim only)
• Licker, Common (CR3)
• Licker, Green / Enhanced (CR4)
• Cockroach (CR¼, Survivor only)
• Ivy (CR3, Survivor only)
• Poison Ivy (CR4, Survivor only)
• Umbrella Trashsweeper / “Cleaner” (CR4, Survivor only)
• Moth (CR¼, Survivor only)
• Alligator, Giant (CR5, Survivor only)
• Drain Deimos (CR2, Dead Aim only)
• Bandersnatch / OR1 (CR5, Dead Aim only)
• Glimmer (CR2, Dead Aim only)
• Nautilus (CR2, Dead Aim only)
• Torpedo Kid (CR½, Dead Aim only)
• Bee / Flying Bug (CR¼)
• Bee, Queen (CR1)
• Pluto (CR10, Dead Aim Only)
RE4 (http://www.gamefaqs.com/console/gamecube/file/535840/37089)
• Chicken (CR--)
• Crow (CR--)
• Bat (CR--)
• Fish, Bass (CR--)
• Snake (CR¼)
• Las Plagas
Alpha / Tentacle (CR2)
Beta / Worm (CR3)
Gamma / Spider (CR3)
Omega / Queen (CR4)
• Los Ganados
Villager (CR1)
Merchant (CR1)
Dr. Salvador / Chainsaw (CR4)
Bella Sister (CR4)
Oven Man (CR1)
• Los Illuminados
Heretic (CR3)
Zealot (CR5)
• Militia / Soldier (CR3)
J.J. (CR6)
• Colmillo / Zombie Wolf (CR2)
• Bitores Mendez
1st Form (CR9)
2nd Form (CR8)
• Novistador, Unseen (CR5)
• Novistador, Flying (CR5)
• Garador (CR6)
• Armadura (CR5)
• Regenerator, Common (CR5)
• Regenerator, Iron Maiden (CR5)
• Del Lago (CR5)
• El Gigante (CR8)
• Verdugo (CR8)
• Ramon Salazar
Normal (CR3)
Mutated (CR9)
• “It” U3 (CR9)
• Jack Krauser
1st Form (CR10)
2nd Form (CR11)
• Seeker / “Krauser-Bot” (CR1)
• Osmund Saddler
Normal (CR12)
Mutated (CR13)
Bonus Creatures
• Rat, Zombie (CR1)
• Seeker / “Krauser-Bot” (CR1)
• Zombie, Elf (CR1)
• Zombie, Dwarf (CR1)
• Zombie, Gnome (CR1)
• Zombie, Halfling (CR1)
• Zombie, Half-Elf (CR1)
• Zombie, Half-Orc (CR1)
• Zombie, Orc (CR1)
• Zombie, Gnoll (CR1)
• Zombie, Goblin (CR1)
• Zombie, Tarrasque (CR21)
• Zombie, Dragon (Red) (CR29)
• G-Omega (CR47)
• Oven Man (CR½)

Zeta Kai
2007-07-11, 06:57 AM
Creature Statistics
Creatures marked with an asterisk (*) after the name have been mutated by the T-Virus or Las Plagas, but are not considered carriers & do not have the exact template applied to them. These are creatures of bizarre origins (Sliding Worms, Plant 42), strange & unusual abilities (Lickers, Crimson Heads), or some degree of genetic &/or surgical tampering (Tyrants, Hunters). Their stats have similarities to those infected with the T-Virus or Las Plagas, but their may be notable differences, as well.

Many of the Challenge Ratings might seem awfully low, & may not appear to present much of a challenge to a party of adventurers. It is important to keep in mind that monsters encountered during the Resident Evil series are usually fought one-on-one, with a single PC facing monsters alone, sometimes several at once. To be fair, PC’s in Resident Evil tend to be well-armed compared to PC’s in D&D of a comparable level, especially without the latter’s magical items. So I’ve tried to keep these factors in mind when adjudicating Challenge Ratings.

Zeta Kai
2007-07-11, 06:59 AM
Adder, Green
Games: RE1
http://images1.wikia.nocookie.net/residentevil/images/9/93/Adder.gif
Tiny Animal
Hit Dice: ¼d8 (1HP)
Initiative: +7
Speed: 15’ (3 squares), Climb 15’ (3 squares), Swim 15’ (3 squares)
Armor Class: 17 (+2 size, +3 Dex, +2 natural); touch 15; flat-footed 14
Base Attack/Grapple: +0/-11
Attack: Bite +5 melee (1 + poison)
Full Attack: Bite +5 melee (1 + poison)
Space/Reach: 2½’/0’
Special Attacks: Poison
Special Qualities: Scent
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 4 (-3), Dex 17 (+3), Con 11 (+0), Int 1 (-5), Wis 12 (+1), Cha 2 (-4)
Skills: Balance +11, Climb +11, Hide +15, Listen +6, Spot +6, Swim +5
Feats: Improved Initiative, Weapon Finesse B
Environment: temperate marshes
Organization: solitary
Challenge Rating: ⅓
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Poison (Ex): via injury; Fortitude DC5; initial damage 1d6 Constitution; secondary damage 1d6 Constitution

• Scent (Ex): an Adder can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)

Zeta Kai
2007-07-11, 07:00 AM
Adder, Red
Games: RE1
http://images1.wikia.nocookie.net/residentevil/images/9/93/Adder.gif
Tiny Animal
Hit Dice: ½d8 (2HP)
Initiative: +6
Speed: 15’ (3 squares), Climb 15’ (3 squares), Swim 15’ (3 squares)
Armor Class: 16 (+2 size, +2 Dex, +2 natural); touch 14; flat-footed 14
Base Attack/Grapple: +0/-11
Attack: Bite +5 melee (1 + poison)
Full Attack: Bite +5 melee (1 + poison)
Space/Reach: 2½’/0’
Special Attacks: Poison
Special Qualities: Scent
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 4 (-3), Dex 15 (+2), Con 11 (+0), Int 1 (-5), Wis 14 (+2), Cha 1 (-5)
Skills: Balance +10, Climb +11, Hide +14, Listen +7, Spot +7, Swim +5
Feats: Improved Initiative, Weapon Finesse B
Environment: temperate marshes
Organization: solitary
Challenge Rating: ⅓
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Poison (Ex): via injury; Fortitude DC15; initial damage 1d6 Constitution; secondary damage 1d6 Constitution

• Scent (Ex): an Adder can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)

Zeta Kai
2007-07-11, 07:01 AM
Albinoid, Adult*
Games: CV
http://images1.wikia.nocookie.net/residentevil/images/thumb/b/b2/Albinoid.jpg/600px-Albinoid.jpg
Medium Aberration (T-Virus Carrier)
Hit Dice: 5d8+18 (40HP)
Initiative: +1
Speed: Swim 40’ (8 squares)
Armor Class: 15 (+1 Dex, +4 natural); touch 11; flat-footed 14
Base Attack/Grapple: +2/+4
Attack: Tail Slap +4 melee (1d6+2)
Full Attack: Tail Slap +4 melee (1d6+2) & Slam -1 melee (1d3+1)
Space/Reach: 5’/5’
Special Attacks: Stunning Shock
Special Qualities: Blindsense, Electricity Immunity, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
Saves: Fort +5, Ref +2, Will +0
Abilities: Str 15 (+2), Dex 12 (+1), Con 17 (+3), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
Skills: Hide +3, Swim +12
Feats: Toughness, Run
Environment: temperate aquatic
Organization: solitary
Challenge Rating: 3
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Stunning Shock (Ex): once per round, an Albinoid can deliver an electrical shock to a single opponent within 20’; this attack deals 2d8+4 points of electricity damage to living opponents; Reflex save (DC12) for half damage

• Blindsense (Ex): an Albinoid notices & locates creatures within 30’; opponents still have total concealment (50% miss chance) against a creature with Blindsense

• Electricity Immunity (Ex): an Albinoid has immunity to all electricity-based damage

Zeta Kai
2007-07-11, 07:02 AM
Albinoid, Larva*
Games: CV
http://rems.planets.gamespy.com/recv_albinoid_juvenile.jpg
Tiny Aberration (T-Virus Carrier)
Hit Dice: 1d8+3 (7HP)
Initiative: +2
Speed: Swim 20’ (4 squares)
Armor Class: 14 (+2 size, +2 Dex); touch 14; flat-footed 12
Base Attack/Grapple: +0/-12
Attack: N/A
Full Attack: N/A
Space/Reach: 2½’/0’
Special Attacks: Stunning Shock
Special Qualities: Blindsense, Electricity Immunity, Rapid Growth, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
Saves: Fort +2, Ref +3, Will +0
Abilities: Str 3 (-4), Dex 14 (+2), Con 11 (+0), Int 0 (--), Wis 10 (+0), Cha 1 (-5)
Skills: Hide +12, Swim +6
Feats: Toughness
Environment: temperate aquatic
Organization: solitary, cluster (2-4) or hive (5-12)
Challenge Rating: ¼
Treasure: N/A
Alignment: always Neutral
Advancement: 2HD (Tiny), 3HD (Small), 4HD (Medium)
Level Adjustment: N/A

• Stunning Shock (Ex): once per round, an Albinoid can deliver an electrical shock to a single opponent within 5’; this attack deals 1d8+2 points of electricity damage to living opponents; Reflex save (DC12) for half damage

• Blindsense (Ex): an Albinoid notices & locates creatures within 20’; opponents still have total concealment (50% miss chance) against a creature with Blindsense

• Electricity Immunity (Ex): an Albinoid has immunity to all electricity-based damage

• Rapid Growth (Ex): an Albinoid gains 1 Hit Die every 2½ hours, until it reaches 5 Hit Die, at which point it becomes an Albinoid, Adult (see above)

Zeta Kai
2007-07-11, 07:59 PM
Alexia Ashford (Human Aristocrat 3/Expert 4 base, T-Veronica Strain)

Alexia Ashford is a special case in the annals of Resident Evil, as she is not infected with the traditional T-Virus. She has exposed herself to the T-Veronica strain, which has a number of odd properties. She has very little in common with zombie-type virus carriers, & she only has some basic similarities with Tyrant-type carriers. The T-Veronica strain seems to allow for the retention of intelligence in the host, as well as the development of a collective hive mind with other T-Veronica carriers in the area.

Alexia Ashford (1st Form)*
http://images1.wikia.nocookie.net/residentevil/images/thumb/6/61/Alexia.jpg/562px-Alexia.jpg
Games: CV
Medium Aberration (T-Virus Carrier)
Hit Dice: 20d8+80 (170HP)
Initiative: +3
Speed: 20’ (4 squares)
Armor Class: 15 (-1 Dex, +6 natural); touch 9; flat-footed 15
Base Attack/Grapple: +15/+18
Attack: N/A
Full Attack: N/A
Space/Reach: 5’/5’
Special Attacks: Acid Spray, Napalm Blood
Special Qualities: Aberration traits, T-Virus Carrier traits, Damage Reduction 5/concussion, Immunities, Mental Collective, Resurgent Form
Saves: Fort +6, Ref -1, Will +2
Abilities: Str 17 (+3), Dex 9 (-1), Con 19 (+4), Int 21 (+5), Wis 10 (+0), Cha 4 (-3)
Skills: Appraise +11, Concentration +12, Craft +14, Decipher Script +13, Diplomacy +1, Disable Device +10, Forgery +12, Gather Information +9, Heal +2, Intimidate +2, Knowledge (arcana) +11, Knowledge (architecture) +11, Knowledge (history) +12, Perform +2, Profession +7, Search +16, Sense Motive +3, Speak Language +4, Spellcraft +12, Spot +4, Use Magic Device +5
Feats: Diligent, Endurance, Great Fortitude, Improved Initiative, Investigator, Iron Will
Challenge Rating: 7
Treasure: N/A
Alignment: Chaotic Evil

• Acid Spray (Ex): Alexia can emit a 10’ cone of acid (2d8 damage, Reflex save DC15 for half damage) once per round

• Napalm Blood (Ex): once per round, Alexia can throw a stream of blood which bursts into flame on contact with air; this attack deals 3d6 fire damage to a 5’ square & has a 15’ range increment; the napalm burns for 1d6+4 rounds

• Immunities (Ex): Alexia has immunity to sleep & paralysis effects, poison, acid-, cold-, electricity-, & fire-based damage; in addition, Alexia is immune to any spell or spell-like ability that allows spell resistance, & is not subject to subdual damage, ability damage, ability drain, or death from massive damage

• Mental Collective (Su): Alexia has the ability to direct the actions of all other T-Veronica virus carriers that have fewer Hit Dice within range (60’, or 12 squares); this ability operates identically to a dominate monster spell performed by a caster with a level equal to Alexia’s Hit Dice ×2; also, Alexia can perceive via the senses of any T-Veronica virus carrier within range, regardless of Hit Die; lastly, none of the T-Veronica virus carriers in range can be caught flat-footed or flanked unless all of them are

• Resurgent Form (Ex): when Alexia’s hit points fall below 1, she will transform into her second form, regaining her full amount of HP in the process; this an immediate action that does not provoke attacks of opportunity

Zeta Kai
2007-07-11, 08:02 PM
Alexia Ashford (2nd Form)*
http://images4.wikia.nocookie.net/residentevil/images/2/22/Alexia_asford_form_2.PNG
Games: CV
Large Aberration (T-Virus Carrier)
Hit Dice: 21d8+126 (216HP)
Initiative: +2
Speed: 0’ (0 squares)
Armor Class: 15 (-1 size, -2 Dex, +8 natural); touch 7; flat-footed 15
Base Attack/Grapple: +16/+27
Attack: Tentacle +22 melee (1d8+7, 20/×3 critical)
Full Attack: Tentacle +22 melee (1d8+7, 20/×3 critical)
Space/Reach: 10’/10’
Special Attacks: Poison Gas, Long Reach
Special Qualities: Aberration traits, T-Virus Carrier traits, Damage Reduction 5/concussion, Frightful Presence, Immunities, Mental Collective, Resurgent Form, Spawn Amoeba
Saves: Fort +8, Ref -2, Will +2
Abilities: Str 25 (+7), Dex 7 (-2), Con 23 (+6), Int 21 (+5), Wis 8 (-1), Cha 2 (-4)
Skills: Appraise +11, Concentration +14, Craft +14, Decipher Script +13, Disable Device +10, Forgery +12, Gather Information +8, Heal +1, Hide -6, Intimidate +1, Knowledge (arcana) +11, Knowledge (architecture) +11, Knowledge (history) +12, Perform +1, Profession +6, Search +16, Sense Motive +2, Speak Language +4, Spellcraft +12, Spot +3, Use Magic Device +4
Feats: Diligent, Endurance, Great Fortitude, Improved Initiative, Investigator, Iron Will
Challenge Rating: 8
Treasure: N/A
Alignment: Chaotic Evil

• Poison Gas (Ex): every 1d4+2 rounds, Alexia can emit a cloud of poisonous spores; the cloud has a 10’ radius & lasts for 1d4+2 rounds; all creatures within the cloud are exposed to Alexia’s poison (via inhalation; Fortitude DC13; initial damage 1d6 Constitution; secondary damage 1d6 Constitution)

• Long Reach (Ex): Alexia can lash out with her Tentacle attack once every 1d4 rounds, hitting opponents up to 15’ away (NOTE: she may also hit opponents that are only 5’ or 10’ away at no penalty, if she chooses); this attack is identical in all other respects to the normal Tentacle attack

• Frightful Presence (Ex): Alexia can inspire terror by charging or attacking; affected creatures must succeed on a DC13 Will save or become shaken, remaining in that condition as long as they remain with 20’ of Alexia; the save DC is Constitution-based

• Immunities (Ex): Alexia has immunity to sleep & paralysis effects, poison, acid-, cold-, electricity-, & fire-based damage; in addition, Alexia is immune to any spell or spell-like ability that allows spell resistance, & is not subject to subdual damage, ability damage, ability drain, or death from massive damage

• Mental Collective (Su): Alexia has the ability to direct the actions of all other T-Veronica virus carriers that have fewer Hit Dice within range (60’, or 12 squares); this ability operates identically to a dominate monster spell performed by a caster with a level equal to Alexia’s Hit Dice ×2; also, Alexia can perceive via the senses of any T-Veronica virus carrier within range, regardless of Hit Die; lastly, none of the T-Veronica virus carriers in range can be caught flat-footed or flanked unless all of them are

• Resurgent Form (Ex): when Alexia’s hit points fall below 1, she will transform into her third form, regaining her full amount of HP in the process; this an immediate action that does not provoke attacks of opportunity

• Spawn Amoeba (Ex): Alexia has the ability to spawn tiny offspring (see Amoeba, below); she can spawn 1 of these creatures every 1d4 rounds

Zeta Kai
2007-07-11, 08:04 PM
Alexia Ashford (3rd Form)*
http://images3.wikia.nocookie.net/residentevil/images/8/8b/Alexia2nd3rd_lg.jpg
Games: CV
Medium Aberration (T-Virus Carrier)
Hit Dice: 11d8+33 (82HP)
Initiative: +6
Speed: Fly 40’ (8 squares, perfect maneuverability)
Armor Class: 15 (-1 Dex, +6 natural); touch 9; flat-footed 15
Base Attack/Grapple: +7/+10
Attack: N/A
Full Attack: N/A
Space/Reach: 5’/5’
Special Attacks: Napalm Blood
Special Qualities: Aberration traits, T-Virus Carrier traits, Damage Reduction 100/Linear Launcher, Fast Healing 1, Flight, Frightful Presence, Immunities, Mental Collective
Saves: Fort +3, Ref -1, Will +2
Abilities: Str 17 (+3), Dex 15 (+2), Con 17 (+3), Int 21 (+5), Wis 6 (-2), Cha 1 (-5)
Skills: Appraise +11, Concentration +11, Craft +14, Decipher Script +13, Disable Device +10, Forgery +12, Gather Information +5, Hide +2, Knowledge (arcana) +11, Knowledge (architecture) +11, Knowledge (history) +12, Profession +5, Search +14, Sense Motive +1, Speak Language +4, Spellcraft +12, Spot +2, Use Magic Device +3
Feats: Diligent, Improved Initiative, Iron Will
Challenge Rating: 9
Treasure: N/A
Alignment: Chaotic Evil

• Napalm Blood (Ex): once per round, Alexia can throw a stream of blood which bursts into flame on contact with air; this attack deals 3d6 fire damage to a 5’ square & has a 15’ range increment; the napalm burns for 1d6+4 rounds

• Flight (Ex): Alexia can cease or resume flight as a free action; in addition, she can also make dive attacks, which work just like a charge, but she must move a minimum of 30’ & descend at least 10’; she can also use the run action while flying, provided that she flies in a straight line

• Frightful Presence (Ex): Alexia can inspire terror by charging or attacking; affected creatures must succeed on a DC10 Will save or become shaken, remaining in that condition as long as they remain with 20’ of Alexia; the save DC is Constitution-based

• Immunities (Ex): Alexia has immunity to sleep & paralysis effects, poison, acid-, cold-, electricity-, & fire-based damage; in addition, Alexia is immune to any spell or spell-like ability that allows spell resistance, & is not subject to subdual damage, ability damage, or ability drain

• Mental Collective (Su): Alexia has the ability to direct the actions of all other T-Veronica virus carriers that have fewer Hit Dice within range (60’, or 12 squares); this ability operates identically to a dominate monster spell performed by a caster with a level equal to Alexia’s Hit Dice ×2; also, Alexia can perceive via the senses of any T-Veronica virus carrier within range, regardless of Hit Die; lastly, none of the T-Veronica virus carriers in range can be caught flat-footed or flanked unless all of them are

Zeta Kai
2007-07-11, 08:05 PM
Alligator, Giant (Crocodile base, Template #2)
http://images2.wikia.nocookie.net/residentevil/images/thumb/f/f8/Crocodile.jpg/750px-Crocodile.jpg
Games: RE2, OB2, Sur
Huge Aberration (T-Virus Carrier)
Hit Dice: 6d8+35 (57HP)
Initiative: -1
Speed: 20’ (4 squares), Swim 30’ (6 squares)
Armor Class: 16 (-2 size, -1 Dex, +9 natural); touch 7; flat-footed 15
Base Attack/Grapple: +3/+23
Attack: Bite +13 melee (2d8+12) or Tail Slap +13 melee (3d6+12)
Full Attack: Bite +13 melee (2d8+12) or Tail Slap +13 melee (3d6+12)
Space/Reach: 15’/15’
Special Attacks: Improved Grab
Special Qualities: Hold Breath, Low-Light Vision, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
Saves: Fort +10, Ref +4, Will +2
Abilities: Str 35 (+12), Dex 8 (-1), Con 25 (+7), Int 1 (-5), Wis 12 (+1), Cha 2 (-4)
Skills: Listen +4, Spot +4, Swim +20
Feats: Alertness, Skill Focus (Hide)
Environment: warm marshes
Organization: solitary or colony (6-11)
Challenge Rating: 5
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Improved Grab (Ex): to use this ability, an Alligator must hit with its Bite attack; 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 on the opponent with its mouth & drags it into deep water, attempting to pin it to the bottom

Zeta Kai
2007-07-11, 08:06 PM
Amoeba*
Games: CV
Tiny Aberration (T-Virus Carrier)
Hit Dice: 1d8-1 (3HP)
Initiative: +2
Speed: 10’ (2 squares), Climb 10’ (2 squares), Swim 10’ (2 squares)
Armor Class: 17 (+2 size, +7 natural); touch 10; flat-footed 17
Base Attack/Grapple: +0/-12
Attack: Bite -2 melee (1d6-4) or Antenna Whip -2 melee (1d6-4)
Full Attack: Bite -2 melee (1d6-4) or Antenna Whip -2 melee (1d6-4)
Space/Reach: 2½’/0’
Special Attacks: N/A
Special Qualities: Blindsense, Scent, Aberration traits, T-Virus Carrier traits
Saves: Fort +2, Ref +2, Will +0
Abilities: Str 3 (-4), Dex 14 (+2), Con 9 (-1), Int 0 (--), Wis 10 (+1), Cha 2 (-4)
Skills: Swim +4
Feats: Improved Natural Attack
Environment: any land or underground
Organization: any
Challenge Rating: 1/8
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Blindsense (Ex): an Amoeba notices & locates creatures within 30’; opponents still have total concealment (50% miss chance) against a creature with Blindsense

• Scent (Ex): an Amoeba can detect opponents by sense of smell within 20’ (×2 for upwind opponents, ×½ for downwind opponents)

Zeta Kai
2007-07-11, 08:07 PM
Ant (Giant Ant: Worker base)*
Games: CV
Tiny Aberration (T-Virus Carrier)
Hit Dice: ½d8-1 (1HP)
Initiative: +2
Speed: 30’ (6 squares), Climb 20’ (4 squares)
Armor Class: 17 (+2 size, +2 Dex, +3 natural); touch 14; flat-footed 15
Base Attack/Grapple: +0/-12
Attack: Bite -2 melee (1d3-4)
Full Attack: Bite -2 melee (1d3-4)
Space/Reach: 2½’/0’
Special Attacks: Improved Grab
Special Qualities: Scent, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
Saves: Fort +2, Ref +2, Will +0
Abilities: Str 2 (-4), Dex 14 (+2), Con 8 (-1), Int 0 (--), Wis 12 (+1), Cha 9 (-1)
Skills: Climb +4
Feats: Track B
Environment: temperate plains
Organization: solitary, gang (2-6) or crew (6-12)
Challenge Rating: ¼
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Improved Grab (Ex): to use this ability, an Ant must hit with its Bite attack; 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 & can carry the opponent away, Strength willing

• Scent (Ex): an Ant can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)

Zeta Kai
2007-07-11, 08:08 PM
Armadura (Human Warrior 5 base, Plagas Template)
http://images2.wikia.nocookie.net/residentevil/images/0/04/Armaduras.jpg
Games: RE4
Medium Aberration (Alpha/Beta Plagas Carrier)
Hit Dice: 6d8+15 (42HP)
Initiative: -4
Speed: 20’ (4 squares)
Armor Class: 14 (-4 Dex, +8 full plate); touch 6; flat-footed 14
Base Attack/Grapple: +6/+11
Attack: Greataxe +11 (1d12+5, 20/×3 critical) or Slam +11 melee (1d3+5)
Full Attack: Greataxe +11 (1d12+5, 20/×3 critical) or Slam +11 melee (1d3+5)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Cannot Run, Aberration traits, Plagas Carrier traits
Saves: Fort +8, Ref -3, Will +1
Abilities: Str 20 (+5), Dex 3 (-4), Con 14 (+2), Int 3 (-4), Wis 10 (+0), Cha 3 (-4)
Skills: Intimidate +1, Jump -6, Spot +3
Feats: Endurance, Great Fortitude, Toughness
Environment: any land or underground
Organization: any
Challenge Rating: 5
Treasure: standard
Alignment: Lawful Evil
Advancement: by character class
Level Adjustment: N/A

• Weapon Variants

Halberd +11 melee (1d10+5, 20/×3 critical)
Greatsword +11 melee (2d6+5, 19-20/×3 critical)

Zeta Kai
2007-07-11, 08:09 PM
Axe Man / Albert Lester*
http://images2.wikia.nocookie.net/residentevil/images/thumb/5/55/AxeManREOutbreak.jpg/250px-AxeManREOutbreak.jpg
Games: OB2
Medium Human Expert 3rd Level / Fighter 2nd Level (T-Virus Carrier)
Hit Dice: 3d6+2d10+20 (44HP)
Initiative: +2
Speed: 30’ (6 squares)
Armor Class: 12 (+2 Dex); touch 12; flat-footed 10
Base Attack/Grapple: +4/+6
Attack: Battleaxe +6 melee (1d8+2, 20/×3 critical)
Full Attack: Battleaxe +6 melee (1d8+2, 20/×3 critical) & Kick +1 melee (1d3+1)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Human traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Fast Movement, Uncanny Dodge
Saves: Fort +8, Ref +3, Will +1
Abilities: Str 14 (+2), Dex 15 (+2), Con 18 (+4), Int 17 (+3), Wis 7 (-2), Cha 8 (-1)
Skills: Concentration +9, Craft +11, Craft +9, Gather Information +4, Jump +8, Knowledge (arcana) +10, Knowledge (history) +10, Knowledge (nature) +10, Profession +3, Search +8, Spellcraft +8, Spot +1, Use Magic Device +2
Feats: Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack
Challenge Rating: 5
Treasure: N/A
Alignment: Chaotic Neutral

Notes: 5’11” tall; 170 lbs.; pale skin; hazel eyes; brown hair; early T-Virus symptoms

Zeta Kai
2007-07-11, 08:11 PM
Bandersnatch / OR1*
http://images2.wikia.nocookie.net/residentevil/images/thumb/a/a9/Bandersnatcher.jpg/250px-Bandersnatcher.jpg
Games: CV, DA
Large Aberration (T-Virus Carrier)
Hit Dice: 6d8+12 (39HP)
Initiative: +2
Speed: 20’ (4 squares)
Armor Class: 15 (-1 size, +2 Dex, +4 natural); touch 11; flat-footed 13
Base Attack/Grapple: +6/+17
Attack: Tentacle +12 melee (1d8+7, 20/×3 critical)
Full Attack: Tentacle +12 melee (1d8+7, 20/×3 critical)
Space/Reach: 10’/10’
Special Attacks: Tentacle, Long Reach, Constrict
Special Qualities: Aberration traits, T-Virus Carrier traits, Damage Reduction 5/concussion, Immunities, Frightful Presence
Saves: Fort +5, Ref +5, Will +6
Abilities: Str 25 (+7), Dex 15 (+2), Con 15 (+2), Int 4 (-3), Wis 10 (+0), Cha 4 (-3)
Skills: Balance +4, Jump +14, Listen +2, Move Silently +4, Spot +2, Survival +2
Feats: Awesome Blow, Improved Bull Rush, Power Attack
Environment: any land or underground
Organization: solitary
Challenge Rating: 5
Treasure: N/A
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A

• Tentacle (Ex): unlike most creatures’ Tentacle attacks, a Bandersnatch’s Tentacles can deal either piercing or bludgeoning, as chosen by a Bandersnatch prior to each attack

• Improved Grab (Ex): to use this ability, a Bandersnatch must hit with a Tentacle attack; 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 & can Constrict

• Long Reach (Ex): a Bandersnatch can lash out with its Tentacle attack once every 1d4-1 rounds (minimum 1), hitting opponents up to 15’ away (NOTE: it may also hit opponents that are only 5’ or 10’ away at no penalty, if it chooses); this attack is identical in all other respects to the normal Tentacle attack

• Constrict (Ex): on a successful grapple check, a Bandersnatch deals 2d8+14 points of damage (20/×3 critical)

• Frightful Presence (Ex): a Bandersnatch can inspire terror by charging or attacking; affected creatures must succeed on a DC10 Will save or become shaken, remaining in that condition as long as they remain with 20’ of a Bandersnatch; the save DC is Constitution-based

Zeta Kai
2007-07-11, 08:12 PM
Bat (Bat base)
http://images1.wikia.nocookie.net/residentevil/images/2/20/Bat.jpg
Games: RE4
Diminutive Animal
Hit Dice: ¼d8 (1HP)
Initiative: +2
Speed: 5’ (1 square), Fly 40’ (8 squares, good maneuverability)
Armor Class: 16 (+4 size, +2 Dex); touch 16; flat-footed 14
Base Attack/Grapple: +0/-17
Attack: N/A
Full Attack: N/A
Space/Reach: 1’/0’
Special Attacks: N/A
Special Qualities: Blindsense, Flight, Harmless, Low-Light Vision, Animal traits
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 1 (-5), Dex 15 (+2), Con 10 (+0), Int 2 (-4), Wis 14 (+2), Cha 4 (-3)
Skills: Hide +14, Listen +8, Move Silently +6, Spot +8
Feats: Alertness
Environment: temperate deserts
Organization: colony (10-40) or swarm (41-100)
Challenge Rating: --
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Blindsense (Ex): a Bat notices & locates creatures within 20’; opponents still have total concealment (50% miss chance) against a creature with Blindsense

• Flight (Ex): a Bat can cease or resume flight as a free action; it can also use the run action while flying, provided that it flies in a straight line

• Harmless (Ex): a Bat cannot &/or will not attack for any reason; it is treated as if it has no attacks, even if a creature of its type or kind normally would

Zeta Kai
2007-07-11, 08:13 PM
Bat, Infected (Bat base, Template #2)
http://images1.wikia.nocookie.net/residentevil/images/2/20/Bat.jpg
Games: RE0, CV
Small Aberration (T-Virus Carrier)
Hit Dice: 2d8 (9HP)
Initiative: +0
Speed: 5’ (1 square), Fly 40’ (8 squares, good maneuverability)
Armor Class: 13 (+1 size, +2 Dex); touch 13; flat-footed 11
Base Attack/Grapple: +1/-8
Attack: Bite +0 melee (1d4-2)
Full Attack: Bite +0 melee (1d4-2)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Blindsense, Flight, Low-Light Vision, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 7 (-2), Dex 11 (+0), Con 10 (+0), Int 2 (-4), Wis 14 (+2), Cha 4 (-3)
Skills: Hide +6, Listen +8, Move Silently +6, Spot +8
Feats: Alertness
Environment: temperate deserts
Organization: solitary, colony (10-40), or crowd (10-50)
Challenge Rating: 1
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Blindsense (Ex): a Bat notices & locates creatures within 20’; opponents still have total concealment (50% miss chance) against a creature with Blindsense

• Flight (Ex): a Bat can cease or resume flight as a free action; in addition, it can also make dive attacks, which work just like a charge, but it must move a minimum of 30’ & descend at least 10’; it can make only Bite attacks, but these deal double damage; it can also use the run action while flying, provided that it flies in a straight line

Zeta Kai
2007-07-11, 08:15 PM
Bee / Flying Bug (Giant Bee base)
Games: OB2, DA
Tiny Vermin
Hit Dice: ½d8-1 (1HP)
Initiative: +4
Speed: Fly 40’ (8 squares, good maneuverability)
Armor Class: 16 (+2 size, +4 Dex); touch 16; flat-footed 12
Base Attack/Grapple: +0/-12
Attack: Sting -2 melee (1d3 + poison)
Full Attack: Sting -2 melee (1d3 + poison)
Space/Reach: 2½’/0’
Special Attacks: Poison
Special Qualities: Darkvision 60’, Vermin traits, Flight
Saves: Fort -1, Ref +4, Will +2
Abilities: Str 3 (-4), Dex 18 (+4), Con 9 (-1), Int 0 (--), Wis 12 (+2), Cha 9 (-1)
Skills: Spot +5, Survival +1
Feats: Hover B
Environment: temperate plains
Organization: buzz (2-5), or hive (12-50), swarm (51-100)
Challenge Rating: ¼
Treasure: N/A
Alignment: always Neutral
Advancement: 1 Hit Die (Tiny); 2 Hit Die (Small)
Level Adjustment: N/A

• Poison (Ex): via injury; Fortitude DC10; initial damage 1d3 Constitution; secondary damage 1d3 Constitution; a Bee that successfully stings another creature pulls away, leaving its stinger in the creature; that Bee then dies 1d8+2 minutes later

• Flight (Ex): a Bee can cease or resume flight as a free action; in addition, it can also make dive attacks, which work just like a charge, but it must move a minimum of 30’ & descend at least 10’; it can make only Sting attacks, but these deal double damage; it can also use the run action while flying, provided that it flies in a straight line

Zeta Kai
2007-07-11, 08:16 PM
Bee, Queen (Giant Bee base)
Games: DA
Medium Vermin
Hit Dice: 3d8 (13HP)
Initiative: +2
Speed: 0’ (0 squares)
Armor Class: 14 (+2 Dex, +2 natural); touch 12; flat-footed 12
Base Attack/Grapple: +2/+2
Attack: Sting +2 melee (1d4 + poison)
Full Attack: Sting +2 melee (1d4 + poison)
Space/Reach: 5’/5’
Special Attacks: Poison
Special Qualities: Darkvision 60’, Vermin traits, Spawn Bee
Saves: Fort +3, Ref +3, Will +2
Abilities: Str 11 (+0), Dex 14 (+2), Con 11 (+0), Int 0 (--), Wis 12 (+2), Cha 9 (-1)
Skills: Spot +5, Survival +1
Feats: N/A
Environment: temperate plains
Organization: solitary, buzz (2-5), or hive (12-50)
Challenge Rating: 1
Treasure: no coins; ¼ goods (honey only); no items
Alignment: always Neutral
Advancement: 4-6 Hit Die (Medium); 7-9 Hit Die (Large)
Level Adjustment: N/A

• Poison (Ex): via injury; Fortitude DC11; initial damage 1d4 Constitution; secondary damage 1d4 Constitution

• Spawn Bee (Ex): a Queen Bee has the ability to spawn tiny offspring (see Bee, above); she can spawn 1d4 of these creatures every round

Zeta Kai
2007-07-12, 06:38 AM
Bitores Mendez (1st Form)*
http://images2.wikia.nocookie.net/residentevil/images/thumb/1/1d/Re4-bitores-mendez-1.jpg/420px-Re4-bitores-mendez-1.jpg
Games: RE4
Large Aberration (Queen Plagas Carrier)
Hit Dice: 10d12+50 (115HP)
Initiative: -2
Speed: 20’ (4 squares)
Armor Class: 12 (-1 size, -2 Dex, +5 natural); touch 7; flat-footed 12
Base Attack/Grapple: +6/+20
Attack: Claw +15 melee (1d8+10)
Full Attack: 2 Claws +15 melee (1d8+10)
Space/Reach: 10’/10’
Special Attacks: Improved Grab, Long Reach, Strangle, Throw
Special Qualities: Undead traits, Plagas Carrier traits, Light Sensitivity, Resurgent Form
Saves: Fort +10, Ref +3, Will +11
Abilities: Str 30 (+10), Dex 6 (-2), Con 20 (+5), Int 10 (+0), Wis 12 (+1), Cha 16 (+3)
Skills: Bluff +5, Climb +12, Concentration +6, Diplomacy +4, Disable Device +2, Disguise +4, Intimidate +7, Listen +3, Move Silently +5
Feats: Awesome Blow, Improved Bull Rush, Leadership, Persuasive, Power Attack
Environment: any land or underground
Organization: any
Challenge Rating: 9
Treasure: N/A
Alignment: Lawful Evil
Advancement: N/A
Level Adjustment: N/A

• Improved Grab (Ex): to use this ability, Chief Mendez must hit with a Claw attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if he wins the grapple check, he establishes a hold & can Strangle or Throw

• Long Reach (Ex): Chief Mendez can lash out with his Claw attack once every 1d4+1 rounds, hitting opponents up to 15’ away (NOTE: he may also hit opponents that are only 5’ or 10’ away at no penalty, if he chooses); this attack is identical in all other respects to the normal Claw attack

• Strangle (Ex): on a successful grapple check, Chief Mendez deals 10 points of damage per round; in addition, the grappled creature cannot breathe (see Drowning or Suffocation rules in the DMG)

• Throw (Ex): Chief Mendez can throw any creature (up to Medium size) he has successfully grappled; the thrown creature takes damage upon landing equal to (the falling damage + 10’) + Chief Mendez’s Strength modifier (+10); Chief Mendez will lift a grappled creature 1d4×5’ above the ground before throwing

• Light Sensitivity (Ex): Chief Mendez is dazzled in bright sunlight or within the radius of a daylight spell

• Resurgent Form (Ex): when Chief Mendez’s hit points fall below 1, he will transform into his second form, regaining his full amount of HP in the process; this an immediate action that does not provoke attacks of opportunity

Zeta Kai
2007-07-12, 06:39 AM
Bitores Mendez (2nd Form)*
http://images1.wikia.nocookie.net/residentevil/images/thumb/a/aa/Bitorez_Mendes.jpg/480px-Bitorez_Mendes.jpg
Games: RE4
Medium Aberration (Queen Plagas Carrier)
Hit Dice: 10d12+30 (95HP)
Initiative: +4
Speed: Swing 20’ (4 squares)
Armor Class: 19 (+4 Dex, +5 natural); touch 14; flat-footed 15
Base Attack/Grapple: +6/+14
Attack: Claw +14 melee (1d6+8) or Tentacle +14 melee (1d6+8)
Full Attack: Claw +14 melee (1d6+8) or 2 Tentacles +14 melee (1d6+8)
Space/Reach: 5’/5’
Special Attacks: Improved Grab, Throw
Special Qualities: Undead traits, Plagas Carrier traits
Saves: Fort +8, Ref +9, Will +11
Abilities: Str 26 (+8), Dex 18 (+4), Con 16 (+3), Int 10 (+0), Wis 12 (+1), Cha 16 (+3)
Skills: Balance +6, Climb +10, Concentration +4, Disable Device +8, Escape Artist +6, Intimidate +7, Jump +10, Listen +3, Move Silently +11, Tumble +10
Feats: Acrobatic, Agile, Awesome Blow, Improved Bull Rush, Power Attack
Environment: any land or underground
Organization: any
Challenge Rating: 8
Treasure: 2× standard
Alignment: Lawful Evil
Advancement: N/A
Level Adjustment: N/A

• Improved Grab (Ex): to use this ability, Chief Mendez must hit with a Claw or Tentacle attack; he can then attempt to start a grapple as a free action without provoking an attack of opportunity; if he wins the grapple check, he establishes a hold & can Throw

• Throw (Ex): Chief Mendez can throw any creature (up to Medium size) he has successfully grappled; the thrown creature takes damage upon landing equal to (the falling damage + 10’) + Chief Mendez’s Strength modifier (+8); Chief Mendez will lift a grappled creature 1d4×5’ above the ground before throwing

• Light Sensitivity (Ex): Chief Mendez is dazzled in bright sunlight or within the radius of a daylight spell

Zeta Kai
2007-07-12, 06:40 AM
Black Tiger Spider (Monstrous Spider: Small base, Template #2)
http://images2.wikia.nocookie.net/residentevil/images/f/f3/Giant_spider.jpg
Games: RE1
Large Aberration (T-Virus Carrier)
Hit Dice: 4d8+12 (30HP)
Initiative: +1
Speed: 30’ (6 squares), Climb 20’ (4 squares)
Armor Class: 12 (-1 size, +1 Dex, +2 natural); touch 10; flat-footed 11
Base Attack/Grapple: +3/+11
Attack: Bite +6 melee (1d8+4 plus poison)
Full Attack: Bite +6 melee (1d8+4 plus poison)
Space/Reach: 10’/10’
Special Attacks: Poison, Web
Special Qualities: Darkvision 60’, Tremorsense, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
Saves: Fort +5, Ref +1, Will +0
Abilities: Str 19 (+4), Dex 13 (+1), Con 16 (+3), Int 0 (--), Wis 10 (+0), Cha 2 (-4)
Skills: Climb +17, Hide +3, Jump +4, Spot +4
Feats: Weapon Finesse B
Environment: temperate forests
Organization: solitary, colony (2-5) or swarm (6-11)
Challenge Rating: 3
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Poison (Ex): via injury; Fortitude DC13; initial damage 1d6 Strength; secondary damage 1d6 Strength

• Web (Ex): same as the base creature

• Tremorsense (Ex): a Spider can pinpoint the location of anything in contact with the ground or in its webs with it within 45’

Zeta Kai
2007-07-12, 06:41 AM
Black Widow (Monstrous Spider: Medium base, Template #2)
http://images2.wikia.nocookie.net/residentevil/images/f/f3/Giant_spider.jpg
Games: CV
Huge Aberration (T-Virus Carrier)
Hit Dice: 5d8+15 (28HP)
Initiative: +1
Speed: 30’ (6 squares), Climb 20’ (4 squares)
Armor Class: 17 (-2 size, +3 Dex, +6 natural); touch 11; flat-footed 14
Base Attack/Grapple: +3/+19
Attack: Bite +9 melee (2d6+8 plus poison)
Full Attack: Bite +9 melee (2d6+8 plus poison)
Space/Reach: 15’/15’
Special Attacks: Poison, Web
Special Qualities: Darkvision 60’, Tremorsense, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
Saves: Fort +9, Ref +1, Will +0
Abilities: Str 27 (+8), Dex 13 (+1), Con 20 (+5), Int 0 (--), Wis 10 (+0), Cha 2 (-4)
Skills: Climb +19, Hide -1, Jump +8, Spot +4
Feats: Weapon Finesse B
Environment: temperate forests
Organization: solitary, colony (2-5)
Challenge Rating: 4
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Poison (Ex): via injury; Fortitude DC16; initial damage 1d8 Strength; secondary damage 1d8 Strength

• Web (Ex): same as the base creature

• Tremorsense (Ex): a Spider can pinpoint the location of anything in contact with the ground or in its webs with it within 60’

Zeta Kai
2007-07-12, 06:42 AM
Brain Sucker*
http://images1.wikia.nocookie.net/residentevil/images/d/d5/Brain_Sucker.jpg
Games: RE3
Medium Aberration (T-Virus Carrier)
Hit Dice: 3d8+6 (19HP)
Initiative: +1
Speed: 30’ (6 squares), Climb 20’ (4 squares)
Armor Class: 15 (+1 Dex, +4 natural); touch 11; flat-footed 14
Base Attack/Grapple: +2/+5
Attack: Claw +5 melee (1d6+3)
Full Attack: Claw +5 melee (1d6+3) & Bite +0 melee (1d3+1 plus poison)
Space/Reach: 5’/5’
Special Attacks: Brain Drain, Improved Grab, Poison, Poison Spray
Special Qualities: Aberration traits, T-Virus Carrier traits
Saves: Fort +1, Ref +1, Will +0
Abilities: Str 16 (+3), Dex 13 (+1), Con 13 (+1), Int 1 (-5), Wis 10 (+1), Cha 5 (-3)
Skills: Climb +4, Hide +2, Jump +6, Move Silently +2
Feats: Toughness
Environment: any land or underground
Organization: solitary, pair, or trust (3-8)
Challenge Rating: 2
Treasure: N/A
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A

• Brain Drain (Ex): a Brain Sucker that is attached to its opponent deals 1 point of Intelligence damage & 1 point of Wisdom damage per round until it reaches a total of 6 points of each, at which point it detaches from its victim & retreats to digest its meal

• Improved Grab (Ex): to use this ability, a Brain Sucker must hit with a Claw or Bite attack; 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 & can Brain Drain

• Poison (Ex): via injury; Fortitude DC13; initial damage 1d4 Constitution; secondary damage 1d4 Constitution

• Poison Spray (Ex): a Brain Sucker can emit a 20’ cone of poisonous acid (1d8 damage, Reflex save DC12 for half damage) once every 1d4+2 rounds (poison via injury; Fortitude DC13; initial damage 1d4 Constitution; secondary damage 1d4 Constitution)

Zeta Kai
2007-07-12, 06:44 AM
Centurion (Monstrous Centipede: Medium base, Template #2)
http://images2.wikia.nocookie.net/residentevil/images/8/86/Centurion.jpg
Games: RE0
Huge Aberration (T-Virus Carrier)
Hit Dice: 4d8+16 (34HP)
Initiative: +0
Speed: 40’ (8 squares), Climb 40’ (8 squares)
Armor Class: 15 (-2 size, +7 natural); touch 8; flat-footed 15
Base Attack/Grapple: +3/+18
Attack: Bite +8 melee (2d6+7 plus poison)
Full Attack: Bite +8 melee (2d6+7 plus poison)
Space/Reach: 15’/15’
Special Attacks: Poison
Special Qualities: Darkvision 60’, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
Saves: Fort +6, Ref +0, Will +0
Abilities: Str 25 (+7), Dex 11 (+0), Con 18 (+4), Int 0 (--), Wis 10 (+0), Cha 2 (-4)
Skills: Climb +18, Spot +4
Feats: Weapon Finesse B
Environment: underground
Organization: solitary, colony (2-5)
Challenge Rating: 3
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Poison (Ex): via injury; Fortitude DC10; initial damage 1d3 Dexterity; secondary damage 1d3 Dexterity

Zeta Kai
2007-07-12, 06:45 AM
Cerberus / Zombie Dog (Dog base, Template #1)
http://images3.wikia.nocookie.net/residentevil/images/thumb/9/95/CerberusRE2.jpg/525px-CerberusRE2.jpg
Games: RE0, RE1, RE2, RE3, CV, OB1, OB2, Sur, DA
Small Undead (T-Virus Carrier)
Hit Dice: 2d12+3 (16HP)
Initiative: +1
Speed: 30’ (6 squares)
Armor Class: 13 (+1 size, +1 Dex, +1 natural); touch 14; flat-footed 12
Base Attack/Grapple: +1/-2
Attack: Bite +2 melee (1d4+2)
Full Attack: Bite +2 melee (1d4+2)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Low-Light Vision, Scent, Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady
Saves: Fort +0, Ref +0, Will +3
Abilities: Str 15 (+2), Dex 13 (+1), Con 0 (--), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
Skills: N/A
Feats: Toughness, Track B
Environment: any land or underground
Organization: any
Challenge Rating: 1
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Scent (Ex): a Dog can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)

Zeta Kai
2007-07-12, 06:46 AM
Chicken (Raven base)
Games: RE4
Tiny Animal
Hit Dice: ¼d8 (1HP)
Initiative: -3
Speed: 5’ (1 square), Fly 5’ (2 squares, clumsy maneuverability)
Armor Class: 9 (+2 size, -3 Dex); touch 9; flat-footed 9
Base Attack/Grapple: +0/-1
Attack: N/A
Full Attack: N/A
Space/Reach: 2½’/0’
Special Attacks: N/A
Special Qualities: Flight, Harmless, Low-Light Vision, Animal traits
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 1 (-5), Dex 5 (-3), Con 10 (+0), Int 1 (-5), Wis 10 (+0), Cha 5 (-3)
Skills: Listen +3, Spot +5
Feats: Alertness
Environment: temperate plains
Organization: solitary or flock (3-12)
Challenge Rating: --
Treasure: ¼ standard (egg only)
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Flight (Ex): a Chicken can cease or resume flight as a free action once every 1d6+4 rounds; it can also use the run action while flying, provided that it flies in a straight line

• Harmless (Ex): a Chicken cannot &/or will not attack for any reason; it is treated as if it has no attacks, even if a creature of its type or kind normally would

Zeta Kai
2007-07-12, 06:47 AM
Chimera
http://images1.wikia.nocookie.net/residentevil/images/a/ae/Chimera.PNG
Games: RE1
Medium Aberration (T-Virus Carrier)
Hit Dice: 4d8+4 (22HP)
Initiative: +5
Speed: 20’ (4 squares), Climb 20’ (4 squares)
Armor Class: 23 (+5 Dex, +8 natural); touch 15; flat-footed 18
Base Attack/Grapple: +3/+6
Attack: Claw +6 melee (1d6+3)
Full Attack: 2 Claws +6 melee (1d6+3)
Space/Reach: 5’/5’
Special Attacks: Improved Grab, Pounce
Special Qualities: Aberration traits, T-Virus Carrier traits, Damage Reduction 2/piercing or concussion
Saves: Fort +1, Ref +5, Will +0
Abilities: Str 16 (+3), Dex 21 (+5), Con 13 (+1), Int 1 (-5), Wis 10 (+1), Cha 5 (-3)
Skills: Balance +5, Hide +7, Jump +3, Listen +1, Move Silently +7, Spot +1
Feats: Improved Natural Armor
Environment: any land or underground
Organization: solitary, pair, or buzz (3-5)
Challenge Rating: 3
Treasure: N/A
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A

• Improved Grab (Ex): to use this ability, a Chimera must hit with a Claw attack; 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 & can automatically hit with another Claw attack

• Pounce (Ex): if a Chimera charges a foe, it can make a full attack, including two Claw attacks

Zeta Kai
2007-07-12, 06:48 AM
Cockroach*
Games: RE2, Sur
Tiny Aberration (T-Virus Carrier)
Hit Dice: ½d8+1 (3HP)
Initiative: +2
Speed: 30’ (6 squares), Climb 20’ (4 squares)
Armor Class: 18 (+2 size, +4 Dex, +2 natural); touch 16; flat-footed 14
Base Attack/Grapple: +0/-12
Attack: Bite -2 melee (1d3-4)
Full Attack: Bite -2 melee (1d3-4)
Space/Reach: 2½’/0’
Special Attacks: N/A
Special Qualities: Scent, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
Saves: Fort +1, Ref +5, Will +0
Abilities: Str 3 (-4), Dex 16 (+3), Con 12 (+1), Int 0 (--), Wis 10 (+0), Cha 1 (-5)
Skills: Climb +2
Feats: Lightning Reflexes
Environment: urban or underground
Organization: solitary, grime (2-12) , filth (13-30) or swarm (31-100)
Challenge Rating: ¼
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Scent (Ex): a Cockroach can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)

Zeta Kai
2007-07-12, 06:49 AM
Colmillo / Zombie Wolf (Wolf base, Plagas Template)
http://images4.wikia.nocookie.net/residentevil/images/9/9a/Colmillos.jpg
Games: RE4
Medium Aberration (Alpha Plagas Carrier)
Hit Dice: 3d8+9 (22HP)
Initiative: +1
Speed: 50’ (10 squares)
Armor Class: 13 (+1 Dex, +2 natural); touch 11; flat-footed 12
Base Attack/Grapple: +2/+4
Attack: Bite +5 melee (1d6+2)
Full Attack: Bite +5 melee (1d6+2) & Slam +0 melee (1d6+1)
Space/Reach: 5’/5’
Special Attacks: Trip
Special Qualities: Low-Light Vision, Aberration traits, Plagas Carrier traits
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 15 (+2), Dex 13 (+1), Con 17 (+3), Int 3 (-4), Wis 14 (+2), Cha 4 (-3)
Skills: Hide +1, Listen +4, Move Silently +2, Spot +4, Survival +2
Feats: Track B, Weapon Focus (bite)
Environment: any land or underground
Organization: any
Challenge Rating: 2
Treasure: ½ standard
Alignment: Neutral Evil
Advancement: 4 Hit Die (Medium), 5-7 Hit Die (Large)
Level Adjustment: N/A

• Trip (Ex): a Colmillo that hits with a Bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity; if the attempt fails, the opponent cannot react to trip the Colmillo

Zeta Kai
2007-07-12, 06:52 AM
Crimson Head / V-ACT*
http://images1.wikia.nocookie.net/residentevil/images/4/4b/V-ACT_Crimson_Head.jpg
Games: RE1
Medium Undead (T-Virus Carrier)
Hit Dice: 6d12+3 (42HP)
Initiative: +3
Speed: 40’ (8 squares)
Armor Class: 15 (+3 Dex, +2 natural); touch 13; flat-footed 12
Base Attack/Grapple: +3/+9
Attack: Bite +9 melee (1d6+6) or Claw +9 melee (1d8+6)
Full Attack: Bite +9 melee (1d6+6) or Claw +9 melee (1d8+6)
Space/Reach: 5’/5’
Special Attacks: Improved Grab, Powerful Charge
Special Qualities: Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Critical Weakness, Random Malady
Saves: Fort +2, Ref +2, Will +5
Abilities: Str 23 (+6), Dex 16 (+3), Con 0 (--), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
Skills: N/A
Feats: Power Attack, Run, Toughness
Environment: any land or underground
Organization: any
Challenge Rating: 4
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Improved Grab (Ex): to use this ability, a Crimson Head must hit with a Claw attack; 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 & can automatically hit with a Bite attack

• Powerful Charge (Ex): in addition to the normal benefits and hazards of a charge, this allows a Crimson Head to make a single Claw attack (slashing) with a +9 attack bonus that deals 2d6+12 points of damage

Zeta Kai
2007-07-12, 06:54 AM
Crow (Raven base)
http://images3.wikia.nocookie.net/residentevil/images/thumb/9/9a/Enemies_crow.jpg/450px-Enemies_crow.jpg
Games: RE4
Diminutive Animal
Hit Dice: ¼d8 (1HP)
Initiative: +2
Speed: 10’ (2 squares), Fly 40’ (8 squares, average maneuverability)
Armor Class: 16 (+4 size, +2 Dex); touch 16; flat-footed 14
Base Attack/Grapple: +0/-16
Attack: N/A
Full Attack: N/A
Space/Reach: 2½’/0’
Special Attacks: N/A
Special Qualities: Flight, Harmless, Low-Light Vision, Animal traits
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 1 (-5), Dex 15 (+2), Con 10 (+0), Int 2 (-4), Wis 14 (+2), Cha 6 (-2)
Skills: Listen +5, Spot +7
Feats: Alertness
Environment: temperate forests
Organization: solitary
Challenge Rating: --
Treasure: standard
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Flight (Ex): a Crow can cease or resume flight as a free action; it can also use the run action while flying, provided that it flies in a straight line

• Harmless (Ex): a Crow cannot &/or will not attack for any reason; it is treated as if it has no attacks, even if a creature of its type or kind normally would

Zeta Kai
2007-07-12, 06:56 AM
Crow, Zombie (Raven base, Template #1)
http://images3.wikia.nocookie.net/residentevil/images/thumb/9/9a/Enemies_crow.jpg/450px-Enemies_crow.jpg
Games: RE0, RE1, RE2, RE3, OB1, OB2
Tiny Undead (T-Virus Carrier)
Hit Dice: ½d12+3 (6HP)
Initiative: +0
Speed: 5’ (1 square), Fly 30’ (6 squares, average maneuverability)
Armor Class: 12 (+2 size, +0 Dex); touch 12; flat-footed 12
Base Attack/Grapple: +0/-12
Attack: Talon +2 melee (1d2-4)
Full Attack: Talon +2 melee (1d2-4) & Bite -3 melee (1d3-4)
Space/Reach: 2.5’/0’
Special Attacks: N/A
Special Qualities: Flight, Low-Light Vision, Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady
Saves: Fort +0, Ref +0, Will +2
Abilities: Str 3 (-4), Dex 11 (+0), Con 0 (--), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
Skills: N/A
Feats: Toughness, Weapon Finesse (Claw) B
Environment: any land or underground
Organization: any
Challenge Rating: 1
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Flight (Ex): a Crow can cease or resume flight as a free action; in addition, it can also make dive attacks, which work just like a charge, but it must move a minimum of 30’ & descend at least 10’; it can make only Talon attacks, but these deal double damage; it can also use the run action while flying, provided that it flies in a straight line

Zeta Kai
2007-07-12, 05:48 PM
Del Lago (Crocodile: Giant base, Plagas Template)
http://images2.wikia.nocookie.net/residentevil/images/2/22/Del_Lago.jpg
Games: RE4
Huge Aberration (Queen Plagas Carrier)
Hit Dice: 8d8+40 (76HP)
Initiative: +0
Speed: 20’ (4 squares), Swim 30’ (6 squares)
Armor Class: 15 (-2 size, +7 natural); touch 8; flat-footed 15
Base Attack/Grapple: +6/+23
Attack: Bite +13 melee (2d8+12) or Tail Slap +13 melee (1d12+12) or Slam +13 melee (2d6+12)
Full Attack: Bite +13 melee (2d8+12) & Slam +8 melee (2d6+6) or Tail Slap +13 melee (1d12+12) & Slam +8 melee (2d6+6)
Space/Reach: 15’/10’
Special Attacks: Improved Grab
Special Qualities: Hold Breath, Low-Light Vision, Aberration traits, Plagas Carrier traits
Saves: Fort +10, Ref +5, Will +4
Abilities: Str 29 (+9), Dex 10 (+0), Con 21 (+5), Int 3 (-4), Wis 14 (+2), Cha 3 (-4)
Skills: Listen +6, Spot +7, Swim +17
Feats: Alertness, Endurance, Skill Focus (bite)
Environment: any land or underground
Organization: any
Challenge Rating: 5
Treasure: N/A
Alignment: Neutral Evil
Advancement: 9-15 Hit Die (Huge)
Level Adjustment: N/A

• Improved Grab (Ex): to use this ability, Del Lago must hit with its bite attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, Del Lago establishes a hold on the opponent with its mouth & drags it into deep water, attempting to pin it to the bottom

• Hold Breath (Ex): Del Lago can hold its breath for a number of rounds equal to 4× its Constitution score before it risks drowning

Zeta Kai
2007-07-12, 05:49 PM
Dorothy / Drainer*
Games: OB2
Gargantuan Plant (T-Virus Carrier)
Hit Dice: 9d8+63 (103HP)
Initiative: -2
Speed: 0’ (0 squares)
Armor Class: 15 (-4 size, -2 Dex, +11 natural); touch 4; flat-footed 15
Base Attack/Grapple: +6/+31
Attack: Tentacle +15 melee (2d8+13)
Full Attack: Tentacle +15 melee (2d8+13)
Space/Reach: 20’/20’
Special Attacks: Improved Grab, Strangle, Rock Throwing
Special Qualities: Plant traits, T-Virus Carrier traits, Blindsight 30’, Critical Weakness
Saves: Fort +10, Ref +1, Will +7
Abilities: Str 37 (+13), Dex 6 (-2), Con 25 (+7), Int 0 (--), Wis 10 (+0), Cha 1 (-5)
Skills: N/A
Feats: N/A
Environment: warm forests or jungles
Organization: solitary
Challenge Rating: 7
Treasure: N/A
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A

• Improved Grab (Ex): to use this ability, Dorothy must hit with a Tentacle attack; 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 & can Strangle

• Strangle (Ex): on a successful grapple check, Dorothy deals 13 points of damage per round; in addition, the grappled creature cannot breathe (see Drowning or Suffocation rules in the DMG)

• Rock Throwing (Ex): Dorothy can aim stones falling from the 20’-high ceiling (2d6, 20/×3 critical) at opponents; the range increment is 30’ for Dorothy’s thrown rocks

Zeta Kai
2007-07-12, 05:50 PM
Drain Deimos
http://images2.wikia.nocookie.net/residentevil/images/d/d6/Drain_Deimos.jpg
Games: RE3, DA
Medium Aberration (T-Virus Carrier)
Hit Dice: 3d8+3 (16HP)
Initiative: +2
Speed: 30’ (6 squares), Climb 20’ (4 squares)
Armor Class: 16 (+2 Dex, +4 natural); touch 12; flat-footed 14
Base Attack/Grapple: +2/+4
Attack: Claw +4 melee (1d6+2)
Full Attack: 2 Claws +4 melee (1d6+2) & Bite +2 melee (1d3+1)
Space/Reach: 5’/5’
Special Attacks: Blood Drain, Improved Grab, Pounce
Special Qualities: Aberration traits, T-Virus Carrier traits
Saves: Fort +1, Ref +2, Will +0
Abilities: Str 14 (+2), Dex 15 (+2), Con 13 (+1), Int 1 (-5), Wis 10 (+1), Cha 5 (-3)
Skills: Climb +5, Hide +4, Move Silently +3
Feats: Multiattack
Environment: any land or underground
Organization: solitary, pair, or dread (3-8)
Challenge Rating: 2
Treasure: N/A
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A

• Blood Drain (Ex): a Drain Deimos that is attached to its opponent deals 2 points of Constitution damage per round until it reaches a total of 12 points, at which point it detaches from its victim & retreats to digest its meal

• Improved Grab (Ex): to use this ability, a Drain Deimos must hit with a Claw attack; 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 & can Blood Drain

• Pounce (Ex): if a Drain Deimos charges a foe, it can make a full attack, including two Claw attacks & a Bite attack

Zeta Kai
2007-07-12, 05:55 PM
El Gigante (Hill Giant base, Plagas Template)
http://images4.wikia.nocookie.net/residentevil/images/thumb/8/80/Residentevil4_conceptart_la665.jpg/600px-Residentevil4_conceptart_la665.jpg
Games: RE4
Large Aberration (Queen Plagas Carrier)
Hit Dice: 13d8+65 (123HP)
Initiative: -2
Speed: 30’ (6 squares) in hide armor, base speed 40’ (8 squares)
Armor Class: 19 (-1 size, -2 Dex, +9 natural, +3 hide armor); touch 7; flat-footed 19
Base Attack/Grapple: +10/+22
Attack: Greatclub +17 melee (2d8+11) or Slam +16 melee (1d4+8) or Rock +8 ranged (2d6+8)
Full Attack: Greatclub +17/+12 melee (2d8+11) or 2 Slams +16 melee (1d4+8) or Rock +8 ranged (2d6+8)
Space/Reach: 10’/10’
Special Attacks: Rock Throwing
Special Qualities: Low-Light Vision, Rock Catching, Aberration traits, Plagas Carrier traits
Saves: Fort +13, Ref +2, Will +5
Abilities: Str 27 (+8), Dex 6 (-2), Con 21 (+5), Int 4 (-3), Wis 12 (+1), Cha 5 (-3)
Skills: Climb +8, Jump +8, Listen +4, Spot +7
Feats: Cleave, Improved Bull Rush, Power Attack, Improved Sunder, Weapon Focus (greatclub)
Environment: any land or underground
Organization: any
Challenge Rating: 8
Treasure: standard
Alignment: Chaotic Evil
Advancement: by character class
Level Adjustment: +4

• Rock Throwing (Ex): the range increment is 120’ for El Gigante’s thrown rocks, which weigh between 60 & 70 pounds

• Rock Catching (Ex): El Gigante can catch rocks (or similar projectiles) of Small to Large size; once per round, El Gigante can make a Reflex save to catch a rock that he would normally be hit by as a free action; the DC is 15 for a Small rock, 20 for a Medium rock, & 25 for a Large rock (if the projectile provides an enhancement bonus on attack rolls, then the DC increases by that amount); El Gigante must be ready for & aware of the attack in order to make a rock catching attempt

Zeta Kai
2007-07-12, 05:57 PM
Elephant, Zombie / Titan / Oscar (Elephant base, Template #1)
http://images1.wikia.nocookie.net/residentevil/images/thumb/d/db/Titan.jpg/385px-Titan.jpg
Games: OB2
Huge Undead (T-Virus Carrier)
Hit Dice: 22d12+3 (146HP)
Initiative: -2
Speed: 30’ (6 squares)
Armor Class: 13 (-2 size, -2 Dex, +7 natural); touch 6; flat-footed 13
Base Attack/Grapple: +11/+30
Attack: Gore +20 melee (2d8+11)
Full Attack: Slam +20 melee (2d6+11) & 2 Stamps (2d6+5); or Gore +20 melee (2d8+11) & Bite +15 melee (2d6+5)
Space/Reach: 15’/10’
Special Attacks: Trample
Special Qualities: Low-Light Vision, Scent, Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady
Saves: Fort +7, Ref +7, Will +13
Abilities: Str 32 (+11), Dex 6 (-2), Con 0 (--), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
Skills: N/A
Feats: Toughness
Environment: any land or underground
Organization: any
Challenge Rating: 10
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Trample (Ex): the Elephant can trample opponents up to Medium size, dealing 2d8+11 points of damage; Reflex save DC25 for half damage

• Scent (Ex): the Elephant can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)

Zeta Kai
2007-07-12, 05:58 PM
Eliminator (Baboon base, Template #1)
http://images1.wikia.nocookie.net/residentevil/images/2/27/Eliminator.PNG
Games: RE0
Medium Undead (T-Virus Carrier)
Hit Dice: 2d12+3 (16HP)
Initiative: +0
Speed: 30’ (6 squares), Climb 20’ (4 squares)
Armor Class: 13 (+1 natural); touch 12; flat-footed 11
Base Attack/Grapple: +1/+4
Attack: Bite +4 melee (1d6+3)
Full Attack: Bite +4 melee (1d6+3)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Low-Light Vision, Scent, Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady
Saves: Fort +0, Ref +0, Will +3
Abilities: Str 17 (+3), Dex 10 (+0), Con 0 (--), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
Skills: N/A
Feats: Toughness
Environment: any land or underground
Organization: any
Challenge Rating: 1
Treasure: N/A
Alignment: always Neutral
Advancement: 3-5 Hit Die (Medium)
Level Adjustment: N/A

• Scent (Ex): the Eliminator can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)

Zeta Kai
2007-07-12, 06:00 PM
Evil Shade*
Games: OB2
Tiny Plant (T-Virus Carrier)
Hit Dice: 2d8 (9HP)
Initiative: +3
Speed: 0’ (0 squares)
Armor Class: 12 (+2 size); touch 12; flat-footed 12
Base Attack/Grapple: +1/-10
Attack: N/A
Full Attack: N/A
Space/Reach: 2½’/0’
Special Attacks: Poison Gas
Special Qualities: Plant traits, T-Virus Carrier traits
Saves: Fort +0, Ref +0, Will +3
Abilities: Str 5 (-3), Dex 0 (--), Con 11 (+0), Int 0 (--), Wis 10 (+0), Cha 1 (-5)
Skills: N/A
Feats: N/A
Environment: warm forests or jungles
Organization: solitary, pair, or clusters (3-6)
Challenge Rating: 1
Treasure: N/A
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A

• Poison Gas (Ex): every 1d4+1 rounds, an Evil Shade can emit a cloud of poisonous pollen; the cloud has a 10’ radius & lasts for 1d3 rounds; all creatures within the cloud are exposed to Evil Shade poison (via inhalation; Fortitude DC12; initial damage 1d4 Constitution; secondary damage 1d4 Constitution)

Zeta Kai
2007-07-12, 06:01 PM
Fish, Bass
Games: RE4
Diminutive Animal (Aquatic)
Hit Dice: ½d8-1 (1HP)
Initiative: +5
Speed: Swim 30’ (6 squares)
Armor Class: 19 (+4 size, +5 Dex); touch 19; flat-footed 14
Base Attack/Grapple: +0/-17
Attack: N/A
Full Attack: N/A
Space/Reach: 1’/0’
Special Attacks: N/A
Special Qualities: Darkvision 30’, Animal traits
Saves: Fort +2, Ref +7, Will +2
Abilities: Str 1 (-5), Dex 21 (+5), Con 11 (-1), Int 1 (-5), Wis 12 (+1), Cha 2 (-4)
Skills: Listen +6, Spot +6, Swim +3
Feats: Alertness
Environment: cold aquatic
Organization: solitary, pair, or school (3-10)
Challenge Rating: --
Treasure: ½ standard (fish meat only)
Alignment: always Neutral
Advancement: 1 Hit Die (Tiny)
Level Adjustment: N/A

Jibar
2007-07-13, 02:02 AM
[B]Del Lago

Probably nitpicking... but Del Lago wasn't really a Plagas carrier. It was more a genetic experiment using the Plagas.
There is no point where you actually have to attack the plagas, unlike El Gigante, you just hit it with harpoons until it bleeds to death.

Zeta Kai
2007-07-13, 03:29 AM
Del Lago has tentacles (http://images2.wikia.nocookie.net/residentevil/images/2/22/Del_Lago.jpg) in its mouth, which leads me to believe that it has a Plaga in there of some sort. It's true that you need not attack the Plaga directly, but you deal more damage for doing so, so I see no reason not to consider them Plagas carriers.

Besides, Lord Saddler & his "cult" are not scientists. The easiest form of experimentation for them would be to stick a Plaga in something & see what happens next. Plus, it made the creature easier to stat out. With over 160 creatures, I had to cut a corner somewhere.

Zeta Kai
2007-07-13, 11:10 AM
G-Imago / G-Adult (G-Virus Template)
http://images4.wikia.nocookie.net/residentevil/images/a/ab/G-Virus_Mutant.gif
Games: RE2
Large Aberration (G-Virus Carrier)
Hit Dice: 9d8+30 (70HP)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 16 (-1 size, -2 Dex, +9 natural); touch 7; flat-footed 16
Base Attack/ Grapple: +3/+20
Attack: Bite +16 melee (1d8+13, 19-20/×2 critical)
Full Attack: 2 Bites +16 melee (1d8+13, 19-20/×2 critical) & Slam +10 melee (1d4+6) & Claw +5 melee (1d8+6)
Space/Reach: 10’/10’
Special Attacks: N/A
Special Qualities: Aberration traits, G-Virus Carrier traits, Rapid Mutation; Fast Healing 1, Spell Resistance 10
Saves: Fort +3, Ref -2, Will +2
Abilities: Str 36 (+13), Dex 6 (-2), Con 16 (+3), Int 1 (-5), Wis 10 (+0), Cha 0 (--)
Skills: Climb +15, Hide -2, Spot +2 (2 extra eyes)
Feats: Improved Initiative, Run, Power Attack, Toughness, Weapon Focus (Bite)
Environment: any
Organization: solitary
Challenge Rating: 8
Treasure: N/A
Alignment: Chaotic Neutral
Advancement: N/A
Level Adjustment: N/A
Mutations (6 initial + 8 bonus + 12 hourly): 03, 05, 06, 07, 10, 11, 13, 14, 15 (×2), 16 (×2), 19, 25, 29, 33, 36, 38, 52, 57, 69, 72, 77, 82, 86, 94

Zeta Kai
2007-07-13, 11:11 AM
G-Mutant (G-Virus Template)
http://images2.wikia.nocookie.net/residentevil/images/a/a5/G-adult.png
Games: OB1
Large Aberration (G-Virus Carrier)
Hit Dice: 10d8+30 (75HP)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 12 (-1 size, -2 Dex, +5 natural); touch 7; flat-footed 12
Base Attack/ Grapple: +3/+19
Attack: Bite +15 melee (1d8+12, 19-20/×2 critical)
Full Attack: 2 Bites +15 melee (1d8+12, 19-20/×2 critical) & Slam +9 melee (1d4+6) & Claw +4 melee (1d8+6)
Space/Reach: 10’/10’
Special Attacks: N/A
Special Qualities: Damage Reduction 10/concussion, Grappling Spines (1d8+12), Aberration traits, G-Virus Carrier traits, Rapid Mutation, Fast Healing 1
Saves: Fort +3, Ref -2, Will +2
Abilities: Str 35 (+12), Dex 6 (-2), Con 16 (+3), Int 1 (-5), Wis 10 (+0), Cha 0 (--)
Skills: Climb +15, Hide -2, Spot +3 (3 extra eyes)
Feats: Improved Initiative, Run, Weapon Focus (Bite)
Environment: any
Organization: solitary
Challenge Rating: 8
Treasure: N/A
Alignment: Chaotic Neutral
Advancement: N/A
Level Adjustment: N/A
Mutations (6 initial + 8 bonus + 12 hourly): 03, 05, 06, 07, 10, 11, 12, 13, 14, 15 (×2), 16 (×2), 19, 25, 28, 35, 37, 38, 51, 57, 77, 79, 82, 86, 94

Zeta Kai
2007-07-13, 11:12 AM
G / William Birkin (Human Expert 5 base, G-Virus Template)

The creature that was once William Birkin deserves special mention. As the primary antagonist of Resident Evil 2, he is seen many times throughout the course of the game. Due to the mutation effects of the G-Virus that he injected himself with, his appearance & abilities change every time.

G Stage 0 (pre-infection)
http://images4.wikia.nocookie.net/residentevil/images/b/bd/RE_Birkin2.jpg
Games: RE2

This is Dr. William Birkin as he was prior to the night of September 29th, 1998. He was a normal human being: brilliant, yet selfish & obsessed with his work. Although emotionally distant, he had a wife, Annette, & a young daughter, Sherry.

Medium Human Expert 5th Level
Hit Dice: 5d6 (17HP)
Initiative: +1
Speed: 30’ (6 squares)
Armor Class: 11 (+1 Dex); touch 11; flat-footed 10
Base Attack/Grapple: +3/+3
Attack: Unarmed Strike +3 melee (1d3)
Full Attack: Unarmed Strike +3 melee (1d3)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Human traits
Saves: Fort +1, Ref +1, Will +3
Abilities: Str 11 (+0), Dex 12 (+1), Con 10 (+0), Int 19 (+4), Wis 6 (-2), Cha 7 (-2)
Skills: Craft +10, Craft +6, Decipher Script +8, Gather Information +5, Knowledge (arcana) +8, Knowledge (architecture) +8, Knowledge (history) +8, Knowledge (local) +6, Knowledge (nature) +8, Profession +5, Search +8, Spellcraft +8
Feats: Brew Potion; Skill Focus: Gather Information; Skill Focus: Profession
Challenge Rating: 4
Treasure: N/A
Alignment: Lawful Neutral

Notes: 5’11” tall; 160 lbs.; pale skin; blue eyes; blondish-brown hair

Zeta Kai
2007-07-13, 11:13 AM
G Stage 0.5 (post-infection)
Games: RE2

This is what William Birkin became just after his self-inflicted infection with the G-Virus, before the major mutations began to manifest. This state was particularly short-lived, as he met the criteria for injury-based mutations in addition to the standard initial ones.

Medium Aberration (G-Virus Carrier)
Hit Dice: 2d8 (9HP)
Initiative: +1
Speed: 30’ (6 squares)
Armor Class: 11 (+1 Dex); touch 11; flat-footed 10
Base Attack/Grapple: +1/+1
Attack: Slam +1 melee (1d6 damage)
Full Attack: Slam +1 melee (1d6 damage)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Aberration traits, G-Virus Carrier traits, Rapid Mutation; Fast Healing 1
Saves: Fort +1, Ref +1, Will +3
Abilities: Str 11 (+0), Dex 12 (+1), Con 10 (+0), Int 19 (+4), Wis 6 (-2), Cha 7 (-2)
Skills: Craft +10, Craft +6, Decipher Script +8, Gather Information +5, Knowledge (arcana) +8, Knowledge (architecture) +8, Knowledge (history) +8, Knowledge (local) +6, Knowledge (nature) +8, Profession +5, Search +8, Spellcraft +8
Feats: Brew Potion; Skill Focus: Gather Information; Skill Focus: Profession
Challenge Rating: 5
Treasure: N/A
Alignment: Neutral

Zeta Kai
2007-07-13, 11:15 AM
G Stage 1
http://images1.wikia.nocookie.net/residentevil/images/thumb/0/05/Willbirkin.JPG/450px-Willbirkin.JPG
Games: RE2

This is Birkin as you first encounter him; mutated & violent. This is also the only time that he uses a manufacted weapon against you; in all other appearances, he only uses natural weaponry.

Medium Aberration (G-Virus Carrier)
Hit Dice: 3d8+6 (19HP)
Initiative: +1
Speed: 30’ (6 squares)
Armor Class: 13 (+1 Dex, +2 natural); touch 11; flat-footed 12
Base Attack/Grapple: +3/+4
Attack: Slam +4 melee (1d8+2 damage, 19-20/×2 critical)
Full Attack: Club +4 melee (1d6+2 damage) & Slam -1 melee (1d8+1 damage, 19-20/×2 critical)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Aberration traits, G-Virus Carrier traits, Rapid Mutation; Fast Healing 1
Saves: Fort +2, Ref +1, Will +3
Abilities: Str 15 (+2), Dex 12 (+1), Con 12 (+1), Int 17 (+3), Wis 5 (-3), Cha 7 (-2)
Skills: Craft +9, Craft +5, Decipher Script +7, Gather Information +4, Knowledge (arcana) +7, Knowledge (architecture) +7, Knowledge (history) +7, Knowledge (nature) +7, Profession +4, Search +7, Spellcraft +7, Spot +1 (extra eye)
Feats: Brew Potion; Skill Focus: Gather Information; Skill Focus: Profession; Toughness; Power Attack
Challenge Rating: 6
Treasure: N/A
Alignment: Neutral
Mutations (10 initial + 3 injury): 12, 33, 34, 44, 59, 63, 70, 72, 77, 78, 83, 88, 91

Zeta Kai
2007-07-13, 11:17 AM
G Stage 2
http://images2.wikia.nocookie.net/residentevil/images/thumb/5/5e/Birkin_form_2.jpg/417px-Birkin_form_2.jpg
Games: RE2
Large Aberration (G-Virus Carrier)
Hit Dice: 5d8+18 (40HP)
Initiative: +1
Speed: 30’ (6 squares)
Armor Class: 14 (-2 size, +0 Dex, +6 natural); touch 8; flat-footed 14
Base Attack/Grapple: +3/+14 (extra arm)
Attack: Slam +9 melee (3d6+7 damage, 19-20/×2 critical)
Full Attack: Slam +9 melee (3d6+7 damage, 19-20/×2 critical) & Claw +4 melee (1d8+3 damage)
Space/Reach: 10’/10’
Special Attacks: N/A
Special Qualities: Aberration traits, G-Virus Carrier traits, Rapid Mutation; Fast Healing 1; Powerful Build
Saves: Fort +3, Ref +0, Will +3
Abilities: Str 25 (+7), Dex 10 (+0), Con 16 (+3), Int 15 (+2), Wis 5 (-3), Cha 5 (-3)
Skills: Craft +8, Craft +4, Decipher Script +6, Hide -4, Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (nature) +6, Profession +4, Search +6, Spellcraft +6, Spot +1 (extra eye)
Feats: Brew Potion; Skill Focus: Gather Information; Skill Focus: Profession; Toughness; Power Attack
Challenge Rating: 8
Treasure: N/A
Alignment: Chaotic Neutral
Additional Mutations (8 hourly + 4 injury): 04, 10, 15, 18, 29, 38, 50, 65, 77, 87, 94, 97

Zeta Kai
2007-07-13, 11:18 AM
G Stage 3.0
http://images3.wikia.nocookie.net/residentevil/images/thumb/2/2e/Birkin_form_3.jpg/464px-Birkin_form_3.jpg
Games: RE2
Large Aberration (G-Virus Carrier)
Hit Dice: 6d8+27 (54HP)
Initiative: +1
Speed: 30’ (6 squares)
Armor Class: 16 (-2 size, +0 Dex, +8 natural); touch 8; flat-footed 16
Base Attack/Grapple: +5/+18 (2 extra arms)
Attack: Slam +12 melee (3d6+8 damage, 19-20/×2 critical)
Full Attack: Slam +12 melee (3d6+8 damage, 19-20/×2 critical) & 4 Claws +10 melee (1d8+4 damage each)
Space/Reach: 10’/10’
Special Attacks: N/A
Special Qualities: Aberration traits, G-Virus Carrier traits, Rapid Mutation; Fast Healing 1; Powerful Build
Saves: Fort +4, Ref +0, Will +3
Abilities: Str 27 (+8), Dex 10 (+0), Con 18 (+4), Int 13 (+1), Wis 5 (-3), Cha 3 (-4)
Skills: Craft +3, Decipher Script +5, Hide -4, Knowledge (arcana) +5, Knowledge (history) +5, Knowledge (nature) +5, Profession +4, Search +5, Spellcraft +5, Spot +2 (2 extra eyes)
Feats: Brew Potion; Skill Focus: Gather Information; Skill Focus: Profession; Toughness; Power Attack; Multiattack
Challenge Rating: 10
Treasure: N/A
Alignment: Chaotic Neutral
Additional Mutations (10 hourly + 4 injury): 05, 11, 33, 37, 44, 47, 62, 64, 65, 67, 78, 84, 88, 93

Zeta Kai
2007-07-13, 11:19 AM
G Stage 3.5
Games: RE2
Large Aberration (G-Virus Carrier)
Hit Dice: 7d8+43 (74HP)
Initiative: +1
Speed: 30’ (6 squares)
Armor Class: 18 (-2 size, +0 Dex, +10 natural); touch 8; flat-footed 18
Base Attack/Grapple: +6/+19 (2 extra arms)
Attack: Slam +13 melee (3d6+8 damage, 19-20/×2 critical)
Full Attack: Slam +13 melee (3d6+8 damage, 19-20/×2 critical) & 4 Claws +11 melee (1d8+4 damage each) & Bite +9 melee (1d8+4 damage)
Space/Reach: 10’/10’
Special Attacks: N/A
Special Qualities: Aberration traits, G-Virus Carrier traits, Rapid Mutation; Fast Healing 1; Powerful Build
Saves: Fort +5, Ref +0, Will +3
Abilities: Str 27 (+8), Dex 10 (+0), Con 20 (+5), Int 11 (+0), Wis 5 (-3), Cha 1 (-5)
Skills: Craft +2, Decipher Script +4, Hide -4, Knowledge (history) +4, Knowledge (nature) +4, Profession +4, Search +4, Spellcraft +4, Spot +2 (2 extra eyes)
Feats: Brew Potion; Skill Focus: Gather Information; Skill Focus: Profession; Toughness; Power Attack; Multiattack
Challenge Rating: 11
Treasure: N/A
Alignment: Chaotic Neutral
Additional Mutations (6 hourly + 2 injury): 14, 23, 29, 34, 48, 83, 87, 94

Zeta Kai
2007-07-13, 11:21 AM
G Stage 4.0
http://images2.wikia.nocookie.net/residentevil/images/5/54/Birkin_form_4.jpg
Games: RE2
Large Aberration (G-Virus Carrier)
Hit Dice: 8d8+46 (82HP)
Initiative: +1
Speed: 30’ (6 squares)
Armor Class: 20 (-2 size, +0 Dex, +12 natural); touch 8; flat-footed 20
Base Attack/Grapple: +7/+21 (2 extra arms)
Attack: Slam +15 melee (3d6+9 damage, 19-20/×2 critical)
Full Attack: Slam +15 melee (3d6+9 damage, 19-20/×2 critical) & 4 Claws +13 melee (1d8+4 damage each) & Bite +11 melee (1d8+4 damage)
Space/Reach: 10’/10’
Special Attacks: N/A
Special Qualities: Aberration traits, G-Virus Carrier traits, Rapid Mutation; Fast Healing 1; Powerful Build; Damage Reduction 10/concussion; Spell Resistance 10; Low-Light Vision
Saves: Fort +5, Ref +0, Will +3
Abilities: Str 29 (+9), Dex 10 (+0), Con 20 (+5), Int 9 (-1), Wis 5 (-3), Cha 1 (-5)
Skills: Craft +1, Decipher Script +3, Hide -4, Knowledge (nature) +3, Profession +4, Search +3, Spellcraft +3, Spot +3 (3 extra eyes)
Feats: Brew Potion; Skill Focus: Gather Information; Skill Focus: Profession; Toughness (×2); Power Attack; Multiattack; Improved Bull Rush
Challenge Rating: 13
Treasure: N/A
Alignment: Chaotic Neutral
Additional Mutations (10 hourly): 13, 33, 34, 44, 51, 52, 54, 72, 74, 77, 87

Zeta Kai
2007-07-13, 11:22 AM
G Stage 4.5
Games: RE2
Large Aberration (G-Virus Carrier)
Hit Dice: 9d8+54 (94HP)
Initiative: +2
Speed: 30’ (6 squares)
Armor Class: 22 (-2 size, +0 Dex, +14 natural); touch 8; flat-footed 22
Base Attack/Grapple: +7/+22 (2 extra arms)
Attack: Slam +16 melee (3d6+10 damage, 19-20/×2 critical)
Full Attack: Slam +16 melee (3d6+10 damage, 19-20/×2 critical) & 4 Claws +14 melee (1d8+5 damage each) & Bite +12 melee (2d6+5 damage, 19-20/×2 critical)
Space/Reach: 10’/10’
Special Attacks: N/A
Special Qualities: Aberration traits, G-Virus Carrier traits, Rapid Mutation; Fast Healing 1; Powerful Build; Damage Reduction 10/concussion; Spell Resistance 20; Low-Light Vision; Darkvision
Saves: Fort +5, Ref +0, Will +3
Abilities: Str 31 (+10), Dex 10 (+0), Con 20 (+5), Int 7 (-2), Wis 5 (-3), Cha 1 (-5)
Skills: Hide -4, Decipher Script +2, Knowledge (nature) +2, Profession +4, Search +2, Spot +3 (3 extra eyes)
Feats: Brew Potion; Skill Focus: Gather Information; Skill Focus: Profession; Toughness (×3); Power Attack; Multiattack; Improved Bull Rush; Awesome Blow
Challenge Rating: 14
Treasure: N/A
Alignment: Chaotic Neutral
Additional Mutations (8 hourly + 3 injury): 29, 37, 43, 52, 56, 61, 66, 71, 75, 77, 88

Zeta Kai
2007-07-13, 11:23 AM
G Stage 5
http://images1.wikia.nocookie.net/residentevil/images/thumb/8/8c/WilliamBirkinStage5.jpg/800px-WilliamBirkinStage5.jpg
Games: RE2
Huge Ooze (G-Virus Carrier)
Hit Dice: 12d10+84 (150HP)
Initiative: +1
Speed: 20’ (4 squares)
Armor Class: 24 (-4 size, -1 Dex, +19 natural); touch 5; flat-footed 24
Base Attack/Grapple: +9/+33 (2 extra arms)
Attack: Slam +23 melee (4d6+15 damage, 19-20/×2 critical)
Full Attack: Slam +23 melee (4d6+15 damage, 19-20/×2 critical) & 4 Claws +21 melee (2d6+7 damage each) & Bite +19 melee (3d6+7 damage, 19-20/×2 critical) & 2 Tentacle Whips +17 melee (2d6+7 damage each)
Space/Reach: 20’/20’
Special Attacks: Spines (2d6 damage on a successful grapple)
Special Qualities: Ooze traits, G-Virus Carrier traits, Rapid Mutation; Fast Healing 1; Powerful Build; Damage Reduction 20/concussion; Spell Resistance 20; Low-Light Vision; Darkvision
Saves: Fort +7, Ref -1, Will +3
Abilities: Str 41 (+15), Dex 8 (-1), Con 24 (+7), Int 5 (-3), Wis 5 (-3), Cha 1 (-5)
Skills: Hide -9, Knowledge (nature) +1, Profession +4, Search +1, Spot +3 (3 extra eyes)
Feats: Brew Potion; Skill Focus: Gather Information; Skill Focus: Profession; Toughness (×3); Power Attack; Multiattack; Improved Bull Rush; Awesome Blow
Challenge Rating: 19
Treasure: N/A
Alignment: Chaotic Neutral
Additional Mutations (13 hourly): 06, 08, 09, 16, 27, 33, 34, 45, 47, 51, 78, 87, 95

Zeta Kai
2007-07-13, 11:25 AM
Ganado, Bella Sister (Human Commoner 4 base, Plagas Template)
Games: RE4
Medium Aberration (Alpha Plagas Carrier)
Hit Dice: 5d8+10 (32HP)
Initiative: +1
Speed: 30’ (6 squares)
Armor Class: 11 (+1 Dex); touch 11; flat-footed 10
Base Attack/Grapple: +3/+3
Attack: Chainsaw +3 melee (3d6) or Slam +3 melee (1d3)
Full Attack: Chainsaw +3 melee (3d6) or Slam +3 melee (1d3)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Aberration traits, Plagas Carrier traits
Saves: Fort +3, Ref +4, Will +0
Abilities: Str 11 (+0), Dex 12 (+1), Con 15 (+2), Int 8 (-1), Wis 8 (-1), Cha 11 (+0)
Skills: Craft +2, Handle Animal +3, Jump +5, Listen +1, Ride +4, Spot +2, Use Rope +3
Feats: Improved Initiative, Lightning Reflexes, Run
Environment: any land or underground
Organization: any
Challenge Rating: 4
Treasure: standard
Alignment: Neutral Evil
Advancement: by character class
Level Adjustment: N/A

Zeta Kai
2007-07-13, 11:26 AM
Ganado, Dr. Salvador / Chainsaw (Human Barbarian 3 base, Plagas Template)
http://images4.wikia.nocookie.net/residentevil/images/thumb/f/f6/Re4-dr-salvador.jpg/338px-Re4-dr-salvador.jpg
Games: RE4
Medium Aberration (Alpha Plagas Carrier)
Hit Dice: 4d8+15 (33HP)
Initiative: -1
Speed: 40’ (8 squares)
Armor Class: 9 (-1 Dex); touch 9; flat-footed 9
Base Attack/Grapple: +4/+8
Attack: Chainsaw +8 melee (3d6+4) or Slam +8 melee (1d3+4)
Full Attack: Chainsaw +8 melee (3d6+4) or Slam +8 melee (1d3+4)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Illiteracy, Rage, Fast Movement, Uncanny Dodge, Trap Sense, Aberration traits, Plagas Carrier traits
Saves: Fort +8, Ref +0, Will +2
Abilities: Str 19 (+4), Dex 9 (-1), Con 17 (+3), Int 6 (-2), Wis 13 (+1), Cha 7 (-2)
Skills: Intimidate +4, Jump +12, Listen +3, Ride +1, Survival +7
Feats: Great Fortitude, Run, Toughness
Environment: any land or underground
Organization: any
Challenge Rating: 4
Treasure: standard
Alignment: Chaotic Evil
Advancement: by character class
Level Adjustment: N/A

Zeta Kai
2007-07-13, 11:28 AM
A man stands in the shadows, his face concealed by a hood & scarf. He stands hunched over, carrying a massive backpack. The dark coat he wears jingles & clatters with every step. As you approach him, he opens his coat wide, revealing a massive amount of guns, ammunition, & explosives attached to the insides of the cloth. A raspy voice speaks out, "Got something that might interest ya, Stranger..."

Ganado, Merchant (Human Expert 1 base, Plagas Template)
http://images1.wikia.nocookie.net/residentevil/images/thumb/3/34/Residentevil4_conceptart_WVepg.jpg/420px-Residentevil4_conceptart_WVepg.jpg
Games: RE4
Medium Aberration (Alpha Plagas Carrier)
Hit Dice: 2d8-6 (3HP)
Initiative: -1
Speed: 30’ (6 squares)
Armor Class: 9 (-1 Dex); touch 9; flat-footed 9
Base Attack/Grapple: +1/+1
Attack: N/A
Full Attack: N/A
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Harmless, Aberration traits, Plagas Carrier traits
Saves: Fort -3, Ref -1, Will +2
Abilities: Str 10 (+0), Dex 9 (-1), Con 4 (-3), Int 10 (+0), Wis 14 (+2), Cha 11 (+0)
Skills: Appraise +2, Bluff +3, Craft +4, Diplomacy +4, Gather Information +2, Intimidate +2, Knowledge (architecture) +2, Profession +4, Sense Motive +6, Survival +3
Feats: Negotiator, Persuasive
Environment: any land or underground
Organization: any
Challenge Rating: --
Treasure: standard
Alignment: Lawful Evil
Advancement: by character class
Level Adjustment: N/A

• Harmless (Ex): a Merchant cannot &/or will not attack for any reason; it is treated as if it has no attacks, even if a creature of its type or kind normally would

Zeta Kai
2007-07-13, 11:30 AM
Ganado, Villager (Human Commoner 1 base, Plagas Template)
http://images1.wikia.nocookie.net/residentevil/images/thumb/e/ef/Re4-ganados.jpg/750px-Re4-ganados.jpg
Games: RE4
Medium Aberration (Alpha Plagas Carrier)
Hit Dice: 2d8+2 (11HP)
Initiative: -1
Speed: 30’ (6 squares)
Armor Class: 9 (-1 Dex); touch 9; flat-footed 9
Base Attack/Grapple: +1/+3
Attack: Slam +3 melee (1d3+2)
Full Attack: Slam +3 melee (1d3+2)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Aberration traits, Plagas Carrier traits
Saves: Fort +1, Ref -1, Will +3
Abilities: Str 15 (+2), Dex 9 (-1), Con 13 (+1), Int 9 (-1), Wis 17 (+3), Cha 6 (-2)
Skills: Craft +3, Handle Animal +3, Heal +7, Profession +6, Ride +1, Survival +6
Feats: Self-Sufficient, Skill Focus (Craft)
Environment: any land or underground
Organization: any
Challenge Rating: 1
Treasure: standard
Alignment: Lawful Evil
Advancement: by character class
Level Adjustment: N/A

Weapon Variants
Throwing Axe +0 ranged (1d6+2, 10’ range increment)
Pitchfork +3 melee (2d4+2)
Dagger +0 ranged (1d4+2, 19-20/×2 critical, 10’ range increment)
Dynamite +0 ranged (2d6 concussion, 5’ burst radius, 10’ range increment)
Sickle +3 melee/+0 ranged (1d6+2, 10’ range increment)
Torch +3 melee (1d6 fire)

Zeta Kai
2007-07-13, 11:34 AM
Garrador (Human Barbarian 5 base, Plagas Template)
http://images1.wikia.nocookie.net/residentevil/images/thumb/3/30/Re4-garrador.jpg/250px-Re4-garrador.jpg
Games: RE4
Medium Aberration (Queen Plagas Carrier)
Hit Dice: 6d8+30 (57HP)
Initiative: +1
Speed: 40’ (8 squares)
Armor Class: 12 (-2 Blind, +1 Dex, +3 studded leather); touch 9; flat-footed 11
Base Attack/Grapple: +6/+10
Attack: Dragon Claw +10 melee (2d8+4, 20/×4 critical) or Slam +10 melee (1d3+4)
Full Attack: Dragon Claw +10 melee (2d8+4, 20/×4 critical) & Slam +10 melee (1d3+4)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Illiteracy, Blindsense, Sonic Sensitivity, Rage, Fast Movement, Uncanny Dodge, Trap Sense, Improved Uncanny Dodge, Aberration traits, Plagas Carrier traits
Saves: Fort +9, Ref +2, Will +1
Abilities: Str 19 (+4), Dex 12 (+1), Con 20 (+5), Int 5 (-3), Wis 11 (+0), Cha 8 (-1)
Skills: Balance +3, Escape Artist +3, Intimidate +7, Jump +16, Listen +7
Feats: Agile, Blind-Fight, Power Attack
Environment: any land or underground
Organization: any
Challenge Rating: 6
Treasure: standard
Alignment: Chaotic Evil
Advancement: by character class
Level Adjustment: N/A

• Blindsense (Ex): a Garrador cannot see; he takes a -2 penalty to Armor Class & takes a -4 penalty on Search checks and on most Strength- & Dexterity-based skill checks; all checks and activities that rely on vision automatically fail; all opponents are considered to have total concealment (50% miss chance)

• Sonic Sensitivity (Ex): a Garrador is dazed for 1 round by loud noises, such as nearby explosions, large bell chimes, or thunderclaps; a Garrador is also dazed for 1 round after receiving sonic-based damage; afterward, it gains a +5 morale bonus to their initiative for the next round

Zeta Kai
2007-07-13, 11:35 AM
Giga Bite (Mega Bite base, Template #2)
http://images4.wikia.nocookie.net/residentevil/images/4/44/Giga_Bite.jpg
Games: OB2
Large Aberration (T-Virus Carrier)
Hit Dice: 4d8+16 (34HP)
Initiative: +3
Speed: 5’ (1 square)
Armor Class: 14 (-1 size, +3 Dex, +2 natural); touch 12; flat-footed 11
Base Attack/Grapple: +3/+15
Attack: Bite +10 melee (1d8+8)
Full Attack: 2 Bites +10 melee (1d8+8)
Space/Reach: 10’/10’
Special Attacks: Blood Drain, Improved Grab, Pounce
Special Qualities: Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
Saves: Fort +4, Ref +3, Will -1
Abilities: Str 26 (+8), Dex 16 (+3), Con 18 (+4), Int 0 (--), Wis 8 (-1), Cha 2 (-4)
Skills: Hide +2, Jump +16
Feats: N/A
Environment: any land or underground
Organization: solitary
Challenge Rating: 4
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Blood Drain (Ex): a Giga Bite that is attached to its opponent deals 2 points of Constitution damage per round until it reaches a total of 12 points, at which point it detaches from its victim & retreats to digest its meal

• Improved Grab (Ex): to use this ability, a Giga Bite must hit with a Bite attack; 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 & can Blood Drain

• Pounce (Ex): if a Giga Bite charges an opponent, it can make a full attack, including 2 Bites

Zeta Kai
2007-07-13, 11:36 AM
Glimmer
http://images3.wikia.nocookie.net/residentevil/images/4/4e/Glimmer.JPG
Games: DA
Medium Aberration (Aquatic, T-Virus Carrier)
Hit Dice: 2d8+6 (15HP)
Initiative: +5
Speed: 50’ (10 squares)
Armor Class: 17 (+5 Dex, +2 natural); touch 15; flat-footed 12
Base Attack/Grapple: +1/+1
Attack: Claw +1 melee (1d4+1)
Full Attack: Claw +1 melee (1d4+1) & Bite +1 melee (1d4)
Space/Reach: 5’/5’
Special Attacks: Acid Spray, Improved Grab
Special Qualities: Aberration traits, T-Virus Carrier traits, Glowing Eyes, Vulnerability to Fire, Water Dependent
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 11 (+0), Dex 20 (+5), Con 16 (+3), Int 2 (-4), Wis 12 (+1), Cha 8 (-1)
Skills: Hide -5, Jump +6, Move Silently +14, Search +1, Spot +10, Survival +3
Feats: Dodge, Mobility
Environment: any land or underground
Organization: solitary
Challenge Rating: 2
Treasure: N/A
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A

• Acid Spray (Ex): a Glimmer can emit a 20’ cone of acid (2d6 damage, Reflex save DC12 for half damage) every 1d4+2 rounds

• Improved Grab (Ex): to use this ability, a Glimmer must hit with a Claw attack; 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 & can automatically hit with an Acid Spray attack (no saving throw allowed)

• Glowing Eyes (Ex): a Glimmer’s eyes glow with the light of an average candle, casting shadowy illumination in a 5’ radius & granting a -10 penalty on Hide checks made by a Glimmer (included in Skills, above)

• Water Dependent (Ex): a Glimmer can survive out of the water for 1 hour per point of Constitution bonus (after that, refer to the drowning rules); also, subtract 1 hour for every 10 points of fire damage they receive

Zeta Kai
2007-07-13, 11:39 AM
Grave Digger*
Games: RE3
Huge Aberration (T-Virus Carrier)
Hit Dice: 7d8+49 (80HP)
Initiative: -4
Speed: 20’ (4 squares)
Armor Class: 14 (-2 size, -4 Dex, +10 natural); touch 4; flat-footed 14
Base Attack/Grapple: +6/+22
Attack: Bite +14 melee (2d6+10)
Full Attack: Bite +14 melee (2d6+10) & Gore +9 melee (1d6+5)
Space/Reach: 15’/15’
Special Attacks: Improved Grab, Powerful Charge, Swallow Whole
Special Qualities: Blindsense, Tremorsense, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Fast Healing 1
Saves: Fort +6, Ref -3, Will +0
Abilities: Str 31 (+10), Dex 3 (-4), Con 24 (+7), Int 0 (--), Wis 10 (+0), Cha 1 (-5)
Skills: N/A
Feats: N/A
Environment: any land or underground
Organization: solitary
Challenge Rating: 7
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Improved Grab (Ex): to use this ability, the Grave Digger must hit with a Bite attack; 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 & can Swallow Whole

• Powerful Charge (Ex): in addition to the normal benefits and hazards of a charge, this allows the Grave Digger to make a single Claw attack (piercing, like a gore attack) with a +14 attack bonus that deals 4d6+20 points of damage

• Swallow Whole (Ex): the Grave Digger can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check; once inside, the opponent takes 2d6+10 points of crushing damage plus 1d6 points of acid damage per round from the Grave Digger’s digestive juices; a swallowed creature can cut its way out by dealing 26 points of damage to the Grave Digger’s digestive tract (AC14); once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out; the Grave Digger’s gullet can hold 2 Large, 8 Medium, 32 Small, 128 Tiny or 512 Diminutive or smaller creatures

• Blindsense (Ex): the Grave Digger notices & locates creatures within 30’; opponents still have total concealment (50% miss chance) against a creature with Blindsense

• Tremorsense (Ex): the Grave Digger can pinpoint the location of anything in contact with the ground within 60’

Zeta Kai
2007-07-13, 11:41 AM
Gulp Worm*
http://images2.wikia.nocookie.net/residentevil/images/8/8d/Gulpworm.jpg
Games: CV
Huge Aberration (T-Virus Carrier)
Hit Dice: 8d8+48 (84HP)
Initiative: -3
Speed: 20’ (4 squares)
Armor Class: 15 (-2 size, -3 Dex, +10 natural); touch 5; flat-footed 15
Base Attack/Grapple: +6/+21
Attack: Bite +13 melee (1d8+9)
Full Attack: Bite +13 melee (1d8+9) & Slam +8 melee (1d6+4)
Space/Reach: 15’/15’
Special Attacks: Improved Grab, Swallow Whole
Special Qualities: Blindsense, Tremorsense, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity, Vulnerability to Electricity
Saves: Fort +6, Ref -3, Will +0
Abilities: Str 29 (+9), Dex 5 (-3), Con 22 (+6), Int 0 (--), Wis 10 (+0), Cha 2 (-4)
Skills: N/A
Feats: N/A
Environment: any land or underground
Organization: solitary
Challenge Rating: 6
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Improved Grab (Ex): to use this ability, the Gulp Worm must hit with a Bite attack; 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 & can Swallow Whole

• Swallow Whole (Ex): the Gulp Worm can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check; once inside, the opponent takes 1d8+9 points of crushing damage plus 1d6 points of acid damage per round from the Gulp Worm’s digestive juices; a swallowed creature can cut its way out by dealing 28 points of damage to the Gulp Worm’s digestive tract (AC15); once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out; the Gulp Worm’s gullet can hold 2 Large, 8 Medium, 32 Small, 128 Tiny or 512 Diminutive or smaller creatures

• Blindsense (Ex): the Gulp Worm notices & locates creatures within 30’; opponents still have total concealment (50% miss chance) against a creature with Blindsense

• Tremorsense (Ex): the Gulp Worm can pinpoint the location of anything in contact with the ground within 60’

• Vulnerability to Electricity: the Gulp Worm takes twice as much (×2) damage as normal from electricity, regardless of whether a saving throw is allowed, or if the save is a success or failure; in addition, the Gulp Worm must make a Fortitude save (DC10) or die each round it is exposed to electricity damage, with the DC increasing by 1 each round after the first

Zeta Kai
2007-07-14, 02:03 PM
Horn Bill (Template #1)
http://images4.wikia.nocookie.net/residentevil/images/1/1f/Resident-evil-outbreak-file-2-20050204042446823_640w.jpg
Games: OB2
Tiny Undead (T-Virus Carrier)
Hit Dice: ½d12+3 (6HP)
Initiative: +1
Speed: 5’ (1 square), Fly 30’ (6 squares, average maneuverability)
Armor Class: 13 (+2 size, +1 Dex); touch 13; flat-footed 12
Base Attack/Grapple: +0/-11
Attack: Talon +3 melee (1d2-3)
Full Attack: Talon +3 melee (1d2-3) & Bite -2 melee (1d3-3)
Space/Reach: 2.5’/0’
Special Attacks: N/A
Special Qualities: Low-Light Vision, Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady
Saves: Fort +0, Ref +1, Will +2
Abilities: Str 4 (-3), Dex 12 (+1), Con 0 (--), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
Skills: N/A
Feats: Toughness, Weapon Finesse (Claw) B
Environment: any land or underground
Organization: any
Challenge Rating: 1
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Flight (Ex): a Horn Bill can cease or resume flight as a free action; in addition, it can also make dive attacks, which work just like a charge, but it must move a minimum of 30’ & descend at least 10’; it can make only Talon attacks, but these deal double damage; it can also use the run action while flying, provided that it flies in a straight line

Zeta Kai
2007-07-14, 02:05 PM
Hunter, Elite*
http://images3.wikia.nocookie.net/residentevil/images/thumb/f/f5/Elite_Hunter.jpg/762px-Elite_Hunter.jpg
Games: DA
Medium Aberration (T-Virus Carrier)
Hit Dice: 5d8+20 (42HP)
Initiative: +4
Speed: 50’ (10 squares)
Armor Class: 21 (+4 Dex, +7 natural); touch 14; flat-footed 17
Base Attack/Grapple: +3/+8
Attack: Claw +8 melee (1d6+5, 20/×3 critical)
Full Attack: Claw +8 melee (1d6+5, 20/×3 critical) & Bite +6 melee (1d8+2)
Space/Reach: 5’/5’
Special Attacks: Pounce
Special Qualities: Aberration traits, T-Virus Carrier traits, Powerful Build, Scent
Saves: Fort +4, Ref +7, Will +0
Abilities: Str 21 (+5), Dex 18 (+4), Con 18 (+4), Int 3 (-4), Wis 12 (+1), Cha 8 (-1)
Skills: Balance +3, Hide +6, Jump +7, Listen +5, Move Silently +8, Search +1, Spot +4, Survival +3
Feats: Alertness, Multiattack, Power Attack
Environment: any land or underground
Organization: solitary
Challenge Rating: 5
Treasure: N/A
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A

• Pounce (Ex): if a Hunter charges a foe, it can make a full attack, including a Claw attack & a Bite attack

• Powerful Build (Ex): whenever a Hunter is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it; it is also considered to be 1 size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it; a Hunter can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size; the benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subject’s size category

• Scent (Ex): a Hunter can detect opponents by sense of smell within 40’ (×2 for upwind opponents, ×½ for downwind opponents)

Zeta Kai
2007-07-14, 02:06 PM
Hunter, Enhanced / II*
http://images4.wikia.nocookie.net/residentevil/images/thumb/e/e8/Enhanced_Hunter.jpg/600px-Enhanced_Hunter.jpg
Games: CV
Medium Aberration (T-Virus Carrier)
Hit Dice: 5d8+20 (42HP)
Initiative: +3
Speed: 40’ (8 squares)
Armor Class: 18 (+3 Dex, +5 natural); touch 13; flat-footed 15
Base Attack/Grapple: +3/+6
Attack: Claw +6 melee (1d6+3, 20/×3 critical)
Full Attack: 2 Claws +6 melee (1d6+3, 20/×3 critical) & Bite +4 melee (1d6+1)
Space/Reach: 5’/5’
Special Attacks: Pounce
Special Qualities: Aberration traits, T-Virus Carrier traits, Powerful Build, Seeker Com
Saves: Fort +4, Ref +6, Will +0
Abilities: Str 17 (+3), Dex 16 (+3), Con 18 (+4), Int 9 (-1), Wis 12 (+1), Cha 8 (-1)
Skills: Balance +3, Hide +6, Jump +7, Listen +6, Move Silently +8, Search +4, Spot +5, Survival +4
Feats: Alertness, Multiattack, Power Attack
Environment: any land or underground
Organization: solitary
Challenge Rating: 4
Treasure: N/A
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A

• Pounce (Ex): if a Hunter charges a foe, it can make a full attack, including two Claw attacks & a Bite attack

• Powerful Build (Ex): whenever a Hunter is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it; it is also considered to be 1 size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it; a Hunter can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size; the benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subject’s size category

• Seeker Com (Ex): a Hunter can track down its target through an automated surveillance device called a Seeker, which directs the Hunter directly against opponents, & is received by a special radio frequency; anything that a Seeker camera perceives is relayed to a Hunter within range (1500’)

Zeta Kai
2007-07-14, 02:07 PM
Hunter, MA-121 Alpha*
http://images1.wikia.nocookie.net/residentevil/images/thumb/7/7b/HunterBig.jpg/499px-HunterBig.jpg
Games: RE0, RE1, Sur
Medium Aberration (T-Virus Carrier)
Hit Dice: 5d8+10 (32HP)
Initiative: +3
Speed: 40’ (8 squares)
Armor Class: 18 (+3 Dex, +5 natural); touch 13; flat-footed 15
Base Attack/Grapple: +3/+7
Attack: Claw +7 melee (1d6+4, 20/×3 critical)
Full Attack: 2 Claws +7 melee (1d6+4, 20/×3 critical) & Bite +5 melee (1d6+2)
Space/Reach: 5’/5’
Special Attacks: Pounce
Special Qualities: Aberration traits, T-Virus Carrier traits, Powerful Build, Scent
Saves: Fort +2, Ref +6, Will +0
Abilities: Str 19 (+4), Dex 16 (+3), Con 15 (+2), Int 3 (-4), Wis 12 (+1), Cha 8 (-1)
Skills: Balance +2, Hide +5, Jump +6, Listen +5, Move Silently +7, Search +1, Spot +4, Survival +3
Feats: Alertness, Multiattack, Power Attack
Environment: any land or underground
Organization: solitary
Challenge Rating: 4
Treasure: N/A
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A

• Pounce (Ex): if a Hunter charges a foe, it can make a full attack, including two Claw attacks & a Bite attack

• Powerful Build (Ex): whenever a Hunter is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it; it is also considered to be 1 size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it; a Hunter can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size; the benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subject’s size category

• Scent (Ex): a Hunter can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)

Zeta Kai
2007-07-14, 02:10 PM
Hunter, MA-121 Beta*
http://images1.wikia.nocookie.net/residentevil/images/0/06/MA-121_Hunter_Beta.jpg
Games: RE3
Medium Aberration (T-Virus Carrier)
Hit Dice: 5d8+10 (32HP)
Initiative: +5
Speed: 50’ (10 squares)
Armor Class: 20 (+5 Dex, +5 natural); touch 15; flat-footed 15
Base Attack/Grapple: +3/+5
Attack: Claw +5 melee (1d6+2)
Full Attack: 2 Claws +5 melee (1d6+2) & Bite +3 melee (1d6+1)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Aberration traits, T-Virus Carrier traits, Powerful Build, Scent, Improved Evasion
Saves: Fort +2, Ref +7, Will +0
Abilities: Str 15 (+2), Dex 20 (+5), Con 15 (+2), Int 3 (-4), Wis 12 (+1), Cha 8 (-1)
Skills: Balance +4, Hide +7, Jump +4, Listen +5, Move Silently +9, Search +1, Survival +3
Feats: Alertness, Dodge, Multiattack
Environment: any land or underground
Organization: solitary
Challenge Rating: 4
Treasure: N/A
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A

• Powerful Build (Ex): whenever a Hunter is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it; it is also considered to be 1 size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it; a Hunter can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size; the benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subject’s size category

• Scent (Ex): a Hunter can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)

Zeta Kai
2007-07-14, 02:11 PM
Hunter, MA-124 Gamma*
http://images4.wikia.nocookie.net/residentevil/images/thumb/8/86/Hunter_Gamma.jpg/450px-Hunter_Gamma.jpg
Games: RE3, OB1, OB2
Medium Aberration (T-Virus Carrier)
Hit Dice: 5d8+25 (47HP)
Initiative: +2
Speed: 40’ (8 squares)
Armor Class: 17 (+2 Dex, +5 natural); touch 12; flat-footed 15
Base Attack/Grapple: +3/+6
Attack: Claw +6 melee (1d4+3, 20/×3 critical)
Full Attack: 2 Claws +6 melee (1d4+3, 20/×3 critical) & Bite +1 melee (1d4+1)
Space/Reach: 5’/5’
Special Attacks: Improved Grab, Swallow Whole
Special Qualities: Aberration traits, T-Virus Carrier traits, Powerful Build, Scent, Water Dependent, Vulnerability to Fire
Saves: Fort +5, Ref +4, Will +0
Abilities: Str 17 (+3), Dex 14 (+2), Con 20 (+5), Int 3 (-4), Wis 10 (+0), Cha 6 (-2)
Skills: Balance +1, Hide +4, Jump +5, Listen +4, Move Silently +6, Search +1, Spot +3, Survival +2
Feats: Alertness, Power Attack
Environment: any land or underground
Organization: solitary
Challenge Rating: 4
Treasure: N/A
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A

• Improved Grab (Ex): to use this ability, a Hunter must hit with a Bite attack; 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 & can Swallow Whole

• Swallow Whole (Ex): if a Hunter begins its turn with an opponent (up to Medium size) held in its mouth (see Improved Grab, above), it can attempt a new grapple check (as though attempting to pin the opponent); if successful, it swallows its prey, & the opponent takes bite damage; a swallowed creature is considered to be grappled, while the Hunter is not; a swallowed creature can try to cut its way free with any light slashing or piercing weapon dealing 15 points of damage (against AC12), or it can just try to escape the grapple; if the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again

• Powerful Build (Ex): whenever a Hunter is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it; it is also considered to be 1 size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it; a Hunter can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size; the benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subject’s size category

• Scent (Ex): a Hunter can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)

• Water Dependent (Ex): Hunters can survive out of the water for 1 hour per point of Constitution bonus (after that, refer to the drowning rules); also, subtract 1 hour for every 10 points of fire damage they receive

Zeta Kai
2007-07-14, 02:14 PM
Hunter, Mu / Mini*
http://images2.wikia.nocookie.net/residentevil/images/6/64/MA-125_Hunter_R.jpg
Games: OB1, OB2
Small Aberration (T-Virus Carrier)
Hit Dice: 5d8+15 (37HP)
Initiative: +3
Speed: 30’ (6 squares)
Armor Class: 20 (+1 size, +3 Dex, +6 natural); touch 14; flat-footed 17
Base Attack/Grapple: +3/+1
Attack: Claw +6 melee (1d3+2, 20/×3 critical)
Full Attack: 2 Claws +6 melee (1d3+2, 20/×3 critical) & Bite +4 melee (1d3+1)
Space/Reach: 5’/5’
Special Attacks: Pounce
Special Qualities: Aberration traits, T-Virus Carrier traits, Powerful Build, Scent
Saves: Fort +3, Ref +5, Will +0
Abilities: Str 14 (+2), Dex 16 (+3), Con 17 (+3), Int 5 (-3), Wis 12 (+1), Cha 8 (-1)
Skills: Balance +2, Hide +9, Jump +4, Listen +5, Move Silently +7, Search +2, Spot +4, Survival +3
Feats: Alertness, Multiattack, Power Attack
Environment: any land or underground
Organization: solitary
Challenge Rating: 4
Treasure: N/A
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A

• Pounce (Ex): if a Hunter charges a foe, it can make a full attack, including two Claw attacks & a Bite attack

• Powerful Build (Ex): whenever a Hunter is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it; it is also considered to be 1 size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it; a Hunter can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size; the benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subject’s size category

• Scent (Ex): a Hunter can detect opponents by sense of smell within 20’ (×2 for upwind opponents, ×½ for downwind opponents)

Zeta Kai
2007-07-14, 02:15 PM
Hunter, MA-125 R*
http://images2.wikia.nocookie.net/residentevil/images/6/64/MA-125_Hunter_R.jpg
Games: OB1, OB2
Medium Aberration (T-Virus Carrier)
Hit Dice: 5d8+15 (37HP)
Initiative: +4
Speed: 50’ (10 squares)
Armor Class: 20 (+4 Dex, +6 natural); touch 14; flat-footed 16
Base Attack/Grapple: +3/+5
Attack: Claw +5 melee (1d4+2, 20/×3 critical)
Full Attack: 2 Claws +5 melee (1d4+2, 20/×3 critical) & Bite +3 melee (1d6+1)
Space/Reach: 5’/5’
Special Attacks: Pounce
Special Qualities: Aberration traits, T-Virus Carrier traits, Powerful Build, Scent
Saves: Fort +3, Ref +6, Will +0
Abilities: Str 14 (+2), Dex 18 (+4), Con 17 (+3), Int 5 (-3), Wis 12 (+1), Cha 8 (-1)
Skills: Balance +3, Hide +6, Jump +4, Listen +5, Move Silently +8, Search +2, Spot +4, Survival +3
Feats: Alertness, Multiattack, Power Attack
Environment: any land or underground
Organization: solitary
Challenge Rating: 4
Treasure: N/A
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A

• Pounce (Ex): if a Hunter charges a foe, it can make a full attack, including two Claw attacks & a Bite attack

• Powerful Build (Ex): whenever a Hunter is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it; it is also considered to be 1 size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it; a Hunter can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size; the benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subject’s size category

• Scent (Ex): a Hunter can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)

Zeta Kai
2007-07-14, 02:16 PM
Hunter, Sweeper*
http://images4.wikia.nocookie.net/residentevil/images/d/da/Hunter_Sweeper.jpg
Games: CV
Medium Aberration (T-Virus Carrier)
Hit Dice: 5d8+20 (42HP)
Initiative: +3
Speed: 40’ (8 squares)
Armor Class: 18 (+3 Dex, +5 natural); touch 13; flat-footed 15
Base Attack/Grapple: +3/+6
Attack: Claw +6 melee (1d6+3 + poison)
Full Attack: 2 Claws +6 melee (1d6+3 + poison) & Bite +4 melee (1d6+1)
Space/Reach: 5’/5’
Special Attacks: Pounce, Poison
Special Qualities: Aberration traits, T-Virus Carrier traits, Powerful Build, Scent
Saves: Fort +4, Ref +6, Will +0
Abilities: Str 17 (+3), Dex 16 (+3), Con 18 (+4), Int 9 (-1), Wis 12 (+1), Cha 8 (-1)
Skills: Balance +3, Hide +6, Jump +7, Listen +6, Move Silently +8, Search +4, Spot +5, Survival +4
Feats: Alertness, Multiattack, Power Attack
Environment: any land or underground
Organization: solitary
Challenge Rating: 4
Treasure: N/A
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A

• Pounce (Ex): if a Hunter charges a foe, it can make a full attack, including two Claw attacks & a Bite attack

• Poison (Ex): via injury; Fortitude DC16; initial damage 1d4 Strength & 1d4 Dexterity; secondary damage 1d4 Strength & 1d4 Dexterity

• Powerful Build (Ex): whenever a Hunter is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it; it is also considered to be 1 size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it; a Hunter can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size; the benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subject’s size category

• Scent (Ex): a Hunter can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)

Zeta Kai
2007-07-14, 02:17 PM
Hyena, Zombie (Hyena base, Template #1)
Games: OB2
Medium Undead (T-Virus Carrier)
Hit Dice: 4d12+3 (25HP)
Initiative: +0
Speed: 40’ (8 squares)
Armor Class: 12 (+0 Dex, +2 natural); touch 10; flat-footed 12
Base Attack/Grapple: +2/+5
Attack: Bite +5 melee (1d6+3)
Full Attack: Bite +5 melee (1d6+3)
Space/Reach: 5’/5’
Special Attacks: Trip
Special Qualities: Low-Light Vision, Scent, Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady
Saves: Fort +1, Ref +1, Will +4
Abilities: Str 16 (+3), Dex 11 (+0), Con 0 (--), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
Skills: N/A
Feats: Toughness
Environment: any land or underground
Organization: any
Challenge Rating: 2
Treasure: N/A
Alignment: always Neutral
Advancement: 5HD (Medium), 7-9HD (Large)
Level Adjustment: N/A

• Trip (Ex): a Hyena that hits with its bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity; if the attempt fails, the opponent cannot react to trip the hyena

• Scent (Ex): a Hyena can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)

Zeta Kai
2007-07-14, 02:19 PM
Illuminado / Heretic (Human Cleric 2 base, Plagas Template)
http://images2.wikia.nocookie.net/residentevil/images/thumb/d/da/Monk-1.jpg/480px-Monk-1.jpg
Games: RE4
Medium Aberration (Alpha/Beta/Gamma Plagas Carrier)
Hit Dice: 3d8+6 (19HP)
Initiative: +0
Speed: 30’ (6 squares)
Armor Class: 10; touch 10; flat-footed 10
Base Attack/Grapple: +2/+4
Attack: Slam +4 melee (1d3+2)
Full Attack: Slam +4 melee (1d3+2)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Aberration traits, Plagas Carrier traits
Saves: Fort +5, Ref +0, Will +5
Abilities: Str 14 (+2), Dex 11 (+0), Con 15 (+2), Int 14 (+2), Wis 14 (+2), Cha 7 (-2)
Skills: Concentration +7, Craft +5, Diplomacy +2, Heal +4, Hide +2, Knowledge (history) +7, Knowledge (religion) +7, Move Silently +2, Profession +6, Spellcraft +4
Feats: Dodge, Stealthy
Environment: any land or underground
Organization: any
Challenge Rating: 3
Treasure: standard
Alignment: Lawful Evil
Advancement: by character class
Level Adjustment: N/A

Weapon Variants
Dynamite +2 ranged (2d6 concussion, 5’ burst radius, 10’ range increment)
Tower Shield (+4AC/cover, max dex +2, check pen -10, spell fail 50%, -2 attack), often paired with Flail
Flail +3 melee (1d8+2)
Scythe +3 melee (2d4+2, 20/×4 critical)
Light Crossbow +2 ranged (1d8, 19-20/×2 critical, 80’ range increment)
Gatling Gun Turret +2 ranged (2d12, 110’ range increment, stationary, infinite ammo)
Rocket Launcher +2 ranged (10d6/3d6 splash, concussion, 150’ range increment)
Helmet (immunity to critical hits, +1AC, check pen -1, spell fail 10%, -1 attack), often paired with Flail or Light Crossbow

Zeta Kai
2007-07-14, 02:21 PM
Illuminado / Zealot (Human Cleric 4 base, Plagas Template)
http://images4.wikia.nocookie.net/residentevil/images/thumb/6/6b/Monk-2.jpg/420px-Monk-2.jpg
Games: RE4
Medium Aberration (Queen Plagas Carrier)
Hit Dice: 5d8+13 (35HP)
Initiative: +1
Speed: 30’ (6 squares)
Armor Class: 11 (+1 Dex); touch 11; flat-footed 10
Base Attack/Grapple: +4/+5
Attack: Slam +5 melee (1d3+1)
Full Attack: Slam +5 melee (1d3+1)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Aberration traits, Plagas Carrier traits
Saves: Fort +6, Ref +2, Will +7
Abilities: Str 13 (+1), Dex 12 (+1), Con 14 (+2), Int 16 (+3), Wis 17 (+3), Cha 12 (+1)
Skills: Bluff +6, Concentration +5, Diplomacy +3, Heal +5, Intimidate +6, Knowledge (history) +8, Knowledge (religion) +10, Profession +7, Sense Motive +4, Spellcraft +8
Feats: Persuasive, Run, Toughness
Environment: any land or underground
Organization: any
Challenge Rating: 5
Treasure: standard
Alignment: Lawful Evil
Advancement: by character class
Level Adjustment: N/A

Weapon Variants
Scythe +3 melee (2d4+2, 20/×4 critical)
Gatling Gun Turret +2 ranged (2d12, 110’ range increment, stationary, infinite ammo)

Zeta Kai
2007-07-14, 02:22 PM
“It” U3*
http://images2.wikia.nocookie.net/residentevil/images/b/b4/U3_It.jpg
Games: RE4
Large Aberration (Beta Plagas Carrier)
Hit Dice: 15d8+75 (142HP)
Initiative: -2
Speed: 30’ (6 squares), Burrow 20’ (4 squares)
Armor Class: 17 (-1 size, -2 Dex, +10 natural); touch 7; flat-footed 17
Base Attack/Grapple: +11/+25
Attack: Claw +20 melee (2d6+10) or Tentacle +20 melee (1d8+10, 19-20/×2)
Full Attack: 2 Claws +20 melee (2d6+10) or 2 Tentacles +20 melee (1d8+10, 19-20/×2)
Space/Reach: 10’/10’
Special Attacks: Powerful Charge, Strangle
Special Qualities: Aberration traits, Plagas Carrier traits, Tremorsense, Damage Reduction 5/concussion, Frightful Presence
Saves: Fort +12, Ref +5, Will +16
Abilities: Str 30 (+10), Dex 6 (-2), Con 20 (+5), Int 3 (-4), Wis 12 (+1), Cha 2 (-4)
Skills: Climb +11, Intimidate +7, Jump +11, Listen +3, Move Silently +1, Spot +3
Feats: Awesome Blow, Improved Natural Attack, Improved Overrun, Power Attack
Environment: any land or underground
Organization: solitary
Challenge Rating: 9
Treasure: 2× standard
Alignment: Lawful Evil
Advancement: N/A
Level Adjustment: N/A

• Powerful Charge (Ex): in addition to the normal benefits and hazards of a charge, this allows “It” to make a single Claw attack (slashing) with a +20 attack bonus that deals 4d6+20 points of damage

• Strangle (Ex): on a successful grapple check, “It” can strangle an opponent, dealing 10 points of damage per round; in addition, the grappled creature cannot breathe (see Drowning or Suffocation rules in the DMG)

• Tremorsense (Ex): “It” can pinpoint the location of anything in contact with the ground within 30’

• Frightful Presence (Ex): “It” can inspire terror by charging or attacking; affected creatures must succeed on a DC13 Will save or become shaken, remaining in that condition as long as they remain with 20’ of “It”; the save DC is Constitution-based

Zeta Kai
2007-07-14, 02:27 PM
Ivy
http://images1.wikia.nocookie.net/residentevil/images/thumb/8/8c/PoisonIvyRE2.jpg/525px-PoisonIvyRE2.jpg
Games: RE2, OB2, Sur
Large Plant (T-Virus Carrier)
Hit Dice: 5d8+18 (40HP)
Initiative: +0
Speed: 20’ (4 squares)
Armor Class: 14 (-1 size, +5 natural); touch 9; flat-footed 14
Base Attack/Grapple: +3/+12
Attack: Tentacle +7 melee (1d8+5)
Full Attack: 2 Tentacles +7 melee (1d8+5)
Space/Reach: 10’/10’
Special Attacks: Acid Spray, Improved Grab
Special Qualities: Plant traits, T-Virus Carrier traits, Blindsight 30’, Vulnerability to Fire
Saves: Fort +8, Ref +2, Will +7
Abilities: Str 21 (+5), Dex 10 (+0), Con 17 (+3), Int 1 (-5), Wis 16 (+3), Cha 12 (+1)
Skills: Hide -4, Intimidate +3, Listen +7, Sense Motive +3, Spot +5, Survival +4
Feats: Alertness, Toughness
Environment: warm forests or jungles
Organization: solitary, pairs, or copses (3-6)
Challenge Rating: 3
Treasure: N/A
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A

• Acid Spray (Ex): an Ivy can emit a 20’ cone of acid (2d6 damage, Reflex save DC12 for half damage) every 1d4+2 rounds

• Improved Grab (Ex): to use this ability, an Ivy must hit with a Tentacle attack; 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 & can automatically hit with an Acid Spray attack

• Vulnerability to Fire: an Ivy takes twice as much (×2) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure; in addition, an Ivy must make a Fortitude save (DC10) or die each round it is exposed to fire damage, with the DC increasing by 2 each round after the first

Bloody_Dagger
2007-07-14, 10:38 PM
So....much.....awesomeness......struggling......to comprehend......

Zeta Kai
2007-07-15, 10:57 AM
Jack Krauser (1st Form)*
http://images2.wikia.nocookie.net/residentevil/images/thumb/e/eb/Jackkrauser_2.jpg/420px-Jackkrauser_2.jpg
Games: RE4
Medium Human Fighter 10th Level / Barbarian 2nd Level (Queen Plagas Carrier)
Hit Dice: 2d12+8d10+37 (94HP)
Initiative: +3
Speed: 40’ (8 squares)
Armor Class: 13 (+3 Dex); touch 13; flat-footed 13
Base Attack/Grapple: +10/+14
Attack: Knife +14 melee (1d4+4, 19-20/×2, slashing) or M4A1 Assault Rifle +5 ranged (2d8, 80’ range increment, semi/automatic) or Hand Grenade (1d2/4d6 splash, 15’ range increment)
Full Attack: Knife +14 melee (1d4+4, 19-20/×2, slashing) & Knife +9 melee (1d4+2, 19-20/×2, slashing) or M4A1 Assault Rifle +5 ranged (2d8, 80’ range increment, semi/automatic) or Flash Grenade (0, blind for 1 round/dazzled for 1d4+1 rounds, 20’ flash radius, 15’ range increment)
Space/Reach: 5’/5’
Special Attacks: Back Flip, Rage
Special Qualities: Uncanny Dodge, Human traits, Plagas Carrier traits, Resurgent Form
Saves: Fort +12, Ref +5, Will +3
Abilities: Str 19 (+4), Dex 17 (+3), Con 16 (+3), Int 10 (+0), Wis 12 (+1), Cha 8 (-1)
Skills: Balance +5, Climb +9, Escape Artist +5, Hide +7, Intimidate +7, Jump +15, Move Silently +11, Survival +14, Swim +8, Tumble +9
Feats: Acrobatic, Agile, Dodge, Improved Bull Rush, Mobility, Power Attack, Skill Focus: Move Silently, Spring Attack, Stealthy, Weapon Focus: Knife
Challenge Rating: 10
Treasure: N/A
Alignment: Neutral Evil

Notes: 6’2” tall; 230 lbs.; tan skin; red eyes; dark brown hair

• Back Flip (Ex): on a successful Tumble check (DC15), Krauser can take a 5’ step as a swift action, allowing him to gain a +5 circumstance bonus to his Armor Class & Reflex saving throws for 1 round; if you Krauser apply his Dexterity bonus to his AC, then he may not use Back Flip; if he is on a surface that would increase the Tumble DC, then apply the modifier as a penalty to his Tumble check to successfully Back Flip

• Resurgent Form (Ex): when Krauser’s hit points fall below 1, he will transform into his second form, regaining his full amount of HP in the process; this an immediate action that does not provoke attacks of opportunity

Zeta Kai
2007-07-15, 10:58 AM
Jack Krauser (2nd Form)*
http://images4.wikia.nocookie.net/residentevil/images/d/d6/Krauser_2.jpg
Games: RE4
Medium Aberration (Queen Plagas Carrier)
Hit Dice: 11d8+44 (93HP)
Initiative: +2
Speed: 30’ (6 squares)
Armor Class: 12 (+2 Dex); touch 12; flat-footed 12
Base Attack/Grapple: +11/+16
Attack: Claw +16 melee (2d8+5, 20/×3) or Kick (1d6+5)
Full Attack: Claw +16 melee (2d8+5, 20/×3) or 2 Kicks (1d6+5)
Space/Reach: 5’/5’
Special Attacks: Claw, Impale, Rage, Trip
Special Qualities: Uncanny Dodge, Aberration traits, Plagas Carrier traits
Saves: Fort +12, Ref +5, Will +3
Abilities: Str 21 (+5), Dex 15 (+2), Con 18 (+4), Int 8 (-1), Wis 14 (+2), Cha 6 (-2)
Skills: Balance +4, Climb +10, Escape Artist +4, Hide +6, Intimidate +6, Jump +12, Move Silently +10, Survival +15, Swim +9, Tumble +8
Feats: Acrobatic, Agile, Dodge, Improved Bull Rush, Mobility, Power Attack, Skill Focus: Move Silently, Spring Attack, Stealthy, Weapon Focus: Knife
Challenge Rating: 11
Treasure: 2× standard
Alignment: Lawful Evil

• Claw (Ex): unlike most creatures’ Claw attacks, Krauser’s Claw can deal either piercing or slashing, as chosen by him prior to each attack; in addition, he can also use his massive Claw as a shield, granting him a +2 armor bonus to his Armor Class as a move-equivalent action for 1 round, as long as he does not attack with the Claw during that round

• Impale (Ex): on a successful grapple check, Krauser can impale an opponent with his arm blade, dealing 4d8+10 points of damage; no Reflex save is allowed

• Trip (Ex): if Krauser hits with a Claw attack, he can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity; if the attempt fails, the opponent cannot react to trip Krauser

Zeta Kai
2007-07-15, 10:59 AM
J.J. (Human Fighter 5 base, Plagas Template)
http://images4.wikia.nocookie.net/residentevil/images/9/9e/J.J..jpg
Games: RE4
Medium Aberration (Queen Plagas Carrier)
Hit Dice: 6d8+24 (51HP)
Initiative: +5
Speed: 30’ (6 squares)
Armor Class: 11 (+1 Dex); touch 11; flat-footed 10
Base Attack/Grapple: +6/+11
Attack: Gatling Gun +7 ranged (2d12, 110’ range increment, linked belt ammo) or Slam +11 melee (1d3+5)
Full Attack: Gatling Gun +7 ranged (2d12, 110’ range increment, linked belt ammo) or Slam +11 melee (1d3+5)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Aberration traits, Plagas Carrier traits
Saves: Fort +10, Ref +2, Will +0
Abilities: Str 21 (+5), Dex 13 (+1), Con 19 (+4), Int 7 (-2), Wis 9 (-1), Cha 5 (-3)
Skills: Climb +9, Intimidate +5, Jump +9
Feats: Endurance, Great Fortitude, Improved Initiative, Point Blank Shot, Rapid Shot, Power Attack
Environment: any land or underground
Organization: any
Challenge Rating: 6
Treasure: standard
Alignment: Lawful Evil
Advancement: by character class
Level Adjustment: N/A

Zeta Kai
2007-07-15, 11:01 AM
Leech
http://images2.wikia.nocookie.net/residentevil/images/e/ee/Leech.jpg
Games: RE0, OB1, OB2
Diminutive Vermin
Hit Dice: ¼d8 (1HP)
Initiative: +3
Speed: 5’ (1 square), Swim 5’ (1 square)
Armor Class: 17 (+4 size, +3 Dex); touch 17; flat-footed 14
Base Attack/Grapple: +0/-17
Attack: Bite +1 melee (1 plus blood drain)
Full Attack: Bite +1 melee (1 plus blood drain)
Space/Reach: 1’/0’
Special Attacks: Anesthetize, Attach, Blood Drain, Disease
Special Qualities: Blindsight 5’, Scent
Saves: Fort +2, Ref +3, Will -1
Abilities: Str 1 (-5), Dex 16 (+3), Con 11 (+0), Int 0 (--), Wis 8 (-1), Cha 2 (-4)
Skills: Hide +19, Swim +3
Feats: Weapon Finesse B
Environment: warm marsh
Organization: colony (2-5) or swarm (6-11)
Challenge Rating: 1/6
Treasure: N/A
Alignment: always Neutral
Advancement: ½ Hit Die (Tiny), 1-3 Hit Die (Small)
Level Adjustment: N/A

• Anesthetize (Ex): a creature bitten by a Leech must succeed on a Spot check (opposed by the leech’s Hide check) to notice the attack if both the Leech & its victim are in murky water at least 1’ deep; each round of Blood Drain (see below) entitles the victim to another Spot check to notice the Leech, with a cumulative +1 bonus on the check per round after the first; creatures attacked in clear water, out of the water, or that have some means of detecting the Leech without seeing it notice the attack automatically

• Attach (Ex): if a Leech hits with its Bite attack, it uses its sucker-like mouth to automatically latch onto the opponent’s body; it deals no additional damage while attached, but it drains blood (see below); an attached Leech loses its Dexterity bonus to AC & has AC14; an attached Leech can be struck with a weapon or grappled; to remove an attached leech via grappling, an opponent must achieve a pin against the Leech

• Blood Drain (Ex): a Leech that is attached to its opponent deals 1 point of Constitution damage per round until it reaches a total of 4 points, at which point it detaches from its victim & retreats to digest its meal

• Disease (Ex): a creature bitten by a Leech must make a Fortitude save (DC15) or contract the Red Ache (see Diseases in the DMG)

• Scent (Ex): the creature can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)

Zeta Kai
2007-07-15, 11:02 AM
Leech, Giant (Leech: Giant base, Template #2)
http://images1.wikia.nocookie.net/residentevil/images/a/a8/Leech_Queen.jpg
Games: OB1, OB2
Large Aberration (T-Virus Carrier)
Hit Dice: 4d8+12 (30HP)
Initiative: -1
Speed: 10’ (2 squares), Swim 10’ (2 squares)
Armor Class: 10 (-1 size, -1 Dex, +2 natural); touch 8; flat-footed 9
Base Attack/Grapple: +3/+11
Attack: Bite +6 melee (1d8+4 plus blood drain)
Full Attack: Bite +6 melee (1d8+4 plus blood drain)
Space/Reach: 10’/10’
Special Attacks: Attach, Blood Drain, Disease
Special Qualities: Blindsight 30’, Scent, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
Saves: Fort +5, Ref -1, Will -1
Abilities: Str 18 (+4), Dex 8 (-1), Con 17 (+3), Int 0 (--), Wis 8 (-1), Cha 2 (-4)
Skills: Swim +12
Feats: Weapon Finesse B
Environment: warm marsh
Organization: solitary, colony (2-5) or swarm (6-11)
Challenge Rating: 3
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Attach (Ex): if a Leech hits with its Bite attack, it uses its sucker-like mouth to latch onto the opponent’s body; it deals no additional damage while attached, but it drains blood (see below); an attached Leech loses its Dexterity bonus to AC & has AC9; an attached Leech can be struck with a weapon or grappled; to remove an attached Leech via grappling, an opponent must achieve a pin against the Leech

• Blood Drain (Ex): a Leech that is attached to its opponent deals 3 points of Constitution damage per round until it reaches a total of 24 points, at which point it detaches from its victim & retreats to digest its meal

• Disease (Ex): a creature bitten by a Leech must make a Fortitude save (DC18) or contract the Red Ache (see Diseases in the DMG)

• Scent (Ex): the creature can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)

Zeta Kai
2007-07-15, 11:20 AM
Leech, Queen (1st Form)
http://images.wikia.com/residentevil/images/d/d0/Queen_Leech.jpg
Games: RE0
Large Aberration (Shapechanger, T-Virus Carrier)
Hit Dice: 12d12+27 (105HP)
Initiative: -2
Speed: 20’ (4 squares)
Armor Class: 9 (-1 size, -2 Dex, +2 natural); touch 7; flat-footed 9
Base Attack/Grapple: +6/+17
Attack: Slam +12 melee (1d6+7) or Tentacle +12 melee (1d8+7)
Full Attack: 2 Slams +12 melee (1d6+7) or 2 Tentacles +12 melee (1d8+7)
Space/Reach: 10’/10’
Special Attacks: Impale, Improved Grab, Strangle
Special Qualities: Aberration traits, Shapechanger traits, T-Virus Carrier traits, Direct Leeches, Fast Healing 1, Light Weakness, Resurgent Form
Saves: Fort +7, Ref +2, Will +7
Abilities: Str 24 (+7), Dex 6 (-2), Con 14 (+2), Int 3 (-4), Wis 10 (+0), Cha 1 (-5)
Skills: Balance +1, Move Silently +1, Spot +3, Survival +3, Swim +10
Feats: Great Fortitude, Improved Bull Rush, Improved Natural Attack, Improved Overrun, Power Attack, Toughness
Environment: any land or underground
Organization: solitary
Challenge Rating: 8
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Impale (Ex): on a successful grapple check, the Leech Queen can impale an opponent with its spinal spines, dealing 2d4+14 points of damage; Reflex save DC25 for half damage

• Improved Grab (Ex): to use this ability, the Leech Queen must hit with a Bite attack or a Slam attack; 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 & can Impale or Strangle

• Strangle (Ex): on a successful grapple check, the Leech Queen can strangle an opponent, dealing 7 points of damage per round; in addition, the grappled creature cannot breathe (see Drowning or Suffocation rules in the DMG)

• Direct Leeches (Su): the Leech Queen has the ability to direct the actions of all other leeches that have fewer Hit Dice within range (120’, or 24 squares); this ability operates identically to a dominate monster spell performed by a caster with a level equal to the Leech Queen’s Hit Dice ×2

• Light Weakness (Ex): the Leech Queen is helpless in sunlight or within the radius of a daylight spell, taking 2d6+8 damage per round; in addition, if the Leech Queen is exposed to bright light, it must make a Fortitude save (DC30) or immediately die; the Leech Queen can avoid these effects if it remains within significant shadow, underground, in moonlight or starlight, or within the radius of a darkness spell

• Resurgent Form (Ex): when Leech Queen’s hit points fall below 1, it will transform into its second form, regaining its full amount of HP in the process; this an immediate action that does not provoke attacks of opportunity

Leech, Queen (Swarm Form)
Games: RE0
Diminutive Vermin (Aquatic, Swarm, T-Virus Carrier)
Hit Dice: 12d12+27 (105HP)
Initiative: +1
Speed: 5’ (1 square), Swim 30’ (6 squares)
Armor Class: 15 (+4 size, +1 Dex); touch 15; flat-footed 14
Base Attack/Grapple: +5/-- (cannot grapple or be grappled)
Attack: N/A
Full Attack: N/A
Space/Reach: 15’/0’
Special Attacks: Distraction, Swarm Bite, Wounding
Special Qualities: Undead traits, Shapechanger traits, T-Virus Carrier traits, Darkvision 60’, Direct Leeches, Hive Mind, Immune to Weapon Damage, Light Weakness, Resurgent Form, Swarm Form, Tremorsense
Saves: Fort +5, Ref +5, Will +7
Abilities: Str 14 (+2), Dex 12 (+1), Con 14 (+2), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
Skills: N/A (Disguise +10 to act like normal leeches or like James Marcus)
Feats: Toughness

• Distraction (Ex): any living creature vulnerable to a swarm’s damage that begins its turn with the swarm in its square is nauseated for 1 round; a Fortitude save (DC15) negates the effect; even with a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC20 + spell level); using skills requiring patience &/or concentration requires a Concentration check (DC20); the save DC is Constitution-based

• Swarm Bite (Ex): when in swarm form, the Leech Queen automatically damages any creature in its space when it ends its move; this attack deals 1d6 points of damage, plus Wounding (see below)

• Wounding (Ex): a living creature damaged by the Swarm Bite attack continues to bleed for an additional 1 point of damage per round thereafter; multiple wounds do not result in cumulative bleeding loss; the bleeding can only be stopped by a successful Heal check (DC10) or the application of some healing spell or device

• Direct Leeches (Su): the Leech Queen has the ability to direct the actions of all other leeches that have fewer Hit Dice within range (120’, or 24 squares); this ability operates identically to a dominate monster spell performed by a caster with a level equal to the Leech Queen’s Hit Dice ×2

• Hive Mind (Ex): the Leech Queen is immune to any spell or effect that targets a specific number of creatures (including single-target spells, such as disintegrate), with the exception of effects that hold or command vermin specifically

• Immune to Weapon Damage (Ex): weapon attacks are useless against a swarm of Diminutive creatures

• Light Weakness (Ex): the Leech Queen is helpless in sunlight or within the radius of a daylight spell, taking 2d6+8 damage per round; in addition, if the Leech Queen is exposed to bright light, it must make a Fortitude save (DC30) or immediately die; the Leech Queen can avoid these effects if it remains within significant shadow, underground, in moonlight or starlight, or within the radius of a darkness spell

• Resurgent Form (Ex): when Leech Queen’s hit points fall below 1, it will transform into its second form, regaining its full amount of HP in the process; this an immediate action that does not provoke attacks of opportunity

• Swarm Form (Su): the Leech Queen can take the form of a swarm of leeches at will; changing shape to or from swarm form is a standard action that heals 1HP of damage per Hit Die; the Leech Queen cannot change from swarm form to human form in an area where its body would not normally fit; as with an alter self spell, the Leech Queen’s items are absorbed into the swarm form & provide no benefit; if killed in either form, the Leech Queen becomes a disorganized collection of leeches; although changing shape is a supernatural effect, remaining in one form or another is not supernatural, & the Leech Queen does not change shape when entering an antimagic field; true seeing & similar magic reveals both forms; while in swarm form, the Leech Queen cannot speak

• Tremorsense (Ex): the Leech Queen can pinpoint the location of anything in contact with the ground or in the water with it within 45’

Zeta Kai
2007-07-15, 11:29 AM
Leech, Queen (2nd Form)
http://smg.photobucket.com/albums/v693/nightraven19872004/Monster/th_re0_queenleech2_lg.jpg
Games: RE0
Huge Aberration (Shapechanger, T-Virus Carrier)
Hit Dice: 14d12+59 (150HP)
Initiative: -3
Speed: 20’ (4 squares)
Armor Class: 10 (-2 size, -3 Dex, +5 natural); touch 5; flat-footed 7
Base Attack/Grapple: +7/+26
Attack: Slam +16 melee (1d8+11, 20/×3 critical) or Tail +16 melee (2d6+11, 20/×3 critical)
Full Attack: 2 Slams +16 melee (1d8+11, 20/×3 critical) or Tail +16 melee (2d6+11, 20/×3 critical)
Space/Reach: 15’/15’
Special Attacks: Poison Spray
Special Qualities: Aberration traits, Shapechanger traits, T-Virus Carrier traits, Direct Leeches, Light Weakness
Saves: Fort +9, Ref +1, Will +7
Abilities: Str 32 (+11), Dex 4 (-3), Con 18 (+4), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
Skills: Listen +3, Spot +3, Survival +3, Swim +14
Feats: Great Fortitude, Improved Bull Rush, Improved Natural Attack, Improved Overrun, Power Attack, Toughness
Environment: any land or underground
Organization: solitary
Challenge Rating: 10
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Poison Spray (Ex): the Leech Queen can emit a 20’ cone of poisonous acid (2d6 damage, Reflex save DC15 for half damage) once every 1d4+2 rounds (poison via injury; Fortitude DC18; initial damage 1d6 Constitution; secondary damage 1d6 Constitution)

• Direct Leeches (Su): the Leech Queen has the ability to direct the actions of all other leeches that have fewer Hit Dice within range (120’, or 24 squares); this ability operates identically to a dominate monster spell performed by a caster with a level equal to the Leech Queen’s Hit Dice ×2

• Light Weakness (Ex): the Leech Queen is helpless in sunlight or within the radius of a daylight spell, taking 2d6+8 damage per round; in addition, if the Leech Queen is exposed to bright light, it must make a Fortitude save (DC30) or immediately die; the Leech Queen can avoid these effects if it remains within significant shadow, underground, in moonlight or starlight, or within the radius of a darkness spell

Zeta Kai
2007-07-15, 11:33 AM
Leech Man (Leechwalker base)
http://images2.wikia.nocookie.net/residentevil/images/6/66/Leech_man.jpg
Games: OB1
Medium Vermin
Hit Dice: 13d8+39 (97HP)
Initiative: +0
Speed: 30’ (6 squares), Swim 20’ (4 squares)
Armor Class: 12 (+2 natural); touch 10; flat-footed 12
Base Attack/Grapple: +0/+13
Attack: Tentacle Rake +13 melee (1d8+4 plus wounding)
Full Attack: 2 Tentacle Rakes +13 melee (1d8+4 plus wounding)
Space/Reach: 5’/5’
Special Attacks: Blood Drink, Improved Grab, Wounding
Special Qualities: All-Around Vision, Vulnerability to Fire, Immunities, Vermin traits
Saves: Fort +11, Ref +4, Will +5
Abilities: Str 18 (+4), Dex 11 (+0), Con 16 (+3), Int 0 (--), Wis 13 (+1), Cha 7 (-2)
Skills: Hide +3, Listen +5, Move Silently +5, Search +4, Spot +8, Swim +12
Feats: N/A
Environment: any land or underground
Organization: solitary
Challenge Rating: 9
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Blood Drink (Ex): the Leech Man can drink the blood of a grabbed victim with a successful grapple check, dealing 2d4 points of Constitution damage

• Improved Grab (Ex): to use this ability, the Leech Man must hit with a Tentacle Rake attack; 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 & can Blood Drink

• Wounding (Ex): a living creature damaged by the Leech Man’s Tentacle Rake attack continues to bleed for an additional 1 point of damage per round thereafter; multiple wounds do not result in cumulative bleeding loss; the bleeding can only be stopped by a successful Heal check (DC10) or the application of some healing spell or device

• All-Around Vision (Ex): the Leech Man can see in all directions at once, gaining a +4 racial bonus on Search & Spot checks; the Leech Man cannot be flanked

• Vulnerability to Fire: the Leech Man takes twice as much (×2) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure; in addition, the Leech Man must make a Fortitude save (DC10) or die each round it is exposed to fire damage, with the DC increasing by 2 each round after the first

• Immunities: the Leech Man takes half damage from bludgeoning weapons, & is not subject to subdual damage, ability damage, ability drain, or death from massive damage

Zeta Kai
2007-07-15, 11:34 AM
Licker, Common*
http://images4.wikia.nocookie.net/residentevil/images/thumb/0/03/Licker0.jpg/525px-Licker0.jpg
Games: RE2, OB1, OB2, Sur, DA
Medium Aberration (T-Virus Carrier)
Hit Dice: 4d8+4 (22HP)
Initiative: +4
Speed: 30’ (6 squares), Climb 30’ (6 squares)
Armor Class: 18 (+4 Dex, +4 natural); touch 14; flat-footed 14
Base Attack/Grapple: +3/+5
Attack: Tongue Lash +5 melee (1d6+2) or Claw +5 melee (1d6+2)
Full Attack: Tongue Lash +5 melee (1d6+2) or 2 Claws +5 melee (1d6+2)
Space/Reach: 5’/5’
Special Attacks: Long Reach, Pounce
Special Qualities: Blindsense, Scent, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/Slashing
Saves: Fort +1, Ref +4, Will +1
Abilities: Str 15 (+2), Dex 18 (+4), Con 12 (+1), Int 2 (-4), Wis 13 (+1), Cha 5 (-3)
Skills: Balance +4, Climb +3, Hide +5, Jump +5, Move Silently +5, Tumble +6
Feats: Acrobatic, Dodge
Environment: any land or underground
Organization: solitary or pair
Challenge Rating: 3
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Long Reach (Ex): a Licker can lash out with its Tongue Lash attack once every 1d4 rounds, hitting opponents up to 10’ away (NOTE: it may also hit opponents that are only 5’ away at no penalty, if it chooses); this attack is identical in all other respects to the normal Tongue Lash attack

• Pounce (Ex): if a Licker charges a foe, it can make a full attack, including two Claw attacks

• Blindsense (Ex): a Licker notices & locates creatures within 30’; opponents still have total concealment (50% miss chance) against a creature with Blindsense

• Scent (Ex): the creature can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)

Zeta Kai
2007-07-15, 11:35 AM
Licker, Green / Enhanced*
Games: RE2, OB1, OB2, Sur, DA
Medium Aberration (T-Virus Carrier)
Hit Dice: 5d8+15 (37HP)
Initiative: +5
Speed: 30’ (6 squares), Climb 30’ (6 squares)
Armor Class: 20 (+5 Dex, +5 natural); touch 15; flat-footed 15
Base Attack/Grapple: +3/+6
Attack: Tongue Lash +6 melee (1d6+3) or Claw +6 melee (1d8+3)
Full Attack: Tongue Lash +6 melee (1d6+3) or 2 Claws +6 melee (1d8+3)
Space/Reach: 5’/5’
Special Attacks: Long Reach, Pounce
Special Qualities: Blindsense, Scent, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/Slashing
Saves: Fort +3, Ref +5, Will +2
Abilities: Str 17 (+3), Dex 20 (+5), Con 16 (+3), Int 2 (-4), Wis 15 (+2), Cha 7 (-2)
Skills: Balance +5, Climb +4, Hide +6, Jump +6, Move Silently +6, Tumble +7
Feats: Acrobatic, Dodge
Environment: any land or underground
Organization: solitary, pair, or pack (3-5)
Challenge Rating: 4
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Long Reach (Ex): a Licker can lash out with its Tongue Lash attack once every 1d4 rounds, hitting opponents up to 10’ away (NOTE: it may also hit opponents that are only 5’ away at no penalty, if it chooses); this attack is identical in all other respects to the normal Tongue Lash attack

• Pounce (Ex): if a Licker charges a foe, it can make a full attack, including two Claw attacks

• Blindsense (Ex): a Licker notices & locates creatures within 30’; opponents still have total concealment (50% miss chance) against a creature with Blindsense

• Scent (Ex): the creature can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)

Zeta Kai
2007-07-15, 11:39 AM
Licker, Regis / Suspen-Dead*
http://images1.wikia.nocookie.net/residentevil/images/8/8c/Regis_Licker.jpg
Games: OB1, OB2
Medium Undead (T-Virus Carrier)
Hit Dice: 6d12+21 (60HP)
Initiative: +5
Speed: 0’ (0 squares)
Armor Class: 17 (+5 Dex, +2 natural); touch 15; flat-footed 12
Base Attack/Grapple: +3/+9
Attack: Tongue Lash +9 melee (1d8+6)
Full Attack: 2 Tongue Lashes +9 melee (1d8+6)
Space/Reach: 5’/5’
Special Attacks: Constrict, Improved Grab, Long Reach
Special Qualities: Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Blindsense, Scent
Saves: Fort +3, Ref +5, Will +2
Abilities: Str 23 (+6), Dex 20 (+5), Con 16 (+3), Int 2 (-4), Wis 15 (+2), Cha 7 (-2)
Skills: Balance +5, Climb +6, Hide +5, Move Silently +5, Tumble +5
Feats: Improved Natural Attack, Power Attack, Toughness
Environment: any land or underground
Organization: solitary
Challenge Rating: 5
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Constrict (Ex): on a successful grapple check, a Licker deals 2d8+12 points of damage

• Improved Grab (Ex): to use this ability, a Licker must hit with a Tongue Lash attack; 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 & can Constrict

• Long Reach (Ex): a Licker can lash out with its Tongue Lash attack once every 1d4 rounds, hitting opponents up to 15’ away (NOTE: it may also hit opponents that are only 5’ or 10’ away at no penalty, if it chooses); this attack is identical in all other respects to the normal Tongue Lash attack

• Blindsense (Ex): a Licker notices & locates creatures within 30’; opponents still have total concealment (50% miss chance) against a creature with Blindsense

• Scent (Ex): the creature can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)

Zeta Kai
2007-07-15, 11:40 AM
Lion, Zombie / Stalker / Max (Lion base, Template #1)
http://images3.wikia.nocookie.net/residentevil/images/thumb/c/c1/LionREOutbreak.jpg/250px-LionREOutbreak.jpg
Games: OB2
Large Undead (T-Virus Carrier)
Hit Dice: 10d12+3 (68HP)
Initiative: +1
Speed: 40’ (8 squares)
Armor Class: 13 (-1 size, +1 Dex, +3 natural); touch 10; flat-footed 12
Base Attack/Grapple: +5/+15
Attack: Claw +10 melee (1d4+6)
Full Attack: 2 Claws +10 melee (1d4+6) & Bite +5 melee (1d8+3)
Space/Reach: 10’/5’
Special Attacks: Pounce, Improved Grab, Rake
Special Qualities: Low-Light Vision, Scent, Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady
Saves: Fort +3, Ref +3, Will +7
Abilities: Str 23 (+6), Dex 13 (+1), Con 0 (--), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
Skills: N/A
Feats: Toughness
Environment: any land or underground
Organization: any
Challenge Rating: 6
Treasure: N/A
Alignment: always Neutral
Advancement: 11-13HD (Large)
Level Adjustment: N/A

• Pounce (Ex): if a Lion charges a foe, it can make a full attack, including two Claw attacks & a Bite attack

• Improved Grab (Ex): to use this ability, a Lion must hit with its Bite attack; 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 & can Rake

• Rake (Ex): +10 melee; 1d4+6 damage

• Scent (Ex): a Lion can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)

Zeta Kai
2007-07-15, 11:41 AM
Lioness, Zombie (Lion base, Template #1)
Games: OB2
Large Undead (T-Virus Carrier)
Hit Dice: 10d12+3 (68HP)
Initiative: +1
Speed: 40’ (8 squares)
Armor Class: 13 (-1 size, +1 Dex, +3 natural); touch 10; flat-footed 12
Base Attack/Grapple: +5/+15
Attack: Claw +10 melee (1d4+6)
Full Attack: 2 Claws +10 melee (1d4+6) & Bite +5 melee (1d8+3)
Space/Reach: 10’/5’
Special Attacks: Pounce, Improved Grab, Rake 1d4+6
Special Qualities: Low-Light Vision, Scent, Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady
Saves: Fort +3, Ref +3, Will +7
Abilities: Str 23 (+6), Dex 13 (+1), Con 0 (--), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
Skills: N/A
Feats: Toughness
Environment: any land or underground
Organization: any
Challenge Rating: 6
Treasure: N/A
Alignment: always Neutral
Advancement: 11-13HD (Large)
Level Adjustment: N/A

• Pounce (Ex): if a Lioness charges a foe, it can make a full attack, including two Claw attacks & a Bite attack

• Improved Grab (Ex): to use this ability, a Lioness must hit with its Bite attack; 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 & can Rake

• Rake (Ex): +10 melee; 1d4+6 damage

• Scent (Ex): a Lioness can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)

Zeta Kai
2007-07-15, 11:42 AM
Lisa Trevor (Human Commoner 1 base)*
http://images2.wikia.nocookie.net/residentevil/images/6/6b/Trevor_front.jpg
Games: RE1
Medium Aberration (T-Virus Carrier)
Hit Dice: 20d12+83 (213HP)
Initiative: -4
Speed: 20’ (4 squares)
Armor Class: 16 (-4 Dex, +10 natural); touch 6; flat-footed 16
Base Attack/Grapple: +15/+21
Attack: Slam +21 melee (3d6+6) or Tentacle +21 melee (2d8+6)
Full Attack: Slam +21 melee (3d6+6) or Tentacle +21 melee (2d8+6)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Aberration traits, T-Virus Carrier traits, Single Actions Only, Immunities, Damage Reduction 20/-, Fast Healing 100, Regeneration
Saves: Fort +10, Ref +2, Will +12
Abilities: Str 22 (+6), Dex 3 (-4), Con 18 (+4), Int 3 (-4), Wis 10 (+0), Cha 3 (-4)
Skills: Listen +13, Spot +13
Feats: Toughness
Challenge Rating: 15
Treasure: N/A
Alignment: Chaotic Neutral

• Immunities (Ex): Lisa Trevor has immunity to death, sleep & paralysis effects, disease, poison, acid-, cold-, electricity-, fire-, & sonic-based damage; in addition, Lisa is immune to any spell or spell-like ability that allows spell resistance, & is not subject to subdual damage, ability damage, ability drain, or death from massive damage

Zeta Kai
2007-07-15, 11:44 AM
Lurker (Toad base, Template #2)*
http://images2.wikia.nocookie.net/residentevil/images/f/f7/Lurker.jpg
Games: RE0
Small Aberration (T-Virus Carrier)
Hit Dice: 2d8 (9HP)
Initiative: -1
Speed: 10’ (2 squares), Swim 20’ (4 squares)
Armor Class: 12 (+1 Size, +1 Dex); touch 12; flat-footed 11
Base Attack/Grapple: +1/-5
Attack: Bite +0 melee (1d4-2)
Full Attack: Bite +0 melee (1d4-2)
Space/Reach: 5’/5’
Special Attacks: Improved Grab, Swallow Whole
Special Qualities: Amphibious, Low-Light Vision, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 7 (-2), Dex 8 (-1), Con 11 (+0), Int 1 (-5), Wis 14 (+2), Cha 4 (-3)
Skills: Hide +11, Listen +4, Spot +4
Feats: Alertness
Environment: temperate marshes
Organization: solitary, swarm (10-100)
Challenge Rating: 2
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Improved Grab (Ex): to use this ability, a Lurker must hit with a bite attack; 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 & can Swallow Whole

• Swallow Whole (Ex): if a Lurker begins its turn with an opponent (up to Medium size) held in its mouth (see Improved Grab, above), it can attempt a new grapple check (as though attempting to pin the opponent); if successful, it swallows its prey, & the opponent takes bite damage; a swallowed creature is considered to be grappled, while the Lurker is not; a swallowed creature can try to cut its way free with any light slashing or piercing weapon dealing 3 points of damage (against AC12), or it can just try to escape the grapple; if the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again

SurlySeraph
2007-07-15, 06:50 PM
Lisa Trevor shouldn't have DR 100. If you shot her enough, she'd temporarily go unconscious before regenerating. She should just have regeneration that isn't stopped by anything short of a miracle, like the Tarrasque has.

Zeta Kai
2007-07-16, 10:47 AM
Maggot / Baby Moth
Games: RE2, OB1
Diminutive Aberration (T-Virus Carrier)
Hit Dice: ½d8-1 (1HP)
Initiative: -5
Speed: 5’ (1 square), Climb 5’ (1 square)
Armor Class: 9 (+4 size, -5 Dex); touch 9; flat-footed 9
Base Attack/Grapple: +0/-12
Attack: N/A
Full Attack: N/A
Space/Reach: ½’/0’
Special Attacks: Poison Spray
Special Qualities: Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
Saves: Fort -1, Ref -5, Will +0
Abilities: Str 0 (--), Dex 1 (-5), Con 9 (-1), Int 0 (--), Wis 10 (+0), Cha 1 (-5)
Skills: Hide +7, Jump +2
Feats: N/A
Environment: any land or underground
Organization: solitary, pair, clutch (3-5)
Challenge Rating: 1/10
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Poison Spray (Ex): a Maggot can emit a 5’ cone of poisonous acid (1d8 damage, Reflex save DC12 for half damage) once every 1d4 rounds (poison via injury; Fortitude DC12; initial damage 1d4 Dexterity; secondary damage 1d4 Dexterity)

• Rapid Growth (Ex): a Maggot will eventually (after 1d12+9 hours) form chrysalis, becoming a harmless pupa, during which it gains 1 size category to become Tiny, at which point it becomes a Moth

Zeta Kai
2007-07-16, 10:48 AM
Mega Bite*
http://images4.wikia.nocookie.net/residentevil/images/4/44/Giga_Bite.jpg
Games: OB2
Small Aberration (T-Virus Carrier)
Hit Dice: 1d8+1 (5HP)
Initiative: +5
Speed: 5’ (1 square)
Armor Class: 16 (+1 size, +5 Dex); touch 16; flat-footed 11
Base Attack/Grapple: +0/-2
Attack: Bite +3 melee (1d4+2)
Full Attack: 2 Bites +3 melee (1d4+2)
Space/Reach: 5’/5’
Special Attacks: Blood Drain, Improved Grab, Pounce
Special Qualities: Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
Saves: Fort +1, Ref +5, Will -1
Abilities: Str 14 (+2), Dex 20 (+5), Con 12 (+1), Int 0 (--), Wis 8 (-1), Cha 2 (-4)
Skills: Hide +10, Jump +10
Feats: N/A
Environment: any land or underground
Organization: solitary, nest (2-10), or circus (11-20)
Challenge Rating: 1
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Blood Drain (Ex): a Mega Bite that is attached to its opponent deals 1 point of Constitution damage per round until it reaches a total of 6 points, at which point it detaches from its victim & retreats to digest its meal

• Improved Grab (Ex): to use this ability, a Mega Bite must hit with a Bite attack; 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 & can Blood Drain

• Pounce (Ex): if a Mega Bite charges an opponent, it can make a full attack, including 2 Bites

Zeta Kai
2007-07-16, 10:49 AM
Militia / Soldier (Human Fighter 2 base, Plagas Template)
Games: RE4
Medium Aberration (Beta/Gamma Plagas Carrier)
Hit Dice: 3d8+6 (28HP)
Initiative: +2
Speed: 30’ (6 squares)
Armor Class: 12 (+2 Dex); touch 12; flat-footed 10
Base Attack/Grapple: +3/+6
Attack: Slam +6 melee (1d3+3)
Full Attack: Slam +6 melee (1d3+3)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Aberration traits, Plagas Carrier traits
Saves: Fort +5, Ref +2, Will +0
Abilities: Str 17 (+3), Dex 14 (+2), Con 15 (+2), Int 7 (-2), Wis 10 (+0), Cha 9 (-1)
Skills: Climb +4, Intimidate +3, Jump +6, Ride +3
Feats: Dodge, Quick Draw, Rapid Reload, Run
Environment: any land or underground
Organization: any
Challenge Rating: 3
Treasure: standard
Alignment: Lawful Evil
Advancement: by character class
Level Adjustment: N/A

Weapon Variants
Dynamite +5 ranged (2d6 concussion, 5’ burst radius, 10’ range increment)
Throwing Axe +5 ranged (1d6+3, 10’ range increment)
Tower Shield (+4AC/cover, max dex +2, check pen -10, spell fail 50%, -2 attack), often paired with Flail or Stun Rod
Flail +6 melee (1d8+3)
Light Crossbow +5 ranged (1d8, 19-20/×2 critical, 80’ range increment)
Gatling Gun Turret +5 ranged (2d12, 110’ range increment, stationary, infinite ammo)
Rocket Launcher +5 ranged (10d6/3d6 splash, concussion, 150’ range increment)
Stun Rod (2d8 electricity, 19-20/×2 critical)
Warhammer +6 melee (1d8, 20/×3 critical)

Zeta Kai
2007-07-16, 10:51 AM
Mimicry Marcus Human Form (Undead Swarm-Shifter base, Template #1)*
Games: RE0
Medium Aberration (Shapechanger, T-Virus Carrier)
Hit Dice: 10d12+3 (68HP)
Initiative: -1
Speed: 20’ (4 squares)
Armor Class: 9 (-1 Dex); touch 9; flat-footed 9
Base Attack/Grapple: +5/+8
Attack: Bite +8 melee (1d6+3) or Slam +8 melee (1d3+3)
Full Attack: Bite +8 melee (1d6+3) or 2 Slams +8 melee (1d3+3)
Space/Reach: 5’/5’
Special Attacks: Blood Drink, Improved Grab, Long Reach, Self-Detonation
Special Qualities: Aberration traits, Shapechanger traits, T-Virus Carrier traits
Saves: Fort +3, Ref +3, Will +7
Abilities: Str 16 (+3), Dex 8 (-1), Con 10 (+0), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
Skills: N/A
Feats: Toughness
Environment: any land or underground
Organization: solitary
Challenge Rating: 6
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Blood Drink (Ex): Marcus can drink the blood of a grabbed victim with a successful grapple check, dealing 2d4 points of Constitution damage

• Improved Grab (Ex): to use this ability, Marcus must hit with a Bite attack or a Slam attack; he can then attempt to start a grapple as a free action without provoking an attack of opportunity; if he wins the grapple check, he establishes a hold & can Blood Drain

• Long Reach (Ex): Marcus can lash out with his Slam attack once every 1d4 rounds, hitting opponents up to 10’ away (NOTE: he may also hit opponents that are only 5’ away at no penalty, if he chooses); this attack is identical in all other respects to the normal Slam attack

• Self-Detonation (Ex): when Marcus is reduced to 25% or less of his total HP, he will explode on his next turn, even if he has been killed; the explosion will center on his position, & will deal 4d6 splash damage to everything within a 10’ radius (Reflex save DC12 for half damage); this explosion is always fatal to Marcus, dealing maximum damage with no saving throw

Mimicry Marcus Swarm Form
Games: RE0
Diminutive Vermin (Aquatic, Swarm, T-Virus Carrier)
Hit Dice: 10d12+3 (68HP)
Initiative: +2
Speed: 5’ (1 square), Swim 30’ (6 squares)
Armor Class: 16 (+4 size, +2 Dex); touch 16; flat-footed 14
Base Attack/Grapple: +5/-- (cannot grapple or be grappled)
Attack: N/A
Full Attack: N/A
Space/Reach: 10’/0’
Special Attacks: Distraction, Swarm Bite, Wounding
Special Qualities: Undead traits, Shapechanger traits, T-Virus Carrier traits, Darkvision 60’, Hive Mind, Immune to Weapon Damage, Swarm Form, Tremorsense
Saves: Fort +3, Ref +6, Will +7
Abilities: Str 6 (-2), Dex 14 (+2), Con 10 (+0), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
Skills: N/A (Disguise +10 to act like normal leeches)
Feats: Toughness

• Distraction (Ex): any living creature vulnerable to a swarm’s damage that begins its turn with the swarm in its square is nauseated for 1 round; a Fortitude save (DC15) negates the effect; even with a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC20 + spell level); using skills requiring patience &/or concentration requires a Concentration check (DC20); the save DC is Constitution-based

• Swarm Bite (Ex): when in swarm form, Marcus automatically damages any creature in his space when he ends his move; this attack deals 1d6 points of damage, plus Wounding (see below)

• Wounding (Ex): a living creature damaged by the Swarm Bite attack continues to bleed for an additional 1 point of damage per round thereafter; multiple wounds do not result in cumulative bleeding loss; the bleeding can only be stopped by a successful Heal check (DC10) or the application of some healing spell or device

• Hive Mind (Ex): Marcus is immune to any spell or effect that targets a specific number of creatures (including single-target spells, such as disintegrate), with the exception of effects that hold or command vermin specifically

• Immune to Weapon Damage (Ex): weapon attacks are useless against a swarm of Diminutive creatures

• Swarm Form (Su): Marcus can take the form of a swarm of leeches at will; changing shape to or from swarm form is a standard action that heals 1HP of damage per Hit Die; Marcus cannot change from swarm form to human form in an area where his body would not normally fit; as with an alter self spell, Marcus’s items are absorbed into the swarm form & provide no benefit; if killed in either form, Marcus becomes a disorganized collection of leeches; although changing shape is a supernatural effect, remaining in one form or another is not supernatural, & Marcus does not change shape when entering an antimagic field; true seeing & similar magic reveals both forms; while in swarm form, Marcus cannot speak

• Tremorsense (Ex): Marcus can pinpoint the location of anything in contact with the ground or in the water with him within 30’

Zeta Kai
2007-07-16, 10:55 AM
Moth*
http://images2.wikia.nocookie.net/residentevil/images/0/01/Giant_Moth.jpg
Games: RE2, CV, OB1, Sur
Tiny Aberration (T-Virus Carrier)
Hit Dice: ¼d8 (1HP)
Initiative: +3
Speed: 5’ (1 square)
Armor Class: 16 (+2 size, +3 Dex, +1 natural); touch 15; flat-footed 13
Base Attack/Grapple: +0/-12
Attack: Bite -2 melee (1d3-4 plus poison)
Full Attack: Bite -2 melee (1d3-4 plus poison)
Space/Reach: 2½’/0’
Special Attacks: Poison, Wing Powder, Egg Implantation
Special Qualities: Scent, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
Saves: Fort +2, Ref +3, Will +0
Abilities: Str 3 (-4), Dex 16 (+3), Con 11 (+0), Int 0 (--), Wis 10 (+0), Cha 1 (-5)
Skills: Hide +12, Jump +6
Feats: N/A
Environment: any land or underground
Organization: solitary, pair, family (3-12) or swarm (20-40)
Challenge Rating: ¼
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Poison (Ex): via injury (or inhalation); Fortitude DC15; initial damage Paralysis 2d8 rounds (Fortitude DC13 to resist); secondary damage 1d6 Dexterity

• Wing Powder (Ex): every 1d6+4 rounds, a Moth can emit a cloud of poisonous floating powder; the cloud has a 10’ radius & lasts for 1d4+2 rounds; all creatures within the cloud are exposed to the moth’s poison (see above)

• Scent (Ex): a Moth can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)

• Egg Implantation (Ex): a Moth can attach an egg to a creature’s back with a successful grapple attempt (with a +12 bonus to their regular grapple modifier); an egg has AC13; an attached egg can be grappled; to remove an attached egg via grappling, an opponent must achieve a pin against the egg; an egg will hatch in 1d4 rounds, releasing a Maggot or a Parasite

Zeta Kai
2007-07-16, 10:56 AM
Nautilus
http://images2.wikia.nocookie.net/residentevil/images/0/0f/Nautilus.gif
Games: DA
Medium Aberration (Aquatic, T-Virus Carrier)
Hit Dice: 4d8+7 (25HP)
Initiative: +2
Speed: Swim 20’ (4 squares)
Armor Class: 15 (+2 Dex, +3 natural); touch 12; flat-footed 13
Base Attack/Grapple: +2/+4
Attack: Arms +4 melee (1d3+4)
Full Attack: Arms +4 melee (1d3+4)
Space/Reach: 5’/5’
Special Attacks: Spawn Torpedo Kid
Special Qualities: Darkvision 60’, Aberration traits, T-Virus Carrier traits
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 18 (+4), Dex 15 (+2), Con 13 (+1), Int 2 (-4), Wis 12 (+1), Cha 3 (-4)
Skills: Escape Artist +12, Hide +10, Listen +2, Spot +5, Swim +12
Feats: Toughness
Environment: any aquatic or underground
Organization: solitary, pair, or league (3-4)
Challenge Rating: 2
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Spawn Torpedo Kid (Ex): a Nautilus has the ability to spawn tiny offspring (see Torpedo Kid, below); she can spawn 2 of these creatures every 1d4 rounds

Zeta Kai
2007-07-16, 10:57 AM
Neptune Boss / Fi-3 (Shark: Large base, Template #2)
http://images3.wikia.nocookie.net/residentevil/images/6/6d/Neptune.gif
Games: RE1, OB1
Gargantuan Aberration (Aquatic, T-Virus Carrier)
Hit Dice: 9d8+45 (85HP)
Initiative: +5
Speed: Swim 60’ (12 squares)
Armor Class: 18 (-4 size, +1 Dex, +11 natural); touch 7; flat-footed 17
Base Attack/Grapple: +6/+29
Attack: Bite +13 melee (2d8+11)
Full Attack: Bite +13 melee (2d8+11)
Space/Reach: 20’/15’
Special Attacks: N/A
Special Qualities: Blindsense, Keen Scent, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
Saves: Fort +12, Ref +6, Will +3
Abilities: Str 33 (+11), Dex 13 (+1), Con 21 (+5), Int 1 (-5), Wis 12 (+1), Cha 2 (-4)
Skills: Listen +7, Spot +8, Swim +19
Feats: Alertness, Great Fortitude, Improved Initiative
Environment: cold aquatic
Organization: solitary, school (2-5), or pack (6-11)
Challenge Rating: 5
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Blindsense (Ex): a Shark can locate creatures underwater within a 30’ radius; this ability works only when a Shark is underwater; opponents still have total concealment (50% miss chance) against a creature with Blindsense

• Keen Scent (Ex): a Shark can notice creatures by scent in a 180’ radius & detect blood in the water at ranges of up to 1 mile (5,280’)

Zeta Kai
2007-07-16, 10:58 AM
Neptune Mini / Fi-3 (Shark: Medium base, Template #2)
http://images3.wikia.nocookie.net/residentevil/images/6/6d/Neptune.gif
Games: RE1, OB1
Huge Aberration (Aquatic, T-Virus Carrier)
Hit Dice: 5d8+25 (47HP)
Initiative: +1
Speed: Swim 60’ (12 squares)
Armor Class: 16 (-2 size, +8 natural); touch 8; flat-footed 16
Base Attack/Grapple: +3/+20
Attack: Bite +10 melee (2d6+9)
Full Attack: Bite +10 melee (2d6+9)
Space/Reach: 15’/15’
Special Attacks: N/A
Special Qualities: Blindsense, Keen Scent, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
Saves: Fort +8, Ref +3, Will +2
Abilities: Str 29 (+9), Dex 11 (+0), Con 21 (+5), Int 1 (-5), Wis 12 (+1), Cha 2 (-4)
Skills: Listen +6, Spot +6, Swim +17
Feats: Alertness, Weapon Finesse (Bite)
Environment: cold aquatic
Organization: solitary, school (2-5), or pack (6-11)
Challenge Rating: 4
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Blindsense (Ex): a Shark can locate creatures underwater within a 30’ radius; this ability works only when a Shark is underwater; opponents still have total concealment (50% miss chance) against a creature with Blindsense

• Keen Scent (Ex): a Shark can notice creatures by scent in a 180’ radius & detect blood in the water at ranges of up to 1 mile (5,280’)

Zeta Kai
2007-07-16, 11:01 AM
Nosferatu / Alexander Ashford*
http://images2.wikia.nocookie.net/residentevil/images/thumb/8/89/Nosferatu_2.jpg/300px-Nosferatu_2.jpg
Games: CV
Medium Undead (T-Virus Carrier)
Hit Dice: 20d12 (130HP)
Initiative: -2
Speed: 20’ (4 squares)
Armor Class: 16 (-2 Dex, +8 natural); touch 8; flat-footed 16
Base Attack/Grapple: +15/+23
Attack: Tentacle +23 melee (2d6+8)
Full Attack: Tentacle +23 melee (2d6+8)
Space/Reach: 5’/5’
Special Attacks: Poison Gas, Long Reach
Special Qualities: Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Powerful Build
Saves: Fort +6, Ref +6, Will +12
Abilities: Str 26 (+8), Dex 7 (-2), Con 0 (--), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
Skills: N/A
Feats: Awesome Blow, Improved Bull Rush, Improved Natural Attack (×3), Power Attack
Challenge Rating: 8
Treasure: N/A
Alignment: Neutral

• Poison Gas (Ex): every 1d4+2 rounds, the Nosferatu can emit a cloud of poisonous spores; the cloud has a 10’ radius & lasts for 1d4+2 rounds; all creatures within the cloud are exposed to the Nosferatu’s poison (via inhalation; Fortitude DC15; initial damage 1d6 Constitution; secondary damage 1d6 Constitution)

• Long Reach (Ex): the Nosferatu can lash out with its Tentacle attack once every 1d4 rounds, hitting opponents up to 15’ away (NOTE: it may also hit opponents that are only 5’ or 10’ away at no penalty, if it chooses); this attack is identical in all other respects to the normal Tentacle attack

• Powerful Build (Ex): whenever the Nosferatu is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it; it is also considered to be 1 size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it; the Nosferatu can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size; the benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subject’s size category

Zeta Kai
2007-07-16, 11:03 AM
Novistador, Flying
http://images4.wikia.nocookie.net/residentevil/images/thumb/c/c5/RE4_Novistador.jpg/600px-RE4_Novistador.jpg
Games: RE4
Medium Aberration
Hit Dice: 6d8+6 (33HP)
Initiative: +4
Speed: 40’ (8 squares), Climb 30’ (6 squares), Fly 20’ (4 squares, good maneuverability)
Armor Class: 19 (+4 Dex, +5 natural); touch 14; flat-footed 15
Base Attack/Grapple: +4/+9
Attack: Claw +9 melee (1d6+2)
Full Attack: 2 Claws +9 melee (1d6+2)
Space/Reach: 5’/5’
Special Attacks: Acid Spray, Improved Grab, Pounce
Special Qualities: Aberration traits, Flight
Saves: Fort +4, Ref +7, Will +8
Abilities: Str 14 (+2), Dex 18 (+4), Con 13 (+1), Int 4 (-3), Wis 15 (+2), Cha 2 (-4)
Skills: Balance +5, Hide +5, Jump +3, Listen +3, Move Silently +5, Spot +3
Feats: Dodge, Hover, Mobility
Environment: any land or underground
Organization: solitary, pair, or glimpse (3-6)
Challenge Rating: 5
Treasure: ½ standard
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A

• Acid Spray (Ex): a Novistador can emit a 20’ cone of acid (2d6 damage, Reflex save DC14 for half damage) every 1d4+1 rounds

• Improved Grab (Ex): to use this ability, a Novistador must hit with a Claw attack; 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 & can Acid Spray

• Pounce (Ex): if a Novistador charges a foe, it can make a full attack, including two Claw attacks

• Flight (Ex): a Novistador can cease or resume flight as a free action; in addition, it can also make dive attacks, which work just like a charge, but it must move a minimum of 30’ & descend at least 10’; it can make only Claw attacks, but these deal double damage; it can also use the run action while flying, provided that it flies in a straight line; a Novistador cannot fly while invisible, nor can it be invisible while flying

Zeta Kai
2007-07-16, 11:05 AM
Novistador, Unseen
Games: RE4
Medium Aberration
Hit Dice: 6d8+6 (33HP)
Initiative: +4
Speed: 40’ (8 squares), Climb 30’ (6 squares)
Armor Class: 19 (+4 Dex, +5 natural); touch 14; flat-footed 15
Base Attack/Grapple: +4/+9
Attack: Claw +9 melee (1d6+2)
Full Attack: 2 Claws +9 melee (1d6+2)
Space/Reach: 5’/5’
Special Attacks: Acid Spray, Improved Grab, Pounce
Special Qualities: Aberration traits, Invisibility
Saves: Fort +4, Ref +7, Will +8
Abilities: Str 14 (+2), Dex 18 (+4), Con 13 (+1), Int 4 (-3), Wis 15 (+2), Cha 2 (-4)
Skills: Balance +5, Hide +5, Jump +3, Listen +3, Move Silently +5, Spot +3
Feats: Dodge, Mobility, Spring Attack
Environment: any land or underground
Organization: solitary or pair
Challenge Rating: 5
Treasure: ½ standard
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A

• Acid Spray (Ex): a Novistador can emit a 20’ cone of acid (2d6 damage, Reflex save DC14 for half damage) every 1d4+1 rounds

• Improved Grab (Ex): to use this ability, a Novistador must hit with a Claw attack; 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 & can Acid Spray

• Pounce (Ex): if a Novistador charges a foe, it can make a full attack, including two Claw attacks

Zeta Kai
2007-07-16, 11:06 AM
Nyx (Tyrant base)
http://images2.wikia.nocookie.net/residentevil/images/0/0e/Vnyx.PNG
Games: OB2
Large Ooze (T-Virus Carrier)
Hit Dice: 12d10+84 (150HP)
Initiative: -1
Speed: 10’ (2 squares)
Armor Class: 17 (-2 size, -1 Dex, +10 natural); touch 7; flat-footed 17
Base Attack/Grapple: +9/+32
Attack: Tentacle +22 melee (2d6+15) or Slam +22 melee (2d6+15)
Full Attack: Tentacle +22 melee (2d6+15) or Slam +22 melee (2d6+15)
Space/Reach: 15’/15’
Special Attacks: Absorb, Catapult, Improved Grab
Special Qualities: Ooze traits, T-Virus Carrier traits, Immunities, Frightful Presence
Saves: Fort +7, Ref -1, Will +0
Abilities: Str 41 (+15), Dex 8 (-1), Con 24 (+7), Int 0 (--), Wis 10 (+0), Cha 1 (-5)
Skills: N/A
Feats: N/A
Challenge Rating: 12
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Absorb (Ex): Nyx can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check; once inside, the opponent takes 2d6+15 points of crushing damage plus 1d8 points of acid damage per round from Nyx’s digestive juices; a swallowed creature can cut its way out by dealing 50 points of damage to Nyx’s digestive tract (AC7); once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out; Nyx’s gullet can hold 2 Large, 8 Medium, 32 Small, 128 Tiny or 512 Diminutive or smaller creatures

• Catapult (Ex): Nyx can launch a small stone high into the air every 3 rounds; this stone deals 2d6+3 damage, has a range increment of 50’ (no minimum distance), & can be avoided with a successful Reflex save (DC12); in all other respects, this attack is identical to the use of a Light Catapult (see Siege Engines, in the DMG)

• Improved Grab (Ex): to use this ability, Nyx must hit with its Tentacle attack; 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 & can Absorb

• Immunities (Ex): Nyx has immunity to sleep & paralysis effects, poison, acid-, cold-, electricity-, & fire-based damage; in addition, Nyx is immune to any spell or spell-like ability that allows spell resistance, & is not subject to subdual damage, ability damage, ability drain, or death from massive damage

• Frightful Presence (Ex): Nyx can inspire terror by charging or attacking; affected creatures must succeed on a DC12 Will save or become shaken, remaining in that condition as long as they remain with 20’ of Nyx; the save DC is Constitution-based

detrevnisisiht
2007-07-16, 06:55 PM
wow. this is awesome, it is by far your best work. sorry to see you go, i have lost many an hour on your creations. well goodbye hope other can be as creative as you.

Zeta Kai
2007-07-17, 07:35 AM
Thank you, detrevnisisiht. That's the nicest thing I've heard about this project yet. I will miss this forum (that is why I've contributing as much as I can, while I can). I hope to return one day, when my issues are cleared up.

On a different note, expect more creatures later today: Osmund Saddler (2 forms), Parasites, Plagas (4 types), Plague Crawlers, Plant 42, Pluto, & Poison Ivy. Enjoy!

Zeta Kai
2007-07-17, 10:36 AM
As you cautiously inch foward, you can hear the faint padding of footsteps around the corner. Drawing your gun, you see a robed man walking towards you. He stands at around 6½’ tall, with deathly pale skin & gray hair. His robe is ornately crafted, & inscribed with various religious symbols. But of all things, it is his staff that sends a shiver down your spine. Atop the scepter is a writhing creature, its lone eye gazing with contempt. Short tentacles wave around in the air, it drips with a yellowish ooze. You return your attention to the man, only to see his eyes change from a pastel blue to an eerie yellow. “Hahaha... Writhe in my cage of torment, my friend…”

Osmund Saddler (normal)*
http://images1.wikia.nocookie.net/residentevil/images/thumb/8/8b/411px-Osmund_Saddler.jpg/420px-411px-Osmund_Saddler.jpg
Games: RE4
Medium Human Cleric 8th Level / Aristocrat 4th Level (Queen Plagas Carrier)
Hit Dice: 12d8+12 (66HP)
Initiative: +5
Speed: 30’ (6 squares)
Armor Class: 11 (+1 Dex); touch 11; flat-footed 10
Base Attack/Grapple: +9/+11
Attack: Quarterstaff +11 melee (1d6/1d6+2) or Tail +11 melee (1d4+2)
Full Attack: Quarterstaff +11 melee (1d6/1d6+2) or Tail +11 melee (1d4+2)
Space/Reach: 5’/5’
Special Attacks: Spells
Special Qualities: Human traits, Plagas Carrier traits, Rebuke Undead (6 × per day @ a +2 bonus), Impale, Resurgent Form, Alignment Aura, Spontaneous Casting (inflict spells)
Saves: Fort +8, Ref +4, Will +13
Abilities: Str 15 (+2), Dex 13 (+1), Con 13 (+1), Int 18 (+4), Wis 17 (+3), Cha 7 (+3)
Skills: Bluff +20, Concentration +5, Diplomacy +21, Disguise +15, Forgery +8, Gather Info +11, Intimidate +25, Knowledge (arcana) +10, Knowledge (history) +6, Knowledge (local) +12, Knowledge (nature) +8, Knowledge (nobility) +10, Knowledge (religion) +14, Perform +9, Sense Motive +9, Spellcraft +12
Feats: Awesome Blow, Improved Initiative, Leadership, Persuasive, Power Attack, Skill Focus (Bluff), Skill Focus (Intimidate)
Challenge Rating: 12
Treasure: N/A
Alignment: Lawful Evil
Domains: Evil & Trickery

Spells: Casts 0-level (6/day), 1-level (5/day +Domain), 2-level (4/day + Domain), 3-level (4/day + Domain), 4-level (2/day + Domain)

Notes: 6’1” tall; 175 lbs.; gray skin; gray eyes; white hair; channels negative energy

• Impale (Ex): on a successful Tail strike, Saddler can impale an opponent with his Tail, dealing 2d8+4 points of damage; Reflex save DC25 for half damage

• Resurgent Form (Ex): when Saddler’s hit points fall below 1, he will transform into his mutated form, regaining his full amount of HP in the process; this an immediate action that does not provoke attacks of opportunity

Zeta Kai
2007-07-17, 10:38 AM
Osmund Saddler (mutated)*
Games: RE4
Huge Aberration (Queen Plagas Carrier)
Hit Dice: 16d8+80 (152HP)
Initiative: +3
Speed: 30’ (6 squares)
Armor Class: 12 (-2 size, -1 Dex, +5 natural); touch 7; flat-footed 12
Base Attack/Grapple: +12/+30
Attack: Talon +20 melee (2d6+10) or Claw +20 melee (2d6+10)
Full Attack: 2 Talons +20 melee (2d6+10) or Claw +20 melee (2d6+10) & Tail +15 melee (1d8+5)
Space/Reach: 15’/15’
Special Attacks: Improved Grab, Powerful Charge, Throw
Special Qualities: Aberration traits, Plagas Carrier traits, Damage Reduction 5/concussion, Immunities, Frightful Presense
Saves: Fort +12, Ref +2, Will +13
Abilities: Str 31 (+10), Dex 9 (-1), Con 21 (+5), Int 14 (+2), Wis 17 (+3), Cha 7 (+3)
Skills: Bluff +20, Concentration +9, Diplomacy +21, Disguise +13, Forgery +8, Gather Info +11, Hide -10, Intimidate +25, Knowledge (arcana) +8, Knowledge (history) +4, Knowledge (local) +10, Knowledge (nature) +6, Knowledge (nobility) +8, Knowledge (religion) +12, Perform +9, Sense Motive +9, Spellcraft +10
Feats: Awesome Blow, Improved Initiative, Leadership, Persuasive, Power Attack, Skill Focus (Bluff), Skill Focus (Intimidate)
Challenge Rating: 13
Treasure: 3× standard
Alignment: Lawful Evil

• Improved Grab (Ex): to use this ability, Lord Saddler must hit with a Claw attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if he wins the grapple check, he establishes a hold & can Throw

• Powerful Charge (Ex): in addition to the normal benefits and hazards of a charge, this allows Lord Saddler to make a single Talon attack with a +20 attack bonus that deals 4d6+20 points of damage

• Throw (Ex): Lord Saddler can throw any creature (up to Medium size) he has successfully grappled; the thrown creature takes damage upon landing equal to (the falling damage + 10’) + Lord Saddler’s Strength modifier (+10); Lord Saddler will lift a grappled creature 1d4×5’ above the ground before throwing

• Immunities (Ex): Lord Saddler has immunity to sleep & paralysis effects; in addition, Lord Saddler is not subject to subdual damage, ability damage, ability drain, or death from massive damage

• Frightful Presence (Ex): Lord Saddler can inspire terror by charging or attacking; affected creatures must succeed on a DC10 Will save or become shaken, remaining in that condition as long as they remain with 20’ of Lord Saddler; the save DC is Constitution-based

Zeta Kai
2007-07-17, 10:42 AM
Parasite / Moth Larva
Games: CV
Fine Aberration (T-Virus Carrier)
Hit Dice: ¼d8 (1HP)
Initiative: -1
Speed: 0’ (0 squares)
Armor Class: 14 (+8 size, -5 Dex, +1 natural); touch 13; flat-footed 14
Base Attack/Grapple: +0/-16
Attack: Bite +0 melee (1 plus poison)
Full Attack: Bite +0 melee (1 plus poison)
Space/Reach: ½’/0’
Special Attacks: Poison
Special Qualities: Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity, Rapid Growth
Saves: Fort +2, Ref -5, Will +0
Abilities: Str 0 (--), Dex 1 (-5), Con 10 (+0), Int 0 (--), Wis 10 (+0), Cha 1 (-5)
Skills: Hide +18, Jump +2
Feats: Improved Initiative
Environment: any land or underground
Organization: solitary, pair, clutch (3-5)
Challenge Rating: 1/10
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Poison (Ex): via injury; Fortitude DC12; initial damage 1d4 Dexterity; secondary damage 1d4 Dexterity

• Rapid Growth (Ex): a Parasite gains 1 size category every 4 hours, until it reaches Tiny (Diminutive is spent as a harmless pupa), at which point it becomes a Moth

Zeta Kai
2007-07-17, 10:46 AM
Plaga, Alpha / Tentacle
http://residentevil.wikia.com/wiki/Image:Las_plagas.gif
Games: RE4
Tiny Aberration
Hit Dice: 1d8+2 (6HP)
Initiative: -2
Speed: 0’ (0 squares)
Armor Class: 12 (+2 size, -2 Dex, +2 natural); touch 10; flat-footed 12
Base Attack/ Grapple: +2/-6
Attack: Tentacle Blade +4 melee (1d8+2, 19-20/×2)
Full Attack: Tentacle Blade +4 melee (1d8+2, 19-20/×2)
Space/Reach: 2½’/0’
Special Attacks: Acid Spray, Tentacle Whip
Special Qualities: Aberration traits, Command Host, Burst Forth, Infectious Spores, Light Weakness
Saves: Fort +2, Ref -2, Will +2
Abilities: Str 14 (+2), Dex 7 (-2), Con 14 (+2), Int 7 (-2), Wis 14 (+2), Cha 7 (-2)
Skills: Bluff +2, Hide +6
Feats: Improved Critical
Environment: any
Organization: solitary, gang (2-12), or mob (13-60)
Challenge Rating: 2
Treasure: N/A
Alignment: Lawful Evil
Advancement: 2-3 Hit Die (Tiny)
Level Adjustment: N/A

• Acid Spray (Ex): Plagas can emit a 20’ cone of acid (2d4 damage, Reflex save DC12 for half damage) every 1d4+4 rounds; creatures hit by the spray suffer a -2 penalty to all Will saves to resist infection from Plaga spores (see Las Plagas: Disease, above) for 10 rounds (1 minute)

• Tentacle Whip (Ex): Alpha Plagas can lash out with their Tentacle Blade attack once every 1d4+4 rounds, hitting opponents up to 10’ away (NOTE: they may also hit opponents that are only 5’ away at no penalty, if they so choose); this attack is identical in all other respects to the normal Tentacle Blade attack

• Command Host (Ex): Plagas within a host can direct the actions of that host, commanding it to perform any action that the host is capable of doing; this ability operates identically to a dominate monster spell, except the host is not allowed a saving throw to negate the effect, & the effect has a range of touch; this ability is in effect until either the host is dead (-10HP or below, even decapitation is not completely sufficient to cause death in this case), the Plaga is dead, or the Plaga is removed from the host

• Burst Forth (Ex): If the host has been critically injured (less than 25% HP remaining, all the way to -9HP), the Plaga can partially emerge from the body, exploding out of the largest wound; the Plaga can continue to control the body (via the Command Host ability, above), even if the host would normally be considered dead; this maneuver grants the Plaga cover, & allows it to survive the death of the host

• Infectious Spores (Ex): once per day, Plagas can release a cloud of infectious spores; all creatures within a 10’ radius are exposed to Plaga spores (see Las Plagas: Disease, above); this cloud has no effect in sunlight or within the radius of a daylight spell

• Light Weakness (Ex): Plagas are helpless in sunlight or within the radius of a daylight spell, taking 1d6+4 damage per round; in addition, a Plaga exposed to bright light must make a Fortitude save (DC20) or immediately die; Plagas can avoid these effects if it remains within significant shadow, underground, in moonlight or starlight, within the radius of a darkness spell, or while entirely within the body of a host

Zeta Kai
2007-07-17, 10:50 AM
Plaga, Beta / Worm
Games: RE4
Tiny Aberration
Hit Dice: 2d8+4 (13HP)
Initiative: -2
Speed: 0’ (0 squares)
Armor Class: 13 (+2 size, -2 Dex, +3 natural); touch 10; flat-footed 13
Base Attack/ Grapple: +2/-6
Attack: Claw +4 melee (1d8+2)
Full Attack: Claw +4 melee (1d8+2)
Space/Reach: 2½’/0’
Special Attacks: Acid Spray, Head Bite
Special Qualities: Aberration traits, Command Host, Burst Forth, Infectious Spores, Light Weakness
Saves: Fort +2, Ref -2, Will +2
Abilities: Str 14 (+2), Dex 7 (-2), Con 14 (+2), Int 10 (+0), Wis 14 (+2), Cha 7 (-2)
Skills: Hide +6, Knowledge (religion) +4, Profession (clergy) +4, Search +4
Feats: Improved Natural Armor
Environment: any
Organization: solitary, cloister (2-6), or congregation (7-20)
Challenge Rating: 3
Treasure: N/A
Alignment: Lawful Evil
Advancement: 3-5 Hit Die (Tiny)
Level Adjustment: N/A

• Acid Spray (Ex): Plagas can emit a 20’ cone of acid (2d4 damage, Reflex save DC12 for half damage) every 1d4+4 rounds; creatures hit by the spray suffer a -2 penalty to all Will saves to resist infection from Plaga spores (see Las Plagas: Disease, above) for 10 rounds (1 minute)

• Head Bite (Ex): Beta Plagas can lash out with a bite attack (+6 melee, 3d8+2 damage, 17-20/×3) once every 1d4+4 rounds, hitting opponents up to 5’ away; this attack is aimed at an opponent’s head, & so ignores any armor bonus to AC unless the opponent is wearing a helmet; this attack cannot be used against creatures without a discernable head (such as an ooze or a swarm) or creatures immune to critical hits (such as constructs & undead)

• Command Host (Ex): Plagas within a host can direct the actions of that host, commanding it to perform any action that the host is capable of doing; this ability operates identically to a dominate monster spell, except the host is not allowed a saving throw to negate the effect, & the effect has a range of touch; this ability is in effect until either the host is dead (-10HP or below, even decapitation is not completely sufficient to cause death in this case), the Plaga is dead, or the Plaga is removed from the host

• Burst Forth (Ex): If the host has been critically injured (less than 25% HP remaining, all the way to -9HP), the Plaga can partially emerge from the body, exploding out of the largest wound; the Plaga can continue to control the body (via the Command Host ability, above), even if the host would normally be considered dead; this maneuver grants the Plaga cover, & allows it to survive the death of the host

• Infectious Spores (Ex): once per day, Plagas can release a cloud of infectious spores; all creatures within a 10’ radius are exposed to Plaga spores (see Las Plagas: Disease, above); this cloud has no effect in sunlight or within the radius of a daylight spell

• Light Weakness (Ex): Plagas are helpless in sunlight or within the radius of a daylight spell, taking 1d6+4 damage per round; in addition, a Plaga exposed to bright light must make a Fortitude save (DC20) or immediately die; Plagas can avoid these effects if it remains within significant shadow, underground, in moonlight or starlight, within the radius of a darkness spell, or while entirely within the body of a host

Zeta Kai
2007-07-17, 10:52 AM
Plaga, Gamma / Spider
Games: RE4
Tiny Aberration
Hit Dice: 2d8+4 (13HP)
Initiative: +2
Speed: 20’ (4 squares), Climb 10’ (2 squares)
Armor Class: 12 (+2 size, -2 Dex, +2 natural); touch 10; flat-footed 12
Base Attack/ Grapple: +2/-6
Attack: Tentacle Slam +4 melee (1d8+2)
Full Attack: Tentacle Slam +4 melee (1d8+2)
Space/Reach: 2½’/0’
Special Attacks: Acid Spray, Detach, Pounce
Special Qualities: Aberration traits, Command Host, Burst Forth, Infectious Spores, Light Weakness
Saves: Fort +2, Ref -2, Will +2
Abilities: Str 14 (+2), Dex 7 (-2), Con 14 (+2), Int 13 (+1), Wis 14 (+2), Cha 7 (-2)
Skills: Hide +6, Jump +5, Profession (soldier) +6, Survival +7, Tumble +1
Feats: Improved Initiative
Environment: any
Organization: solitary, squad (2-8), or platoon (9-30)
Challenge Rating: 3
Treasure: N/A
Alignment: Lawful Evil
Advancement: 3-5 Hit Die (Tiny)
Level Adjustment: N/A

• Acid Spray (Ex): Plagas can emit a 20’ cone of acid (2d4 damage, Reflex save DC12 for half damage) every 1d4+4 rounds; creatures hit by the spray suffer a -2 penalty to all Will saves to resist infection from Plaga spores (see Las Plagas: Disease, above) for 10 rounds (1 minute)

• Detach (Ex): After partially emerging from the host body, a Gamma Plagas can remove itself from the host as a move-equivalent action; the host immediately loses the [Plagas Carrier] subtype, the Las Plagas template, & all benefits/ restrictions associated with both (& will most likely die, due to damage involved in emerging & the loss of a Constitution bonus)

• Pounce (Ex): If a Gamma Plaga charges an opponent, it can make a full attack, including an Acid Spray; this maneuver requires the Plaga to be detached from its host

• Command Host (Ex): Plagas within a host can direct the actions of that host, commanding it to perform any action that the host is capable of doing; this ability operates identically to a dominate monster spell, except the host is not allowed a saving throw to negate the effect, & the effect has a range of touch; this ability is in effect until either the host is dead (-10HP or below, even decapitation is not completely sufficient to cause death in this case), the Plaga is dead, or the Plaga is removed from the host

• Burst Forth (Ex): If the host has been critically injured (less than 25% HP remaining, all the way to -9HP), the Plaga can partially emerge from the body, exploding out of the largest wound; the Plaga can continue to control the body (via the Command Host ability, above), even if the host would normally be considered dead; this maneuver grants the Plaga cover, & allows it to survive the death of the host

• Infectious Spores (Ex): once per day, Plagas can release a cloud of infectious spores; all creatures within a 10’ radius are exposed to Plaga spores (see Las Plagas: Disease, above); this cloud has no effect in sunlight or within the radius of a daylight spell

• Light Weakness (Ex): Plagas are helpless in sunlight or within the radius of a daylight spell, taking 1d6+4 damage per round; in addition, a Plaga exposed to bright light must make a Fortitude save (DC20) or immediately die; Plagas can avoid these effects if it remains within significant shadow, underground, in moonlight or starlight, within the radius of a darkness spell, or while entirely within the body of a host

Zeta Kai
2007-07-17, 10:54 AM
Plaga, Omega / Queen
Games: RE4
Tiny Aberration
Hit Dice: 4d8+8 (26HP)
Initiative: -2
Speed: 0’ (0 squares)
Armor Class: 15 (+2 size, -2 Dex, +5 natural); touch 10; flat-footed 15
Base Attack/ Grapple: +2/-6
Attack: Claw +4 melee (1d8+2)
Full Attack: Claw +4 melee (1d8+2)
Space/Reach: 2½’/0’
Special Attacks: N/A
Special Qualities: Aberration traits, Command Host, Burst Forth, Infectious Spores, Light Weakness, Direct Plagas
Saves: Fort +2, Ref -2, Will +2
Abilities: Str 14 (+2), Dex 7 (-2), Con 14 (+2), Int 16 (+3), Wis 14 (+2), Cha 7 (-2)
Skills: Bluff +2, Diplomacy +2, Hide +6, Intimidate +4, Knowledge (arcana) +7, Knowledge (local) +6, Profession +5, Search +6
Feats: Leadership, Persuasive
Environment: any
Organization: solitary
Challenge Rating: 4
Treasure: N/A
Alignment: Lawful Evil
Advancement: 5-6 Hit Die (Tiny), 7-9 Hit Die (Small)
Level Adjustment: N/A

• Command Host (Ex): Plagas within a host can direct the actions of that host, commanding it to perform any action that the host is capable of doing; this ability operates identically to a dominate monster spell, except the host is not allowed a saving throw to negate the effect, & the effect has a range of touch; this ability is in effect until either the host is dead (-10HP or below, even decapitation is not completely sufficient to cause death in this case), the Plaga is dead, or the Plaga is removed from the host

• Burst Forth (Ex): If the host has been critically injured (less than 25% HP remaining, all the way to -9HP), the Plaga can partially emerge from the body, exploding out of the largest wound; the Plaga can continue to control the body (via the Command Host ability, above), even if the host would normally be considered dead; this maneuver grants the Plaga cover, & allows it to survive the death of the host

• Infectious Spores (Ex): three times per day, Plagas can release a cloud of infectious spores; all creatures within a 10’ radius are exposed to Plaga spores (see Las Plagas: Disease, above); this cloud has no effect in sunlight or within the radius of a daylight spell

• Light Weakness (Ex): Plagas are helpless in sunlight or within the radius of a daylight spell, taking 1d6+4 damage per round; in addition, a Plaga exposed to bright light must make a Fortitude save (DC20) or immediately die; Plagas can avoid these effects if it remains within significant shadow, underground, in moonlight or starlight, within the radius of a darkness spell, or while entirely within the body of a host

• Direct Plagas (Su): Omega Plagas have the ability to direct the actions of all other Plagas that have fewer Hit Dice (even those within host bodies) within range (180’, or 36 squares); this ability operates identically to a dominate monster spell performed by a caster with a level equal to the Plagas’ Hit Dice ×2

Zeta Kai
2007-07-17, 10:56 AM
Plague Crawler
http://images3.wikia.nocookie.net/residentevil/images/6/6a/Plague_Crawler.jpg
Games: RE0, OB1
Medium Aberration (T-Virus Carrier)
Hit Dice: 3d8+6 (28HP)
Initiative: -2
Speed: 20’ (4 squares)
Armor Class: 12 (-2 Dex, +4 natural); touch 8; flat-footed 12
Base Attack/Grapple: +2/+5
Attack: Tentacle +5 melee (1d8+3, 20/×3 critical)
Full Attack: 2 Tentacles +5 melee (1d8+3, 20/×3 critical)
Space/Reach: 5’/5’
Special Attacks: Pounce
Special Qualities: Scent, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
Saves: Fort +2, Ref -2, Will +0
Abilities: Str 17 (+3), Dex 6 (-2), Con 15 (+2), Int 0 (--), Wis 10 (+0), Cha 1 (-5)
Skills: Hide +4, Move Silently +4
Feats: Improved Natural Attack
Environment: any land or underground
Organization: solitary, pair, or epidemic (3-5)
Challenge Rating: 2
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Pounce (Ex): if a Plague Crawler charges a foe, it can make a full attack, including 2 Tentacle attacks

• Scent (Ex): a Plague Crawler can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)

Zeta Kai
2007-07-17, 10:58 AM
Plant 42*
http://images1.wikia.nocookie.net/residentevil/images/2/24/Plant_42.gif
Games: RE1, OB1, OB2
Huge Plant (T-Virus Carrier)
Hit Dice: 7d8+35 (66HP)
Initiative: -1
Speed: 0’ (0 squares)
Armor Class: 15 (-2 size, -1 Dex, +8 natural); touch 7; flat-footed 15
Base Attack/Grapple: +5/+22
Attack: Tentacle +12 melee (2d6+9)
Full Attack: Tentacle +12 melee (2d6+9)
Space/Reach: 15’/15’
Special Attacks: Acid Spray, Improved Grab, Long Reach, Poison Gas, Strangle, Throw
Special Qualities: Plant traits, T-Virus Carrier traits, Blindsight 30’, Vulnerability to V-Jolt
Saves: Fort +8, Ref +2, Will +7
Abilities: Str 29 (+9), Dex 8 (-1), Con 21 (+5), Int 0 (--), Wis 10 (+0), Cha 1 (-5)
Skills: N/A
Feats: N/A
Environment: warm forests or jungles
Organization: solitary
Challenge Rating: 8
Treasure: N/A
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A

• Acid Spray (Ex): Plant 42 can emit a 20’ cone of acid (2d6 damage, Reflex save DC12 for half damage) every 1d4+2 rounds

• Improved Grab (Ex): to use this ability, Plant 42 must hit with a Tentacle attack; 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 & can Throw or Strangle

• Long Reach (Ex): Plant 42 can lash out with its Tentacle attack once every 1d4 rounds, hitting opponents up to 20’ away (NOTE: it may also hit opponents that are only 5’, 10’, or 15’ away at no penalty, if it chooses); this attack is identical in all other respects to the normal Tentacle attack

• Poison Gas (Ex): every 1d4+2 rounds, Plant 42 can emit a cloud of poisonous pollen; the cloud has a 10’ radius & lasts for 1d3 rounds; all creatures within the cloud are exposed to Plant 42 poison (via inhalation; Fortitude DC15; initial damage 1d6 Constitution; secondary damage 1d6 Constitution)

• Strangle (Ex): on a successful grapple check, Plant 42 deals 9 points of damage per round; in addition, the grappled creature cannot breathe (see Drowning or Suffocation rules in the DMG)

• Throw (Ex): Plant 42 can throw any creature (up to Medium size) it has successfully grappled; the thrown creature takes damage upon landing equal to (the falling damage + 10’) + Plant 42’s Strength modifier (+9); Plant 42 will lift a grappled creature 1d4×10’ above the ground before throwing

• Vulnerability to V-Jolt: Plant 42 takes twice as much (×2) damage as normal from V-Jolt (see Items), regardless of whether a saving throw is allowed, or if the save is a success or failure; in addition, an Ivy must make a Fortitude save (DC10) or die each round it is exposed to fire damage, with the DC increasing by 2 each round after the first

Zeta Kai
2007-07-17, 10:59 AM
Pluto (Tyrant base)
http://images3.wikia.nocookie.net/residentevil/images/d/db/Pluto.gif
Games: DA
Large Aberration (T-Virus Carrier)
Hit Dice: 12d8+72 (126HP)
Initiative: -3
Speed: 30’ (6 squares)
Armor Class: 12 (-2 Blind, -1 size, -3 Dex, +8 natural); touch 4; flat-footed 12
Base Attack/Grapple: +8/+20
Attack: Punch +15 melee (2d6+8)
Full Attack: Punch +15 melee (2d6+8) & Slam +13 melee (1d4+4)
Space/Reach: 10’/10’
Special Attacks: Improved Grab, Powerful Charge, Trample
Special Qualities: Aberration traits, T-Virus Carrier traits, Blindsense, Powerful Build, Damage Reduction 5/concussion, Immunities, Frightful Presence
Saves: Fort +15, Ref +3, Will +8
Abilities: Str 27 (+8), Dex 5 (-3), Con 23 (+6), Int 3 (-4), Wis 12 (+1), Cha 4 (-3)
Skills: Balance +4, Intimidate +4, Listen +12, Survival +11
Feats: Awesome Blow, Blind-Fight, Improved Bull Rush, Improved Natural Attack, Improved Overrun, Power Attack
Environment: any land or underground
Organization: solitary
Challenge Rating: 10
Treasure: N/A
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A

• Improved Grab (Ex): to use this ability, Pluto must hit with his Slam attack; he can then attempt to start a grapple as a free action without provoking an attack of opportunity; if he wins the grapple check, he establishes a hold & can Punch

• Powerful Charge (Ex): in addition to the normal benefits and hazards of a charge, this allows Pluto to make a single Punch attack (piercing, like a gore attack) with a +15 attack bonus that deals 4d6+16 points of damage

• Trample (Ex): Pluto can trample opponents up to Medium size, dealing 2d8+8 points of damage; Reflex save DC20 for half damage

• Blindsense (Ex): Pluto cannot see; he takes a -2 penalty to Armor Class & takes a -4 penalty on Search checks and on most Strength- & Dexterity-based skill checks; all checks and activities that rely on vision automatically fail; all opponents are considered to have total concealment (50% miss chance)

• Powerful Build (Ex): whenever Pluto is subject to any size modifier, he is treated as 1 size larger if doing so is advantageous to him; he is also considered to be 1 size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him; Pluto can use weapons designed for a creature 1 size larger without penalty; however, his space & reach remain those of a creature of his actual size; the benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subject’s size category

• Immunities (Ex): Pluto has immunity to sleep & paralysis effects, poison, cold-, electricity-, & fire-based damage; in addition, Pluto is immune to any spell or spell-like ability that allows spell resistance, & is not subject to subdual damage, ability damage, ability drain, or death from massive damage

• Frightful Presence (Ex): Pluto can inspire terror by charging or attacking; affected creatures must succeed on a DC11 Will save or become shaken, remaining in that condition as long as they remain with 20’ of Pluto; the save DC is Constitution-based

Zeta Kai
2007-07-17, 11:00 AM
Poison Ivy
http://images1.wikia.nocookie.net/residentevil/images/thumb/8/8c/PoisonIvyRE2.jpg/525px-PoisonIvyRE2.jpg
Games: RE2, Sur
Large Plant (T-Virus Carrier)
Hit Dice: 6d8+33 (60HP)
Initiative: +0
Speed: 20’ (4 squares)
Armor Class: 16 (-1 size, +7 natural); touch 9; flat-footed 16
Base Attack/Grapple: +3/+13
Attack: Tentacle +8 melee (1d8+6)
Full Attack: 2 Tentacles +8 melee (1d8+6)
Space/Reach: 10’/10’
Special Attacks: Poison Spray, Improved Grab
Special Qualities: Plant traits, T-Virus Carrier traits, Blindsight 30’, Vulnerability to Fire
Saves: Fort +10, Ref +2, Will +7
Abilities: Str 23 (+6), Dex 10 (+0), Con 21 (+5), Int 1 (-5), Wis 16 (+3), Cha 12 (+1)
Skills: Hide -4, Intimidate +3, Listen +7, Sense Motive +3, Spot +5, Survival +4
Feats: Alertness, Toughness
Environment: warm forests or jungles
Organization: solitary, pairs, or copses (3-6)
Challenge Rating: 4
Treasure: N/A
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A

• Poison Spray (Ex): a Poison Ivy can emit a 20’ cone of poisonous acid (2d6 damage, Reflex save DC12 for half damage) once every 1d4+2 rounds (poison via injury; Fortitude DC12; initial damage 1d4 Constitution; secondary damage 1d4 Constitution)

• Improved Grab (Ex): to use this ability, a Poison Ivy must hit with a Tentacle attack; 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 & can automatically hit with an Acid Spray attack

• Vulnerability to Fire: an Ivy takes twice as much (×2) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure; in addition, an Ivy must make a Fortitude save (DC10) or die each round it is exposed to fire damage, with the DC increasing by 2 each round after the first

BisectedBrioche
2007-07-17, 05:41 PM
What was Pluto?

Zeta Kai
2007-07-17, 06:33 PM
What was Pluto?

As I noted in his monster entry on page #6, entry #180, Pluto (http://en.wikipedia.org/wiki/List_of_Resident_Evil_creatures#Pluto) was a boss in Resident Evil: Dead Aim. For the record, he was a large, blind, obese Tyrant-like abomination. He fought somewhat similarly to the Garadors of RE4, & could either be insanely difficult or humorously easy, depending on how you fight him.

The most notable thing about him (& unfortunately, I couldn't figure out a reasonable way to stat this out) was the fact that once you had gotten him down to 25% health, his brain would fall out of his head. Literally. His brain just hung out of his skull, connected to his body by only a thin little brain stem/spinal cord. After that, his brain is can be shot directly for extra damage. Wild, I know.

Resident Evil: Dead Aim was a pretty good PS2 game, BTW. I recommend getting it, now that it's very cheap.

Korias
2007-07-18, 09:10 AM
Slight Discrepcancy in the Osmund Saddler Stat Blocks.

As seen in Luis's death scene, Luis was stabbed, or rather impaled, by one of Saddlers pointy-scorpion-phallus-tail things. Yet you only have him using his quarterstaff as a weapon.

One might also note that Saddler never used the staff he had as a weapon. If anything, it was a plagas device that allowed him to boost the range and power of control on lesser plagas. If all the other bosses were Queen Plagas, Saddler has the Master Plagas.

Also, to a comment from above about Del Lago: You do extra damage by harpooning it in the mouth. So yes, it does have a better place to shoot. Its possible to kill anything in that game: You can stay as far back as you need to and riddle El Gigante with Bullets. After an insane amount of damage, he will fall. Regenerators also can be killed with a well placed grenade. Particularly a combonation of Incindeary, Flash, then Hand. Iron maidens are a bit tougher. I found this out after it backed me into a corner and I had no rifle ammo.

Now, exactly how on earth do you kill Lisa Trevor? Will soembody explain how your supposed to kill it?

For the Ganados: Ganados had other weapons than those listed. The only one I recall is the Knife, weilded by the females.

Merchant: Not all Merchants were Plagas-ified. Only certain ones. You could tell if they had glowy eyes. All the rest were (As far as I could tell), Full Blooded Australian. Which makes no sense why they have enough weaponry to fund a small war in Spain. And they refuse to do buisness if their is a ganado present in the vicinity (When the creepy battle music is playing).

Jibar
2007-07-18, 09:52 AM
Merchant: Not all Merchants were Plagas-ified. Only certain ones. You could tell if they had glowy eyes. All the rest were (As far as I could tell), Full Blooded Australian. Which makes no sense why they have enough weaponry to fund a small war in Spain. And they refuse to do buisness if their is a ganado present in the vicinity (When the creepy battle music is playing).

The first one you meet for example has no plagas, while the one before Mendez does.
Although, where did you get Autralian from?

Korias
2007-07-18, 10:05 AM
They seemed to have an Australian accent when I played. Maybe it was my TV's speakers. But it still doesnt explain why they have such a huge amount of weaponry at their disposal. It even says, if you examine one of the displays, "Hes got enough weapons to start a small war."

Zeta Kai
2007-07-18, 12:07 PM
Osmund Saddler (normal): Fixed.

Osmund Saddler (mutated): Fixed.

After watching my wife beat Resident Evil 4 literally just last night, I agree that Saddler was not statted well. This has been corrected. Also, I am running under the assumption that Saddler's Queen Plaga has more HD that any other Plaga in town, so to speak. That seems to be the simplest solution. Otherwise, I would have to stat out some kind of "Overlord Plaga," which is not only one more monster, but it is not supported by the game's storyline anywhere (not that the different Plaga strains are well explained anyway).

On another note, I agree that the Merchant seems to hail from either Australia or New Zealand. I can't find out who voiced the character, though. I'll investigate further.

Zeta Kai
2007-07-18, 12:08 PM
Ramon Salazar (normal)*
http://images2.wikia.nocookie.net/residentevil/images/thumb/1/15/Re4-ramon-salazar.jpg/600px-Re4-ramon-salazar.jpg
Games: RE4
Small Aberration (Queen Plagas Carrier)
Hit Dice: 2d8 (9HP)
Initiative: +1
Speed: 20’ (4 squares)
Armor Class: 12 (+1 size, +1 Dex); touch 12; flat-footed 11
Base Attack/Grapple: +1/-4
Attack: Dagger +1 melee (1d3-1, 19-20/×2 critical) or Dagger +3 ranged (1d3+1, 19-20/×2 critical, 10’ range increment)
Full Attack: Dagger +1 melee (1d3-1, 19-20/×2 critical) or Dagger +3 ranged (1d3+1, 19-20/×2 critical, 10’ range increment)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Aberration traits, Plagas Carrier traits
Saves: Fort +1, Ref +2, Will +3
Abilities: Str 9 (-1), Dex 12 (+1), Con 11 (+0), Int 16 (+3), Wis 12 (+1), Cha 18 (+4)
Skills: Bluff +7, Diplomacy +5, Disguise +5, Gather Information +5, Hide +2, Intimidate +6, Knowledge (history) +4, Knowledge (local) +4, Knowledge (religion) +4, Listen +2, Perform +4, Search +3, Sense Motive +2
Feats: Persuasive, Toughness
Environment: any land or underground
Organization: any
Challenge Rating: 3
Treasure: N/A
Alignment: Lawful Evil
Advancement: N/A
Level Adjustment: N/A

Zeta Kai
2007-07-18, 12:09 PM
Ramon Salazar (mutated)*
Games: RE4
Gargantuan Aberration (Queen Plagas Carrier)
Hit Dice: 9d8+66 (106HP)
Initiative: -2
Speed: 0’ (0 squares)
Armor Class: 13 (-4 size, -2 Dex, +9 natural); touch 4; flat-footed 13
Base Attack/Grapple: +6/+31
Attack: Tentacle +15 melee (2d8+13) or Slam +15 melee (1d6+13)
Full Attack: 2 Tentacles +12 melee (2d8+13) or Slam +15 melee (1d6+13) or Bite +15 melee (2d8+13)
Space/Reach: 20’/20’
Special Attacks: Improved Grab, Long Reach, Swallow Whole
Special Qualities: Aberration traits, Plagas Carrier traits, Immunities
Saves: Fort +10, Ref +1, Will +6
Abilities: Str 37 (+13), Dex 6 (-2), Con 25 (+7), Int 12 (+1), Wis 8 (-1), Cha 14 (+2)
Skills: Bluff +6, Diplomacy +7, Disguise +4, Gather Information +4, Hide -5, Intimidate +4, Knowledge (history) +3, Knowledge (local) +4, Knowledge (religion) +3, Listen +1, Perform +4, Search +3, Sense Motive +1
Feats: Awesome Blow, Improved Bull Rush, Persuasive, Power Attack, Toughness
Environment: any land or underground
Organization: any
Challenge Rating: 9
Treasure: 2× standard
Alignment: Lawful Evil
Advancement: N/A
Level Adjustment: N/A

• Improved Grab (Ex): to use this ability, Ramon Salazar must hit with a Bite attack; 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 & can Swallow Whole

• Long Reach (Ex): Ramon Salazar can lash out with his Tentacle attack once every 1d4 rounds, hitting opponents up to 30’ away (NOTE: he may also hit opponents that are closer at no penalty, if he chooses); this attack is identical in all other respects to the normal Tentacle attack

• Swallow Whole (Ex): Ramon Salazar can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check; once inside, the opponent takes 2d8+13 points of crushing damage plus 1d8+2 points of acid damage per round from Ramon Salazar’s digestive juices; a swallowed creature can cut its way out by dealing 35 points of damage to the Ramon Salazar’s digestive tract (AC14); once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out; Ramon Salazar’s gullet can hold 2 Large, 8 Medium, 32 Small, 128 Tiny or 512 Diminutive or smaller creatures

• Immunities (Ex): Ramon Salazar has immunity to bull rush attacks, overrun attacks, trample attacks, & trip attacks; in addition, Ramon Salazar is not subject to subdual damage, ability damage, ability drain, or death from massive damage

Zeta Kai
2007-07-18, 12:15 PM
Regenerator, Common*
http://images1.wikia.nocookie.net/residentevil/images/2/23/Regenerator.jpeg
Games: RE4
Medium Aberration (Alpha Plagas Carrier)
Hit Dice: 6d8+48 (75HP)
Initiative: -2
Speed: 20’ (4 squares)
Armor Class: 13 (-2 Dex, +5 natural); touch 8; flat-footed 13
Base Attack/Grapple: +4/+12
Attack: Claw +12 melee (1d6+8)
Full Attack: 2 Claws +12 melee (1d6+8) & Bite +7 melee (1d6+4)
Space/Reach: 5’/5’
Special Attacks: Improved Grab
Special Qualities: Aberration traits, Plagas Carrier traits, Darkvision 90’, Low-Light Vision, Regeneration 5, Plagas Larvae, Long Reach
Saves: Fort +11, Ref +0, Will +1
Abilities: Str 27 (+8), Dex 6 (-2), Con 27 (+8), Int 3 (-4), Wis 12 (+1), Cha 2 (-4)
Skills: Hide +0, Move Silently +7, Spot +3
Feats: Power Attack, Skill Focus: Move Silently, Stealthy
Environment: any land or underground
Organization: solitary or pair
Challenge Rating: 5
Treasure: none
Alignment: Lawful Evil
Advancement: N/A
Level Adjustment: N/A

• Improved Grab (Ex): to use this ability, a Regenerator must hit with its Claw attack; 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 & can automatically hit with a Bite attack

• Regeneration (Ex): Fire & acid deal normal damage to a Regenerator, while all other damage is halved (50%); if a Regenerator loses a limb or other body part, the lost portion regrows in 1d8+2 rounds; critical hits cannot be regenerated

• Plagas Larvae (Ex): a Regenerator is infected with 1d4+1 Plaga larvae (HP2, AC14); these Plagas are harmless, having no special attacks or abilities, & can be seen only with Darkvision (opponents without Darkvision cannot perceive the Plagas, granting the larvae all the benefits of invisibility); missed attacks deal damage to the Regenerator host as if it had been hit directly; a Regenerator cannot live without them, so if they are all destroyed, then the Regenerator will immediately die (no saving throw)

• Long Reach (Ex): a Regenerator can lash out with its Claw attack once every 1d4 rounds, hitting opponents up to 10’ away (NOTE: it may also hit opponents that are only 5’ away at no penalty, if it chooses); this attack is identical in all other respects to the normal Claw attack

Korias
2007-07-18, 12:16 PM
Osmund Saddler (normal): Fixed.

Osmund Saddler (mutated): Fixed.

After watching my wife beat Resident Evil 4 literally just last night, I agree that Saddler was not statted well. This has been corrected. Also, I am running under the assumption that Saddler's Queen Plaga has more HD that any other Plaga in town, so to speak. That seems to be the simplest solution. Otherwise, I would have to stat out some kind of "Overlord Plaga," which is not only one more monster, but it is not supported by the game's storyline anywhere (not that the different Plaga strains are well explained anyway).

I Thought in Luis's Report Number 3 was where they explained the Plaga Types. I'll have to find the disk again. Other than that, I dont see any visible problembs.



On another note, I agree that the Merchant seems to hail from either Australia or New Zealand. I can't find out who voiced the character, though. I'll investigate further.

Singular? I thought there were at least 20 of those guys on the island. And It wouldnt explain how he kept getting infront of you if there was one. Or why he was in the shack at the lake. Or at the tower right before Salazar. I'm assuming theirs just a bunch of the guys wandering around. Your actualy the first person to agree with me on the accent though. Everybody else thinks he's from England.

Zeta Kai
2007-07-18, 12:17 PM
Regenerator, Iron Maiden*
http://images2.wikia.nocookie.net/residentevil/images/thumb/c/cb/Re4-iron-maiden.jpg/420px-Re4-iron-maiden.jpg
Games: RE4
Medium Aberration (Alpha Plagas Carrier)
Hit Dice: 8d8+48 (84HP)
Initiative: -1
Speed: 20’ (4 squares)
Armor Class: 14 (-1 Dex, +5 natural); touch 9; flat-footed 14
Base Attack/Grapple: +4/+12
Attack: Claw +12 melee (1d6+8)
Full Attack: 2 Claws +12 melee (1d6+8) & Bite +7 melee (1d6+4)
Space/Reach: 5’/5’
Special Attacks: Impale, Improved Grab
Special Qualities: Aberration traits, Plagas Carrier traits, Darkvision 90’, Low-Light Vision, Regeneration 5, Plagas Larvae, Long Reach
Saves: Fort +9, Ref +1, Will +1
Abilities: Str 27 (+8), Dex 8 (-1), Con 23 (+6), Int 3 (-4), Wis 12 (+1), Cha 2 (-4)
Skills: Hide +1, Move Silently +8, Spot +3
Feats: Power Attack, Skill Focus: Move Silently, Stealthy
Environment: any land or underground
Organization: solitary or pair
Challenge Rating: 5
Treasure: none
Alignment: Lawful Evil
Advancement: N/A
Level Adjustment: N/A

• Impale (Ex): on a successful grapple check, an Iron Maiden can impale an opponent with its body spikes, dealing 2d8+16 points of damage; Reflex save DC25 for half damage

• Improved Grab (Ex): to use this ability, an Iron Maiden must hit with its Claw attack; 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 & can Impale

• Regeneration (Ex): Fire & acid deal normal damage to a Regenerator, while all other damage is halved (50%); if a Regenerator loses a limb or other body part, the lost portion regrows in 1d8+2 rounds; critical hits cannot be regenerated

• Plagas Larvae (Ex): a Regenerator is infected with 1d4+1 Plaga larvae (HP2, AC14); these Plagas are harmless, having no special attacks or abilities, & can be seen only with Darkvision (opponents without Darkvision cannot perceive the Plagas, granting the larvae all the benefits of invisibility); missed attacks deal damage to the Regenerator host as if it had been hit directly; a Regenerator cannot live without them, so if they are all destroyed, then the Regenerator will immediately die (no saving throw)

• Long Reach (Ex): an Iron Maiden can lash out with its Claw attack once every 1d4 rounds, hitting opponents up to 10’ away (NOTE: it may also hit opponents that are only 5’ away at no penalty, if it chooses); this attack is identical in all other respects to the normal Claw attack

Zeta Kai
2007-07-18, 12:19 PM
Scissor Worm*
http://images3.wikia.nocookie.net/residentevil/images/9/9a/Scissor_Tail.jpg
Games: OB1, OB2
Medium Aberration (T-Virus Carrier)
Hit Dice: 4d8 (36HP)
Initiative: -3
Speed: 10’ (2 squares), Climb 10’ (2 squares)
Armor Class: 10 (-3 Dex, +3 natural); touch 7; flat-footed 10
Base Attack/Grapple: +3/+4
Attack: Sting +4 melee (1d6+1, 19-20/×2 critical, plus poison)
Full Attack: Sting +4 melee (1d6+1, 19-20/×2 critical, plus poison)
Space/Reach: 5’/5’
Special Attacks: Poison
Special Qualities: Scent, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
Saves: Fort +0, Ref -3, Will +0
Abilities: Str 13 (+1), Dex 4 (-3), Con 11 (+0), Int 0 (--), Wis 10 (+0), Cha 2 (-4)
Skills: Climb +5, Spot +4
Feats: Skill Focus (Climb)
Environment: warm deserts
Organization: solitary, pair, or cluster (3-6)
Challenge Rating: 2
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Poison (Ex): via injury; Fortitude DC15; initial damage 1d4 Constitution; secondary damage 1d4 Constitution

• Scent (Ex): a Scissor Worm can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)

Zeta Kai
2007-07-18, 12:20 PM
Sliding Worm / A334*
http://images3.wikia.nocookie.net/residentevil/images/0/08/Sliding_Worms.gif
Games: RE3
Tiny Aberration (T-Virus Carrier)
Hit Dice: 2d8+4 (13HP)
Initiative: +0
Speed: 20’ (4 squares)
Armor Class: 17 (+2 size, +5 natural); touch 12; flat-footed 17
Base Attack/Grapple: +1/-9
Attack: Bite +1 melee (1d3-2)
Full Attack: Bite +1 melee (1d3-2) & Gore -4 melee (1)
Space/Reach: 2½’/0’
Special Attacks: Blood Drain, Improved Grab
Special Qualities: Blindsense, Tremorsense, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Vulnerability to Electricity
Saves: Fort +2, Ref +0, Will +0
Abilities: Str 7 (-2), Dex 11 (+0), Con 14 (+2), Int 0 (--), Wis 10 (+0), Cha 1 (-5)
Skills: N/A
Feats: N/A
Environment: any land or underground
Organization: solitary, nest (2-9), swarm (10-20)
Challenge Rating: 2
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Blood Drain (Ex): a Sliding Worm that is attached to its opponent deals 1 points of Constitution damage per round until it reaches a total of 6 points, at which point it detaches from its victim & retreats to digest its meal

• Improved Grab (Ex): to use this ability, a Sliding Worm must hit with a Claw attack; 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 & can Blood Drain

• Blindsense (Ex): a Sliding Worm notices & locates creatures within 20’; opponents still have total concealment (50% miss chance) against a creature with Blindsense

• Tremorsense (Ex): a Sliding Worm can pinpoint the location of anything in contact with the ground within 20’

• Vulnerability to Electricity: a Sliding Worm takes twice as much (×2) damage as normal from electricity, regardless of whether a saving throw is allowed, or if the save is a success or failure; in addition, a Sliding Worm must make a Fortitude save (DC10) or die each round it is exposed to electricity damage, with the DC increasing by 1 each round after the first

Zeta Kai
2007-07-18, 12:21 PM
Snake
Games: RE4
Tiny Animal
Hit Dice: ¼d8 (1HP)
Initiative: +3
Speed: 15’ (3 squares), Climb 15’ (3 squares), Swim 15’ (3 squares)
Armor Class: 15 (+2 size, +3 Dex); touch 15; flat-footed 12
Base Attack/Grapple: +0/-11
Attack: Bite +5 melee (1d3-1)
Full Attack: Bite +5 melee (1d3-1)
Space/Reach: 2½’/0’
Special Attacks: N/A
Special Qualities: N/A
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 10 (-1), Dex 17 (+3), Con 11 (+0), Int 1 (-5), Wis 12 (+1), Cha 2 (-4)
Skills: Balance +11, Climb +11, Hide +15, Listen +6, Spot +6, Swim +5
Feats: Dodge, Spring Attack
Environment: temperate marshes
Organization: solitary
Challenge Rating: ¼
Treasure: ½ standard (egg only)
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

Zeta Kai
2007-07-18, 12:22 PM
Stinger / Type-Y139 (Monstrous Scorpion: Tiny base, Template #2)
http://images3.wikia.nocookie.net/residentevil/images/thumb/1/1c/Stinger0.jpg/300px-Stinger0.jpg
Games: RE0
Medium Aberration (T-Virus Carrier)
Hit Dice: 2d8+6 (15HP)
Initiative: -2
Speed: 20’ (4 squares)
Armor Class: 10 (-2 Dex, +2 natural); touch 8; flat-footed 10
Base Attack/Grapple: +1/+1
Attack: Claw +1 melee (1d6)
Full Attack: 2 Claws +1 melee (1d6) & Sting -4 melee (1d4 plus poison)
Space/Reach: 5’/5’
Special Attacks: Constrict, Improved Grab, Poison
Special Qualities: Tremorsense, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
Saves: Fort +5, Ref -2, Will +0
Abilities: Str 11 (+0), Dex 6 (-2), Con 16 (+3), Int 0 (--), Wis 10 (+0), Cha 2 (-4)
Skills: Climb +4, Hide +2, Spot +4
Feats: Weapon Finesse B
Environment: warm deserts
Organization: solitary, colony (8-16)
Challenge Rating: 2
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Constrict (Ex): a Stinger deals automatic Claw damage (1d6) on a successful grapple check

• Improved Grab (Ex): to use this ability, a Stinger must hit with its Bite attack; 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 & can Sting

• Poison (Ex): via injury; Fortitude DC13; initial damage 1d3 Constitution; secondary damage 1d3 Constitution

• Tremorsense (Ex): a Stinger can pinpoint the location of anything in contact with the ground within 30’

Zeta Kai
2007-07-18, 12:25 PM
Tomorrow, the Tentacle, the Torpedo Kid, & more Tyrants than you can shake a rocket launcher at (~16 in total). Stay tuned.

Korias
2007-07-18, 12:26 PM
Another thing with the Ganados: What about that one that bursts out of the oven whilst your on the Island in Chapter 5-2? The Flaming Ganado?

Jibar
2007-07-18, 01:04 PM
I Thought in Luis's Report Number 3 was where they explained the Plaga Types. I'll have to find the disk again. Other than that, I dont see any visible problembs.

Singular? I thought there were at least 20 of those guys on the island. And It wouldnt explain how he kept getting infront of you if there was one. Or why he was in the shack at the lake. Or at the tower right before Salazar. I'm assuming theirs just a bunch of the guys wandering around. Your actualy the first person to agree with me on the accent though. Everybody else thinks he's from England.

You've got three types of Plagas.
Tentacle: The ones that pop out of the normal villagers in chapter 2, with the long whip like tail and bladed tips.
Worm (Centipede): Those long wormy ones with lots of little feelers that can pop out of Los Illuminados Zealots, they're the guys who eat your head whole.
Spider: The kind that can detach from their host (I haven't encountered one yet).
And then there's the Queen type.
Presumably, those in possession of Queen Plagas retain their previous personalities, but also gain the ability to command other Plagas hosts, and the normal physical boosts.

Well, development wise, the Merchants are just a way to get weaponry to Leon and upgrading it plus a bit of fun with that amazing voice of his. (I believe the Merchant is also the person who shouts the merchant, so he would be voiced by a Mr. Ward E. Sexton, but if that isn't the merchant I'm stumped.)
In-game, Leon never really finds out.
You could have some fun with that in the campaign, send the players out there to investigate the Merchant, while having to battle off the Ganaods after Leon accidentally left somebody with a Queen Plagas alive.
Interesting to note is that technically, those Merchants who are hosts must be fighting against Saddler's influence to control them, or Saddler secretly wanted to arm Leon all the time.
I'll also concede that there's some English in the merchant's voice. I can't quite put down what kind of accent it is either.


Another thing with the Ganados: What about that one that bursts out of the oven whilst your on the Island in Chapter 5-2? The Flaming Ganado?

Oh God, is that what Oven Man is?
I keep hearing about this guy, but I had no idea what is was.

Also: it would appear that Saddler and his boys have messed around with genetic manipulation. How else do you explain Del Lago, El Gigante and Novistadors?
Apparantly Luis Sera mentions it (or more specifically, the Regenerators) in some memos.

Korias
2007-07-18, 01:32 PM
Yeah, Thats oven boy. He appears in the Trailer. You walk around the corner and then Bam! Hes on your neck! Is you shoot him or move back quickly, he'll simply burn out and die. But he deals 2x the normal damage to you cause hes all on fire.

The Spiders are a Pain. Ok. I shot it. Wait, its detaching from the host. Crap.

Those are the kinds of Plagas that have fully matured into an Advanced Form. Remember that you dont need to be fully matured to be controled. Even baby plagas can cause massive pain. I think that "Queen Plaga" Are two steps ahead of the Advanced Plaga, And as such are able to cause much greater mutation (Krauser's Arm, Salazar's Gigantic Plant, Saddler, El Gigante, Del Lago, to name a few)

Oh, and is their a name for Salazar's right hand man?

Jibar
2007-07-18, 01:44 PM
Oh, and is their a name for Salazar's right hand man?

They're called Verdugo. Apparantly it translates to Executioner.
Must be weakened with Liquid Nitrogen? Sound fun. :smalltongue:

Korias
2007-07-18, 02:09 PM
Not Fun at all! You get 4 No2 Tanks. Thats 4 Chances to blast him.

And if you miss... You better hope that you can survive 4 minutes. Pack a Rocket Launcher. Or Two.

Or Better yet, Pack a PRL.

Zeta Kai
2007-07-19, 11:19 AM
Tentacle*
Games: CV, OB2
Huge Aberration (T-Virus Carrier)
Hit Dice: 4d8+20 (38HP)
Initiative: +0
Speed: 0’ (0 squares)
Armor Class: 10 (-2 size, +2 natural); touch 8; flat-footed 10
Base Attack/Grapple: +3/+18
Attack: Slam +8 melee (1d6+7)
Full Attack: Slam +8 melee (1d6+7)
Space/Reach: 15’/15’
Special Attacks: N/A
Special Qualities: Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
Saves: Fort +5, Ref +0, Will +0
Abilities: Str 25 (+7), Dex 0 (--), Con 20 (+5), Int 0 (--), Wis 10 (+0), Cha 1 (-5)
Skills: N/A
Feats: Awesome Blow, Improved Bull Rush, Power Attack
Environment: any land or underground
Organization: solitary
Challenge Rating: 3
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

Zeta Kai
2007-07-19, 11:21 AM
Torpedo Kid (Nautilus base)*
http://images4.wikia.nocookie.net/residentevil/images/d/d0/Torpedo_Kids.jpg
Games: DA
Tiny Aberration (Aquatic, T-Virus Carrier)
Hit Dice: ½d8 (2HP)
Initiative: +4
Speed: Swim 40’ (8 squares)
Armor Class: 16 (+2 size, +4 Dex); touch 16; flat-footed 12
Base Attack/Grapple: +0/-8
Attack: Slam +2 melee (0)
Full Attack: Slam +2 melee (0)
Space/Reach: 2½’/0’
Special Attacks: Self-Detonation
Special Qualities: Darkvision 60’, Aberration traits, T-Virus Carrier traits
Saves: Fort +0, Ref +4, Will +0
Abilities: Str 10 (+0), Dex 19 (+4), Con 11 (+0), Int 1 (-5), Wis 12 (+1), Cha 3 (-4)
Skills: Escape Artist +4, Hide +12, Listen +2, Spot +2, Swim +7
Feats: N/A
Environment: any aquatic or underground
Organization: solitary, pair, or spawn (3-12)
Challenge Rating: ½
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Self-Detonation (Ex): when a Torpedo Kid comes into contact with a creature (performing a successful touch attack), it will explode on that turn; the explosion will center on its position, & will deal 4d6 splash damage to everything within a 10’ radius (Reflex save DC12 for half damage); this explosion is always fatal to the Torpedo Kid, dealing maximum damage with no saving throw

Zeta Kai
2007-07-19, 11:22 AM
Tyrant, Hypnos T-Type*
http://images3.wikia.nocookie.net/residentevil/images/thumb/b/ba/Tyrant_Hypnos2.jpg/250px-Tyrant_Hypnos2.jpg
Games: Sur
Large Aberration (T-Virus Carrier)
Hit Dice: 15d8+60 (127HP)
Initiative: +5
Speed: 40’ (8 squares)
Armor Class: 16 (-1 size, +1 Dex, +6 natural); touch 10; flat-footed 15
Base Attack/Grapple: +11/+23
Attack: Claw +18 melee (2d6+8, 20/×3 critical)
Full Attack: Claw +18 melee (2d6+8, 20/×3 critical) & Slam +13 melee (1d4+4)
Space/Reach: 10’/10’
Special Attacks: Claw, Powerful Charge
Special Qualities: Aberration traits, T-Virus Carrier traits, Damage Reduction 10/concussion, Immunities, Frightful Presence
Saves: Fort +13, Ref +6, Will +9
Abilities: Str 27 (+8), Dex 13 (+1), Con 21 (+4), Int 4 (-3), Wis 14 (+2), Cha 6 (-2)
Skills: Balance +5, Intimidate +5, Jump +22, Listen +2, Move Silently +6, Search +1, Spot +2, Survival +6
Feats: Dodge, Improved Initiative, Improved Natural Attack, Mobility, Power Attack, Spring Attack
Environment: any land or underground
Organization: solitary
Challenge Rating: 12
Treasure: N/A
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A

• Claw (Ex): unlike most creatures’ Claw attacks, the Tyrant’s Claw can deal either piercing or slashing, as chosen by the Tyrant prior to each attack

• Powerful Charge (Ex): in addition to the normal benefits and hazards of a charge, this allows the Tyrant to make a single Claw attack (piercing, like a gore attack) with a +18 attack bonus that deals 4d6+16 points of damage

• Immunities (Ex): the Tyrant has immunity to sleep & paralysis effects, poison, cold-, electricity-, & fire-based damage; in addition, the Tyrant is immune to any spell or spell-like ability that allows spell resistance, & is not subject to subdual damage, ability damage, ability drain, or death from massive damage

• Frightful Presence (Ex): the Tyrant can inspire terror by charging or attacking; affected creatures must succeed on a DC10 Will save or become shaken, remaining in that condition as long as they remain with 20’ of the Tyrant; the save DC is Constitution-based

Zeta Kai
2007-07-19, 11:23 AM
Tyrant, Nemesis T-Type (Humanoid)*
http://images1.wikia.nocookie.net/residentevil/images/thumb/2/23/Nemesis0.jpg/300px-Nemesis0.jpg
Games: RE3
Large Aberration (T-Virus Carrier)
Hit Dice: 15d8+90 (157HP)
Initiative: -2
Speed: 30’ (6 squares)
Armor Class: 15 (-1 size, -2 Dex, +8 natural); touch 7; flat-footed 15
Base Attack/Grapple: +11/+25
Attack: Slam +20 melee (1d8+10) or Rocket Launcher +8 ranged (10d6/3d6 splash, concussion, 150’ range increment)
Full Attack: Slam +20 melee (1d8+10) & Tentacle +15 melee (1d8+5) or Rocket Launcher +8 ranged (10d6/3d6 splash, concussion, 150’ range increment)
Space/Reach: 10’/10’
Special Attacks: Improved Grab, Powerful Charge
Special Qualities: Aberration traits, T-Virus Carrier traits, Powerful Build, Damage Reduction 5/acid, Immunities, Frightful Presence, Fast Healing 1
Saves: Fort +15, Ref +2, Will +9
Abilities: Str 31 (+10), Dex 7 (-2), Con 22 (+6), Int 8 (-1), Wis 14 (+2), Cha 4 (-3)
Skills: Balance +2, Intimidate +4, Jump +14, Listen +2, Move Silently +5, Search +3, Spot +4, Survival +12
Feats: Awesome Blow, Improved Bull Rush, Improved Natural Attack (×2), Improved Overrun, Power Attack
Environment: any land or underground
Organization: solitary
Challenge Rating: 15
Treasure: N/A
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A

• Improved Grab (Ex): to use this ability, the Nemesis must hit with its Slam attack; 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 & can slap with its Tentacle attack

• Powerful Charge (Ex): in addition to the normal benefits and hazards of a charge, this allows the Nemesis to make a single Claw attack (piercing, like a gore attack) with a +20 attack bonus that deals 2d8+20 points of damage

• Powerful Build (Ex): whenever the Nemesis is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it; it is also considered to be 1 size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it; the Nemesis can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size; the benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subject’s size category

• Immunities (Ex): the Nemesis has immunity to sleep & paralysis effects, poison, cold-, electricity-, & fire-based damage; in addition, the Nemesis is immune to any spell or spell-like ability that allows spell resistance, & is not subject to subdual damage, ability damage, ability drain, or death from massive damage

• Frightful Presence (Ex): the Nemesis can inspire terror by charging or attacking; affected creatures must succeed on a DC10 Will save or become shaken, remaining in that condition as long as they remain with 20’ of the Nemesis; the save DC is Constitution-based

Zeta Kai
2007-07-19, 11:25 AM
Tyrant, Nemesis T-Type (Mutated)*
http://images3.wikia.nocookie.net/residentevil/images/thumb/6/6d/Nemesis3.jpg/250px-Nemesis3.jpg
Games: RE3
Huge Aberration (T-Virus Carrier)
Hit Dice: 17d8+136 (212HP)
Initiative: -3
Speed: 30’ (6 squares)
Armor Class: 14 (-4 size, -3 Dex, +11 natural); touch 3; flat-footed 14
Base Attack/Grapple: +12/+34
Attack: Tentacle +22 melee (2d8+14)
Full Attack: Tentacle +22 melee (2d8+14) & Bite +17 melee (2d8+7)
Space/Reach: 15’/15’
Special Attacks: Acid Spray, Improved Grab, Long Reach
Special Qualities: Aberration traits, T-Virus Carrier traits, Damage Reduction 50/rail cannon, Immunities, Frightful Presence, Fast Healing 1
Saves: Fort +17, Ref +1, Will +8
Abilities: Str 39 (+14), Dex 5 (-3), Con 26 (+8), Int 6 (-2), Wis 12 (+1), Cha 2 (-4)
Skills: Balance +1, Intimidate +3, Jump +18, Listen +1, Move Silently +4, Search +2, Spot +3, Survival +11
Feats: Awesome Blow, Improved Bull Rush, Improved Natural Attack (×2), Improved Overrun, Power Attack
Environment: any land or underground
Organization: solitary
Challenge Rating: 17
Treasure: N/A
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A

• Acid Spray (Ex): the Nemesis can emit a 30’ cone of acid (2d8 damage, Reflex save DC15 for half damage) every 1d4+2 rounds

• Improved Grab (Ex): to use this ability, the Nemesis must hit with its Tentacle attack; 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 & can automatically hit with a Bite attack

• Long Reach (Ex): the Nemesis can lash out with its Tentacle attack once every 1d4 rounds, hitting opponents up to 20’ away (NOTE: it may also hit opponents that are only 5’, 10’, or 15’ away at no penalty, if it chooses); this attack is identical in all other respects to the normal Tentacle attack

• Immunities (Ex): the Nemesis has immunity to sleep & paralysis effects, poison, cold-, electricity-, & fire-based damage; in addition, the Nemesis is immune to any spell or spell-like ability that allows spell resistance, & is not subject to subdual damage, ability damage, ability drain, or death from massive damage

• Frightful Presence (Ex): the Nemesis can inspire terror by charging or attacking; affected creatures must succeed on a DC15 Will save or become shaken, remaining in that condition as long as they remain with 30’ of the Nemesis; the save DC is Constitution-based

Zeta Kai
2007-07-19, 11:26 AM
Tyrant, T-001 / Proto-Tyrant*
http://images1.wikia.nocookie.net/residentevil/images/thumb/7/70/Enemy_008.jpg/450px-Enemy_008.jpg
Games: RE0
Large Aberration (T-Virus Carrier)
Hit Dice: 10d8+50 (95HP)
Initiative: -3
Speed: 30’ (6 squares)
Armor Class: 14 (-1 size, -3 Dex, +8 natural); touch 6; flat-footed 14
Base Attack/Grapple: +6/+20
Attack: Claw +15 melee (1d8+10)
Full Attack: 2 Claws +15 melee (1d8+10)
Space/Reach: 10’/10’
Special Attacks: Claw, Improved Grab, Powerful Charge
Special Qualities: Aberration traits, T-Virus Carrier traits, Damage Reduction 5/concussion, Immunities, Frightful Presence, Flanking Vulnerability
Saves: Fort +14, Ref +2, Will +7
Abilities: Str 31 (+10), Dex 5 (-3), Con 21 (+5), Int 2 (-4), Wis 10 (+0), Cha 6 (-2)
Skills: Balance +1, Intimidate +5, Jump +14, Move Silently +4, Spot +2, Survival +10
Feats: Awesome Blow, Improved Bull Rush, Improved Overrun, Power Attack
Environment: any land or underground
Organization: solitary
Challenge Rating: 9
Treasure: N/A
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A

• Claw (Ex): unlike most creatures’ Claw attacks, the Proto-Tyrant’s Claws can deal either piercing or slashing, as chosen by the Proto-Tyrant prior to each attack

• Improved Grab (Ex): to use this ability, the Proto-Tyrant must hit with its Slam attack; 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 & can Claw

• Powerful Charge (Ex): in addition to the normal benefits and hazards of a charge, this allows the Proto-Tyrant to make a single Claw attack (piercing, like a gore attack) with a +15 attack bonus that deals 2d8+20 points of damage

• Immunities (Ex): the Proto-Tyrant has immunity to sleep & paralysis effects, poison, cold-, electricity-, & fire-based damage; in addition, the Proto-Tyrant is immune to any spell or spell-like ability that allows spell resistance, & is not subject to subdual damage, ability damage, ability drain, or death from massive damage

• Frightful Presence (Ex): the Proto-Tyrant can inspire terror by charging or attacking; affected creatures must succeed on a DC10 Will save or become shaken, remaining in that condition as long as they remain with 20’ of the Proto-Tyrant; the save DC is Constitution-based

• Flanking Vulnerability (Ex): the Proto-Tyrant takes 50% more damage from attacks made while flanked, but only from half of the flanking opponents; the opponent that the Proto-Tyrant did not attack in any particular round (or the opponent that it attacked first, in the case of multiple attacks per round) is the one who can inflict more damage

Zeta Kai
2007-07-19, 11:27 AM
Tyrant, T-002*
http://imagecache2.allposters.com/images/pic/CAPPOD/RE010~Resident-Evil-Tyrant-Posters.jpg
Games: RE1
Large Aberration (T-Virus Carrier)
Hit Dice: 15d8+75 (142HP)
Initiative: +3
Speed: 40’ (8 squares)
Armor Class: 16 (-1 size, -1 Dex, +8 natural); touch 8; flat-footed 16
Base Attack/Grapple: +11/+25
Attack: Claw +20 melee (2d6+10, 20/×3 critical)
Full Attack: Claw +20 melee (2d6+10, 20/×3 critical) & Slam +15 melee (1d4+5)
Space/Reach: 10’/10’
Special Attacks: Claw, Improved Grab, Powerful Charge
Special Qualities: Aberration traits, T-Virus Carrier traits, Powerful Build, Damage Reduction 10/concussion, Immunities, Frightful Presence
Saves: Fort +14, Ref +4, Will +9
Abilities: Str 31 (+10), Dex 9 (-1), Con 21 (+5), Int 4 (-3), Wis 14 (+2), Cha 6 (-2)
Skills: Balance +3, Intimidate +5, Jump +14, Listen +2, Move Silently +6, Search +1, Spot +4, Survival +12
Feats: Awesome Blow, Improved Bull Rush, Improved Initiative, Improved Natural Attack, Improved Overrun, Power Attack
Environment: any land or underground
Organization: solitary
Challenge Rating: 12
Treasure: N/A
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A

• Claw (Ex): unlike most creatures’ Claw attacks, the Tyrant’s Claws can deal either piercing or slashing, as chosen by the Tyrant prior to each attack

• Improved Grab (Ex): to use this ability, the Tyrant must hit with its Slam attack; 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 & can Claw

• Powerful Charge (Ex): in addition to the normal benefits and hazards of a charge, this allows the Tyrant to make a single Claw attack (piercing, like a gore attack) with a +20 attack bonus that deals 4d6+20 points of damage

• Powerful Build (Ex): whenever the Tyrant is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it; it is also considered to be 1 size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it; the Tyrant can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size; the benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subject’s size category

• Immunities (Ex): the Tyrant has immunity to sleep & paralysis effects, poison, cold-, electricity-, & fire-based damage; in addition, the Tyrant is immune to any spell or spell-like ability that allows spell resistance, & is not subject to subdual damage, ability damage, ability drain, or death from massive damage

• Frightful Presence (Ex): the Tyrant can inspire terror by charging or attacking; affected creatures must succeed on a DC10 Will save or become shaken, remaining in that condition as long as they remain with 20’ of the Tyrant; the save DC is Constitution-based

Zeta Kai
2007-07-19, 11:28 AM
Tyrant, T-0400TP (Inhibited)*
http://images3.wikia.nocookie.net/residentevil/images/thumb/c/c0/Tyrant_t0400.jpg/250px-Tyrant_t0400.jpg
Games: OB1
Large Aberration (T-Virus Carrier)
Hit Dice: 10d8+40 (85HP)
Initiative: -2
Speed: 30’ (6 squares)
Armor Class: 13 (-1 size, -2 Dex, +6 natural); touch 7; flat-footed 13
Base Attack/Grapple: +6/+18
Attack: Slam +13 melee (1d6+8, 19-20/×2 critical)
Full Attack: Slam +13 melee (1d6+8, 19-20/×2 critical)
Space/Reach: 10’/10’
Special Attacks: N/A
Special Qualities: Aberration traits, T-Virus Carrier traits, Damage Reduction 10/--, Immunities, Frightful Presence
Saves: Fort +13, Ref +3, Will +9
Abilities: Str 27 (+8), Dex 7 (-2), Con 19 (+4), Int 8 (-1), Wis 14 (+2), Cha 4 (-3)
Skills: Balance +2, Intimidate +4, Jump +12, Listen +2, Move Silently +5, Search +3, Spot +4, Survival +12
Feats: Awesome Blow, Improved Bull Rush, Improved Natural Attack, Power Attack
Environment: any land or underground
Organization: solitary
Challenge Rating: 8
Treasure: N/A
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A

• Immunities (Ex): the Tyrant has immunity to sleep & paralysis effects, poison, cold-, electricity-, & fire-based damage; in addition, the Tyrant is immune to any spell or spell-like ability that allows spell resistance, & is not subject to subdual damage, ability damage, ability drain, or death from massive damage

• Frightful Presence (Ex): the Tyrant can inspire terror by charging or attacking; affected creatures must succeed on a DC10 Will save or become shaken, remaining in that condition as long as they remain with 20’ of the Tyrant; the save DC is Constitution-based

Zeta Kai
2007-07-19, 11:30 AM
Tyrant, T-0400TP (Uninhibited)*
Games: RE2
Large Aberration (T-Virus Carrier)
Hit Dice: 15d8+60 (137HP)
Initiative: +2
Speed: 30’ (6 squares)
Armor Class: 15 (-1 size, -2 Dex, +8 natural); touch 7; flat-footed 15
Base Attack/Grapple: +11/+23
Attack: Claw +18 melee (2d6+8, 20/×3 critical)
Full Attack: 2 Claws +18 melee (2d6+8, 20/×3 critical)
Space/Reach: 10’/10’
Special Attacks: Claw, Powerful Charge
Special Qualities: Aberration traits, T-Virus Carrier traits, Powerful Build, Damage Reduction 10/--, Immunities, Frightful Presence
Saves: Fort +13, Ref +3, Will +9
Abilities: Str 27 (+8), Dex 7 (-2), Con 17 (+4), Int 8 (-1), Wis 14 (+2), Cha 4 (-3)
Skills: Balance +2, Intimidate +4, Jump +12, Listen +2, Move Silently +5, Search +3, Spot +4, Survival +12
Feats: Awesome Blow, Improved Bull Rush, Improved Initiative, Improved Natural Attack, Improved Overrun, Power Attack
Environment: any land or underground
Organization: solitary
Challenge Rating: 11
Treasure: N/A
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A

• Claw (Ex): unlike most creatures’ Claw attacks, the Tyrant’s Claws can deal either piercing or slashing, as chosen by the Tyrant prior to each attack

• Powerful Charge (Ex): in addition to the normal benefits and hazards of a charge, this allows the Tyrant to make a single Claw attack (piercing, like a gore attack) with a +18 attack bonus that deals 4d6+16 points of damage

• Powerful Build (Ex): whenever the Tyrant is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it; it is also considered to be 1 size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it; the Tyrant can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size; the benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subject’s size category

• Immunities (Ex): the Tyrant has immunity to sleep & paralysis effects, poison, cold-, electricity-, & fire-based damage; in addition, the Tyrant is immune to any spell or spell-like ability that allows spell resistance, & is not subject to subdual damage, ability damage, ability drain, or death from massive damage

• Frightful Presence (Ex): the Tyrant can inspire terror by charging or attacking; affected creatures must succeed on a DC10 Will save or become shaken, remaining in that condition as long as they remain with 20’ of the Tyrant; the save DC is Constitution-based

Zeta Kai
2007-07-19, 11:31 AM
Tyrant, T-078*
http://images2.wikia.nocookie.net/residentevil/images/thumb/b/b8/T-078_Tyrant.jpg/250px-T-078_Tyrant.jpg
Games: CV
Large Aberration (T-Virus Carrier)
Hit Dice: 15d8+75 (142HP)
Initiative: +4
Speed: 40’ (8 squares)
Armor Class: 17 (-1 size, +8 natural); touch 9; flat-footed 17
Base Attack/Grapple: +11/+24
Attack: Blunt Claw +19 melee (2d6+9, 20/×3 critical)
Full Attack: Blunt Claw +19 melee (2d6+9, 20/×3 critical) & Slam +14 melee (1d4+4)
Space/Reach: 10’/10’
Special Attacks: Blunt Claw, Powerful Charge
Special Qualities: Aberration traits, T-Virus Carrier traits, Powerful Build, Damage Reduction 10/concussion, Immunities Frightful Presence, Critical Immunity, Fast Healing 1
Saves: Fort +14, Ref +5, Will +9
Abilities: Str 29 (+9), Dex 11 (+0), Con 21 (+5), Int 4 (-3), Wis 14 (+2), Cha 6 (-2)
Skills: Balance +3, Intimidate +5, Jump +13, Listen +2, Move Silently +6, Search +1, Spot +4, Survival +12
Feats: Awesome Blow, Improved Bull Rush, Improved Initiative, Improved Natural Attack, Improved Overrun, Power Attack
Environment: any land or underground
Organization: solitary
Challenge Rating: 13
Treasure: N/A
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A

• Blunt Claw (Ex): unlike most creatures’ Claw attacks, the Tyrant’s Claws can deal either piercing or bludgeoning, as chosen by the Tyrant prior to each attack

• Powerful Charge (Ex): in addition to the normal benefits and hazards of a charge, this allows the Tyrant to make a single Claw attack (piercing, like a gore attack) with a +19 attack bonus that deals 4d6+18 points of damage

• Powerful Build (Ex): whenever the Tyrant is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it; it is also considered to be 1 size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it; the Tyrant can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size; the benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subject’s size category

• Immunities (Ex): the Tyrant has immunity to sleep & paralysis effects, poison, cold-, electricity-, & fire-based damage; in addition, the Tyrant is immune to any spell or spell-like ability that allows spell resistance, & is not subject to subdual damage, ability damage, ability drain, or death from massive damage

• Frightful Presence (Ex): the Tyrant can inspire terror by charging or attacking; affected creatures must succeed on a DC10 Will save or become shaken, remaining in that condition as long as they remain with 20’ of the Tyrant; the save DC is Constitution-based

• Critical Immunity (Ex): critical hits deal normal damage only

Zeta Kai
2007-07-19, 11:32 AM
Tyrant, T-091*
http://images4.wikia.nocookie.net/residentevil/images/thumb/1/1d/Rubber_Tyrant_%28T-091%29.JPG/250px-Rubber_Tyrant_%28T-091%29.JPG
Games: DA
Large Aberration (T-Virus Carrier)
Hit Dice: 15d8+90 (157HP)
Initiative: +1
Speed: 40’ (8 squares)
Armor Class: 16 (-1 size, +1 Dex, +6 natural); touch 10; flat-footed 15
Base Attack/Grapple: +11/+24
Attack: Tentacle +19 melee (2d6+9)
Full Attack: 2 Tentacles +19 melee (2d6+9)
Space/Reach: 10’/10’
Special Attacks: Powerful Charge, Tentacle Whip
Special Qualities: Aberration traits, T-Virus Carrier traits, Powerful Build, Damage Reduction 10/concussion, Immunities, Frightful Presence
Saves: Fort +15, Ref +6, Will +9
Abilities: Str 29 (+9), Dex 13 (+1), Con 23 (+6), Int 4 (-3), Wis 14 (+2), Cha 6 (-2)
Skills: Balance +5, Intimidate +5, Jump +13, Listen +2, Move Silently +8, Search +1, Spot +4, Survival +12
Feats: Awesome Blow, Improved Bull Rush, Improved Natural Attack, Improved Overrun, Power Attack
Environment: any land or underground
Organization: solitary
Challenge Rating: 12
Treasure: N/A
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A

• Powerful Charge (Ex): in addition to the normal benefits and hazards of a charge, this allows the Tyrant to make a single Claw attack (piercing, like a gore attack) with a +19 attack bonus that deals 4d6+18 points of damage

• Tentacle Whip (Ex): the Tyrant can lash out with its Tentacle attack once every 1d4+1 rounds, hitting opponents up to 15’ away (NOTE: they may also hit opponents that are only 5’ or 10’ away at no penalty, if it chooses); this attack is identical in all other respects to the normal Tentacle attack

• Powerful Build (Ex): whenever the Tyrant is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it; it is also considered to be 1 size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it; the Tyrant can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size; the benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subject’s size category

• Immunities (Ex): the Tyrant has immunity to sleep & paralysis effects, poison, cold-, electricity-, & fire-based damage; in addition, the Tyrant is immune to any spell or spell-like ability that allows spell resistance, & is not subject to subdual damage, ability damage, ability drain, or death from massive damage

• Frightful Presence (Ex): the Tyrant can inspire terror by charging or attacking; affected creatures must succeed on a DC10 Will save or become shaken, remaining in that condition as long as they remain with 20’ of the Tyrant; the save DC is Constitution-based

Zeta Kai
2007-07-19, 11:34 AM
Tyrant, T-092 / Morpheus T/G-Type (1st Form)*
http://images3.wikia.nocookie.net/residentevil/images/thumb/9/90/Tyrant_T-092.jpg/250px-Tyrant_T-092.jpg
Games: DA
Large Aberration (T/G-Virus Carrier)
Hit Dice: 10d8+50 (95HP)
Initiative: +4
Speed: 30’ (6 squares)
Armor Class: 15 (-1 size, +6 natural); touch 9; flat-footed 15
Base Attack/Grapple: +6/+20
Attack: Claw +15 melee (2d6+8) or Kick +15 melee (1d4+8)
Full Attack: Claw +15 melee (2d6+8) or 2 Kicks +15 melee (1d4+8)
Space/Reach: 10’/10’
Special Attacks: Claw, Plasma Blast, Shock Wave
Special Qualities: Aberration traits, T-Virus Carrier traits, G-Virus Carrier traits, Damage Reduction 50/C.P. Rifle, Immunities, Frightful Presence, Resurgent Form
Saves: Fort +14, Ref +5, Will +9
Abilities: Str 27 (+8), Dex 11 (+0), Con 21 (+5), Int 13 (+1), Wis 14 (+2), Cha 6 (-2)
Skills: Balance +4, Intimidate +5, Jump +14, Listen +4, Move Silently +7, Search +5, Spot +6, Survival +14
Feats: Awesome Blow, Improved Bull Rush, Improved Initiative, Improved Natural Attack, Power Attack
Environment: any land or underground
Organization: solitary
Challenge Rating: 9
Treasure: N/A
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A

• Claw (Ex): unlike most creatures’ Claw attacks, the Tyrant’s Claws can deal either piercing or slashing, as chosen by the Tyrant prior to each attack

• Plasma Blast (Sp): once every 1d4+1 rounds, the Tyrant can emit a beam of electrical energy; this acts identically to a lightning bolt spell cast by a 10th level caster (10d6 electricity damage, Reflex save for half damage, 120’ maximum range)

• Shock Wave (Ex): Every 1d6+2 rounds, as a swift action, the Tyrant can strike the ground to create a shock wave in a 20’ radius spread centered on itself; all creatures within the radius of the shock wave are treated as if bull rushed by the Tyrant; the Tyrant receives a +4 bonus on this check from Improved Bull Rush, as well as +4 for each size category it is larger than the targeted opponent; the Tyrant has a +19 bonus on the opposed check against Small creatures, +13 against Medium creatures, & +11 against Large creatures; creatures that fail the opposed checks are pushed back 5’ & knocked prone

• Immunities (Ex): the Tyrant has immunity to sleep & paralysis effects, poison, acid-, cold-, electricity-, & fire-based damage; in addition, the Tyrant is immune to any spell or spell-like ability that allows spell resistance, & is not subject to subdual damage, ability damage, ability drain, or death from massive damage

• Frightful Presence (Ex): the Tyrant can inspire terror by charging or attacking; affected creatures must succeed on a DC10 Will save or become shaken, remaining in that condition as long as they remain with 20’ of the Tyrant; the save DC is Constitution-based

• Resurgent Form (Ex): when the Tyrant’s hit points fall below 1, it will transform into its second form, regaining its full amount of HP in the process; this an immediate action that does not provoke attacks of opportunity

Zeta Kai
2007-07-19, 11:35 AM
Tyrant, T-092 / Morpheus T/G-Type (2nd Form)*
Games: DA
Large Ooze (T/G-Virus Carrier)
Hit Dice: 10d10+50 (105HP)
Initiative: +0
Speed: 10’ (2 squares)
Armor Class: 17 (-1 size, +8 natural); touch 9; flat-footed 17
Base Attack/Grapple: +7/+22
Attack: Slam +17 melee (1d8+11, 19-20/×2 critical)
Full Attack: Slam +17 melee (1d8+11, 19-20/×2 critical)
Space/Reach: 10’/10’
Special Attacks: Crush
Special Qualities: Ooze traits, T-Virus Carrier traits, G-Virus Carrier traits, Immunities, Frightful Presence, Fast Healing 1, Whack-a-Mole
Saves: Fort +5, Ref +0, Will +0
Abilities: Str 33 (+11), Dex 10 (+0), Con 20 (+5), Int 0 (--), Wis 10 (+0), Cha 1 (-5)
Skills: N/A
Feats: N/A
Challenge Rating: 10
Treasure: N/A
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A

• Crush (Ex): although it moves slowly, the Tyrant can simply mow down Medium or smaller creatures as a standard action; it cannot make a Slam attack during a round in which it crushes; the Tyrant merely has to move over the opponents, affecting as many as it can cover; opponents can make opportunity attacks against the Tyrant, but if they do so they are not entitled to a saving throw; those who do not attempt attacks of opportunity must succeed on a DC18 Reflex save or be crushed (the save DC is Constitution-based and includes a +1 racial bonus); on a success, they are pushed back or aside (opponent’s choice) as the Tyrant moves forward; crushed creatures are subject to 2d6 damage each round that the Tyrant remains on top of them (no additional saves)

• Immunities (Ex): the Tyrant has immunity to sleep & paralysis effects, poison, acid-, cold-, electricity-, & fire-based damage; in addition, the Tyrant is immune to any spell or spell-like ability that allows spell resistance, & is not subject to subdual damage, ability damage, ability drain, or death from massive damage

• Frightful Presence (Ex): the Tyrant can inspire terror by charging or attacking; affected creatures must succeed on a DC10 Will save or become shaken, remaining in that condition as long as they remain with 20’ of the Tyrant; the save DC is Constitution-based

• Whack-a-Mole (Ex): the Tyrant is immune to all injury except for damage dealt to the head (AC20); every time the head is struck, it will retract into the body, reappearing somewhere else 1d6+2 rounds later; striking the head causes the creature to recoil, moving backward 10’ for that round

Zeta Kai
2007-07-19, 11:36 AM
Tyrant, T-103 / Mr. X (Standard)*
http://images2.wikia.nocookie.net/residentevil/images/thumb/f/ff/Tyrant_T-103.jpg/200px-Tyrant_T-103.jpg
Games: RE2
Large Aberration (T-Virus Carrier)
Hit Dice: 10d8+30 (75HP)
Initiative: -2
Speed: 30’ (6 squares)
Armor Class: 13 (-1 size, -2 Dex, +6 natural); touch 7; flat-footed 13
Base Attack/Grapple: +6/+18
Attack: Slam +13 melee (1d6+8, 19-20/×2 critical)
Full Attack: Slam +13 melee (1d6+8, 19-20/×2 critical)
Space/Reach: 10’/10’
Special Attacks: N/A
Special Qualities: Aberration traits, T-Virus Carrier traits, Damage Reduction 5/concussion, Immunities, Frightful Presence
Saves: Fort +12, Ref +3, Will +9
Abilities: Str 27 (+8), Dex 7 (-2), Con 17 (+3), Int 8 (-1), Wis 14 (+2), Cha 4 (-3)
Skills: Balance +2, Intimidate +4, Jump +12, Listen +2, Move Silently +5, Search +3, Spot +4, Survival +12
Feats: Awesome Blow, Improved Bull Rush, Improved Natural Attack, Power Attack
Environment: any land or underground
Organization: solitary
Challenge Rating: 8
Treasure: N/A
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A

• Immunities (Ex): Mr. X has immunity to sleep & paralysis effects, poison, cold-, electricity-, & fire-based damage; in addition, Mr. X is immune to any spell or spell-like ability that allows spell resistance, & is not subject to subdual damage, ability damage, ability drain, or death from massive damage

• Frightful Presence (Ex): Mr. X can inspire terror by charging or attacking; affected creatures must succeed on a DC10 Will save or become shaken, remaining in that condition as long as they remain with 20’ of Mr. X; the save DC is Constitution-based

Zeta Kai
2007-07-19, 11:38 AM
Tyrant, T-103 / Mr. X (Evolved)*
http://images4.wikia.nocookie.net/residentevil/images/thumb/3/37/T103.jpg/450px-T103.jpg
Games: RE2
Large Aberration (T-Virus Carrier)
Hit Dice: 15d8+45 (112HP)
Initiative: +2
Speed: 30’ (6 squares)
Armor Class: 15 (-1 size, -2 Dex, +8 natural); touch 7; flat-footed 15
Base Attack/Grapple: +11/+23
Attack: Claw +18 melee (2d6+8, 20/×3 critical)
Full Attack: 2 Claws +18 melee (2d6+8, 20/×3 critical)
Space/Reach: 10’/10’
Special Attacks: Claw, Powerful Charge
Special Qualities: Aberration traits, T-Virus Carrier traits, Powerful Build, Damage Reduction 5/concussion, Immunities Frightful Presence
Saves: Fort +12, Ref +3, Will +9
Abilities: Str 27 (+8), Dex 7 (-2), Con 17 (+3), Int 8 (-1), Wis 14 (+2), Cha 4 (-3)
Skills: Balance +2, Intimidate +4, Jump +12, Listen +2, Move Silently +5, Search +3, Spot +4, Survival +12
Feats: Awesome Blow, Improved Bull Rush, Improved Initiative, Improved Natural Attack, Improved Overrun, Power Attack
Environment: any land or underground
Organization: solitary
Challenge Rating: 11
Treasure: N/A
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A

• Claw (Ex): unlike most creatures’ Claw attacks, Mr. X’s Claws can deal either piercing or slashing, as chosen by Mr. X prior to each attack

• Powerful Charge (Ex): in addition to the normal benefits and hazards of a charge, this allows Mr. X to make a single Claw attack (piercing, like a gore attack) with a +18 attack bonus that deals 4d6+16 points of damage

• Powerful Build (Ex): whenever Mr. X is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it; it is also considered to be 1 size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it; Mr. X can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size; the benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subject’s size category

• Immunities (Ex): Mr. X has immunity to sleep & paralysis effects, poison, cold-, electricity-, & fire-based damage; in addition, Mr. X is immune to any spell or spell-like ability that allows spell resistance, & is not subject to subdual damage, ability damage, ability drain, or death from massive damage

• Frightful Presence (Ex): Mr. X can inspire terror by charging or attacking; affected creatures must succeed on a DC10 Will save or become shaken, remaining in that condition as long as they remain with 20’ of Mr. X; the save DC is Constitution-based

Zeta Kai
2007-07-19, 11:39 AM
Tyrant, T-104 / Tyrant C*
Games: OB2
Large Aberration (T-Virus Carrier)
Hit Dice: 10d8 (45HP)
Initiative: +1
Speed: 50’ (10 squares)
Armor Class: 15 (-1 size, +1 Dex, +5 natural); touch 10; flat-footed 14
Base Attack/Grapple: +6/+20
Attack: Claw +15 melee (2d6+10, 20/×3 critical)
Full Attack: Claw +15 melee (2d6+10, 20/×3 critical)
Space/Reach: 10’/10’
Special Attacks: Claw, Powerful Charge
Special Qualities: Aberration traits, T-Virus Carrier traits, Powerful Build, Damage Reduction 5/concussion, Immunities, Frightful Presence
Saves: Fort +9, Ref +6, Will +9
Abilities: Str 31 (+10), Dex 13 (+1), Con 11 (+0), Int 8 (-1), Wis 14 (+2), Cha 4 (-3)
Skills: Balance +5, Intimidate +4, Jump +14, Listen +2, Move Silently +8, Search +3, Spot +4, Survival +12
Feats: Awesome Blow, Improved Bull Rush, Improved Natural Attack, Power Attack
Environment: any land or underground
Organization: solitary
Challenge Rating: 10
Treasure: N/A
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A

• Claw (Ex): unlike most creatures’ Claw attacks, the Tyrant’s Claws can deal either piercing or slashing, as chosen by the Tyrant prior to each attack

• Powerful Charge (Ex): in addition to the normal benefits and hazards of a charge, this allows the Tyrant to make a single Claw attack (piercing, like a gore attack) with a +15 attack bonus that deals 4d6+20 points of damage

• Powerful Build (Ex): whenever the Tyrant is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it; it is also considered to be 1 size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it; the Tyrant can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size; the benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subject’s size category

• Immunities (Ex): the Tyrant has immunity to sleep & paralysis effects, poison, cold-, electricity-, & fire-based damage; in addition, the Tyrant is immune to any spell or spell-like ability that allows spell resistance, & is not subject to subdual damage, ability damage, ability drain, or death from massive damage

• Frightful Presence (Ex): the Tyrant can inspire terror by charging or attacking; affected creatures must succeed on a DC10 Will save or become shaken, remaining in that condition as long as they remain with 20’ of the Tyrant; the save DC is Constitution-based

Zeta Kai
2007-07-19, 11:40 AM
Tyrant, Thanatos*
http://images4.wikia.nocookie.net/residentevil/images/9/9b/Thanatos.png
Games: OB1
Large Aberration (T-Virus Carrier)
Hit Dice: 10d8+60 (105HP)
Initiative: +8
Speed: 40’ (8 squares)
Armor Class: 19 (-1 size, +4 Dex, +6 natural); touch 13; flat-footed 15
Base Attack/Grapple: +11/+27
Attack: Claw +22 melee (1d8+12, 20/×3 critical)
Full Attack: 2 Claws +22 melee (1d8+12, 20/×3 critical)
Space/Reach: 10’/10’
Special Attacks: Claw, Powerful Charge
Special Qualities: Aberration traits, T-Virus Carrier traits, Powerful Build, Damage Reduction 5/concussion, Immunities, Frightful Presence, Fast Healing 1, Resurgent Form
Saves: Fort +13, Ref +9, Will +9
Abilities: Str 35 (+12), Dex 17 (+4), Con 19 (+4), Int 4 (-3), Wis 14 (+2), Cha 6 (-2)
Skills: Balance +7, Intimidate +5, Jump +16, Listen +2, Move Silently +10, Search +1, Spot +4, Survival +12
Feats: Awesome Blow, Improved Bull Rush, Improved Initiative, Improved Overrun, Power Attack
Environment: any land or underground
Organization: solitary
Challenge Rating: 10
Treasure: N/A
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A

• Claw (Ex): unlike most creatures’ Claw attacks, the Tyrant’s Claws can deal either piercing or slashing, as chosen by the Tyrant prior to each attack

• Powerful Charge (Ex): in addition to the normal benefits and hazards of a charge, this allows the Tyrant to make a single Claw attack (piercing, like a gore attack) with a +22 attack bonus that deals 2d8+24 points of damage

• Powerful Build (Ex): whenever the Tyrant is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it; it is also considered to be 1 size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it; the Tyrant can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size; the benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subject’s size category

• Immunities (Ex): the Tyrant has immunity to sleep & paralysis effects, poison, acid-, cold- & fire-based damage; in addition, the Tyrant is immune to any spell or spell-like ability that allows spell resistance, & is not subject to subdual damage, ability damage, ability drain, or death from massive damage

• Frightful Presence (Ex): the Tyrant can inspire terror by charging or attacking; affected creatures must succeed on a DC10 Will save or become shaken, remaining in that condition as long as they remain with 20’ of the Tyrant; the save DC is Constitution-based

• Resurgent Form (Ex): when the Tyrant’s hit points fall below 1, it will transform into Thanatos-R, regaining its full amount of HP in the process; this an immediate action that does not provoke attacks of opportunity

Zeta Kai
2007-07-19, 11:42 AM
Tyrant, Thanatos-R*
http://images3.wikia.nocookie.net/residentevil/images/c/c6/Thanatos_R.png
Games: OB1
Large Aberration (T-Virus Carrier)
Hit Dice: 10d8+60 (105HP)
Initiative: +8
Speed: 40’ (8 squares)
Armor Class: 19 (-1 size, +4 Dex, +6 natural); touch 13; flat-footed 15
Base Attack/Grapple: +11/+27
Attack: Claw +22 melee (1d8+12, 20/×3 critical)
Full Attack: Claw +22 melee (1d8+12, 20/×3 critical)
Space/Reach: 10’/10’
Special Attacks: Claw, Powerful Charge, Long Reach
Special Qualities: Aberration traits, T-Virus Carrier traits, Powerful Build, Damage Reduction 5/concussion, Immunities, Frightful Presence, Fast Healing 1
Saves: Fort +13, Ref +9, Will +9
Abilities: Str 35 (+12), Dex 17 (+4), Con 19 (+4), Int 4 (-3), Wis 14 (+2), Cha 6 (-2)
Skills: Balance +7, Intimidate +5, Jump +16, Listen +2, Move Silently +10, Search +1, Spot +4, Survival +12
Feats: Awesome Blow, Improved Bull Rush, Improved Initiative, Improved Overrun, Power Attack
Environment: any land or underground
Organization: solitary
Challenge Rating: 12
Treasure: N/A
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A

• Claw (Ex): unlike most creatures’ Claw attacks, the Tyrant’s Claws can deal either piercing or slashing, as chosen by the Tyrant prior to each attack

• Powerful Charge (Ex): in addition to the normal benefits and hazards of a charge, this allows the Tyrant to make a single Claw attack (piercing, like a gore attack) with a +22 attack bonus that deals 2d8+24 points of damage

• Long Reach (Ex): the Tyrant can lash out with its Claw attack once every 1d4+1 rounds, hitting opponents up to 15’ away (NOTE: it may also hit opponents that are only 5’ or 10’ away at no penalty, if it chooses); this attack is identical in all other respects to the normal Claw attack

• Powerful Build (Ex): whenever the Tyrant is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it; it is also considered to be 1 size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it; the Tyrant can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size; the benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subject’s size category

• Immunities (Ex): the Tyrant has immunity to sleep & paralysis effects, poison, acid-, cold- & fire-based damage; in addition, the Tyrant is immune to any spell or spell-like ability that allows spell resistance, & is not subject to subdual damage, ability damage, ability drain, or death from massive damage

• Frightful Presence (Ex): the Tyrant can inspire terror by charging or attacking; affected creatures must succeed on a DC10 Will save or become shaken, remaining in that condition as long as they remain with 20’ of the Tyrant; the save DC is Constitution-based

Zeta Kai
2007-07-19, 11:43 AM
Tomorrow: Everything but Zombies. Stay turned.

Korias
2007-07-19, 11:58 AM
I Love the name of the Whack-a-mole ability.

Comillos: Comillos do drop treasure. However, it was only a few Hundred (1400 Was the Max.) or some Handgun ammo. 1 Green Herb was dropped.
Merchants have no treasure. They drop nothing. Unless, of course, your planning on looting the stands that the Merchants man.

Garrador: These guys have to be shot in the back, right? So why does he take a -2 Penalty when all my shots bounce off him from the front?
Illuminado Zealot (Red Fancy Cloak) also incorperated Scythes These guys were found in the Tower leading to the Salazar fight, and a few rooms before that. Also, one manned a Gattling Gun.

Krauser also uses Flash grenades, But only in form 1.

Jibar
2007-07-19, 01:55 PM
On a non-Resident Evil 4 note, are you sure there are that many Tyrant variants?
From what I know there were only 13 types, and you have 16.

I'm also wondering if you've put any thought into the Progenitor Virus?

And I'm not sure if I've said it yet, but this is a bloody good job man.

Korias
2007-07-19, 02:22 PM
On a non-Resident Evil 4 note, are you sure there are that many Tyrant variants?
From what I know there were only 13 types, and you have 16.

I'm also wondering if you've put any thought into the Progenitor Virus?

And I'm not sure if I've said it yet, but this is a bloody good job man.

Mabye the other three were only used in certain sections of the game? Like optional bosses?

@ Zeta Kai: This is an intense amount of amazingness. Oh, and Congrats on the kid. I was skimming over the pages and saw it. Then again, It was probably quite a while ago, which means this comment is severly belated. :smalltongue:

Zeta Kai
2007-07-19, 04:48 PM
Thanks for the words, everyone. That makes the weeks of work well worth it. If the praise keeps up, I'll have to quit my day job.

_______________________________________________

As for Tyrants, here are all the types:

1) Tyrant, Hypnos T-Type* Game: Sur
2) Tyrant, Nemesis T-Type (Humanoid)* Game: RE3
3) Tyrant, Nemesis T-Type (Mutated)* Game: RE3
4) Tyrant, Proto-Tyrant* Game: RE0
5) Tyrant, T-002* Game: RE1
6) Tyrant, T-0400TP (Inhibited)* Game: OB1
7) Tyrant, T-0400TP (Uninhibited)* Game: OB1
8) Tyrant, T-078* Game: CV
9) Tyrant, T-091* Game: DA
10) Tyrant, T-092 / Morpheus T/G-Type (1st Form)* Game: DA
11) Tyrant, T-092 / Morpheus T/G-Type (2nd Form)* Game: DA
12) Tyrant, T-103 / Mr. X (Standard)* Game: RE2
13) Tyrant, T-103 / Mr. X (Evolved)* Game: RE2
14) Tyrant, T-104 / Tyrant C* Game: OB2
15) Tyrant, Thanatos* Game: OB1
16) Tyrant, Thanatos-R* Game: OB1

That's 16 versions of 11 distinct beings across all 8 games covered. I tend to count each stated instance of a monster as a separate creature, even if it may in fact be the same being. For instance, I count William Birkin as 9 different creatures, even though he is obviously just 1 person. That should clear things up.

_______________________________________________

There are currently no plans to address the Progenitor Virus, as it has no quantifiable in-game effects. I'm sorry, but it isn't even well-defined what the P-Virus (as I like to call it) was supposed to do in terms of symptoms.

_______________________________________________

The Whack-a-Mole ability's name came from my wife, who said she was tired of playing that game in an effort to beat the final boss of Dead Aim. He's a very obnoxious boss.

_______________________________________________

I have edited the following creatures: Chicken, Colmillo, Illuminado (Zealot), Jack Krauser (1st Form). Thanks for the suggestions.

Korias
2007-07-19, 05:21 PM
Im a Huge RE4 Fan. The fact its coming to the Wii makes me want to buy one, but I have no cash. Truth be told, Ive only seen some clips and parodies of the original REs, and read a guide which went over the story of all of them If I find it, I'll pick it up to help out with this. And it sounds like your wife is awesome. How many girls do you know that play Resident Evil, huh?


Edit: T-Virus Symptoms: In the Movies, a Symptom was Nausea (See the Umbrella Agent from the 2nd Movie), which would induce the Nauseated and Sickened Effects.

Jibar
2007-07-20, 03:49 AM
Thanks for the words, everyone. That makes the weeks of work well worth it. If the praise keeps up, I'll have to quit my day job.

You keep making amazing stuff like this, I'll support you 100%. You're doing by yourself for free what Wizards of the Coast employs teams of people to do.

Thanks for clearing up the Tyrants by the way. I wonder how I got 13...


Im a Huge RE4 Fan. The fact its coming to the Wii makes me want to buy one, but I have no cash. Truth be told, Ive only seen some clips and parodies of the original REs, and read a guide which went over the story of all of them If I find it, I'll pick it up to help out with this. And it sounds like your wife is awesome. How many girls do you know that play Resident Evil, huh?


Edit: T-Virus Symptoms: In the Movies, a Symptom was Nausea (See the Umbrella Agent from the 2nd Movie), which would induce the Nauseated and Sickened Effects.

I've got RE4 on the Wii. Actually, when I first heard it was coming out I bought it that same week. I'm currently having some very deep seated arguments with a group of Zealots near the castle's main hall.

I am however, a video game whore, so I know tons about games I've never played, a good example being Resident Evil. I know the storys inside out, know most the enemies, all the characters, and numebr 4 is the first one I've played.

The T-Virus is the Progenitor Virus mixed with Leech DNA. Originally, Code: Veronica was to build up the Progenitor Virus for use in RE4, but when the team decided to take a totally different route, the whole thing was dropped.
The Progenitor Virus was also used as a base for the T-Veronica virus, a different strand of the T that allows the infected to retain their mental functions if kept in cryogenic stasis while the virus grows. Alexia Ashford gained her abilities through this use, and Steve Burnside showed a surprising amount of control after being infected for a short while.

Zeta Kai
2007-07-20, 11:41 AM
Umbrella Trashsweeper / “Cleaner”
http://images3.wikia.nocookie.net/residentevil/images/thumb/2/27/Cleaners.jpg/516px-Cleaners.jpg
Games: Sur
Medium Human Rogue 3rd Level / U.S.S. Member 1st Level
Hit Dice: 3d6+1d8+8 (23HP)
Initiative: +2
Speed: 30’ (6 squares)
Armor Class: 12 (+2 Dex); touch 12; flat-footed 10
Base Attack/Grapple: +3/+3
Attack: M4A1 Assault Rifle +5 ranged (2d8, 80’ range increment, semi/automatic)
Full Attack: M4A1 Assault Rifle +5 ranged (2d8, 80’ range increment, semi/automatic)
Space/Reach: 5’/5’
Special Attacks: Sneak Attack (3d6)
Special Qualities: Human traits, Trapfinding, Evasion, Trapsense
Saves: Fort +3, Ref +7, Will +4
Abilities: Str 11 (+0), Dex 15 (+2), Con 14 (+2), Int 11 (+0), Wis 13 (+1), Cha 11 (+0)
Skills: Balance +5, Climb +3, Disable Device +3, Gather Info +2, Hide +13, Jump +4, Listen +4, Move Silently +9, Profession +7, Search +6, Sense Motive +4, Spot +7, Survival +6, Tumble +6
Feats: Dodge, Skill Focus: Hide, Stealthy
Environment: any land or underground
Organization: solitary, pair, squad (3-7), or platoon (8-15)
Challenge Rating: 4
Treasure: ½ standard
Alignment: any
Advancement: by character class
Level Adjustment: N/A

Zeta Kai
2007-07-20, 11:42 AM
Verdugo*
http://images1.wikia.nocookie.net/residentevil/images/f/f4/Re4_largeverdugo.jpg
Games: RE4
Large Aberration (Queen Plagas Carrier)
Hit Dice: 12d8+36 (90HP)
Initiative: -1
Speed: 40’ (8 squares), Burrow 20’ (4 squares)
Armor Class: 18 (-1 size, -1 Dex, +10 natural); touch 8; flat-footed 18
Base Attack/Grapple: +9/+22
Attack: Claw +17 melee (1d8+9) or Long Spear +17 melee (1d8+9, 20/×3 critical)
Full Attack: 2 Claws +17 melee (1d8+9) or Long Spear +17 melee (1d8+9, 20/×3 critical) & Tail +12 melee (2d6+9)
Space/Reach: 10’/10’
Special Attacks: Powerful Charge
Special Qualities: Aberration traits, Plagas Carrier traits, Cold Weakness, Long Reach, Tremorsense, Damage Reduction 5/concussion, Frightful Presence
Saves: Fort +12, Ref +4, Will +8
Abilities: Str 28 (+9), Dex 8 (-1), Con 17 (+3), Int 6 (-2), Wis 12 (+1), Cha 2 (-4)
Skills: Balance +3, Intimidate +5, Jump +10, Listen +2, Move Silently +3, Search +1, Spot +2, Survival +2
Feats: Dodge, Improved Natural Attack, Improved Overrun, Mobility, Power Attack, Spring Attack
Environment: any land or underground
Organization: solitary or pair
Challenge Rating: 8
Treasure: ½ standard + Long Spear, Masterwork (305gp, 1d8, ×3 critical, 9 lbs., piercing)
Alignment: Lawful Evil
Advancement: N/A
Level Adjustment: N/A

• Powerful Charge (Ex): in addition to the normal benefits and hazards of a charge, this allows a Verdugo to make a single Claw attack (slashing) with a +16 attack bonus that deals 4d6+16 points of damage

• Cold Weakness (Ex): any attack that deals cold damage to a Verdugo renders it entangled in ice for 2d4+2 rounds; any attack that hits it while it is entangled in this fashion is an automatic critical, if applicable; any attack that deals fire damage that hits it during this period releases it from its entanglement, however

• Long Reach (Ex): a Verdugo can lash out with its Tail attack once every 1d4+1 rounds, hitting opponents up to 15’ away (NOTE: it may also hit opponents that are only 5’ or 10’ away at no penalty, if it chooses); this attack is identical in all other respects to the normal Tail attack

• Tremorsense (Ex): a Verdugo can pinpoint the location of anything in contact with the ground within 20’

• Frightful Presence (Ex): a Verdugo can inspire terror by charging or attacking; affected creatures must succeed on a DC8 Will save or become shaken, remaining in that condition as long as they remain with 20’ of a Verdugo; the save DC is Constitution-based

Zeta Kai
2007-07-20, 11:43 AM
Wasp (Giant Wasp base)*
http://images3.wikia.nocookie.net/residentevil/images/d/d7/Wasp.gif
Games: RE1, OB1, OB2
Small Aberration (T-Virus Carrier)
Hit Dice: 2d8-2 (7HP)
Initiative: +3
Speed: 20’ (4 squares), Fly 50’ (10 squares, good maneuverability)
Armor Class: 16 (+1 size, +3 Dex, +2 natural); touch 14; flat-footed 13
Base Attack/Grapple: +1/-5
Attack: Sting +0 melee (1d4-2 plus poison)
Full Attack: Sting +6 melee (1d4-2 plus poison)
Space/Reach: 5’/5’
Special Attacks: Poison
Special Qualities: Darkvision 60’, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity, Flight
Saves: Fort -1, Ref +3, Will +1
Abilities: Str 6 (-2), Dex 16 (+3), Con 8 (-1), Int 0 (--), Wis 13 (+1), Cha 11 (+0)
Skills: Spot +9, Survival +1
Feats: Hover B
Environment: temperate forests
Organization: solitary, swarm (2-5), or nest (12-50)
Challenge Rating: ½
Treasure: N/A
Alignment: always Neutral
Advancement: 6-8 Hit Die (Large); 9-15 Hit Die (Huge)
Level Adjustment: N/A

• Poison (Ex): via injury; Fortitude DC14; initial damage 1d4 Dexterity; secondary damage 1d4 Constitution; a Wasp that successfully stings another creature pulls away, leaving its stinger in the creature; the Wasp then dies

• Flight (Ex): a Wasp can cease or resume flight as a free action; in addition, it can also make dive attacks, which work just like a charge, but it must move a minimum of 30’ & descend at least 10’; it can make only Sting attacks, but these deal double damage; it can also use the run action while flying, provided that it flies in a straight line

Zeta Kai
2007-07-20, 11:45 AM
Web Spinner / Giant Spider (Monstrous Spider: Tiny base, Template #2)
http://images2.wikia.nocookie.net/residentevil/images/f/f3/Giant_spider.jpg
Games: RE0, RE1, RE2, RE3, OB1, OB2, Sur, DA
Medium Aberration (T-Virus Carrier)
Hit Dice: 2d8+2 (11HP)
Initiative: +1
Speed: 20’ (4 squares), Climb 10’ (2 squares)
Armor Class: 11 (+1 Dex); touch 11; flat-footed 10
Base Attack/Grapple: +1/+1
Attack: Bite +1 melee (1d6 plus poison)
Full Attack: Bite +1 melee (1d6 plus poison)
Space/Reach: 5’/5’
Special Attacks: Poison, Web
Special Qualities: Darkvision 60’, Tremorsense 60’, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
Saves: Fort +1, Ref +1, Will +0
Abilities: Str 11 (+0), Dex 13 (+1), Con 12 (+1), Int 0 (--), Wis 10 (+0), Cha 2 (-4)
Skills: Climb +15, Hide +7, Jump +0, Spot +4
Feats: Weapon Finesse B
Environment: temperate forests
Organization: solitary, colony (8-16)
Challenge Rating: 2
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Poison (Ex): via injury; Fortitude DC12; initial damage 1d4 Strength; secondary damage 1d4 Strength

• Web (Ex): same as the base creature

• Tremorsense (Ex): a Spider can pinpoint the location of anything in contact with the ground or in its webs with it within 30’

Zeta Kai
2007-07-20, 11:46 AM
Yawn (Constrictor Snake: Giant base, Template #2)
http://images3.wikia.nocookie.net/residentevil/images/f/f3/Yawn.jpeg
Games: RE1
Colossal Aberration (T-Virus Carrier)
Hit Dice: 15d8+78 (190HP)
Initiative: +3
Speed: 20’ (4 squares), Climb 20’ (4 squares), Swim 20’ (4 squares)
Armor Class: 18 (-8 size, +3 Dex, +13 natural); touch 5; flat-footed 15
Base Attack/Grapple: +11/+42
Attack: Bite +18 melee (2d8+11 plus poison)
Full Attack: Bite +18 melee (2d8+11 plus poison)
Space/Reach: 30’/25’
Special Attacks: Constrict, Improved Grab, Poison
Special Qualities: Scent, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
Saves: Fort +12, Ref +10, Will +4
Abilities: Str 41 (+15), Dex 17 (+3), Con 21 (+5), Int 1 (-5), Wis 12 (+1), Cha 2 (-4)
Skills: Balance +11, Climb +25, Hide -6, Listen +9, Spot +9, Swim +24
Feats: Alertness, Endurance, Skill Focus (Hide), Toughness
Environment: warm forests
Organization: solitary
Challenge Rating: 8
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Constrict (Ex): on a successful grapple check, the Yawn deals 2d8+11 points of damage (20/×2 critical)

• Improved Grab (Ex): to use this ability, the Yawn must hit with its bite attack; 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 & can Constrict

• Poison (Ex): via injury; Fortitude DC20; initial damage 1d8+4 Dexterity; secondary damage 1d8+4 Dexterity

• Scent (Ex): the Yawn can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)

Zeta Kai
2007-07-20, 11:47 AM
Tomorrow: What you've been waiting for: 9 different Zombies. Stay Tuned.

Zeta Kai
2007-07-21, 04:30 PM
Zombie, Common (Human Commoner 1 base, Template #1)
http://images3.wikia.nocookie.net/residentevil/images/thumb/f/fb/Zombie_remake.jpg/470px-Zombie_remake.jpg
Games: RE0, RE1, RE2, RE3, OB1, OB2, Sur, DA
Medium Undead (T-Virus Carrier)
Hit Dice: 2d12+3 (16HP)
Initiative: -2
Speed: 20’ (4 squares)
Armor Class: 8 (-2 Dex); touch 8; flat-footed 8
Base Attack/Grapple: +1/+2
Attack: Bite +2 melee (1d6+1)
Full Attack: Bite +2 melee (1d6+1)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady
Saves: Fort +0, Ref +0, Will +3
Abilities: Str 13 (+1), Dex 6 (-2), Con 0 (--), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
Skills: N/A
Feats: Toughness
Environment: any land or underground
Organization: any
Challenge Rating: 1
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

Zeta Kai
2007-07-21, 04:33 PM
Zombie, Scientist (Human Expert 3 base, Template #1)
http://images1.wikia.nocookie.net/residentevil/images/thumb/9/93/Zombie_Deadly_Silence.jpg/267px-Zombie_Deadly_Silence.jpg
Games: RE0, RE1, RE2, RE3, CV, OB1, OB2, Sur, DA
Medium Undead (T-Virus Carrier)
Hit Dice: 2d12+3 (16HP)
Initiative: -3
Speed: 20’ (4 squares)
Armor Class: 7 (-3 Dex); touch 7; flat-footed 7
Base Attack/Grapple: +1/-1
Attack: Bite -1 melee (1d6-2)
Full Attack: Bite -1 melee (1d6-2)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady (x2)
Saves: Fort +0, Ref +0, Will +3
Abilities: Str 7 (-2), Dex 5 (-3), Con 0 (--), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
Skills: N/A
Feats: Toughness
Environment: any land or underground
Organization: any
Challenge Rating: 1
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

Zeta Kai
2007-07-21, 04:36 PM
Zombie, Officer (Human Warrior 2 base, Template #1)
http://images2.wikia.nocookie.net/residentevil/images/thumb/c/c4/MaleZombieRE2.jpg/300px-MaleZombieRE2.jpg
Games: RE0, RE1, RE2, RE3, CV, OB1, OB2, Sur, DA
Medium Undead (T-Virus Carrier)
Hit Dice: 2d12+3 (16HP)
Initiative: +1
Speed: 20’ (4 squares)
Armor Class: 11 (+1 Dex); touch 11; flat-footed 10
Base Attack/Grapple: +1/+4
Attack: Bite +4 melee (1d6+3)
Full Attack: Bite +4 melee (1d6+3)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady
Saves: Fort +0, Ref +0, Will +3
Abilities: Str 17 (+3), Dex 13 (+1), Con 0 (--), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
Skills: N/A
Feats: Toughness
Environment: any land or underground
Organization: any
Challenge Rating: 1
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

Zeta Kai
2007-07-21, 04:38 PM
Zombie, Soldier (Human Fighter 1 base, Template #1)
Games: RE0, RE1, RE2, RE3, CV, OB1, OB2, Sur, DA
Medium Undead (T-Virus Carrier)
Hit Dice: 2d12+3 (16HP)
Initiative: +0
Speed: 20’ (4 squares)
Armor Class: 10; touch 10; flat-footed 10
Base Attack/Grapple: +1/+5
Attack: Bite +5 melee (1d6+4)
Full Attack: Bite +5 melee (1d6+4)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady
Saves: Fort +0, Ref +0, Will +3
Abilities: Str 19 (+4), Dex 10 (+0), Con 0 (--), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
Skills: N/A
Feats: Toughness
Environment: any land or underground
Organization: any
Challenge Rating: 1
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

Zeta Kai
2007-07-21, 04:40 PM
Zombie, Thug (Human Barbarian 2 base, Template #1)
Games: RE0, RE1, RE2, RE3, CV, OB1, OB2, Sur, DA
Medium Undead (T-Virus Carrier)
Hit Dice: 2d12+3 (16HP)
Initiative: +2
Speed: 20’ (4 squares)
Armor Class: 12 (+2 Dex); touch 12; flat-footed 10
Base Attack/Grapple: +1/+6
Attack: Bite +6 melee (1d6+5)
Full Attack: Bite +6 melee (1d6+5)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady
Saves: Fort +0, Ref +0, Will +3
Abilities: Str 20 (+5), Dex 14 (+2), Con 0 (--), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
Skills: N/A
Feats: Toughness
Environment: any land or underground
Organization: any
Challenge Rating: 1
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

Zeta Kai
2007-07-21, 04:43 PM
Zombie, Flaming (Human Commoner 4 base, Template #1)
Games: RE2
Medium Undead (T-Virus Carrier)
Hit Dice: 2d12+3 (16HP)
Initiative: -2
Speed: 20’ (4 squares)
Armor Class: 8 (-2 Dex); touch 8; flat-footed 8
Base Attack/Grapple: +1/+2
Attack: Bite +2 melee (1d6+1)
Full Attack: Bite +2 melee (1d6+1)
Space/Reach: 5’/5’
Special Attacks: Flaming
Special Qualities: Fire Resistance 5, Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady
Saves: Fort +0, Ref +0, Will +3
Abilities: Str 13 (+1), Dex 6 (-2), Con 0 (--), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
Skills: N/A
Feats: Toughness
Environment: any land or underground
Organization: any
Challenge Rating: 2
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Flaming (Ex): a Flaming Zombie is on fire, & deals 1d6 fire damage to any object or creature it hits; it also deals 1d6 fire damage to itself (which is mostly negated by Fire Resistance 5)

Zeta Kai
2007-07-21, 04:45 PM
Zombie, Brad Vickers (Human Expert 3/Fighter 1/S.T.A.R.S. 1 base, Template #1)*
Games: RE2
Medium Undead (T-Virus Carrier)
Hit Dice: 12d12+3 (81HP)
Initiative: +2
Speed: 20’ (4 squares)
Armor Class: 10; touch 10; flat-footed 10
Base Attack/Grapple: +5/+10
Attack: Bite +10 melee (1d8+5)
Full Attack: Bite +10 melee (1d8+5)
Space/Reach: 5’/5’
Special Attacks: Improved Grab
Special Qualities: Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness
Saves: Fort +5, Ref +3, Will +7
Abilities: Str 20 (+5), Dex 14 (+2), Con 0 (--), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
Skills: N/A
Feats: Great Fortitude, Improved Natural Attack, Toughness
Environment: any land or underground
Organization: any
Challenge Rating: 3
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Improved Grab (Ex): to use this ability, Brad “Chickenheart” Vickers must hit with a Bite attack; 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 & can automatically hit with another Bite attack

Zeta Kai
2007-07-21, 04:50 PM
Zombie, Green (Template #1)*
http://images2.wikia.nocookie.net/residentevil/images/3/30/Resident-evil-outbreak-file-2-20050204042452135_640w.jpg
Games: OB2
Medium Undead (T-Virus Carrier)
Hit Dice: 2d12+3 (16HP)
Initiative: -2
Speed: 20’ (4 squares)
Armor Class: 7 (-3 Dex); touch 7; flat-footed 7
Base Attack/Grapple: +1/+3
Attack: Bite +3 melee (1d6+2 + poison)
Full Attack: Bite +3 melee (1d6+2 + poison)
Space/Reach: 5’/5’
Special Attacks: Poison, Poison Spore
Special Qualities: Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady
Saves: Fort +0, Ref +0, Will +3
Abilities: Str 14 (+2), Dex 6 (-2), Con 0 (--), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
Skills: N/A
Feats: Toughness
Environment: any land or underground
Organization: any
Challenge Rating: 2
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Poison (Ex): via injury (or inhalation); Fortitude DC11; initial damage 1d6 Constitution; secondary damage 1d6 Constitution

• Poison Spore (Ex): every 1d6+4 rounds, a Green Zombie can emit a cloud of poisonous spores; the cloud has a 10’ radius & lasts for 1d4+2 rounds; all creatures within the cloud are exposed to the zombie’s poison (see above)

Zeta Kai
2007-07-21, 04:51 PM
Zombie, T-Veronica (Human Commoner 1 base, Template #1)*
http://images2.wikia.nocookie.net/residentevil/images/thumb/7/72/ZombieRECV.jpg/385px-ZombieRECV.jpg
Games: CV
Medium Undead (T-Virus Carrier)
Hit Dice: 2d12+3 (16HP)
Initiative: -2
Speed: 20’ (4 squares)
Armor Class: 8 (-2 Dex); touch 8; flat-footed 8
Base Attack/Grapple: +1/+2
Attack: Bite +2 melee (1d6+1)
Full Attack: Bite +2 melee (1d6+1)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady, Mental Collective
Saves: Fort +0, Ref +0, Will +2
Abilities: Str 13 (+1), Dex 6 (-2), Con 0 (--), Int 2 (-4), Wis 9 (-1), Cha 1 (-5)
Skills: N/A
Feats: Toughness
Environment: any land or underground
Organization: any
Challenge Rating: 2
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Mental Collective (Su): the Zombie has the ability to direct the actions of all other T-Veronica virus carriers that have fewer Hit Dice within range (60’, or 12 squares); this ability operates identically to a dominate monster spell performed by a caster with a level equal to the Zombie’s Hit Dice ×2; also, the Zombie can perceive via the senses of any T-Veronica virus carrier within range, regardless of Hit Die; lastly, none of the T-Veronica virus carriers in range can be caught flat-footed or flanked unless all of them are

Zeta Kai
2007-07-21, 04:53 PM
Tomorrow: Bonus creatures! Prepare for a few surprises. Stay tuned.

NOTE: I've edited the Albinoid Larva, the Maggot, & the Enhanced Hunter.

Korias
2007-07-22, 01:21 PM
Bonus Creatures? Now I'm intruiged.

I cant find anything wrong with the zombies.

As soon as your finished, I'm running a campaign with these.

jindra34
2007-07-22, 01:51 PM
Bonus Creatures? Now I'm intruiged.

I cant find anything wrong with the zombies.

As soon as your finished, I'm running a campaign with these.

Finished? hes about 2/3 of the way through if past projects ared anything to go by.

Korias
2007-07-22, 02:23 PM
Well, hes got the classes, Creatures, and Items done. I need to make maps.

Zeta Kai
2007-07-22, 04:45 PM
Finished? hes about 2/3 of the way through if past projects ared anything to go by.

Well actually, as flattering as that is, according to my TOC, I'm just about wrapped up. I've decided that I will stay on the forums, for now. I've worked out one issue in my life, so I have little free time. I may not post as often as I'd like, but I'll be around.

As for maps, there should be some online for the various games. GameFAQs has quite a few. For copyright reasons, I will not include any here. But a quick Google search should turn something up.

Zeta Kai
2007-07-22, 04:50 PM
Bonus Creatures
Rat, Zombie (Rat base, Template #1)
If it wasn't for the rats, Raccoon City might still be standing today. It was the scientists who accidentally caused the Spencer Mansion incedent. It was the dogs & the campers who caused the Arklay Mountain murders. But it was the rats that spread the T-Virus to the city of Raccoon, causing a chain of events that doomed the burg to utter oblivion.

You never really see much of the rats in the games, but in Resident Evil: Outbreak, you see the impact they had on the series's storyline. For this reason, I've included them here.

Games: N/A
Tiny Undead (T-Virus Carrier)
Hit Dice: 2d12+3 (16HP)
Initiative: +0
Speed: 5’ (3 squares), Climb 5’ (3 squares), Swim 5’ (3 squares)
Armor Class: 12 (+2 size); touch 12; flat-footed 12
Base Attack/Grapple: +1/-10
Attack: Bite +6 melee (1d3-3)
Full Attack: Bite +6 melee (1d3-3)
Space/Reach: 2½’/0’
Special Attacks: N/A
Special Qualities: Low-Light Vision, Scent, Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady
Saves: Fort +0, Ref +0, Will +3
Abilities: Str 4 (-3), Dex 11 (+0), Con 0 (--), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
Skills: N/A
Feats: Toughness, Weapon Finesse B
Environment: any land or underground
Organization: any
Challenge Rating: 1
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Scent (Ex): a Rat can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)

Zeta Kai
2007-07-22, 04:54 PM
Seeker / “Krauser-Bot”
I should have included these things in the main creature list, but I frankly forgot about them until a recent speed run through RE4. During the battle with Jack Krauser, you briefly encounter a handful of these little robots. While researching them, I realized that they were the same as the ones I had seen in Code: Veronica. So to atone for my mistake, here they are.

Games: CV, RE4
Tiny Construct
Hit Dice: 1d10 (5HP)
Initiative: -1
Speed: 20’ (4 squares), Fly 20’ (4 squares, good maneuverability)
Armor Class: 13 (+2 size, -1 Dex, +2 natural); touch 11; flat-footed 13
Base Attack/Grapple: +0/-8
Attack: Machine Gun -1 ranged (2d6, 70’ range increment, automatic)
Full Attack: Machine Gun -1 ranged (2d6, 70’ range increment, automatic)
Space/Reach: 2½’/0’
Special Attacks: Self-Detonation
Special Qualities: Darkvision 60’, Low-Light Vision, Construct traits, Seeker Com
Saves: Fort +0, Ref -1, Will +0
Abilities: Str 10 (+0), Dex 8 (-1), Con -- (+0), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
Skills: Listen +2, Spot +2
Feats: Hover B
Environment: any land or underground
Organization: solitary or pair
Challenge Rating: 1
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

• Self-Detonation (Ex): when a Seeker comes into contact with a creature (performing a successful touch attack), or is damaged , it will explode on its next turn; the explosion will center on its position, & will deal 3d6 splash damage to everything within a 5’ radius (Reflex save DC12 for half damage); this explosion is always fatal to the Seeker, dealing maximum damage with no saving throw

• Seeker Com (Ex): a Seeker can relay visual data about opponents to any ally that is equipped to receive a special radio frequency; a Seeker’s transmission range is 1,500’ (300 squares)

Korias
2007-07-22, 04:55 PM
Zeta Kai, are you in need of Fluff for these guys?

I can get some together for you, if you'd like.

The Maps arent a problemb. Im using Wizards' Online Map Generator. It works wonders for making dungeons. and otudoor fields, not so much for towns.