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The Vorpal Tribble
2008-02-06, 09:12 PM
Cloverfield Parasite

Medium Aberration
Hit Dice: 4d8 (18 hp)
Initiative: +6
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 16 (+2 dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +3/+5
Attack: Bite +5 melee (1d6+2)
Full Attack: Bite +5 melee (1d6+2) and 4 claws (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Alien poison, improved grab
Special Qualities: Amphibious, darkvision 60 ft., low-light vision
Saves: Fort +1, Ref +3, Will +6
Abilities: Str 14, Dex 15, Con 11, Int 2, Wis 15, Cha 6
Skills: Climb +10, Jump +6, Listen +5, Spot +6, Tumble +6
Feats: Ability Focus (poison), Improved Initiative
Environment: Any
Organization: Solitary, Gang (2–4), Swarm (6-24), Infestation (25+)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Medium)
Level Adjustment: -

Cloverfield parasites are vicious, crab-like pests which cling to the cloverfield monster by the thousands, which it is born with and grow with the creature. They clean away the debris of its meals as well as sucking its blood. Their saliva causes intense raising of blood pressure to help them feed, which though mostly harmless to their host, causes smaller creatures to literally burst.

A cloverfield parasite weighs some fifty pounds and stands 2 feet high, though are lengthy in proportion.

Combat
A cloverfield parasite is bold in it's attack, leaping forward and biting repeatedly until their prey bursts.

Alien Poison (Ex): Any creature smaller than Gargantuan bit by a cloverfield parasite must succeed on a DC 14 fortitude save or take 1 point of constitution damage per minute. Each minute they may attempt another save to fend off taking a point of damage. If successful they do not take damage that round, but the next minute they must roll again. Multiple bites do not cause additional constitution loss. To treat this poison requires a DC 14 Knowledge (dungeoneering) check before a Heal check can be made. The save DC is Constitution-based.

Improved Grab (Ex): To use this ability, a cloverfield parasite must hit with a bite attack or two claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Skills: Cloverfield parasites gain a +4 bonus to jump and tumble checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

The Vorpal Tribble
2008-02-06, 09:13 PM
Flaming Hobo

Medium Undead
Hit Dice: 2d12 (13 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 11 (+1 padded armor), touch 10, flat-footed 11
Base Attack/Grapple: +1/+2
Attack: Slam +2 melee (1d3+1 plus 1 fire)
Full Attack: 2 slams +2 melee (1d3+1 plus 1 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Miasma of despair, phlegm fire, whatever's handy
Special Qualities: Burnt sockets, darkvision 60 ft., immunity to fire, undead traits
Saves: Fort +0, Ref +2, Will +0
Abilities: Str 12, Dex 10, Con -, Int 8, Wis 4, Cha 12
Skills: Knowledge (local) +9, Listen +5, Spot +5
Feats: Ability Focus (phlegm fire), Lightening Reflexes(B)
Environment: Any urban or underground
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: -

Flaming hobos appears as the burnt husk of a humanoid being covered in soiled rags that never completely burn up.

A flaming hobo was once a homeless being set aflame for the cruel amusement of another. No one caring about their death, they arise filled with an insane anger as hot as the flames that rise from them.

Combat
A flaming hobo often rushes at the living with screams of insane pain, spewing a volatile liquid at their opponents and watching gleefully as they burn. If seriously opposed they momentarily extinguish their flames and attack while their opponent is blinded by the smoke.

Burnt Sockets (Ex): A flaming hobo can see without difficulty through smoke, both natural and supernatural.

Miasma of Despair (Su): As a free action a flaming hobo may extinguish the flames that envelope him. Smoke instantly billows out 10 feet from him. This acts as the Fog Cloud spell except who who breathes within must succeed on a DC 15 fortitude save or spend that round doing nothing but chocking and coughing. For each round they remain within the save DC increases by 1. Those who choke for 2 consecutive rounds takes 1d6 points of nonlethal damage. As well, those that breathe within must succeed on a DC 12 will save or take a -2 morale penalty to all saves, skill checks, and attack rolls for 24 hours.

The round a flaming hobo extinguishes his flames he cannot use his phlegm fire ability and deals no fire damage with his attacks.

Phlegm Fire (Ex): Every 1d4 rounds a flaming hobo can spew alcohol in a 10-foot cone that instantly ignites, dealing 1d6 damage (DC 13 reflex save halves). This save DC is Constitution based.

On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.

Whatever's Handy (Ex): A flaming hobo may use an improvised weapon without penalty, and treat bottles of alcohol as alchemist's fire.

Skills: A flaming hobo gains a +4 bonus to Knowledge (local) checks.

FlyMolo
2008-02-06, 09:22 PM
This. This is amazing. I read the title and was like "Oooh, bitey things!" And then I came across Flaming Hobo and just died laughing. I wonder if my gaming group would like to fight these things...

I'm going to create a whole file of bookmarks just to hold cool stuff like this.

RTGoodman
2008-02-06, 09:36 PM
I love it - especially the Flaming Hobo, which caught me completely by surprise! :smallbiggrin:


One thing - for the Parasite, you mention a couple of times about making the prey burst. Unless I'm missing something, nothing in its actual mechanics says anything about that. Or is the "popping" just the fluff thing that happens if they're killed by the poison?

Sir Conkey
2008-02-06, 09:44 PM
OH NOES!!! MEDIUM SIZED GIANT ISOPODS!!! awesomeness. Flaming hobos, priceless.

Icewalker
2008-02-06, 10:06 PM
The first thing I thought when I saw this was "...what can you have other than the parasites?"

Flaming Hobo.

VT, you win. That's all everyone, VT won homebrew, we're no longer needed.


Yeah. Nice interpretation on the poison also, for the parasites. Awesome movie.

The Vorpal Tribble
2008-02-06, 10:08 PM
One thing - for the Parasite, you mention a couple of times about making the prey burst. Unless I'm missing something, nothing in its actual mechanics says anything about that. Or is the "popping" just the fluff thing that happens if they're killed by the poison?
Basically, yup. Them bursting doesn't really 'do' anything.


Flaming hobos, priceless.
Funny how they actually came out a lot more interesting than the blood-sucking spacecrabs.

Krimm_Blackleaf
2008-02-06, 10:17 PM
Basically, yup. Them bursting doesn't really 'do' anything.

You could probably mention it, since it'll probably make it impossible to use a raise dead on the victim.

Edit: Also, the flaming hobo doesn't have a CR.

RTGoodman
2008-02-06, 10:21 PM
You could probably mention it, since it'll probably make it impossible to use a raise dead on the victim.

Yeah, that's kinda what I was thinking.

The Vorpal Tribble
2008-02-06, 10:27 PM
Well, in the movie only their midsection burst. Still have a complete corpse, just a messy one.

RTGoodman
2008-02-06, 10:45 PM
Well, in the movie only their midsection burst. Still have a complete corpse, just a messy one.

I only saw the movie once, so I could be wrong, but didn't
that one girl's head explode or something when the military peoples took her behind that plastic sheet thing?

That could pose some problems for raise dead. Unless I'm remembering incorrectly - in which case, disregard this. :smallwink:

Icewalker
2008-02-06, 10:46 PM
I'd say upper body, not head, from the looks of it.

However, from the way they are panicking ("Oh god, she's been bitten!") and how they drag her away rapidly by people in hazmat suits, I'm guessing that there are some bad consequences of the death. Perhaps some contamination, or my favorite: spawning additional parasites.

FlyMolo
2008-02-06, 10:49 PM
I only saw the movie once, so I could be wrong, but didn't
that one girl's head explode or something when the military peoples took her behind that plastic sheet thing?

That could pose some problems for raise dead. Unless I'm remembering incorrectly - in which case, disregard this. :smallwink:

I saw it twice! :smallbiggrin: It was great. And the soldier with the big hole in his chest is referenced as "another bite". It's safe to say the body will be largely in one piece.

Demented
2008-02-06, 11:28 PM
Technically, they're dog-size and can be rendered in a bad way by swinging a fire axe, so I don't see them as being 4d8 medium-sized creatures.

Though, they're pretty good at avoiding fall damage.

The Vorpal Tribble
2008-02-06, 11:30 PM
Technically, they're dog-size and can be rendered in a bad way by swinging a fire axe, so I don't see them as being 4d8 medium-sized creatures.

Though, they're pretty good at avoiding fall damage.
They are 'big' dog sized, and when reared up on their legs easily as tall as a human.

Also, come on, a warhorse has more HP and it could be taken out with an axe just as easily.

Icewalker
2008-02-06, 11:32 PM
Reared on hind legs, as tall as a human? I didn't see that...

Kind of hard to debate, what with the few views we get, but it looked like maybe if it stretched out all of it's legs it could reach human length, but it would be entirely spindly half-inch-thick legs...I'd say small, personally. Upper end of small, but not medium.

Ascension
2008-02-06, 11:33 PM
No level adjustment for flaming hobo?

Awww... :smallbiggrin:

Demented
2008-02-07, 01:55 AM
Also, come on, a warhorse has more HP and it could be taken out with an axe just as easily.

Don't discount the warhorse so easily. It was a rib-hit, not a critical, and a warhorse is the equine equivalent of André the Giant. Only, warhorses are bred to handle those extremes. :smalltongue:
(A light warhorse is more powerful than a heavy horse. "I'd like a combat-trained arabian, please.")


Oh, and as they are, these are probably CR 2. Compare with the Black Bear, Ape, and Wolverine. Poison of eventual doom notwithstanding. (Anyone want to estimate the chances of one of these TPKing a party of level 1 commoners if they stay in melee range?)

Krimm_Blackleaf
2008-03-19, 09:46 PM
I know this thread's a little old, but I needed to post this (http://fc01.deviantart.com/fs22/f/2008/027/0/a/Cloverfield___The_Flaming_Hobo_by_takeru_san.jpg).

Black Mage
2008-03-19, 10:13 PM
Awesome! Any plans on making the big Cloverfield monster though?

Overlord
2008-03-20, 10:25 PM
No level adjustment for flaming hobo?

Awww... :smallbiggrin:

I demand a racial statblock for flaming hobos!