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arguskos
2008-08-01, 01:46 PM
Sorry, been busy.

Soldiers are fine as CR 2's. It makes them more easily accessible to low level PC's.

Fluff... I really need to sit down and work that out. >_< Gah, too much to do.

As for the next xorth to work on, it's really up to you, though I suggest the controller or the crawler (far more entertaining to read/write than the boring soldier, ravager, or destroyer). Thanks again. :smallcool:

-argus

NINJAEDIT: Fluff this weekend, I promise.

Bhu
2008-08-02, 04:36 AM
Xorth, Ravager
Medium Construct (Living)
Hit Dice: 6d10+18 (51 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armor Class: 23 (+4 Dex, +6 Natural, +3 Deflection), touch 17, flat-footed 19
Base Attack/Grapple: +4/+8
Attack: Variable Weapon +8 melee (2d6+6/19-20 plus poison)
Full Attack: Variable Weapon +8 melee (2d6+6/19-20 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Form Weapon, Generate Shield
Special Qualities: Living Construct Traits, Low Light Vision, Dark Vision 60', Hive Mind, Immunities
Saves: Fort +8, Ref +6, Will +2
Abilities: Str 18, Dex 18, Con 17, Int 13, Wis 11, Cha 10
Skills: Climb +5, Craft (Trapmaking) +5, Hide +5, Jump +5, Listen +4, Move Silently +5, Spot +4, Survival +5
Feats: Alertness, Combat Reflexes, Improved Initiative
Environment: Any
Organization: Solitary, Pair, Group (3-5), Large Group (6-12), Raiding Party (15-30)
Challenge Rating: 5??
Treasure: Standard
Alignment: Neutral
Advancement: By Character Class
Level Adjustment: --

Form Weapon (Ex): Ravagers can form a two handed serrated blade at will as a Swift action. These weapons can't be disarmed. If sundered they can be reformed the next round as a Move Action. These weapons do slashing damage, and are poisoned (Injury, DC 16, Initial and Secondary 1d4 Strength damage).

Hive Mind (Su): All Xorth within 50 miles of a Controller are in constant communication. If one is aware of a particular danger they all are, and if one in the group isn't flat-footed, none of them are. No Xorth in a group is considered flanked unless all of them are.

Generate Shield (Su): A Ravager may generate an Energy Shield from each of it's 4 limbs as a Swift Action when fleeing to provide itself cover. If it activates the shields on it's arms it has partial cover. If it activates the shields on all 4 limbs it has full cover.

Immunities: Xorth Ravagers are immune to Fear and Morale based penalties.





Reavers: Bleached bone-white, standing 6'2" tall, and trained in more advanced combat techniques than soldier xorth, reavers are the elite infantry of the xorth. They can generate energy shields from either hand and their back spontaneously, and make free use of this ability to set up devastating traps and ambushes for their foes. Reavers fight to the death, and never surrender to foes, overwhelming force or not. They favor wicked serrated blades and poisons whenever possible.

Debihuman
2008-08-02, 06:38 AM
I have a question regarding the Johnny One Spell Ability of an Awakened Spell.


The Living Spell may cast this spell a certain number of times per day depending on the original spells level

(0: At will, 1-3: 5 times per day, 4-6:3 times per day, 7-9: Once per day, Epic: Once per week). Caster level is the Awakened Spells Effective Character Level.

Why can the least powerful version of the spell cast it the most often? This seems backwards to me. Obviously this is for some kind of game balance, but it certainly hamstrings the higher level spells unnecessarily. An epic spell once a week isn't going to have much effect whereas a magic missile 5 times a day would be much more advantageous. A enlarged maximized living acid splash can be far more formidible an opponent.

I'd be more inclined to limit that level of spell to no higher than 3rd level and leave all the spells with an at will casting time.

Debby

arguskos
2008-08-05, 12:15 AM
Sorry for my lateness Bhu, I've been having a hell of a rough time with my car and classes (it's exam season here...).

Xorth Fluff:
Here's the skinny: xorth are artificial life, created to serve, much like warforged, save that where the warforged were given free choice, the xorth are hard coded for loyalty. To a xorth, the world is simple: their "father" is the good guy, and anyone he says is the bad guy, gets to die.

Xorth history is long and rich, though none outside the Darkside (campaign-specific) know about it. The xorth were born 300 years ago, created in the foul laboratories of a creature we know only as the Tick Tock Man, the last scion of a dead race. His race died thousands of years ago, and is known today only as the "Fathers." Apparently, one of their brightest and best learned how to survive the timeless ages, but it took a toll on his mind. Alone, for untold eons, his great intellect degenerated into madness, and he began to experiment with clockwork magics in an insane attempt to create artificial life. His attempts created what mortals know in legends as the Golden Army (http://www.giantitp.com/forums/showthread.php?t=86344). He even converted his own flesh and blood into clockwork machines, trying to stave off the madness that gripped him, but to no avail. After thousands of failed experiments, the Tick Tock Man gave up on clockwork, and turned to flesh again. This time, he resolved, he would not fail.

1000 years after his experiments back in the realm of flesh, blood, and bone, the first xorth controller stepped out of a birthing vat, and requested orders. Pleased at what he had wrought, the Tick Tock Man gave to that controller the command to "go forth, multiply, and above all, spread the fear of my people." That controller obeyed, and created the lesser xorth subraces, and in so doing, ascended to godhood as the patron saint of the xorth, who worship his image (not his name, as xorth do not have identifiers).

Xorth Physiology: Each xorth internally is basically human, with one main difference. In the place of the stomach is a knot of tissue that serves as an inexhaustible energy source. They breathe as humans do, just through their skin. They do in fact have facial features (sans mouth), just covered by a thick layer of opaque skin over their face (so that the features cannot be perceived). Xorth have no trouble seeing through their own facial skin, and so can function perfectly. Perhaps the strangest feature of xorth physiology is their cauterization reflex. Whenever damaged, the energy that courses through their body automatically seals the wound, functionally cauterizing it AS is it damaged. This gives the illusion that they are solid substances all the way through, making learning much of their body structures... difficult.

Xorth Psychology: As an engineered race, the xorth obey only the controllers, who obey the direct orders of the xorth god, who takes HIS commands from the Tick Tock Man. Disobeying an order is inconceivable to a xorth, who will break down mentally rather than disobey the order. Each sub-species has their own specialized orders, and a specialized chain of command, though it always goes through the controller subrace, and then the xorth god and the Tick Tock Man.

Xorth Subraces (in-depth):
-Soldiers: The lowest caste of the species, the xorth soldier serves as brute force, muscle, basically, anything the higher subraces say. They are not imaginative at all, and tend to use established tactics (hit-and-runs, ambushes with simple traps, etc...) rather than innovate. If confronted with a new situation, the soldier will flee to fight on more familiar terms rather than stand and fight, though if cornered, they give no quarter and ask none.

-Ravagers: The ravagers are the shock troopers of the xorth. They are given a bit more free reign than soldiers, both on the field of battle and in the mental arena. Ravagers tend to be flexible, adaptable, and quick to learn. They have an insatiable lust for blood however, and will close to melee range as fast as is humanly possible. They enjoy poisons that disable the opponent (and are completely immune to all poisons known), and are not above defense if they think it will increase the chances of a larger blood-letting later. They use their adaptable shields to cover them when needed, abandoning them for two-handed, serrated weaponry when combat is joined.

-Destroyers: Massive, stupid brutes, destroyers are used as the massive destruction engines of the xorth war machine. They are demolition experts, and can withstand attacks that would lay giants low. Their strength is unmatched, though, their wits are unmatched as well, just in the opposite direction. They are blunt, moronic things, designed to submit to the lesser xorth all around them, even the lowly soldiers. The favored weapon of destroyers is their bare fists.

-Crawlers: The spies and scouts of the xorth armies, and the personal favored servants of the Tick Tock Man, crawlers are strange, six-limbed creatures that possess the power to cling to walls, to blend in seamlessly to their environment, and fire beams of light from their lower arms. Crawlers are relentless, implacable, and while all the other subraces of xorth are capable of speech, crawlers are not. They can only communicate through the telepathic link all xorth share. They are brilliant though, easily the match for any pesky heroes that attempt to stop their missions before they succeed.

-Detonators: These xorth are a more recent arrival to the species. They are modified soldier variants, with their arms fused into a tube at the wrists. This 1-foot long tube is a channel for the innate energies all xorth are powered by, which detonators can unleash in controlled blasts at their enemies. This energy blast can be any energy, chosen at the creation of the detonator.

-Controllers: The highest link in the xorth chain, controllers come in two varieties: elder (azure blue) and apprentice (robin's egg blue). Each of the controllers are immensely intelligent, and are powerful manifestors, marking a rare case of the xorth advancing in power as they age. As immortal beings, the xorth would logically advance in individual power as they age and practice, but observed xorth do not grow in strength. Rather, they seem to maintain a constant level of skill, save for the controllers, who seem to be far more individual than other subraces.

I'll do the Orbs, Runners, Husks, Kites, and the Mutilated later. This was plenty enough for now.


Xorth Statistics:

-Soldiers: Look fine. :smallcool:

-Ravagers (estimated CR: 3-4): Two things-
1). The serrated edges should give them an increased critical range. Also, they use two-handed weaponry almost always (use 2d6 dmg base I guess?).

2). The shield ability lets them create/collapse an energy shield (as the spell shield) as a swift action, once per round. This energy shield grants cover, and they can have up to four active at once (one on each arm, and one on each leg, granting pretty much total cover from anything, though they can't move or do anything at all if they deploy that many). The idea is to give them some powerful defensive powers, if they need it. It's about making them highly versatile, not overpowered. :smallbiggrin:

-Destroyers (estimated CR: 6): These guys have a few things in my minds eye-
1). Some decent DR. As to what breaks it... uh... make up something. I don't know, something awesome and mysterious sounding. If it sounds cool, use it. :smallwink:

2). They should have pretty damn awesome slams. Awesome Blow comes to mind (also, I love that feat WAY too much).

3). They are Large size. That's important, since they'll be the only xorth that aren't medium (out of the core 6 subspecies).

-Crawlers (estimated CR: 6): Ok, these guys are pretty complex.
1). They can climb walls at will, all the time.

2). They have six limbs: 2 legs, 2 arms, and from the lower torso, underneath the normal arms, are two more arms that end in small tubular openings. From these "cannon-arms" they fire beams of magical energy that spear their foes. It's their only attack form, and cannot be used easily in melee (treat like a ranged weapon?).

3). They have active camouflage, both magical and mundane (so true seeing doesn't pwn the **** out of them).

-Detonators (estimated CR: 3):
1). They get one attack a round with their blaster-arm. It fires one of 8 types of energy: fire, cold, acid, sonic, electricity, force, shadow, or light. That will be specified on each individual xorth. The more powerful energy types (sonic, force, shadow, light) will mean the detonator has +1 CR maybe?

2). They are weak bastards in a melee fight, or at all really. They have almost no protection, and are glass cannons in all meanings of the phrase.

-Controllers (estimated CR: 7):
1). They are the equivalent of level 7 Psions. I think the psionic rules are in the SRD. Honestly, I know less-than-nothing about psionics, which is why they are going to be psions. It'll make me learn the damn psionic system. :smallcool:

2). They are roughly equivalent to ravagers in a stand-up brawl, but can enhance themselves with their psionics (they don't typically).

Hoo boy... that was too much damn writing for one night. :smallamused:

Hope this all helps you out somewhat Bhu, and thanks again!

-argus

Bhu
2008-08-05, 04:30 AM
Hi Debbie, I altered some of the text for awakened spell. If you use Metamagic Feats with a spell its considerd to be a spell of the altered level. i.e. if a fireball is Maximized its a 6th level spell, so it can be used less often. As soon as I get free time I intend to tweak the template a lil.


Hi Arguskos, I'm getting whooped by work right now, but I'll have some more Xorth goodness up soon.

Bhu
2008-08-06, 05:32 AM
2 quick questions:

What kind of damage do you want the poison to do?

The shield ability is iffy. If I make it act like a shield they wont be able to attack at all because they have 2 handed weapons. And there are only so many levels of cover now which makes the ability..I dunno. Cover at will would be cool, but only really useful if all their oppoents are ranged fighters.

arguskos
2008-08-06, 02:01 PM
Hey Bhu, it's cool about work.

Poison should do Str or Dex damage, something disabling, but not lethal (ie. not Con damage). Maybe, 1d6/1d6 or something fairly weak like that.

As for the shields... ravagers don't use them on the attack. They use shields for defense and retreat. If they are getting hammered, they use a few turns to toss up a shield or two, retreat to a safer position under cover, then deactivate everything at once and beat the other guy down with a massive, two-handed blow. At least, that's how I envision it working. Not sure if that can be done or not though.

-argus

Bhu
2008-08-08, 05:00 AM
Ravager is done if you like it as is. CR I think is around a 5. Due to stuff in your fluff there might be some things I need to add to the XOrth over the weekend but I'll give you a heads up first.

arguskos
2008-08-08, 12:13 PM
Yeah man, Ravager looks great.

Also, any ideas you have for the Xorth are probably fine. :smallsmile:

-argus

Bhu
2008-08-09, 04:57 AM
Xorth, Destroyer
Large Construct (Living)
Hit Dice: 15d10+75 (157 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 20 (-1 Size, +11 Natural), touch 9, flat-footed 20
Base Attack/Grapple: +11/+24
Attack: Slam +19 melee (2d10+9/19-20)
Full Attack: 2 Slams +19 melee (2d10+9/19-20)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breaking Fists
Special Qualities: Living Construct Traits, Low Light Vision, Dark Vision 60', Hive Mind, Immunities, Damage Reduction 10/Osmium
Saves: Fort +10, Ref +5, Will +4
Abilities: Str 28, Dex 10, Con 20, Int 8, Wis 8, Cha 8
Skills: Climb +15, Jump +12, Listen +4, Spot +4, Survival +2
Feats: Alertness, Awesome Blow, Power Attack, Improved Bull Rush, Improved Critical (Slam), Improved Sunder
Environment: Any
Organization: Solitary, Pair, Group (3-5), Large Group (6-12)
Challenge Rating: 11??
Treasure: Standard
Alignment: Neutral
Advancement: By Character Class
Level Adjustment: --


Breaking Fists (Ex): Xorth Destroyers can make Sunder attacks with their Slam attacks. Each successful hit by their Slam attacks reduces an objects Hardness by 1.

Hive Mind (Su): All Xorth within 50 miles of a Controller are in constant communication. If one is aware of a particular danger they all are, and if one in the group isn't flat-footed, none of them are. No Xorth in a group is considered flanked unless all of them are.

Immunities: Xorth Destroyers are immune to Fear and Morale based penalties.


Destroyers: Quite possibly the most terrifying of the xorth species, destroyers are 8' tall, deep red in color, and resemble massive, red stone golems more than anything else. Destroyers are heavily muscled, and are brutal in battle, hammering down foes with reckless abandon. They give no quarter, and ask none in return. They also are highly skilled when it comes to destroying structures, and a single destroyer can devastate a small city in a matter of hours if left unchecked.

Bhu
2008-08-11, 02:55 AM
Okay as is the Destroyer is around an 11, and I still need to decide on it's DR.

DracoDei
2008-08-11, 04:02 AM
Adamintine would seem the obvious choice to me...

arguskos
2008-08-11, 01:50 PM
Only issue with that Draco is that adamantine already breaks lots of DR's, and I want the xorth to be a little more difficult to deal with.

Perhaps Osmium (super-adamantine from Stronghold Builder's Guide)? What other strange, exotic metals/materials exist I could use?

Oh, and I really like the Breaking Fists ability Bhu. It's a good mechanic for Destroyers. :smallbiggrin:

-argus

Bhu
2008-08-12, 04:21 AM
osmium it is for now. If you dont mind the Destroyer being CR 11 Ill move on to the Crawlers.

arguskos
2008-08-12, 03:38 PM
11's fine for now. It's a touch high, but that's fine. Playtesting will show if 11 is correct or not, though I think it should be about right.

-argus

Bhu
2008-08-13, 04:14 AM
Xorth, Crawler
Medium Construct (Living)
Hit Dice: 9d10+36 (85 hp)
Initiative: +8
Speed: 40 ft. (8 squares), Climb 40 ft.
Armor Class: 20 (+4 Dex, +11 Natural), touch 9, flat-footed 20
Base Attack/Grapple: +6/+10
Attack: Energy Beam +10 Ranged (2d6)
Full Attack: 2 Energy Beams +10 Ranged (2d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Energy Beams
Special Qualities: Living Construct Traits, Low Light Vision, Dark Vision 60', Hive Mind, Immunities, Spider Climb, Camouflage, Improved Camouflage
Saves: Fort +7, Ref +7, Will +4
Abilities: Str 18, Dex 18, Con 18, Int 11, Wis 12, Cha 11
Skills: Balance +7, Climb +15, Hide +11, Jump +7, Listen +4, Move Silently +11, Spot +4, Survival +4
Feats: Combat Reflexes, Improved Initiative, Point Blank Shot, Precise Shot
Environment: Any
Organization: Solitary, Pair, Group (3-5), Large Group (6-12)
Challenge Rating: 7
Treasure: Standard
Alignment: Neutral
Advancement: By Character Class
Level Adjustment: --


Energy Beams (Su): The Crawlers can fire energy beams from their second pair of arms at will. They do regular damage, but count as magic for purposes of overcoming Damage Reduction, and have a Range Increment of 50'.

Spider Climb (Ex): A Crawler can climb sheer surfaces as though with the Spider Climb spell.

Camouflage (Ex): Identical to teh Ranger ability listed on page 44 of the PHB.

Improved Camouflage (Sp): Crawlers may cast the spell Camouflage 5 times per day.

Hive Mind (Su): All Xorth within 50 miles of a Controller are in constant communication. If one is aware of a particular danger they all are, and if one in the group isn't flat-footed, none of them are. No Xorth in a group is considered flanked unless all of them are.

Immunities: Xorth Crawlers are immune to Fear and Morale based penalties.

Skills: Crawlers gain a +8 Racial Bonus to all Climb checks, and they may always Take 10 on Climb Checks. They also gain a +4 Racial Bonus on Hide and Move Silently checks.


Crawlers: Easily the most elusive of the xorth subtypes, crawlers are strange, lanky creatures almost 7' tall when extended. Their coloration changes based on local, making them very hard to capture. While normal xorth are humanoid in appearance, crawlers push the envelope by having an extra set of arms beneath their main set. They use the normal arms and their legs to cling to walls, ceilings, and floors while using the biological projectile launchers in the lower arms to fire a never-ending barrage of magical projectiles at foes. To top off the worries, crawlers have exhibited the power to blend into their surroundings with near-perfect skill, making them difficult to track. They also leap from perch to perch under the cover of their camouflage, fire, and move on before return attacks can be mobilized against them.

Bhu
2008-08-14, 05:16 AM
What kind of damage do you want the energy beams to do??

arguskos
2008-08-14, 02:21 PM
Urr..... I have no idea? Shame I can't just say "magic" and be happy with that.

Maybe force? Though, force is a powerful damage type.... Is there another, not commonly resisted energy type that isn't quite as powerful as force? (As a note, I veto sonic. They're spies, and sonic is too loud to qualify.)

-argus

Sir Shadow
2008-08-14, 02:41 PM
Maybe force? Though, force is a powerful damage type.... Is there another, not commonly resisted energy type that isn't quite as powerful as force? (As a note, I veto sonic. They're spies, and sonic is too loud to qualify

Acid or sonic <_<;;; but neither of those really make sense... You could make it positive or negative maybe...

You could just say it does regular damage and call it magic for overcoming damaging reduction...

Bhu
2008-08-15, 05:27 AM
Yeah I'll have to agree with him. It'll have to be force/positive/negative/ or just 'magic'. Any thoughts on range?

arguskos
2008-08-15, 05:31 AM
Sure, force/magic works. I don't see pos/neg making much sense, personally.

Range... hmm. Needs to be fairly close, but not super close. Maybe, 50 feet?

-argus

Bhu
2008-08-16, 04:30 AM
lemme know if you like it as is, and Ill do CR and get to the next one.

arguskos
2008-08-16, 03:22 PM
Several things:

1. Their Hide/Move Silently modifiers are pretty low. I know that the Camouflage ability offsets the Hide issue, but not much.

2. What is the Camouflage spell?

Beyond that, I like them fine. :)

-argus

Bhu
2008-08-17, 04:10 AM
The Camouflage spell gives them a +10 circumstance bonus on hide checks that lasts 10 minutes per level. It's in the Magic Item Compendium.


On a sied note Im tweaking some of my old critters, and the Speaker and Voyeur are done.

Bhu
2008-08-19, 04:57 AM
Tweaked the Crawlers, I'm guessing they're about a CR 7. Moving on to the Detonators:

Xorth Detonator
Medium Construct (Living)
Hit Dice: 6d10+12 (45 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 16 (+4 Dex, +2 Natural), touch 14, flat-footed 12
Base Attack/Grapple: +4/+4
Attack: Blast +8 ranged (see below)
Full Attack: Blast +8 ranged (see below)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blast
Special Qualities: Living Construct Traits, Low Light Vision, Dark Vision 60', Hive Mind, Immunities
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 10, Dex 18, Con 15, Int 11, Wis 11, Cha 10
Skills: Climb +2, Hide +7, Jump +2, Listen +3, Move Silently +7, Spot +3, Survival +2
Feats: Improved Initiative, Point Blank Shot, Precise Shot
Environment: Any
Organization: Solitary, Pair, Group (3-5), Large Group (6-12)
Challenge Rating: 5
Treasure: Standard
Alignment: Neutral
Advancement: By Character Class
Level Adjustment: ---


Blast (Su): Upon creation Xorth Detonators are given the ability to project blasts of magical energy of varying types. Exactly what type cannot be changed after creation, and mimics one of the following spells: Enervation, Orb of Acid, Orb of Cold, Orb of Electricity, Orb of Fire, Orb of Force, Orb of Sound, or Searing Light (if Searing Light is chosen the range is doubled).

Hive Mind (Su): All Xorth within 50 miles of a Controller are in constant communication. If one is aware of a particular danger they all are, and if one in the group isn't flat-footed, none of them are. No Xorth in a group is considered flanked unless all of them are.

Immunities: Xorth Detonators are immune to Fear and Morale based penalties.

Detonators: Dyed a deep red, detonators are the artillery of the xorth armies. They are versatile, creepy, and utterly merciless. Where other xorth have hands, the detonators have two arms fused at the wrists into a foot-long, inch wide tube. From this tube (their only weapon), detonators fire a barrage of magical projectiles, including everything from lightning bolts and fireballs to waves of force and spears of pure shadow magic. Though spry and small, the 5'4" detonators are quick and hit hard, making them perfect for hit-and-run techniques that call for mass devastation.

Bhu
2008-08-20, 04:37 AM
Okay the Detonator is done other than CR, FEats, and any tweaking you'd like. Any thoughts?

arguskos
2008-08-20, 05:09 AM
Hmm. I don't have any advice or anything (maybe something like Combat Reflexes for feats?), but the Blast ability is very cool, not something I would have considered at all... :smallbiggrin:

-argus

Bhu
2008-08-21, 04:06 AM
Okay Im thinking the Detonators are about a CR 5. If thats okay its on to the next one.

Bhu
2008-08-22, 05:37 AM
Xorth Controller, Lesser
Medium Construct (Living)
Hit Dice: 7d10+14 (52 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 22 (+4 Dex, +8 Natural), touch 14, flat-footed 18
Base Attack/Grapple: +5/+9
Attack: -
Full Attack: -
Space/Reach: 5 ft./5 ft.
Special Attacks: Psionics, Psychic Attack
Special Qualities: Living Construct Traits, Low Light Vision, Dark Vision 60', Hive Mind, Immunities, Rally, Telepathy 6o' (Xorth only)
Saves: Fort +4, Ref +6, Will +4
Abilities: Str 18, Dex 18, Con 15, Int 15, Wis 15, Cha 15
Skills: Autohypnosis +8, Bluff +6, Concentration +8, Knowledge (Psionics) +8, Listen +6, Psicraft +8, Sense Motive +6, Spot +6, Use Magic Device +6
Feats: Combat Manifestation, Psionic Endowment, Psionic Mastery
Environment: Any
Organization: Solitary, Pair, Group (3-5)
Challenge Rating: 7
Treasure: Standard
Alignment: Neutral
Advancement: By Character Class
Level Adjustment: ---




Xorth Controller, Greater
Medium Construct (Living)
Hit Dice: 14d10+56 (133 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 26 (+4 Dex, +12 Natural), touch 14, flat-footed 22
Base Attack/Grapple: +10/+14
Attack: -
Full Attack: -
Space/Reach: 5 ft./5 ft.
Special Attacks: Psionics, Psychic Attack
Special Qualities: Living Construct Traits, Low Light Vision, Dark Vision 60', Hive Mind, Immunities, Rally, Telepathy 120' (Xorth only)
Saves: Fort +8, Ref +8, Will +9
Abilities: Str 18, Dex 18, Con 18, Int 20, Wis 20, Cha 20
Skills: Autohypnosis +17, Bluff +15, Concentration +16, Diplomacy +15, Intimidate +15, Knowledge (Psionics) +17, Listen +15, Psicraft +17, Sense Motive +15, Spot +15, Use Magic Device +16
Feats: Combat Manifestation, Greater Psionic Endowment, Maximize Power, Psionic Endowment, Psionic Mastery
Environment: Any
Organization: Solitary
Challenge Rating: 14
Treasure: Standard
Alignment: Neutral
Advancement: By Character Class (Psion)
Level Adjustment: ---

Psionics: Xorth Controllers can Manifest psionic powers as a Psion with the Telepath discipline (Manifester level is equal to their HD, and if they take levels in Psion their HD and levels stack. i.e. a Lesser Controller who takes 4 levels in Psion manifests powers as an 11th level Psion).

Psychic Attack (Su): As a Standard Action the Controller may telepathically assault the mind of another being. This power has a range of 60' (120' for the Greater Controller), and is negated by a DC:17 (Lesser) or DC:22 (Greater) Willpower Save. If the Save fails the victim loses 7d6 hit points if it's a Lesser Controller, or 14d6 hit points if it's a Greater Controller.

Rally (Su): All Xorth within Telepathy range of the Lesser controller gain a +2 Circumstance Bonus to all rolls. All Xorth within Telepathy range of a Greater Controller gain a +4 Circumstance to all rolls.

Hive Mind (Su): All Xorth within 50 miles of a Controller are in constant communication. If one is aware of a particular danger they all are, and if one in the group isn't flat-footed, none of them are. No Xorth in a group is considered flanked unless all of them are.

Immunities: Xorth Controllers are immune to Fear and Morale based penalties.


Controllers: Certainly the most mysterious of the xorth, two types of controllers have been spotted. Both are 5'10", and blue, but one, dubbed the greater controller, is deep azure blue, and the other, called the lesser controller, is a lighter shade of blue. Both are known to be highly intelligent, bolstering other xorth when in close proximity to them. They are also powerful spellcasters, though the full extent of their powers is not yet known.


will return to finish

Bhu
2008-08-23, 03:57 AM
Okay as a Psion the Controller has to choose a discipline. I wouldve assumed they'd be Telepaths, but if you want them to be able to enhance themselves with Psionics that'd be Egoist. Any preferences either way?

arguskos
2008-08-23, 02:42 PM
Hmm... I can see anything really. Telepaths, Psychokineticists, whatever. Telepath does seem like the logical choice though, so let's run with that.

-argus

Bhu
2008-08-24, 01:19 AM
Okay what do you think of the skills/feats so far?

ANd what weapon do they use for fighting?

arguskos
2008-08-24, 01:42 AM
Skills: Looks fine, though, they don't need Use Psionic Device. Psionics are non-existent in this world (sans xorth), so that should be Use Magic Device.

Weapon: Um, I didn't envision them using any. I guess that if pressed they would pull a dagger and attack. Note that they don't have the flesh-warping ability of the others, and so the dagger would be made of stone or metal.

-argus

Bhu
2008-08-24, 01:56 AM
So their attacks would be purely psionic then?

arguskos
2008-08-24, 01:58 AM
Actually, normally a Controller would never stoop to melee combat. They would only use their psionics. If those fail, a Controller will retreat rather than continue to fight a losing battle.

-argus

Bhu
2008-08-24, 05:52 AM
Cool. Made some Feat and skill changes. Will add a few more things and then CR.

Bhu
2008-08-25, 06:44 AM
Okay what sort of ideas did you have in mind for them using psionics to boost their troops?

arguskos
2008-08-25, 09:22 AM
Now, that's a question. To be honest, I don't really know. I envisioned them granting all xorth within telepathy range some minor bonus that increases based on the number of xorth in the network. Basically, they link minds to form some sort of super-being, but that seems like it could scale well out of hand without trying too hard.

Maybe, they could grant a flat bonus to all xorth within 60 ft on attacks, special ability DC's, something like that?

-argus

DracoDei
2008-08-25, 10:22 AM
Scaling problems: Use base it on the square-root, or even the cube-root... use tables of course so the GM doesn't have to use a calculator at the gaming table for that...

Wish
2008-08-25, 03:07 PM
Can I ask a question.

Out of curiosity which site was it that you were posting on before. Because I am just searching the internet, you know.

Thats a great lots o' monstas. Keep it up and i'll def subscribe to this thread.

Bhu
2008-08-25, 04:19 PM
Can I ask a question.

Out of curiosity which site was it that you were posting on before. Because I am just searching the internet, you know.

Thats a great lots o' monstas. Keep it up and i'll def subscribe to this thread.

Originally they were posted on the Wizards.com boards. Scroll doen to previous editions, got to Monsters and Races, and look for a thread titled "Weekly Monster thread". I've also begun a revision project to clean up errors, give them better formatting, and add some funny text.

Bhu
2008-08-26, 06:17 AM
OK whaddya think now? Added in the rest of the stuff.

arguskos
2008-08-26, 12:33 PM
That looks pretty good, which makes that all of the xorth I asked for, if I recall correctly.

Thank you again Bhu. :smallsmile:

-argus

Bhu
2008-08-27, 05:49 AM
There were a few more in your original PM. I can do those too if you want.

Bhu
2008-08-28, 04:59 AM
Did you want the Runners/Orbs/Husks?Kites?

Otherwise I'm open to requests :D

arguskos
2008-08-28, 08:41 AM
Oh, sure. If you'd like to do them, you are totally free to.

I feel smrt. >_<

-argus

Bhu
2008-08-29, 08:04 PM
Xorth Runner
Large Magical Beast
Hit Dice: 6d10+18 (51 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 17 (-1 Size, +1 Dex, +7 Natural), touch 10, flat-footed 16
Base Attack/Grapple: +6/+16
Attack: Bite +11 melee (1d8+9)
Full Attack: Bite +11 melee (1d8+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: Electric Pulse
Special Qualities: Dark Vision 60', Can't be Tripped, Immune to Electricity, Low Light Vision, Scent
Saves: Fort +7, Ref +5, Will +4
Abilities: Str 22, Dex 12, Con 16, Int 3, Wis 14, Cha 8
Skills: Climb +11, Hide +3, Listen +6, Spot +6, Survival +4
Feats: Alertness, Endurance, Run
Environment: Any
Organization: Solitary, Pair, Group (3-5), Large Group (6-12), Raiding Party (15-30) usually identical to the number of Xorth in the group
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 7-12 HD (Large)
Level Adjustment: ---



Electrical Pulse (Su): Breath Weapon, 15' Line, every 1d4 rounds, damage is 4d6 electricity, Reflex Save DC 16 for half Damage (Save DC is Constitution based).

Can't Be Tripped (Ex): Due to size and multiple legs, Runenrs cannot be tripped.

Skills: Runners have a +4 Racial Bonus to Climb and Hide checks.


Runners: Xorth have recently been observed riding a reptilian beast, much like a large monitor lizard. But with eight legs. But brilliant green. But 14 feet long. But they breath lightning.

Bhu
2008-08-29, 08:09 PM
Are the runners constructs too?

arguskos
2008-08-30, 12:36 AM
Oh goodness, I didn't see you there. >_> Posted a bit early tonight Bhu, I wasn't expecting it.

Also, no, runners/kites aren't constructs. Rather, they're aberrations (best guess).

Orbs and husks however are constructs.

-argus

Bhu
2008-08-31, 12:51 AM
Runners up and mostly done, lemme know what you think.

Bhu
2008-09-01, 04:25 AM
http://www.youtube.com/watch?v=bd2B6SjMh_w


Singers From Outside
Medium Outsider (Extraplanar, Chaotic, Evil)
Hit Dice: 20d8+100 (190 hp)
Initiative: +6
Speed: 40 ft (8 squares)
Armor Class: 35 (+6 Dex, +9 Deflection, +5 Natural, +5 Profane), touch 30, flat-footed 29
Base Attack/Grapple: +20/+22
Attack: Touch +26 melee touch (vision)
Full Attack: Touch +26 melee touch (vision)
Space/Reach: 5ft./5 ft.
Special Attacks: Spells, Manifest, Strange Music, Induce Vision
Special Qualities: Immunities, Dark Vision 60’, Forbidden Knowledge, Unearthly Grace, Enhanced Hearing
Saves: Fort +26, Ref +27, Will +28
Abilities: Str 15, Dex 22, Con 20, Int 24, Wis 24, Cha 28
Skills: Bluff +28, Concentration +25, Diplomacy +28, Gather Information +28, Hide +25, Intimidate +28, Knowledge (Arcana, The Planes, Things Man Was Not Meant To Know) +26, Listen +34, Move Silently +25, Perform (Sing, 1 other) +37, Search +26, Sense Motive +26, Spellcraft +26, Spot +26, Use Magic Device +28
Feats: Combat Casting, Green Ear, Requiem, Sound of Silence, Spell Focus (Enchantment, Illusion), Sunken Song,
Environment: Any
Organization: Solitary or Band (3-6)
Challenge Rating: 18
Treasure: Standard
Alignment: Chaotic Evil
Advancement: 21+ HD (Medium)
Level Adjustment: -----

”There used to be this singer came to town named Hazel. Queer bird she was. Sung for coppers in this town when she could have easily had gold in the larger cities. Claimed she was looking for something. Must’ve found it one night, because she came to town for supplies raving about “other places” before disappearing.

Things would’ve been so much simpler if she’d stayed gone. When she came back she was…different. More confident, more intimidating, more…exotic. The first night back she played at the inn, and little Danny Williams gutted his sister that night. We found him playing with her eyes in an alley. He told us he had to have them because no other man deserved them. We had to put him down. No one thought the two events were connected at the time. The next night she played again, and the Madam of the town brothel killed herself by opening up her belly with a fishing knife. She should've been dead by the time we found her, but she was just sitting there like she was waiting for us and said "I'm sorry" before slumping over. The same thing happened over and over again. Hazel played, someone died. By the time we started putting things together she’d skipped town. Probably figured we’d be getting wise to her sooner or later. I…I won’t tell you what we found in her rooms in the house she’d bought at the end of town. I still lose sleep at night because of it. Stay away from musicians boy. They don’t need your money, just the business end of your knife.”


The Singers of Strange Songs were originally Bards of some renown, or at least talent. Like all Bards they had an immense thirst for knowledge, but the Singers always tended towards things they should have left well enough alone. It’s unknown who did it first, but eventually one of them pierced the veils of reality looking for the truth behind some old legends, and went…somewhere else. No one knows where, and the Singers aren’t saying. Legend has it they encountered a being of immense power who promised to show them the truth behind reality if they would agree to serve it. The truth it has shown them doesn’t appear to have been a very palatable one. And much of their service appears to be preparing worlds for their masters inevitable introduction to our reality.

The Singers still appear to be members of whatever humanoid race they used to be. But any imperfections, both physical and mental are gone. They are tall, beautiful, and radiate charisma. Some are sometimes described as listening to music only they can hear, but rarely do they show even that much of an affectation towards being out of place. Most quickly achieve fame all over the world for their ability to perform. At least in the short term. Eventually the Singers begin to try out their new powers, corrupting the populace, turning them into madmen. After a while if no one seems able to challenge them they will become brazen, and openly begin using their powers to destroy the world around them. In their true form a Singer is a nightmarish, ever changing hallucinatory vision. A kaleidoscopic figure showing scenes of the past and future in a display of possibilities. They speak all known languages.

Spells: A Singer of Strange Songs can cast spells as a Bard whose caster level is equal to it’s Hit Dice. Unlike mortal Bards it knows 10 spells of each level.

Manifest (Su): The humanoid appearance of a Singer is purely an illusion. While this illusion cannot be dispelled, the Singer may willingly turn it on or off as a Free Action (it may expose itself to everyone that sees it, or choose to drop the illuson only against certain individuals). Any creature able to see the Singer in it's true form must make a DC 29 Willpower Save (Save DC is Charisma based), or go temporarily insane, usually some form of Psychosis ( http://en.wikipedia.org/wiki/Psychosis ). In the short term they are also Panicked for 1d6 rounds, and Shaken the rest of the day. The insanity varies heavily from one individual to the next, and lasts 1d6 days (exact effects are up to DM's as I don't have the time or ability to write up every form of pyschosis here). A successful Saving Throw means the opponent is immune to this Singers Manifest abiliy for 24 hours.

Strange Music (Su): Strange Music is like Bardic Music, and works similarly. Feats and effects that affect Bardic Music also apply to Strange Music. A Singer may use Strange Music a number of times per day equal to it’s Hit Dice. It may use Countersong, Fascinate, Suggestion, and Mass Suggestion as well as the following effects:

I Remember When I Lost My Mind: The Singer can inspire madness in a victim by making a Perform check if they fail a DC 29 Willpower Check. They can inflict virtually any mental disorder ( http://en.wikipedia.org/wiki/Mental_disorder )they want to on the victim. If the victim is already psychotic due to the Singers Manifest ability this usually tends to be psychopathy ( http://en.wikipedia.org/wiki/Psychopathy ). In other words not only are they delusional, now they're violent. The worst of both worlds. This can be cured by Miracle, Remove Curse, or Wish. As with the Manifest ability I don't have time to write out the effects of various mental disorders, so exact effects are up to the DM.

My Heroes Had The Heart To Lose Their Lives Out On A Limb: The Singer can awaken a potent desire in a victim by making a performance check. This is similar to Suggestion, except the suggestion can be something unreasonable. The Singer can't actually ask the victim to murder himself, but he can ask him/her to murder someone else or do anything to themself short of outright suicide. They can even suggest things no sane being would do, so long as it doesn't end in death. If the suggestion is exceptionally horrifying to the victim it gains a second Save (DC 29, same as the first) when attempting to actually go through with it. Optionally the Singer can actually shift the victims alignment one step. If the Alignment change option is used it can be reversed by Remove Curse/Wish/Miracle.

I Want To Be Like Them: The Singer can awaken the dead within a 60' radius by making a performance check. As long as the Singer can maintain his song, all dead bodies within range become zombies (skeletons if they are sufficiently decomposed). These dead do not attack the Singer, but neither do they obey him. Instead they begin viciously attacking everything living in sight.

You Really Think You're In Control?: The Singer can inspire Frenzy within any opponents within hearing range by making a Performance check. Any living creature within 30' of the Singer must make a DC 29 Willpower Save or become subject to Frenzy (see Complete Warrior page 34). Once the Frenzy starts the victims continue to Frenzy until three rounds after the Singer stops singing. They will attack anything except the Singer.

I Just Knew Too Much: The Singer can inspire suicide within 1 or more opponents within hearing range. Any living creature within 30' must make a DC 29 Willpower Save or begin to become depressed (-1 Morale penalty to all rolls), and obsessed with hearing the Singer again, as his music is the only thing that makes the pain go away (this ability only forces victims to Save once within 24 hours). If the victim fails the Save again, he slides further into depression (Morale penalty increases to -2). He/she will also be notably violent and paranoid. If the victim manages to attend a third concert by the SInger (or is simply exposed to this ability again), he/she will become obsessed with ending their own life in a manner designed to cause as much horror as possible, and will kill themselves within the week. If they fail a 4th Save before actually offing themselves (which is rare but it happens), they will still be able to act normally until at -10 hp, thereby causing terror in witnesses (who must make a DC 20 Willpower Save or be Shaken for 2d6 rounds). If the victim has Miracle, Remove Curse, or Wish cast on them before dying, they are cured.



Induce Vision (Su): The touch of a Singer induces visions of a personal nature in the target. They will learn some great personal truth they have been searching for, or perhaps a secret they had no knowledge of. Or perhaps they will see a horrifying hallucinatory mindscape that flashes unrelated images. Or at least they’ll seem unrelated at the moment (DM’s take note of possible plot device here). Victims must make a DC 29 Willpower Save (Save DC is Charisma Based) or temporarily lose 1 point Intelligence, Wisdom, and Charisma as well as being Stunned for 1 round. If they succeed with the Saving Throw they are still Stunned.

Immunities (Ex): The Singers of Strange Songs are immune to mind-affecting effects, sleep effects, death effects, poison, paralysis, stunning, fatigue/exhaustion, polymorph, petrification, ability drain or damage, energy drain, critical hits, and Sonic damage. Singers are not subject to Silence spells or similar effects, and may hear or speak normally within the range of such spells. They automatically Save against any illusion that does not also include an aural component.

Forbidden Knowledge (Su): This ability is similar to Bardic Knowledge, but comes from the Singers connection to their master. They roll 1d20 plus Intelligence Modifier plus 40 for their checks.

Unearthly Grace (Su): The Singers add their Charisma Modifier as a Bonus to Saving Throws, and a Deflection Bonus to Armor Class.

Enhanced Hearing (Su): The Singers effectively have Blindsight 120'. They may hear normally despite magical silence, and automatically detect creatures invisible to sight within this range if they aren't invisible to hearing as well.

Skills: A Singer of Strange Songs has a +8 Racial Bonus to Perform and Listen checks.

Combat: The Singers From Outside rarely go for overt physical combat. They’re job is to destroy society through chaos and subversion. They will let minions do their fighting for them or hope opponents will get caught up in the madness that follows them like a plague. If forced to fight they will Manifest, and use their spells or Strange Music to incapacitate opponents or bend their minds.


-=-=-=-=-=-=-

Lore
Characters with ranks in Knowledge (Arcana) or Knowledge (Things Man Was Not Meant To Know) can learn more about the Singers. They can also make a Knowledge (The Planes) or Bardic Knowledge check if they are sufficiently knowledgeable about the Far Realms and alternate realities. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

{table]DC|Lore
20|There are Bards in the world dedicated to finding out the truth behind reality. They are not necessarily sane or temperate company.
25|Some of these Bards pierce the veil separating realities and travel through. It is unlikely that they come back, but those that do are changed.
30|The Bards are known as the Singers of Strange Songs according to an obscure old legend. This reveals that they have become an Outsider, and reveals all Outsider traits and Subtypes.
35|The Singers have traded their souls, and their very existence over to an unknown extradimensional entity for knowledge and power. They cause death and chaos wherever they go and are like a cancer on the body of society.
40|The Singers ultimate goal is to completely destabilize the world, and drown it in chaos and death to prepare it for the coming of their unknown benefactor. [/table]

Plot Hook
A local Bard has returned to town after being thought long dead. Formerly a recluse, and long derided as mentally dysfunctional, he now appears to be the picture of physical and mental perfection. His skills seem to be unbelieveable, and crowds throng to see him. And thats when the trouble starts. People start going mad. Killing themselves or others. Or committing horrifying acts for no reason. Most are completely lost, and out of touch with reality, and have to be locked away or killed. Eventually the nobility sequesters themselves in their fortess/castle to avoid all the death, and the Bard goes with them. Strange rumors begin to abound about events at the castle, and many terrifying sights are seen. Finally it will become obvious something is going on, and the PC's are asked to sneak into the fortress and deal with things by the desperate public.
The PC's come across a slaughtered Orc village. It doesn't appear to be too unusual since the Orcs are fairly warlike, but closer inspection reveals many of them died by their own hand. Eventually the PC's will find a dying elderly Orc who tells them of a famous Orc warchanter who went on a vision quest, and returned changed. He destroyed his own people, and walked out into the world to spread the death elsewhere. The old Orc asks if they will grant a dying mans request, and put down the thing that killed his people.
The PC's are entering a forest headed towards a nearby village that hasn't been heard from in days. Along the path they see a Bard leaning against a tree playing a guitar. He will chat with them politely if asked. As the group his leaving he will call one of them by name and say "Ain't nuthin' in that town but dead folk." He will be gone when they turn around. Arriving at the village the PC's find they have committed mass suicide in a ritualistic fashion from the eldest to the newborn babes. Was the Bard trying to warn them? Or did he do this? And what about their home town only a day or rwo's ride back the way they came from?
A Bard of some kind is leading an army of the dead and insane across the world. It is ever growing as a legion of necromancers continue re-animating their victims. It seems to have no purpose or goal, merely staggering in random directions swallowing up whatever encounters it. A King has hired the PC's to find out what is going on, and how to stop it.





My Personal Suggestions for Psychosis
Hallucinations: Since many psychotics hallucinate they will be easier to fool with illusions, and will suffer a -2 on all Saves vs Spells from the Illusion school.

Paranoia: If a psychotic fails a Sense Motive check of any kind it will immediately perceive the target it failed against as an enemy, and will not change it's mind.

Delusional: Psychotics are have a -2 to -4 penalty on ALL Charisma based skill checks except for intimidate (for hich they get a +2 bonus) and Use Magic Device.

Alignment: Psychotics will usually lose any Lawful component of their alignment, as well as any Good. Their warped perceptions of reality make it difficult for them to tell good from evil.

Bhu
2008-09-01, 04:51 AM
Pembunuh

The Pembunuh are a race of psychopathic murdering fiends. For the right price they’ll kill your enemies. For a better price they won’t do massive collateral damage in the process leaving a trail straight back to you. For an exorbitant price they won’t flay you alive and eat your family after they’re done working for you.

Personality: The Pembunuh have few social taboos. Incest, murder, cannibalism, slavery, torture, and rape are permissible under their laws if done in the appropriate manner. The typical Pembunuh is an individual obsessed with gathering as much personal power as possible, without gaining any form of real responsibility to go with it. They are lustful, obscene, and obsessed with social face. If you insult a Pembunuh even once, no matter how slight, their lives will be devoted to destroying you, and all you love. Some may do it without being insulted just because they can, and feel the need to make a demonstration on you simply because you may have shown yourself to be weak in their eyes. Pembunuh respect no one but their own person (and some not even that), and the only way to convince them to leave you be is to be powerful enough to destroy them with a wave of your hand (and be willing to demonstrate that you have no problem doing so). They consider excess a weakness despite obviously reveling in it. This is one of the great paradoxes of their society. They rigidly adhere to laws they openly despise because they believe to do otherwise would mean the death of their species (which quite frankly is true). Despite their nature they aren't fools, and are adept at lying to the other races (it's actually taught in their society). Most play the part of brute savages who simply don't understand modern cultures, all the while plotting and scheming.
Physical Description: The Pembunuh appear as thin, attenuated humanoids with overly long limbs and digits. They have 6 arms with long fingers and sharp nails. Skin is usually a shiny, wet black, with hair color either a colorless white or bloody red-brown. Their long pointed tongues are a bright red, and usually hang from a mouth full of sharpened teeth. Their eyes are slightly larger than usual with oval pupils. Despite being hermaphroditic and capable of reproducing asexually, most appear outwardly female. For the most part they seem to remind people of humanoid predators. This, along with their refusal to wear clothing, strains any possible relationships they could have with other races who consider them little more than blood hungry savages ( if they knew the true extent of the Pembunuh’s savagery they’d probably devote themselves to exterminating the race). While they don't usually wear clothes, decorative jewelry and piercings, or body modification abound. Many will have the Willing Deformity Feat.
Relations: The Pembunuh almost universally consider other races to be food, an ends to a mean, or toys to play with. There are some exceptions such as Fiends or Dragons or other beings of obvious vast power, but with luck they may find a weak spot in them as well. Being able to reproduce without the intimacy of a partner (even though they can couple if they wish to) has severed any link they feel towards other beings. They are effectively all Sociopaths (http://www.mcafee.cc/Bin/sb.html ). The only time when this behavior is changed is when the Pembunuh are pregnant with child, at which time their hormonal balances shift to protecting their children. They will disappear from their own society, and raise their progeny alone elsewhere. Once the children reach the tender age of 8, they are the Pembunuh equivalent of teenagers. They have learned all they ever will from their parent, and they split ways, no longer feeling any bonds towards each other. Sometimes during these periods they may befriend members of other races. Whether or not this behavior persists after the pregnancy varies heavily, and often depends greatly on the Pembunuh itself. Most other races usually know little about the Pembunuh other than rumor, and would be appalled if they knew the full truth.
Alignment: The Pembunuh are almost universally Evil. Most are Lawful Evil simply because their extreme world views dictate that there must be intricate codes of Law regarding virtually all aspects of society to stop them from butchering each other in the streets every time a temper is lost. Neutral Evil is a close second as all Pembunuh truly care for nothing but themselves. Chaotic Evil is frowned upon because it’s seen as a loss of self control, which is a weakness, and exploitable (despite the fact that all Pembunuh would probably be Chaotic Evil if their society would let them)..
Lands: The Pembunuh generally hail from Jungles and mountains, both for their inaccessibility and remoteness. They prefer to live their lives away from the prying eyes of other races who may feel compelled to interfere with their society.
Settlements: The Pembunuh rarely settle outside their own lands, unless the environment is good for their purposes, and isolated. Their idea of settlement is usually referred to as Genocide by other races.
Power Groups: The Pembunuh have rigidly defined hierarchies. All things are possible under the Law; but where, when, how, and who you can do these possibilities to depends on your current station in the hierarchy. At the bottom are the Membuang, which are outcasts and criminals, and members of other races. They have little or no rights, and anyone of a higher caste may do to them virtually anything at their whim without reproach. The Membuang have some rights when facing each other, but much of this boils down to “whichever one of you can kill the other (and hir allies) gets what s/he wants”. Above them are the Tak Tersentuh. These members of society are forbidden to be harmed or interfered with, but they have no rights to do anything to another as well. Most consider the caste a punishment, or a retreat when enemies are too overwhelmingly powerful. Once one has become a Tak Tersentuh, there is almost no way back. You would have to achieve a feat of some renown to remove this status. Pembunuh who are able to retain their sanity after pregnancy often belong to this caste, as their "curse" is thought to be transmittable. No one wants to touch them. Next highest are the Penjahat. They may not own property or vote, or mate with a member of their own caste or a caste above them. They have limited personal freedoms, and are basically the common folk of the Pembunuh society. The Pura-Pura are the well to do of the Pembunuh society. They can own property, mate with their own caste (or forcibly take members of castes below them), and are allowed to do just about anything to others of their own caste as long as they follow the rules. If a member of a higher caste wishes to harass them their only recourse is to murder them and not get caught. The Raja Lalim are the nobility of the Pembunuh, and have few restrictions placed on them other than how they can attack/affect members of their own caste. They are also the only Pembunuh who may vote. The Maharani is the leader of the Pembunuh. S/he has little political power, and is something of a figurehead. However s/he is allowed to do anything to anyone with no restrictions. Since s/he is generally considered the peak of Pembunuh attainment hir goal is to spread her genes as widely as possible, preferably by force. Punishment for violating the laws is to generally allow someone of a lower caste some ‘alone time’ with you. Assuming you survive, all is forgiven. The Maharani is the exception. S/he can pretty much violate any law s/he pleases, which is why the position is vied for. Since the Maharani has no restrictions, s/he is usually Chaotic Evil. Most Pembunuh would consider this hypocrisy if they actually understood the concept.
Beliefs: The Pembunuh are their own Gods, incapable of seeing deities as any better intrinsically than themselves. Many are actually the center of personality cults in which everyone worships the Pembunuh whose own Clerical abilities derive from some perverse sort of narcissism.
Language: The Pembunuh speak their own tongue, known as Pembunuh. It requires some body language and pheromonal aspects, and without polymorphic magic other races are virtually incapable of learning it fully. Bonus Languages: Pembunuh usually learn Common, and the languages of whatever races live near them.
Names: Since there really is no gender differences, Pembunuh have a family name and a personal name. They list the personal name first, and it is usually the name of the first intelligent being they have murdered. A Pembunuh right of passage is to befriend another being to the point that you have saved each others lives, and would trust one another with anything. And then murder him/her/it. Preferably after torturing or maiming their family in front of them while they’re tied to a tree. This name is far more important to the Pembunuh than the family name, which can sometimes be a source of shame to them depending on how their relatives have fared in society.
Personal Names: Varies depending on who or what the Pembunuh has killed.
Family Names: Darah, Gila, Golok, Hitam, keajaiban, Kekacauan, Kegelapan, Kejengkalan, Makan, Malam, Melumphukan, Memberpudak, Membunuh, Mengkhianati, Menyesatkan, Menyiksa, Palsu, Pencuri, Pendusta, Pisau, Sakit, Sumbang
Adventurers: The most common Pembunuh reason to adventure is sabotage. If the other races of the world ever truly saw their homelands up close (they have artifacts to foil scrying attempts) they would band together in wiping the Pembunuh off the face of the Earth. So most Pembunuh consider it their duty to destabilize nearby nations and foment wars (and of course they enjoy it thoroughly too). A second reason is their adult rite of passage. Many join adventuring bands hoping to find someone worthy of murdering, and so become adults. There is also of course the ever popular power, glory, riches, rapine, etc. common to other races. If a Pembunuh has become pregnant, and in the process somehow become mentally damaged (i.e. shrugs off their races psychopathic nature) they will need to escape their homeland, and then will need strong allies to protect them. Roving bands of adventurers who are hard to pin down fit that bill.


Pembunuh Racial Traits
* +2 Dex, +2 Wis, -2 Str, -2 Cha. Pembunuh are very agile but their thin bodies don’t pack as much power as they should for their height. Their senses are very sharp, but they have little regard for others, in many cases being unable to see other beings as being ‘real’.
* Humanoid with the Lawful and Evil subtypes.
* Size: As Medium creatures, Pembunuh have no special bonuses or penalties due to their size.
* Multiple Arms: The Pembunuh have 6 arms, and gain Multiweapon Fighting as a Bonus Feat.
* Sharp Nails and Teeth: The Pembunuh have a Primary Claw attack doing 1d3 plus Strength modifier Slashing damage, and a Secondary Bite attack doing 1d3 plus half Str modifier Piercing damage. With a Full Attack they may do 6 Claws and 1 Bite.
* All Pembunuh have Dark Vision 60’.
* All Penumbuh have Scent
* Pembunuh land speed is 30 feet.
* Difficulty with clothing: The Pembunuh are unused to wearing clothing or armor, and using it makes them exceedingly uncomfortable. They cannot wear it without taking a -2 Morale Penalty to all rolls. This includes any magic Items with a Body Slot of Body, Shoulders, or Torso. They can wear minor articles of clothing like masks, or gloves, or belts, but nothing more extensive than that.
* Automatic Language: Pembunuh. Bonus Languages: Common, any nearby race.
* Favored Class: Most Pembunuh become Rogues or Scouts (it generally depends on whether they are urban or rural).
* Level Adjustment: +2

Age, Height and Weight.

Adulthood: 8 Years old.
Simple Classes: +1d4
Moderate Classes: +1d6
Complex Classes: +2d6

Height: 5'8'' (+2d6")
Weight: 120 lbs. (x 2d4 lbs.)

Middle Age: 30 Years Old.
Old: 150 Years Old.
Venerable: 500 Years Old.
Maximum Age: +5d20

Authors Note: Despite reaching puberty unusually early, Pembunuh age very very slowly afterwards. Whilst the listed ages are possible most are killed long beforehand.

Pembunuh Feats

Born Liar
You have a natural talent for lying.
Prerequisites: Cha 15, Must be taken at Level 1, Pembunuh
Effect: Bluff, Diplomacy, and Gather Information are always considered class skills for you regardless of what class you actually take.
Normal: Class skills are dependent on your actual Class.

Dual Natured
You have come to terms with your need to obey the law, and your need to act out on your own desires..
Prerequisites: Pembunuh, Base Willpower Save +5, Iron Will
Effect: You gain the Chaotic Subtype as well. As a Standard Action you may make a DC 15 Concentration check to change your alignment between Lawful and Chaotic, or suppress any of your Subtypes for up to 24 hours (or until you decide to reinstate them).
Normal: You obviously don't have the Chaotic Subtype, or the ability to switch Subtypes about.

Spider Grapple
You have practiced grappling against the lesser folk who have only 2 arms..
Prerequisites: Pembunuh, Improved Grapple, Multiweapon Fighting
Effect: You gain a +2 Circumstance to Grapple Checks if your opponent has less arms/tentacles/etc. than you do.
Normal: You have no Bonus to Grapple checks because of extra limbs.
Special: A Fighter can select Spider Grapple as one of his Fighter Bonus Feats.

Improved Spider Grapple
You are truly a terror while grappling..
Prerequisites: Pembunuh, Spider Grapple
Effect: You gain a +2 Circumstance to Grapple Checks. If you have more limbs than your opponent the Bonus increases to +4.
Normal: You have no Bonus to Grapple checks because of extra limbs.
Special: A Fighter can select Improved Spider Grapple as one of his Fighter Bonus Feats.

Multiweapon Defense
You have practiced defending yourself with multiple weapons..
Prerequisites: Multiweapon Fighting, 3 arms, Dex 15, BAB+6
Effect: When fighting with multiple weapons each pair of arms you devore to defense instead of attack gives you a +1 Shield Bonus (max +2). When Fighting Defensively each pair used for defense only grants you a +2 Shield Bonus each (max+4). When using the Total Defense option your Shield Bonus is +6.
Special: This Feat replaces the Two Weapon Defense Feat for creatures with more than 2 arms. A Fighter can select Multiweapon Defense as one of his Fighter Bonus Feats.

Multiweapon Pounce
You may use all of your weapons when charging..
Prerequisites: Multiweapon Fighting, 3 arms, Dex 15, BAB +12
Effect: When you are charging and weilding a weapon in every hand you can make a Full Attack, but you lose your bonus on attack rolls granted by a charge.
Special: This Feat replaces the Two Weapon Pounce Feat for creatures with more than 2 arms. A Fighter can select Multiweapon Pounce as one of his Fighter Bonus Feats.

Multiweapon Rend
You do extra damage if you hit with all your weapons..
Prerequisites: Multiweapon Fighting, 3 arms, Dex 15, BAB +15
Effect: If you successfully hit an opponent with each weapon you wield (6 in the case of the Pembunuh), you do 2d6 plus one and a half times Strength Modifier damage extra to the opponent. You may only get this once per round against a given opponent. Damage type is same oas off hand weapon for purposes of effects and overcoming Damage Reduction.
Special: This Feat replaces the Two Weapon Rend Feat for creatures with more than 2 arms. A Fighter can select Multiweapon Rend as one of his Fighter Bonus Feats.

Improved Multiweapon Defense
You are signifcantly better defended when wielding a weapon in each hand..
Prerequisites: Multiweapon Defense, 3 arms, Dex 17, BAB +12
Effect: When fighting with multiple weapons each pair of arms you devore to defense instead of attack gives you a +2 Shield Bonus (max +4). When Fighting Defensively each pair used for defense only grants you a +4 Shield Bonus each (max+8). When using the Total Defense option your Shield Bonus is +12.
Special: This Feat replaces the Improved Two Weapon Defense Feat for creatures with more than 2 arms. A Fighter can select Improved Multiweapon Defense as one of his Fighter Bonus Feats.

Greater Multiweapon Defense
You can put up a wall of steel your opponent simply cant get through..
Prerequisites: Improved Multiweapon Defense, 3 arms, Dex 19, BAB +18
Effect: When fighting with multiple weapons each pair of arms you devore to defense instead of attack gives you a +3 Shield Bonus (max +6). When Fighting Defensively each pair used for defense only grants you a +6 Shield Bonus each (max+12). When using the Total Defense option your Shield Bonus is +18.
Special: This Feat replaces the Greater Two Weapon Defense Feat for creatures with more than 2 arms. A Fighter can select Greater Multiweapon Defense as one of his Fighter Bonus Feats.

Tak Tersentuh
You have retained your ability to feel emotion after pregnancy..
Prerequisites: Must have become pregnant and retained sanity, Base Willpower Save +5, Penumbuh
Effect: You lose the Lawful and Evil Subtypes, and may choose an alignment other than a Lawful/Evil one. You retain the ability to overcome Damage Reduction requiring a Lawful or Evil component. You gain certain legal status within the Pembunuh society (i.e. you pretty much become untouchable as long as you refrain from doing anything to anyone else). You gain a +2 Bonus on Intimidation skills agains Pembunuh.
Normal: Noramlly Pembunuh cannot choose to become other than Evil alignment or give up their Subtypes.


Example NPC

Pisau
LE Pembunuh Rogue 5/Swordsage 6
Init +5, Senses: Listen +9, Spot +9, Dark Vision 60', Scent
Languages Pembunuh
Quick to Act +2
------------------------------------------------
AC 22, touch 22, flat-footed 19 (+3 Dex, +5 Wis, +4 Deflection)
hp 44 (12 HD)
Fort +4, Ref +12, Will +11
Evasion, Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee 6 Claws +10 (1d3) and 1 Bite +5 (1d3)
Melee 6 Daggers +9 (1d3+1/17-20, 1d3+4 if able to use Shadow Blade Feat)
Ranged Stunshot Sling +11 (1d4)
Base Atk +7, Grp +7
Atk Options Discipline Focus: Shadow Hand (Weapon Focus, Insightful Strike +5), Sneak Attack +3d6
Combat Gear 4 Potions of Cure Serious Wounds, 2 Potions of Fly, 2 Potions of Haste, 2 Potions Neutralize Poison, 2 Potions Remove Curse, 2 Potions Remove Blindness/Deafness
Stances Known 1st: Blood In the Water, Child of Shadow
2nd: Assassin's Stance
Maneuvers Known 1st: Clinging Shadow Strike, Counter Charge, Mighty Throw, Shadow Blade Technique, Sudden Leap
2nd: Drain Vitality, Cloak of Deception, Baffling Defense*, Shadow Jaunt *
3rd: Flesh Ripper, Strength Draining Strike

*maneuvers marked with asterisk were gained by switching out lower level maneuvers at 4th and 6th level.
-----------------------------------------------
Abilities Str 11, Dex 16, Con 12, Int 10, Wis 20, Cha 6
(original stats were 15, 14, 13, 12, 10, 8, with +3 Wis from levels)
SQ AC Bonus, Trapfinding, Trap Sense +1
Feats Multiweapon Defense, Shadow Blade, Telling Blow, Weapon Finesse, Multiweapon Fighting (B)
Skills Balance+7, Bluff +2, Climb +4, Hide +17, Gather Information +2, Intimidate +2, Jump +14, Knowledge (Local) +4, Listen +9, Martial Lore +4, Move Silently +9, Search +4, Sense Motive +14, Spot +9, Swim +4, Tumble +7, Use Magic Device +2
Possessions 6 +1 Keen Daggers, Bag of Holding II, +4 Ring of Protection, Stunshot Sling, 1 Jar of Camouflage Paint, Everlasting Rations, Magic Bedroll, Replenishing Skin, Spool of Endless Rope, 4 Potions of Cure Serious Wounds, 2 Potions of Fly, 2 Potions of Haste, 2 Potions Neutralize Poison, 2 Potions Remove Curse, 2 Potions Remove Blindness/Deafness, 138 GP left for minor personal effects

Authors note: Since s/he's the equivalent of a 13th level PC, I gave her 110000 GP for stuff. Everything except her Daggers and Ring are in the Bag of Holding.

arguskos
2008-09-01, 08:36 PM
Sorry I took so long to respond. Runners look pretty good. I like the elec. burst ability.

-argus

Bhu
2008-09-02, 05:20 AM
If CR 4 is okay with you I'll start up the husks.


I usually make undead as templates. Do you want a template for humanoids (husks are huamnoids only arent they?) or a regular monster?

arguskos
2008-09-02, 12:50 PM
CR 4 is fine.

Hmm, as for the husks, I think that humanoid, monstrous humanoid, and other undead made from the previous two categories count. In the case of the latter, the xorth kinda override the spells that created an undead, and rewrite them as husks. It's like hacking undead.

-argus

Bhu
2008-09-03, 04:35 AM
Xorth Husks

Xorth Husk is a template that can be applied to any Humanoid, Monstrous Humanoid, or corporeal Undead.

Size and Type: Size remains the same, Type becomes Undead if it is not Undead already.

Hit Dice: All current and future Hit Dice become D12's.

Speed: Unchanged.

Armor Class: Natural Armor Bonus increases by +2.

Attacks: If the Base Creature has no natural weapons it gains 2 Slam Atacks doing damage based on size (1d3 Small, 1d4 medium, 1d6 Large) plus Strength Modifier.

Damage: Unchanged.

Special Attacks: A Husk retains all Special Attacks of the Base creature. But because it is now Mindless (see below), Attacks requiring intelligence such as Spells are lost. It also gains the follwoing:

Writhing Earth (Su): The magic animating the Husks constantly radiates form them. In a 10' radius centered on the Husk there is a permanent Entangle effect as per the spell. This effect does not affect the Husk as the vegetation does not seem to work to hinder it.

Special Qualities: A Husk retains all Special Qualities of the Base Creature, plus gains the following:

Mindless (Ex): The Husks have no Intelligence score and are immune to all mind-affecting effects.

Obedient (Ex): While Husks are technically Mindless they are capable of understanding and obeying a Xorth Controller, and will do so without hesitation even if ordered to destroy themselves.

Xorth Blooded (Su): Husks are considered Xorth for purposes of the Xorth Controllers telepathy and Rally abilities.

Hive Mind (Su): All Xorth within 50 miles of a Controller are in constant communication. If one is aware of a particular danger they all are, and if one in the group isn't flat-footed, none of them are. No Xorth in a group is considered flanked unless all of them are.

Saves: Unchanged.

Abilities: A Husk has no Constitution or Intelligence score. Charisma drops to a 2. +2 Strength.

Skills: A Husk loses all skills.

Feats: A Husk loses all Feats.

Environment: Any

Organization: Solitary, Group (3-6), or Mob (20-200)

Challenge Rating: +1

Treasure: None

Alignment: Always Neutral

Advancement: Husks now advance by gaining more Hit Dice.

Level Adjustment: ---

Example of creature using template here:

The Red Thing
Human FIghter 4/Husk Template
Medium Undead
Hit Dice: 4d12 (26 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 Dex, +2 Natural), touch 12, flat-footed 12
Base Attack/Grapple: +4/+8
Attack: Slam +8 melee (1d4+4)
Full Attack: 2 Slams +melee (1d4+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Writhing Earth
Special Qualities: Mindless, Obedient, Xorth Blooded, Hive Mind
Saves: Fort +4, Ref +3, Will +2
Abilities: Str 19, Dex 14, Con -, Int -, Wis 13, Cha 2
Skills: -
Feats: -
Environment: Any
Organization: Solitary, Group (3-6), or Mob (20-200)
Challenge Rating: 5
Treasure: None
Alignment: Always Neutral
Advancement: 5+ HD (Medium)
Level Adjustment: ---


Husks: Some xorth victims seem to rise from the dead like zombies after being hacked apart in xorth raids. What is causing this isn't known, but the risen dead seem to vaguely resemble xorth soldiers in coloration and action, leading to speculation that the xorth somehow cause this. Also, husks have given the xorth their name, constantly muttering the word as they shamble, crawl, and lay around the sites of their death.

Bhu
2008-09-03, 04:37 AM
Few questions

Are the husks mindless?

Do they retain the abilities of the base creature?

Do they gain any abilities?

arguskos
2008-09-05, 10:41 PM
Apologies.

Husks are mindless.

They retain all abilities that don't require thinking. No spellcasting or spell-like abilities. Anything that requires an active choice to use is off-limits. However, they keep anything that is passive in nature.

They gain... something. I don't really know what. I guess I'd call it an aura of animation (the magic that animates them leaks out and affects nearby objects and plants, functioning as an entangle spell around them; the effect ignores husks and other xorth, and does not stack).

-argus

Bhu
2008-09-06, 06:22 AM
okay they're done, lemme know what you think.

arguskos
2008-09-06, 03:52 PM
Looks good. :smallsmile:

-argus

Bhu
2008-09-07, 07:06 AM
You decided anything on hte Orbs and Kites yet? The descriptions you gave me weren't much to go on. I can always come back to them later if you want.

arguskos
2008-09-07, 06:08 PM
Orbs: floating construct spheres about a foot across, they absorb magic and reflect it back towards the caster. They can absorb any targeted spell they are attacked with, or any spell that targets the xorth they are assigned to protect.

Kites: flying beasties that can be ridden. Kites are rather large, move quickly, and can emit periodic pulses of energy to push foes away from them. They also have a sonic-based breath weapon.

-argus

Bhu
2008-09-08, 04:16 AM
Xorth Orb
Tiny Construct
Hit Dice: 5d10 (27 hp)
Initiative: +5
Speed: Fly 60 ft. (12 squares), Perfect
Armor Class: 20 (+2 Size, +5 Dex, +3 Natural), touch 17, flat-footed 15
Base Attack/Grapple: +3/-9
Attack: -
Full Attack: -
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Release Spell
Special Qualities: Construct Traits, Blindsight 120', Spell Resistance 25, Spell Absorption, Flight
Saves: Fort +1, Ref +6, Will +1
Abilities: Str 3, Dex 20, Con -, Int -, Wis 10, Cha 2
Skills: -
Feats: -
Environment: Any
Organization: Solitary, Group (3-6), or Swarm (10-20)
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: 6-10 HD (Tiny)
Level Adjustment: ---

Release Spell (Su): The Orb may release one spell it has absorbed as a Standard Action, using it to attack a foe. It uses the original casters Caster Level, and the spell duplicates any Metamagic Feats used in it's original casting.

Spell Absorption (Su): The Orb may "mark" one other Xorth as a Free Action. As long as it remains within 30' of that Xorth it may intercept any spells targeting that Xorth. If it moves beyond 30', it must remark the Xorth it wishes to defend. Any spell that targets the Orb or the Xorth it has marked may be absorbed if it does not penetrate the Orbs Spell Resistance. The Orb may hold up to 3 spells of any level for up to 24 hours. If it has not released htem in this time they dissipate harmlessly.

Flight (Ex): It is unkown how the Orbs achieve Flight, but it appears to be permanent and non-magical. They have the equivalent of a Feather Fall spell in place on themselves permanently, and never touch the ground unless forced too by a more powerful foe.

Orbs: These floating, glittering silver spheres drift around, behind, and amongst xorth war bands. Their purpose is a mystery.

Bhu
2008-09-09, 05:30 AM
Okay what do you think so far? Am i correct in assuming it has no attacks except reflecting splls?

Bhu
2008-09-10, 04:51 AM
Are Kites large or huge?

Bhu
2008-09-11, 05:14 AM
Im thinking CR 3 or 4 for the Orb as currently written.

arguskos
2008-09-11, 08:50 AM
Apologies again (school is destroying me).

Orbs have no natural attacks, just the ability to absorb, deflect, and/or recast spells they or their linked xorth are targeted with.

Kites are Large, but can be Huge through advancement HD (to accomodate Destroyers).

Orbs as are make sense. I like the Spell Absorption mechanic.

-argus

Bhu
2008-09-14, 05:38 AM
Xorth Kite
Large Magical Beast
Hit Dice: 5d10+10 (37 hp)
Initiative: +2
Speed: 20 ft. (4 squares), Fly 100 ft., Good
Armor Class: 16 (-1 Size, +2 Dex, +5 Natural), touch 11, flat-footed 14
Base Attack/Grapple: +5/+13
Attack: Claw +8 melee (1d6+4)
Full Attack: 2 Claws +8 melee (1d6+4) and 1 Bite +3 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Screech, Pulse
Special Qualities: Dark Vision 60', Low Light Vision, Enhanced Vision
Saves: Fort +6, Ref +6, Will +2
Abilities: Str 18, Dex 15, Con 15, Int 5, Wis 12, Cha 10
Skills: Listen +5, Spot +5
Feats: Fly-By Attack, Hover
Environment: Any
Organization: Solitary, Group (3-6), or Flock (10-20)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 6-10 HD (Large), 11-15 HD (Huge)
Level Adjustment: ---

Screech (Su): Breath Weapon, 30' Cone, usable every 2 rounds, 3d6 Sonic damage, DC 14 Reflex Save for half damage, Save DC is Constitution Based.

Pulse (Su): 30' Cone, usable every 2 rounds, performs a Str 30 Bull Rush on everyone in the Area of Effect.

Kites: Several scouts have reported seeing large, bird-like shapes high in the sky during xorth raids. What these are, and why they are there, and if they are even xorth, or simply some as-of yet undiscovered avian are all questions officials want answered.

Bhu
2008-09-15, 09:15 AM
Okay how do you like the Kite so far?

arguskos
2008-09-15, 09:39 AM
I like the kites, though I'd perhaps add another die of damage to the breath weapon. Beyond that though, it looks cool.

-argus

Bhu
2008-09-16, 05:34 AM
Fixed it up and added CR. Is it okay to add them to the index o nthe 1st page?

arguskos
2008-09-16, 06:11 AM
Please do. They are your creations after all, not mine, so you deserve all the credit. :smallsmile:

-argus

Bhu
2008-09-17, 05:52 AM
Please do. They are your creations after all, not mine, so you deserve all the credit. :smallsmile:

-argus

Thought I'd ask just in case your players frequent hte forum :smallwink:


Anyone have requests or shall i return to evil fuzzy criters and such?

DracoDei
2008-09-17, 07:36 PM
Stuff from your original lists would be nice.

Bhu
2008-09-18, 04:28 AM
Displacer Fish Swarm
Size/Type: Tiny Magical Beast
Hit Dice: 8d8+11 (47 hp)
Initiative: +6
Speed: Swim 20 ft. (4 squares)
Armor Class: 17 (+4 size, +2 Dex, +1 Natural), touch 16, flat-footed 15
Base Attack/Grapple: +8/-
Attack: Swarm (3d6)
Full Attack: Swarm (3d6)
Space/Reach: 10'/0'
Special Attacks: Distraction (DC 15)
Special Qualities:Darkvision 60 ft., Low-light vision, Displacement, Resistant to Ranged Attacks, Scent, Swarm Traits, Half Damage from Slashing and Piercing weapons
Saves: Fort +7, Ref +8, Will +3
Abilities: Str 4, Dex 15, Con 12, Int 5, Wis 12, Cha 6
Skills: Hide +18, Listen +9, Spot +8, Swim +5
Feats: Alertness, Improved Initiative, Toughness
Environment: Warm Aquatic
Organization: Solitary or school (2-4 Swarms)
Challenge Rating: 5?
Treasure: None
Alignment: Usually Lawful Evil
Advancement:
Level Adjustment: --

"The jungles rivers had always had an evil reputation. Many times natives entered them and never came back. And some of the fish were strange things without scales, and random numbers of eyes..."

Displacer fish are vaguely fishlike creatures that share the Displacer Beasts ability to deflect light. They are also incredibly voracious carnivores. There are a great many rumors regarding them, as no spawning behavior has ever been observed, and they don't seem to migrate like many fish do. In fact their behavior is disturbingly un-fishlike and suggests higher intelligence. Rarely are they caught in fishing nets, and they seem to be able to remember people, even going so far as to stalk fishermen who have caught one of their own...

Displacer Fish understand Common but cannot currently speak.

Distraction (Ex): See Monster Manual page 318.

Displacement (Su): Any melee or ranged attack targeting the Displacer Fish has a 50% chance of missing unless the attacker has some means of locating them other than sight. See Invisibility doesn't negate this but True Seeing does.

Resistance to Ranged Attacks (Su): Displacer Fish have a +2 Resistance Bonus to ranged magical attacks that specifically target them (except for ranged touch attacks).

Skills: Displacer Fish get a +8 Racial Bonus to Hide and Swim checks. They may always Take 10 on a Swim check, even if threatened or endangered. They may use the Run action while swimming in a straight line.

Combat: Displacer Fish use pretty much the same tactics as any Pirhana swarm. Their enhanced intelligence means they aren't dumb brutes though. They know when they're outmatched. and when fleeing is a good idea.

sigurd
2008-09-18, 06:52 AM
Hey Bhu

I really like your Amanga Impisi (False Hyena), thanks. Did you ever work out a CR for it?

Where are the feats "narrow vision' etc...

I like the thought of it being among the wild hyena packs. Thats the sort of thing the village drunk would be telling everyone -- and they'd never believe him :).

Your 'Singer from the Outside' would make a great tragic love interest.


Sigurd

Silence
2008-09-18, 07:31 AM
I feel the need to, yet again, express my opinions on this thread; that is, that it's epicness exceeds that of mostly every other thread.

Bhu
2008-09-19, 05:56 AM
Hey Bhu

I really like your Amanga Impisi (False Hyena), thanks. Did you ever work out a CR for it?

Where are the feats "narrow vision' etc...

I like the thought of it being among the wild hyena packs. Thats the sort of thing the village drunk would be telling everyone -- and they'd never believe him :).

Your 'Singer from the Outside' would make a great tragic love interest.


Sigurd

Added CR, I believe the gaze attack Feats are from Savage Species. Im slowly revising the older entries so I'll be adding that stuff in.

Bhu
2008-09-19, 06:08 AM
Displacer Eel
Large Magical Beast (Aquatic)
Hit Dice: 6d10+12 (45 hp)
Initiative: +5
Speed: Swim 50 ft. (10 squares)
Armor Class: 15 (-1 Large, +1 Dex, +5 Natural), touch 10, flat-footed 14
Base Attack/Grapple: +6/+9
Attack: Bite +9 melee (1d8+3)
Full Attack: Bite +9 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., Low-light vision, Displacement, Resistant to Ranged Attacks, Scent
Saves: Fort +7, Ref +6, Will +3
Abilities: Str 17, Dex 13, Con 15, Int 8, Wis 12, Cha 8
Skills: Hide +8, Listen +6, Spot +6, Swim +11
Feats: Alertness, Improved Initiative, Swim-By Attack
Environment: Warm Aquatic
Organization: Solitary
Challenge Rating: 3?
Treasure: None
Alignment: Usually Lawful Evil
Advancement: 7-12 HD (Large), 13-18 HD (Huge)
Level Adjustment: --

"Worse than the fish in the local rivers are the eels. Some of them have heads as big as horses..."

Displacer Fish are, it turns out, merely the larval form of a much nastier brute. When the swarm begins to get to the appropriate age the fish turn on each other, mindlessly killing and devouring one another until only one is left, ignoring everything else until this is accomplished. At least it's assumed to be age. No one knows how old Displacer Fish get, or how to tell what age they are. It could simply be a chemical stimuli. It finds a hiding place and enters a state of suspended animation while it metamorphoses into it's adult form. The time for metamorphosis is up to a few weeks. Scholars aren't certain because of the difficulty in watching a Displacer Eel in the wild. Displacer Eels get up to 12 feet long and can weigh several hundred pounds. They still do not have the ability to speak yet.

Displacement (Su): Any melee or ranged attack targeting the Displacer Eel has a 50% chance of missing unless the attacker has some means of locating them other than sight. See Invisibility doesn't negate this but True Seeing does.

Resistance to Ranged Attacks (Su): Displacer Eels have a +2 Resistance Bonus to ranged magical attacks that specifically target them (except for ranged touch attacks).

Skills: Displacer Eels get a +8 Racial Bonus to Hide and Swim checks. They may always Take 10 on a Swim check, even if threatened or endangered. They may use the Run action while swimming in a straight line.

Combat: Displacer Eels tend to rely on Swim-By attacks, snipping at opponents bit by bit. Or luring them into traps, or against deadlier opponents that will allow the Displacer Eel to scavenge remains.

DracoDei
2008-09-19, 11:12 AM
I don't know if piranha can eat more than their empty weight at a time, but even so, on later "rounds" of the "There can be only one!" process the deaths from burst stomachs would exceed the deaths from biting. Maybe they turn exclusively canabalistic but DO wait a day or two between meals?

Bhu
2008-09-21, 07:35 AM
Remember they are magic :D

Bhu
2008-09-23, 05:53 AM
Displacer Newt
Huge Magical Beast (Aquatic)
Hit Dice: 18d10+90 (189 hp)
Initiative: +4
Speed: 30 ft. (6 squares), Swim 30 ft.
Armor Class: 21 (-2 Large, +11 Natural, +2 Deflection), touch 10, flat-footed 21
Base Attack/Grapple: +18/+40
Attack: Bite +26 melee (2d6+15/19-20)
Full Attack: Bite +26 melee (2d6+15/19-20)
Space/Reach: 15 ft./10 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., Low-light vision, Displacement, Resistant to Ranged Attacks, Scent, Amphibious
Saves: Fort +16, Ref +11, Will +8
Abilities: Str 30, Dex 11, Con 20, Int 10, Wis 14, Cha 10
Skills: Balance +7, Climb +15, Hide +5, Listen +9, Move Silently +5, Search +5, Spot +9, Swim +18, Survival +7
Feats: Alertness, Cleave, Great Cleave, Improved Critical (Bite), Improved Initiative, Iron Will, Power Attack
Environment: Warm Aquatic or Forest
Organization: Solitary
Challenge Rating: 9?
Treasure: None
Alignment: Usually Lawful Evil
Advancement: 19-27 HD (Huge), 28-36 HD (Gargantuan)
Level Adjustment: --

"Watch out for some of the Eels. Not all of them are restricted to the water. Some of them have learned to crawl. And they aren't picky about what they eat..."

After several decades in Eel form, a Displacer Eel once again goes into suspended animation for a few weeks, and emerges as a Displacer Newt. Much bulkier, and with stubby legs, it now begins to hunt on land as well as the rivers. It reminds many of a pudgy salamander the size of a dinosaur. Most are now capable of speech and speak Sylvan or Common, depending on which language they have encountered first.



Displacement (Su): Any melee or ranged attack targeting the Displacer Newt has a 50% chance of missing unless the attacker has some means of locating them other than sight. See Invisibility doesn't negate this but True Seeing does.

Resistance to Ranged Attacks (Su): Displacer Newts have a +4 Resistance Bonus to ranged magical attacks that specifically target them (except for ranged touch attacks).

Skills: Displacer Newts get a +8 Racial Bonus to Hide and Swim checks. They may always Take 10 on a Swim check, even if threatend or endangered. They may use the Run action while swimming in a straight line.

Combat: Displacer Newts usually Charge directly into melee and bite away until their opponent falls or they take more than half their hit points in damage. If hurt they will retreat, and track the opponent until it goes to sleep, when the Displacer Newt will ambush.

Bhu
2008-09-24, 05:40 AM
Displacer Wyrm
Gargantuan Magical Beast
Hit Dice: 36d10+288 (486 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 31 (-4 Size, +21 Natural, +4 Deflection), touch 10, flat-footed 31
Base Attack/Grapple: +36/+61
Attack: Bite +45 melee (4d6+13)
Full Attack: 1 Bite +45 melee (4d6+13) and 2 Claws +45 melee (2d6+6) and 1 Tail Lash +46 melee (2d8+6/19-20)
Space/Reach: 20 ft./15 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., Low-light vision, Displacement, Resistant to Ranged Attacks, Scent, Amphibious, Damage Reduction 5/Cold Iron
Saves: Fort +28, Ref +22, Will +17
Abilities: Str 37, Dex 10, Con 27, Int 14, Wis 20, Cha 18
Skills: Climb +35, Hide +10, Intimidate +18, Knowledge (Local, Nature) +17, Listen +19, Move Silently +14, Search +16, Spot +19, Swim +35, Survival +19
Feats: Cleave, Great Cleave, Improved Critical (Tail), Improved Initiative, Improved Multiattack, Lightning Reflexes, Multiattack, Multisnatch, Overwhelming Critical (Tail), Power Attack, Rend, Snatch, Weapon Focus (Tail)*
Environment: Warm Aquatic or Forest
Organization: Solitary
Challenge Rating: 20
Treasure: Double Standard
Alignment: Usually Lawful Evil
Advancement: 37-54 HD (Gargantuan)
Level Adjustment: --

* Feats not found in the PHB may be found in the Draconomicon.

"There are many great Wyrms sleeping in the depths of the jungle. If you come across one do not awaken it for they are ravenous, and not easily dealt with."


After several more decades a Displacer Newt becomes sexually mature, and may spawn eggs (which will become Displacer fish). The mature form is no longer aquatic (save for laying it's eggs), and is a larger, meaner version of the Newt with a spiny back and tail roughly the same size and shape as a Purple Worm. By now they usually speak Common, Sylvan, and at least one other language.

Displacement (Su): Any melee or ranged attack targeting the Displacer Wyrm has a 50% chance of missing unless the attacker has some means of locating them other than sight. See Invisibility doesn't negate this but True Seeing does.

Resistance to Ranged Attacks (Su): Displacer Wyrms have a +4 Resistance Bonus to ranged magical attacks that specifically target them (except for ranged touch attacks).

Skills: Displacer Wyrms get a +8 Racial Bonus to Climb, Hide and Swim checks. They may always Take 10 on a Climb or Swim check, even if threatened or endangered. They may use the Run action while swimming in a straight line.

Combat: Displacer Wyrms are more intelligent but have changed little. They still prefer to close and begin ripping away like animals of some sort. The difference is they now usually have some form of tactics to fall back on if brute force isn't enough to win the day.

Bhu
2008-09-25, 05:08 AM
Displacer Drake
Colossal Magical Beast
Hit Dice: 55d10+605 (907 hp)
Initiative: +6
Speed: Fly 80 ft. (16 squares), Perfect
Armor Class: 43 (-8 Size, +2 Dex, +31 Natural, +8 Deflection), touch 12, flat-footed 41
Base Attack/Grapple: +55/+88
Attack: Bite +64 melee (4d8+17)
Full Attack: 1 Bite +64 melee (4d8+17) and 2 Claws +64 melee (2d8+8) and 1 Tail Lash +65 melee (4d6+8/19-20)
Space/Reach: 30 ft./20 ft.
Special Attacks: Frightful Presence, Distortion Field, Fetid Breath
Special Qualities: Darkvision 60 ft., Low-light vision, Displacement, Resistant to Ranged Attacks, Scent, Amphibious, Damage Reduction 10/Cold Iron, Wide Angle Vision
Saves: Fort +40, Ref +33, Will +24
Abilities: Str 45, Dex 15, Con 32, Int 18, Wis 22, Cha 25
Skills: Climb +46, Hide +23, Intimidate +36, Knowledge (Local, Nature) +33, Listen +35, Move Silently +31, Search +37, Spot +39, Swim +54, Survival +35
Feats: Cleave, Devastating Critical (Tail), Flyby Attack, Great Cleave, Hover, Improved Critical (Tail), Improved Initiative, Improved Multiattack, Improved Snatch, Large and in Charge, Lightning Reflexes, Multiattack, Multisnatch, Overwhelming Critical (Tail), Power Attack, Power Dive, Rend, Snatch, Weapon Focus (Tail) *
Environment: Warm Aquatic or Forest
Organization: Solitary
Challenge Rating: 27??
Treasure: Double Standard
Alignment: Usually Lawful Evil
Advancement: 55-110 HD (Colossal)
Level Adjustment: --

* Feats not found in the PHB are in the Draconomicon.

"There are dragons in the jungle if you look for them hard enough. Likely they'll find you first..."


After several centuries a Displacer Wyrm begins to take to the skies as a Displacer Drake. Incredibly large and sinuous they are a more frightening version of their Wyrm incarnation with multiple eyes, a spinier back, and an ability to fly without wings or visible locomotion. They have picked up an additional language by now as well.

Fetid Breath (Ex): Once every 1d4 rounds the Displacer Drake can breathe a 70' Cone of poisonous vapor. The poisons are a byproduct of their odd metabolism, and how they rid their body of toxins (they effectively have no liver or kidneys). Any creature in the Cone must make a DC 48 Reflex Save or take 2d6 temporary Int and Wisdom damage. Additionally they must make an additional DC 48 Fortitude Save each round for 3d6 rounds, or take a cumulative -2 penalty to Listen, Spot, and Search checks each round. When all 3 skills have a negative penalty the Displacer Drake is effectively invisible to the victim. The penalty lessens by 4 points a day until normal (a Greater Restoration spell negates the penalties immediately). Save DC is Constitution Based.

Frightful Presence (Ex): Whenever the Displacer Drake attacks, charges, or flies overhead anything within 360' has to make a DC 44 Willpower Save (Save DC is Charisma Based. If they fail they are Panicked for 2d6 rounds, if they succeed they are Shaken for 2d6 rounds and immune to this Drake's Frightful Presence for 24 hours.

Distortion Field (Su): Effectively the Displacer Drake is surrounded by an Anti-Magic Field that only works against Illusion spells or effects. They cannot be cast within 10' of a Displacer Drake.

Displacement (Su): Any melee or ranged attack targeting the Displacer Drake has a 50% chance of missing unless the attacker has some means of locating them other than sight. See Invisibility doesn't negate this but True Seeing does.

Resistance to Ranged Attacks (Su): Displacer Drakes have a +6 Resistance Bonus to ranged magical attacks that specifically target them (except for ranged touch attacks).

Wide Angle Vision (Ex): Due to it's many eyes a Displacer Drake cannot be flanked, and it has a +4 Racial Bonus on Spot and Search checks.

Flight (Ex): Displacer Drakes levitate by unknown means (they have no wings). For all intents and purposes they have a permanent Feather Fall effect on their person at all times.

Skills: Displacer Drakes get a +8 Racial Bonus to Hide and Swim checks. They may always Take 10 on a Swim check, even if threatened or endangered. They may use the Run action while swimming in a straight line.

Combat: Drake's love using their Snatch Feat in conjunction with Flyby attacks, or their devastating spined tail. Most don't stand and fight, they'll make multiple passes slowly chipping away at opponents, using their breath weapon to soften them up a little first.

Life Cycle: Displacer Drake eggs take 4-6 weeks to hatch, giving birth to swarms of voracious Displacer Fish. The Fish add to their weight with every meal (roughly half an ounce per meal at the start, but rapidly gaining stride as they get bigger). The metabolic side effects from their rapid growth drive them blood-mad, and by the time they are up to 50 pounds they begin slaughtering one another. The last surviving member of the swarm is roughly 400+pounds. They will then pupate for 1-3 weeks depending on how much they've ate. A Displacer Fish swarm that eats well will turn on itself within a few weeks. But they are otherwise nearly immortal, and poorly fed swarms can live for hundreds of years. They will then spend 10-40 years as a Displacer Eel before pupating again, to rise as a Displacer Newt and move onto land. Their metabolism will have stabilized by now and growth is fairly regular as long as they can eat. After another 10-40 years the Newt will become a Wyrm. Most never make it beyond this state, and spend their lives eating and rutting. If they aren't killed after a few hundred years they become a Drake and begin a true reign of terror, possibly leaving the Jungle behind.

DracoDei
2008-09-25, 09:17 AM
Just to be clear: Both the wyrms and the drakes can lay eggs?

Owrtho
2008-09-25, 12:34 PM
I'd suggest adding the Life Cycle to all of the forms (as it explains all of them, though maby shift thee order in each one so what its form does comes first).

Owrtho

Bhu
2008-09-27, 04:07 AM
Just to be clear: Both the wyrms and the drakes can lay eggs?

All life cycles from Wyrm um are sexually mature yes.

Bhu
2008-09-27, 04:16 AM
Displacer Dragon
Colossal+ Magical Beast
Hit Dice: 110d10+1430 (2035 hp)
Initiative: +8
Speed: Fly 150 ft. (30 squares), Perfect
Armor Class: 60 (-16 Size, +4 Dex, +50 Natural, +12 Deflection), touch 10, flat-footed 56
Base Attack/Grapple: +110/+162
Attack: Bite +114 melee (8d6+20/19-20)
Full Attack: 1 Bite +114 melee (8d6+20/19-20) and 4 Claws +114 melee (4d6+10/19-20) and 1 Tail Lash +115 melee (4d8+10/18-20)
Space/Reach: 100 ft./50 ft. (75 ft. with claws)
Special Attacks: Frightful Presence, Distortion Field, Fetid Breath, Spiny, Unnatural Sharpness
Special Qualities: Darkvision 60 ft., Low-light vision, Displacement, Resistant to Ranged Attacks, Scent, Amphibious, Damage Reduction 10/Cold Iron, Wide Angle Vision, Energy Resistance 20 (Acid, Cold, Electricity, Fire, Sonic), Warp Field
Saves: Fort +70, Ref +65, Will +47
Abilities: Str 50, Dex 18, Con 36, Int 24, Wis 32, Cha 35
Skills: Bluff +69, Climb +75, Concentration +68, Decipher Script +62, Hide +51, Intimidate +72, Knowledge (Arcane, Geography, History, Local, Nature) +67, Listen +66, Move Silently +59, Search +66, Sense Motive +66, Spot +61, Swim +73, Survival +66
Feats: Adroit Flyby Attack, Awesome Blow, Cleave, Clinging Breath, Devastating Critical (Tail), Dodge, Epic Reflexes, Flyby Attack, Great Cleave, Great Flyby Attack, Hover, Improved Bull Rush, Improved Critical (Tail), Improved Flyby Attack, Improved Initiative, Improved Multiattack, Improved Snatch, Large and in Charge, Lightning Reflexes, Lingering Breath, Maximize Breath, Mobility, Multiattack, Multisnatch, Overwhelming Critical (Tail), Power Attack, Power Climb, Power Critical (Tail), Power Dive, Quicken Breath, Recover Breath, Rend, Shape Breath, Snatch, Tempest Breath, Weapon Focus (Tail), Wingover
Environment: Any
Organization: Solitary
Challenge Rating: 40??
Treasure: Triple Standard
Alignment: Usually Lawful Evil
Advancement: 111-220 HD (Colossal+)
Level Adjustment: --

"It is done with our world at last. All that remains for us are ashes, but from ashes perhaps a new world can emerge...and other worlds will die."


After a millenium a Displacer Drake begins to become it's final form, the Displacer Dragon. Ribbons of spiny flesh hundreds of feet long, they're claws are now at the end of 4 long tentacle like appendages. They leave worlds after scavenging them of life, and fly to others to spread their kind. Displacer Dragons usually speak Common, Sylvan, Draconic, and at least 4 other languages. They are rare in the extreme, and only 3 such beings are currently known.

Fetid Breath (Ex): Once every 1d4 rounds the Displacer Dragon can breathe a 300' Cone of poisonous vapor. The poisons are a byproduct of their odd metabolism, and how they rid their body of toxins (they effectively have no liver or kidneys). Any creature in the Cone must make a DC 78 Reflex Save or take 2d6 temporary Int and Wisdom damage. Additionally they must make an additional DC 78 Fortitude Save each round for 3d6 rounds, or take a cumulative -2 penalty to Listen, Spot, and Search checks each round. When all 3 skills have a negative penalty the Displacer Dragon is effectively invisible to the victim. The penalty lessens by 4 points a day until normal (a Greater Restoration spell negates the penalties immediately). Save DC is Constitution Based.

Frightful Presence (Ex): Whenever the Displacer Dragon attacks, charges, or flies overhead anything within 700' has to make a DC 77 Willpower Save (Save DC is Charisma Based). If they fail they are Panicked for 2d6 rounds, if they succeed they are Shaken for 2d6 rounds and immune to this Dragon's Frightful Presence for 24 hours.

Distortion Field (Su): Effectively the Displacer Dragon is surrounded by an Anti-Magic Field that only works against Illusion spells or effects. They cannot be cast within 30' of a Displacer Drake. At will it may drop this Field to become Invisible instead (as per the spell) until it attacks or restores the Distortion Field.

Spiny (Ex): The Displacer Dragon is now covered in many small sharp barbs hidden in it's hide (much like a shark). Anything attempting to grapple the Dragon takes it's own Strength modifier in damage each round it maintains the grapple. If the Displacer Dragon grapples something it does +1d6 damage with a successful grapple.

Unnatural Sharpness (Ex): The critical threat range of all the Displacer Dragons natural weapons is increased by 1.

Warp Field (Su): Displacer Dragons may warp time and space around them, effectively traveling through space as quickly as any ship (we'll assume this means roughly light speed). Exact effects are up to the DM depending on how he handles space travel in his campaign (which is a nice way of saying I don't know of any official space travel rules, and I don't have the time to make any).

Displacement (Su): Any melee or ranged attack targeting the Displacer Dragon has a 50% chance of missing unless the attacker has some means of locating them other than sight. See Invisibility doesn't negate this but True Seeing does.

Resistance to Ranged Attacks (Su): Displacer Dragons have a +8 Resistance Bonus to ranged magical attacks that specifically target them (except for ranged touch attacks).

Wide Angle Vision (Ex): Due to it's many eyes a Displacer Dragon cannot be flanked, and it has a +4 Racial Bonus on Spot and Search checks.

Flight (Ex): Displacer Dragons levitate by unknown means (they have no wings). For all intents and purposes they have a permanent Feather Fall effect on their person at all times.

Skills: Displacer Dragons get a +8 Racial Bonus to Hide and Swim checks. They may always Take 10 on a Swim check, even if threatened or endangered. They may use the Run action while swimming in a straight line.

Life Cycle: After a 1000 years or so of life a Displacer Drake will pupate for 4 months, after which it will emerge as a Displacer Dragon, and leave for the stars to spread its species to other worlds.

Colossal+: The Displacer Dragon has double the usual Size Bonuses/Penalties due to size.

Immortal (Ex): The Displacer Fish that lives to see Dragon status effectively becomes Immortal. It is immune to aging, even by magic. It is also immune to poison, paralysis, polymorph, sleep effects, fear or morale effects, fatigue/exhaustion, and disease. They are immune to extremes of temperature that occur naturally, but are still capable of being effected by magical attacks such as cold and fire if they are powerful enough. Likewise it is immune to vacuum, or the extreme pressures of the ocean depths. It does not sleep or breathe anymore, but must still eat.

Combat: Displacer Dragons will usually lurk invisibly until a sizable prey appears, then decloak and move in for the kill, blasting away with their Fetid Breath. The Tail Lash is usually reserved for the most troublesome opponents.

Bhu
2008-09-29, 04:25 AM
Chiropterid
Huge Animal
Hit Dice: 18d8+144 (225 hp)
Initiative: -1
Speed: 40 ft. (8 squares), Climb 20 ft.
Armor Class: 19 (-2 Size, -1 Dex, +12 Natural), touch 7, flat-footed 19
Base Attack/Grapple: +13/+31
Attack: Claw +21 melee (2d6+10)
Full Attack: 2 Claws +21 melee (2d6+10) and 1 Bite +16 melee (3d6+5)
Space/Reach: 15 ft./10 ft.
Special Attacks: Sonic Pulse, Swat
Special Qualities: Blindsight 240', Scent, Low Light Vision
Saves: Fort +20, Ref +10, Will +8
Abilities: Str 30, Dex 9, Con 25, Int 2, Wis 15, Cha 10
Skills: Listen +15, Search +6, Spot +9, Survival +7
Feats: Alertness, Awesome Blow, Great Fortitude, Improved Bull Rush, Improved Toughness, Power Attack, Track
Environment: Warm Forests
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always Neutral
Advancement: 19-36 HD (huge)
Level Adjustment: ---


"As you look up from the jungle floor to the walls of the cliffsides above, you see soemthing stirring in the giant caves running down their lengths. Emerging from them are enormous wingless bat creatures. The Chiropterids are awake for their nightly hunt."

The great Druidess Devi Hyooman tired of the endless swarms of gigantic mosquitoes infesting the rain forest she lived in. The Dire Bats she had imported were too big to maneuver through the trees to catch them. So she began a very selective breeding program over the years. Eventually the Dire Bats became so big they lost the power of flight, their forelimbs now long front legs on their semi-erect quadrupedal forms. They were massively barrel chested, and their sonar apparatus much more powerful, able to stun the mosquitoes long enough to be swatted from the air. Even after she has passed on they continue living in the cliffs overlooking their jungle homes.

Sonic Pulse (Ex): As a Full Round Action the Chiropterid may unleash a nasty pulse of sound at it's opponents (usually giant mosquitoes). This has the effect of an 80' Cone, and anything in the area must make a DC 26 Fortitude Save (Save DC is Constitution based), or be Stunned for 1d6 rounds. If hte save is successful it is Dazed for 1 round.

Swat (Ex): If the Chiropterid successfully Stuns an opponent with it's Sonic Pulse it may make a Claw Attack as an immediate action. This attack may use the Awesome Blow Feat without taking the -4 penalty to hit. Flying opponents are knocked from the sky if hit successfully.

Skills: Chiropterids have a +4 Racial Bonus on Listen and Search checks.

Combat: Chiropterids usually open up with their Pulse and begin swatting until there's nothing left to fight, or they aren't hungry anymore.

Bhu
2008-09-30, 06:07 AM
OK for Halloween I've announced on Wizards I'll be doing some movie monsters, as long as I either own he film (I have many) or have access to it. The first request so far has been the Blair Witch. If I can find enough info on her (Ive never seen the film and was under the impression she never appears in it) I'll be giving it a go.

DracoDei
2008-09-30, 05:42 PM
Dazed on a successful save seems a little strong for an AoE of a CR 10... that basically auto incapacitiates the entire party easily. I guess it does help a lot that the organization is "Solitary" although putting an archer with enough arrows riding one of these things and you technically should have an automatic TPK if the party are all in the cone.

Bhu
2008-10-01, 03:36 AM
Originally I put it at CR 11, but there was belief that it in no way stood up to other CR 11 critters

Rappy
2008-10-01, 04:36 AM
The Chiropterid is still one of my favorite creatures you've made. While I cannot help out with the Blair Witch, I will suggest The Monster Archive (http://monsterarchives.proboards38.com/index.cgi) as a good research point for movie monstrosities.

Bhu
2008-10-02, 03:53 AM
Thanks Rap. thats a neat forum. Definitely going in my links section.


The Black Mask
Medium Undead
Hit Dice: 20d12 (240 hp)
Initiative: +3
Speed: 40 ft (8 squares)
Armor Class: 33 (+3 Dex, +10 Natural, +5 Profane, +5 Deflection), touch 23, flat-footed 30
Base Attack/Grapple: +20/+28
Attack: Unarmed Strike +28 melee (2d6+8)
Full Attack: Unarmed Strike +28/+23/+18/+13 melee (2d6+8)
Space/Reach: 5ft./5 ft.
Special Attacks: Terrifying Appearance, Possession, Skilled Fighter, Finishing Move
Special Qualities: Immortal, Undead traits, Dark Vision 60’, Turn Immunity, Unnatural Aura, Lifesense, Unnatural Vitality, Damage Reduction 10/Special, Powerful Build, Spell Resistance 30
Saves: Fort +6, Ref +9, Will +15
Abilities: Str 26, Dex 16, Con -, Int 12, Wis 17, Cha 14
Skills: Climb +18, Hide +20, Intimidate +12, Jump +18, Knowledge (History, Local, Religion) +11, Listen +20, Move Silently +12, Perform (Wrestling) +12, Search +18, Spot +20
Feats: Earth's Embrace, Freezing the Lifeblood, Improved Grapple, Improved Unarmed Strike, Pain Touch, Superior Unarmed Strike, Stunning Fist
Environment: Any
Organization: Unique
Challenge Rating: 14
Treasure: None
Alignment: Neural Evil
Advancement: 21+ HD (Medium)
Level Adjustment: -----

”My father used to take me to the wrestling matches down at the arena on the weekends. Rumor had it some of the matches were fixed, but we didn’t care. It was great. The crowds, the spectacle, the fights, it was all bigger than life. My favorite was a wrestler called Negro Mascaras, the Black Mask. He was a huge man. He must have been at least seven feet tall, and he had never been beaten in the ring. He wore a full head mask, all in black, like some sort of grim executioner. My father always crossed himself when we saw him. Never did explain why until the bad times started. I wish he had taken the knowledge to his grave with him.”


The legendary wrestler known as the Black Mask began as a humble boy named Lazero Sesumaga. His father was a wrestler, and his father before him. Fighting ran in the family. It was all they knew. Eventually Lazero drifted into the trade, becoming a helper at the matches, setting up and taking down the ring. Selling food or tickets. Whatever menial task he could do while becoming a wrestler himself. The training was brutal. Many other children died or were maimed permanently. Lazero was lucky. He also had a growth spurt that never seemed to stop. At 15 years old he was already over 6 feet tall. At the tender age of 17, his father passed away from illness. Rumor had it the Trijillo family who owned the local fighting promotions were disappointed in profits, and were finding ways to increase them by adding bloodsports, or fixing the matches. Lazero’s father objected loudly, and many believed his illness was simple poisoning. Not that anyone could prove it.

Lazero became a wrestler because he had no other career options that would support his family. He was fairly good too. The fake aspects of what he did ate at him, but the pre-conceived storylines allowed him time off. He got to spend time with his family that way, and even went adventuring on the side. Lazero never lost a match. He was so big the owners didn’t think anyone would believe his losing wasn’t a fix, so he was always scripted to win. But the Trijillos and he never got along well, and sometimes their arguments were fairly bitter. So bitter that at one point Lazero was ordered to disgrace himself in the ring. To not only lose, but lose in a way that would end his career. Unfortunately for the Trijillos, Lazero had a problem: pride. Pride wouldn’t let him take a fall, let alone grovel like they wanted him too. His opponent died that evening. Lazero had been scripted to win for so long, everyone had forgotten just how capable a fighter he truly was. Fleeing the ring, he found his wife and children brutally murdered. He knew who was responsible, and he knew that he wouldn’t be able to settle the score. The Trijillos were the biggest crime family in the country. They were everywhere, and he could never get to them on his own.

That evening Lazero donned his famous mask for the last time. In the next week he hunted down the Trijillos and their men non-stop, not pausing for food or sleep, knowing he would die in the end. Lazero personally murdered over 200 men in his last week alive before being brought down by a small army of thugs. Most people figured it was over after that. The locals who were sympathetic too him took his mask, and placed it in a shrine at the local church of St. Cuthbert as a sign of respect. Angered, the Trijillos burned the church to the ground, and began a massacre. The mask was thought destroyed.


It wasn’t. 6 years later a young wrestler joined the circuit wearing the mask. Calling himself the Black Mask, he started as a fairly scrawny boy, but began to resemble the original wrestler more and more over time. Eventually people thought he was Lazero reincarnated. Fellow wrestlers began to complain he was as cold as the grave, and smelt like one too. They were refusing to fight him. The Trijillos began offering bounties to whoever could kill him in the ring and make it look like an accident or a fair fight. All of them died, and the Black Mask just kept getting more terrifying over time. People swore he wasn’t human, and they started to avoid both the matches and the Trijillos. That was the final straw. Fear of some sort of curse had held the Trijillo family back, but they wouldn’t accept the loss of their money. It took many men, a Cleric of Hextor, and several hired mercenaries, but eventually the new Black Mask was killed as well. When the mask was stripped from his face as he lay dying, he reverted to the scrawny boy everyone had known. He said his name was Juan, and he had merely wanted to be a wrestler. Dreamed of it since he could walk. One day he had found the Mask and it had spoken to him, and promised to make him a wrestler if he wore it. But every time he entered the ring he was getting hurt, badly. The Mask always offered to make him more powerful. Just a little bit more powerful each time. Just powerful enough to beat his current foe. Eventually the Mask was in control, and he was a prisoner in his own body. He said the original Black Mask had returned, and he wouldn’t stop until the entire Trijillo family was dead.

Horrified the Trijillos burned the Mask, and began to work feverishly to find out what had happened. It took a while, and a lot of torture, but the truth was made known to them eventually. Lazeros had made a deal with St. Cuthbert himself to get revenge on his families killers. In return he would serve the God in the afterlife on a mission Cuthbert had in mind for him. But Lazeros’ pride intervened again. He believed all the Trijillos’ were responsible for the death of his family, and even after the original murderers were dead, he didn’t stop killing. St. Cuthbert was furious at Lazeros for breaking his oath, and cursed him to walk the earth for all time or until every last member of the Trijillo family was dead. He would be trapped in his mask, and could attempt possession of anyone wearing it. The locals took it to the Church not out of respect, but to hide it away from the world who didn’t know the truth. Over the years Lazeros’ humanity burned away, and his revenge was all he had left.

17 years later the Mask appeared again. An undead monster fitting the description of the Black Mask came into the city of Castille, and began murdering members of the Trijillo family. It was stopped again at great cost, and the Trijillos fled their home country and scattered across the world in hopes of fleeing their eternal foe. It has not helped them. For every possessed victim they put down, another eventually rises. No matter how often the Mask is destroyed it eventually comes back, and the Trijillos have begun to fear that the Mask will pursue them until the end of time if necessary.

Terrifying Appearance (Su): Any living being within 60' of the Black Mask must make a Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to the Black Masks Terrifying Appearance for 24 hours. Only works when possessing a body.

Possession (Su): Normally Lazero is an incorporeal spirit trapped in his old mask. If someone puts the Mask on, he may communicate with them telepathically as long as they wear it. Lazero will promise them power in exchange for favors. At first these favors will seem benign (i.e. joining a wrestling organization or some kind of group). He will repay these favors by sculpting the wearers body into physical perfection. For the most part this alteration is insignificant. While they look cut, and in incredible physical shape, their stats aren't altered at all. It's all for show. Inevitably many will find themselves in a jam because they're showing off, or they've gotten in a fight and they need help. Lazero will offer them power in exchange for more help (i.e. do this for me, and I'll make you a real warrior) once they're in physical danger and unable to back out of the fight. If they agree their Strength, Dexterity, and Constitution raise 2 points from then on whenever they wear the mask (maximum possible they can become is equal to Lazero's stats, these bonuses stack as they gain a +2 to each of the physical stats each time they accept Lazero's bargain), and they have access to the Black Masks Damage Reduction ability. Events will get worse and worse, and they will continually have to ask Lazero for more power. Each time they accept Lazero's bargain they must make a DC 22 Willpower Save (Save DC is Charisma based), or become slightly more like Lazero, gaining an inch in height and 10 pounds until they are 7'2" and 500 pounds. Their hair color will begin to change, as well as their voice and mannerisms, and eventually they will look just like Lazero. When their physical stats match Lazero's they become a prisoner in their own body, and the Black Mask takes over transforming the body to look like his original (though obviously undead) It will become apparent that all the favors were merely information gathering for his plans of revenge, or putting him in a position to be close to the Trijillo's. Once he has full possession of a body Lazero can use the stat block listed above. Otherwise he is limited to watching events from the Mask (he has full vision and hearing, and all non physical skills but is immobile and can't affect the physical world). Once he has full possession of a person he cannot be removed except by that persons death, but they may be Raised or Resurrected normally.

Skilled Fighter (Ex): Unlike most Undead, the Black Mask has retained his fighting skills, and his BAB is equal to his Hit Dice.

Finishing Move (Ex): If the Black Mask can successfully Pin his opponent in a Grapple fro 3 consecutive rounds they must make a DC 28 Fortitude Save (Save DC is Strength Based) or die.

Immortal (Su): This works like the Rejuvenation ability on page 118 of the Monster Manual with 2 exceptions. If his possessed victim is destroyed, the Black Mask returns to his mask immediately. If the mask is destroyed it appears again from 1 to 30 years later. How long it takes appears to be random. Unless he is destroyed by a being with Divine Rank, or the terms of his curse are fulfilled (i.e. all living relatives of the Trijillos are killed), the Black Mask can never be destroyed. If released from his curse by St, Cuthbert he may be put down like any other Ghost, though he will still try to return as long as the Trijillos are alive.

Unnatural Aura (Su): Animals will not come within 100' of anyone possessed by the Black Mask, and Panic if forced to do so (they remain Panicked so long as the Black Mask is within Range).

Lifesense (Su): The Black Mask may automatically sense Living creatures within 100' as thought he had Blindsight. He also automatically knows the strength of their life force as if he had cast Deathwatch.

Unnatural Vitality (Ex): The Black Mask gains Maximum hit points per hit die.

Damage Reduction (Ex): The Black Masks Damage Reduction can only be penetrated by a member of the Trijillo bloodline who is of God Alignment.

Spell Resistance (Ex): The Black Mask has Spell Resistance 30.

Powerful Build (Ex): This is identical to the Half Giant Racial ability listed on page 12 of the Expanded Psionics Handbook.


Skills: The Black Mask has a +8 Racial Bonus to Hide, Listen, Search, and Spot checks.

Combat: If going for a Trijillo Lazero will always concentrate on them to the exclusion of all else. Being immortal he knows time is on his side so if his current body is destroyed while killing his victim he really doesn't care. He knows he'll be back. Lazero will always attempt a Grapple, and then try to Pin his opponent o finish him as quickly as possible. If there are multiple opponents he will try to paralyze a few using his Feats first and then Grapple one at a time.


-=-=-=-=-=-=-

Lore
Characters with ranks in Knowledge (History or Local) can learn a little about the Black Mask. When the character makes a skill check, the following lore is revealed, including the information from lower DCs:

{table]DC|Lore
10|The Black Mask was once a famous local wrestler who died after committing an astonishing week or murder and mayhem.
15|The Black Mask persona has been used by many wrestlers over the years, all of whom have been murderers, and all of whom have met violent ends.
20|The Trijiilo family, a local crime organization, and the Church of St. Cuthbert both have some sort of grudge against people portraying the Black Mask.
25|The Black Mask is actually the ghost of the original wrestler, returned for revenge on the family that killed him.
30|The Black Mask has been cursed by St. Cuthbert to walk the world until every living relative of the Trijillo family is dead. [/table]


Characters with ranks in Knowledge (Religion) who have St. Cuthbert as a patron can also learn a little about the Black Mask. When the character makes a skill check, the following lore is revealed, including the information from lower DCs:

{table]DC|Lore
10|The Black Mask was once a famous local wrestler who died after committing an astonishing week or murder and mayhem.
15|The Black Mask violated a deal with St. Cuthbert, and is cursed for all eternity because of it.
20|The Mask itself is possessed by the ghost, and so is anyone who wears it.
25|Short of convincing St. Cuthbert to remove his curse, having a deity intervene, or killing all of the Trijillo’s, there appears to be no way of putting the spirit of the Black Mask to rest. [/table]


Plot Hook
The PC’s are hired by Faustino Trijillo, a local carnival owner and fighting promoter. His performers are being found dead, with their backs broken or their guts torn out, hanging from the cities lamp posts. He wants the PC’s to find out who or what is responsible and stop them. It is obvious he knows more than he is telling. He even gives him a description of what he believes the culprit to look like despite no one ever having survived an attack. But if asked how he knows he is uncharacteristically tight lipped, and even fearful.
One of the PC’s is being pursued by Hermelinda Trijillo, a local beauty, and wealthy heiress. But is she actually interested in him? Or is she merely clinging to him because of his reputation for being a tough man who can solve problems with a sword? And why is she always glancing over her shoulder? Why does she always seem to know something about all the dead bodies that keep appearing in the fields outside the village, piled up night after night? And what will he do once he discovers they’re all criminals, and somehow related to his new love interest?
One of the PC’s is a priest of St. Cuthbert attempting to put down the Trijillos, a notorious local crime family responsible for extortion, murder, and all manner of violent crime. One night a huge, hulking giant of a man appears to save the PC from a trap by tearing the assassins sent to kill him limb from limb. Before he leaves the PC promises to repay him somehow. In his dreams that night the PC is visited by St. Cuthbert himself, and told that he must carry out his promise, for his word is his bond. But he is also told that he faces excommunication for helping an enemy of the Church, and his own possible damnation. What will he do?
One of the PC’s is the friend of a local rogue named Everado Trijillo. Everado is a mentor to him, perhaps even a father figure. But Everado is not as good hearted as he appears, and his past catches up with him in the form of the Black Mask. It won’t take forever for the PC to figure out the story. Will he help someone he believes to be a friend? Will he have a choice once it is revealed he is Everado’s bastard son?

Bhu
2008-10-03, 05:09 AM
Oh and for fans of he monster contest, Ill be revising the Black Mask soon too. I didn't get to work on it like i wanted to this monht.

Bhu
2008-10-04, 05:52 AM
Dire Monkey
Medium Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 40 ft. (8 squares), Climb 40 ft.
Armor Class: 14 (+2 Dex, +2 Natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/+3
Attack: Bite +4 melee (1d6+2) or Poop +4 ranged (see below) or Branch +4 ranged (1d6)
Full Attack: 1 Bite +4 melee (1d6+2) and 2 Slams -1 melee (1d3+1) or Poop +4 ranged (see below) or Branch +4 ranged (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: We Fling Our Own, Hooting Frenzy
Special Qualities: Low Light Vision
Saves: Fort +5, Ref +3, Will +2
Abilities: Str 14, Dex 15, Con 14, Int 2, Wis 12, Cha 7
Skills: Balance +10, Climb +11, Hide +3, Listen +3, Spot +3
Feats: Weapon Finesse, Point Blank Shot, Brachiation (B)
Environment: Warm Forests
Organization: Solitary, Pair, Troupe (10-40)
Challenge Rating: 2??
Treasure: None
Alignment: Usually Neutral
Advancement: 4-6 HD (Large)
Level Adjustment: ---


"Bert...tell me that ain't poop that just hit the back o' mah head..."

Dire Monkeys are man sized monkeys, with all the prerequisite monkey nastiness you see in zoos multiplied tenfold.

Skills: Dire Monkeys have a +8 Racial Bonus to Balance and Climb Checks. They may always take 10 on a Climb Check. They may use their Strength or Dexterity Modifier for Climb checks, whichever is better.

We Fling Our Own: As a Full Round action a Dire Monkey can poop in it's hand and fling it at an opponent. Considering the grubs, dead things, and god knows what other foulness they eat, this is an excellent defense. Dire Monkey poop is widely considered to be one of the most foul substances in the known world, and no one wants it on them. Anyone hit by it must make a DC 13 Fortitude Save or be Nauseated for 2 rounds (along with screaming" What, Oh Lord, have I done to deserve this??"). Save DC is Constitution based. In addition, if it isn't washed of within 5 minutes, the smell will remain for 1d6 days giving creatures tracking you by scent a +4 circumstance bonus to their rolls.

Hooting Frenzy: When on the attack Dire Monkeys go totally insane, flinging leaves, dirt, twigs, and god knows what else. They constantly hop around screaming, waving their arms, urinating freely on opponents. Which is a nice way of saying they're one hell of a distraction. If a Dire Monkey is in at least 2 adjoining spaces an opponent must make a DC 11 Willpower Save or be Shaken for the remainder of the encounter. Save DC is Charisma Based, with a +2 Racial Bonus.

Combat: Dire Monkeys usually fling poop, or branches if that doesn't drive someone off. If the opponent still persists they go into a frenzy and charge en masse in an attempt to scare opponents off or beat them senseless otherwise.

Bhu
2008-10-05, 05:53 AM
So any movie monster requests?

turkishproverb
2008-10-05, 05:58 AM
The Lepus (http://en.wikipedia.org/wiki/Night_of_the_Lepus) would be good for a laugh.

How about the Amyttiville House?

Bhu
2008-10-05, 06:01 AM
Night of the Lepus I dont have access to, but some of the Amityville films I do. You want the remake or the older stuff?

Bhu
2008-10-06, 05:57 AM
Hmm...watched the original film...dunno if I wanna make it undead or outsider. You could call it both ways...

Bhu
2008-10-07, 07:07 AM
AMityville gonna be a toughie. I's either:

A: One intelligence with a lot of illusion and mental manipulation abilities.

B: Several ghosts with some odd powers.

C: Several Ghosts and some sort of localized pehnomenon that causes bad stuff

Any thoughts??

Bhu
2008-10-08, 04:34 AM
ORC AMAZONS

Picture URL if you have one

"The red headed Dwarf is mine."

Once upon a time an Orc tribe was uprooted from it's ancestral home. It journeyed across the world looking for a new place, growing smaller as it went due to attrition. The men insisted on constantly fighting to get what the tribe needed or wanted, and it cost them many lives. Eventually they came upon an idol in the jungle that spoke to them, and claimed to be a deity. Surprisingly it actually was a deity as opposed to some poseur Outsider who wanted to fool with a band of refugees. By this time they were down to a handful of women and children (all female), and one old male Orc who was on his last legs. The deity vowed to help and support the tribe, and make it prosper if they accepted it. The Orcs agreed after some conversation. After all what had Gruumsh done for them? They were exiled and all their men dead. Plus in Orc society they'd always been property anyway.

So they accepted the Deity's offer, and she revealed herself as a Female Orc named Tealeaf. They were however perplexed at how they were going to prosper with no men. Tealeaf showed them how to make the first Dating Clubs, and told them to go forth from the Jungle to the nearby humanoid settlements and "convince" other humanoid men a nights work was in their best interest. This has led to the Amazons being a rather odd looking bunch of Orcs, but their mixed blood certainly has some advantages.

ORC AMAZON RACIAL TRAITS
· +2 Constitution, -2 to one stat of your choice. (Please note that this is not a template to be added to an Orc, these are the stats that will be used).
· Size Class: Medium
· Type: Humanoid with the Orc subtype, and any one other humanoid subtype (elf, human, goblinoid, reptilian, etc.). If a PrC requires a particular Racial Subtype that you have, you may qualify for that class (i.e. you may become a Dwarven Defender if Dwarf is your other Racial Subtype).
· Base speed: 30 ft.
· Dark Vision 60 ft.
· Racial Impurities: When using a magical item/effect that gives penalties to one of your Racial Subtypes, or if someone is using a magic item/effect against you that gains a bonus against one of your Racial Subtypes you can make a Use Magic Item check as an Immediate Action. If you can beat a DC 20, you do not count as that Racial Subtype for 1 hour. You gain the benefits of any item that provides them to one of your racial subtypes as normal.
· The Orc Amazons have a +4 Racial Bonus on Survival checks.
· Automatic and Bonus languages: The Orc Amazons automatically speak Orc and Common. Bonus languages depend on where they live, and are generally those of neighboring races.
· Favored Class: Any class with Survival as a Class skill, the player must choose 1 class at creation and this is the Amazon's Favored Class.

STARTING AGE
Adulthood: 14
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 30
Old: 45
Venerable: 60
Maximum Age: +2d10 years


HEIGHT AND WEIGHT
Base Height: 4'5"
Height Modifier: +2d12
Base Weight: 110 lbs
Weight Modifier: x2d6

ORC AMAZON CHARACTERS
If the group needs a gung-ho, take no prisoners skirmisher, the Amazon is your girl. Most will multiclass enough to be capable outside of combat as well. Many make great soldiers, scouts, or saboteurs.
Adventuring Race: Orc Amazons go on adventures for many reasons. Some are bored. Some want to be rich or famous. Some don't think highly of the local men and want a decent husband/pet.
Character Development: Amazons will tend to be self sufficient, so classes that have many skill points are the ones they tend to drift toward. They are also fairly military minded after years of fighting to survive in the jungle, so combat classes will also be a favorite. Try making the best of your racial subtypes, as you may qualify for some pretty unusual mixes.
Character Names: Names tend to be the same as any other Orcs but with a slight mix of first names from other cultures nearby.

ROLEPLAYING AN ORC AMAZON
Exotic is the keyword here. You're pretty unusual to say the least. Many people will be attracted to you, or repelled based on that simple fact. Your life will be made difficult by it, but it will bring moments of opportunity because of it as well. You intend to make the best of those opportunities, while minimizing the fallout from the bad times.
Personality: For Orcs the Amazons are pretty darn open and inviting. Men are okay as long as they aren't attractive in some manner (i.e. one of the Amazons believes they'd be good breeding stock). Attractive men get whacked over the head and dragged off a lot. The Amazons tend to be unapologetic about this saying most men enjoy the aftermath so whats a few headshots between friends. If said male is attached to someone, the Amazon will try to get her permission first of course. They are slightly condescending towards men as the memories of how their ancestors were treated still runs deep in the culture.
Behaviors: Amazons are quite opinionated, and often feel the need to express themselves whether they are asked to or not. While this my seem like bickering to outsiders, the Amazons are used to it and there are no hard feelings. Implying that they are somehow lesser because of their gender usually means you will have to fight, and they may not stop hitting once you go down either. But they are also loyal to a fault, always keep their word if it's possible, and never go out of their way to cause trouble (excpet of course for the aforementioned bit about misogyny).
Language: Orc Amazons still speak Orc and Common.

ORC AMAZON SOCIETY
Amazon society is pretty tribal. They haven't advanced much past the iron age, and many of their advances have come from mixing with nearby races and assimilating their skills into the tribe. Men who are particularly skilled at something the tribe needs are very prized, and have almost as much freedom as women. Other men are treated pretty much as throwaway concubines who don't matter much, although sometimes romance does happen. All Amazon women spend time in their military as memories of the old days often linger, and they have no wish to return to slavery or dependency. Self sufficiency is a common goal of most Amazons, and many have several Knowledge, Profession, or Craft skills even if they can only take a few ranks in each. Better to know a little something than nothing at all they believe. Their military spends as much or more time on survival skills as it does actual combat training. At this time their society is at a sort of impasse. They'd like to do something, but don't know what. They'd like to be more than what they are, but aren't sure of the best way to go about it.
Alignment : Virtually all Amazons are Chaotic, and many are Neutral. Good and Evil seem relatively equally represented.
Lands : Most Orcish Amazons live in the jungles of their new homeland.
Settlements : It's almost unheard of for Amazons to leave their homeland. Even if they do, they still prefer to live in the jungle.
Beliefs : Most Orc Amazons worship Tealeaf exclusively. After all she gave them a life free from servitude to men, they get to kidnap men who do take their fancy, and they don't have to spend their entire lives fighting a largely pointless war for Gruumsh.
Relations: Orcish Amazons usually relate to other races by whacking their menfolk over the head and stealing them. They have developed a bit of an evil reputation as "those damn homebreakers from the jungle". Granted they always return the (slightly exhausted but happy) men. Of course their wives sometimes cause such a fuss they ask not to be taken back...There are no 'regular' Orcs in their vicinity, but if any migrated they would be appalled at what they found and likely make it their life's work to wipe out the Amazons.

ORC AMAZONS ADVENTURES
· You asked a local human woman for the services of her husband for a night or so, and not only did she refuse she had you beaten and thrown out of town. Obviously you must summon the sisters and teach them a lesson...
· A local Medusa has been turning the menfolk into statues. This cheeses you off as you now have no date for Saturday. Obviously you must summon the sisters and teach her a lesson...
· A Goliath has somehow seduced your daughter into running off into the hills and getting married.
Unfortunate rumor has it that he is...deceptive. Obviously you must summon the sisters and teach him a lesson...

Bhu
2008-10-09, 06:03 AM
http://www.endicott-studio.com/rdrm/rrwoman.html

http://en.wikipedia.org/wiki/Deer_Woman

http://www.ghouli.com/GHOSTSTORY/DeerWoman.htm

http://www.timeoutofmind.com/bryce/_DeerWomanMoon.cfm



The Deer Woman
Medium Fey (Native)
Hit Dice: 10d6+60 (95 hp)
Initiative: +7
Speed: 50 ft. (10 squares)
Armor Class: 29 (+7 Dex, +5 Natural, +7 Deflection Bonus), touch 24, flat-footed 22
Base Attack/Grapple: +5/+9
Attack: Slam +12 melee (1d6+4)
Full Attack: 2 Slams +12 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trample (2d6+8)
Special Qualities: Unearthly Grace, Hypnotic Eyes. Alternate Form, Woodland Stride, Trackless Step
Saves: Fort +18, Ref +22, Will +22
Abilities: Str 18, Dex 24, Con 22, Int 18, Wis 24, Cha 24
Skills: Bluff +15, Concentration +10, Diplomacy +15, Hide +10, Intimidate +15, Jump +15, Knowledge (Arcana, Geography, Local, Nature, Religion) +11, Listen +15, Move Silently +10, Perform (Dance) +15, Sense Motive +15, Spot +15, Survival +15, Swim +11
Feats: Weapon Finesse, Ability Focus (Hypnotic Eyes), Great Fortitude, Power Attack
Environment: Any (prefers Forests)
Organization: Unique
Challenge Rating: 8??
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: 11+ HD (Medium)
Level Adjustment: ----

"Who is that woman outside the circle?"

The Deer woman is a destructive apparition from Native American Myth.

Alternate Form (Su): At will Deer Woman can appear to ba a deer. This is a mostly cosmetic change, and does not alter her stats in any significant way.

Trackless Step (Ex): Identical to the Druid ability listed on page 36 of the Players Handbook.

Woodland Stride (Ex): Identical to the Druid ability on page 36 of the Players Handbook.

Unearthly Grace (Su): The Deer Woman adds her Charisma Bonus as a Deflection Bonus to her Armor Class and as a bonus to all her saving throws.

Trample (Ex): DC 19 Reflex Save for half damage, save DC is Strength based.

Hypnotic Gaze (Su): Hypnosis, 60', DC 24 Willpower Save to negate. Save DC is Charisma Based. Anyone meeting the Deer Woman's gaze must save or be enthralled (and subsequently not notice she has a deers legs). Upon choosing a suitable male, he must make another Willpower Save (same DC) or follow her alone into the woods.\

Combat: The Deer Woman usually snags a male with her Hypnotic Gaze and leads him far away from his tribe before brutally beating him to death with her hooves.

Bhu
2008-10-11, 05:33 AM
Well watching Amityville again, it's obvious there are ghosts, and the house. The ghosts are easy to do. The house...is less so. There's nothing to directly attack, as it might just be the area thats cursed, meaning you could burn the house down and bad stuff would still happen. So there would have to be soem sort of circumstances to defeat it, like an exorcism or miracle spell, or a set of conditions you have to achieve, like getting a ghost what it wants. But it wouldn't really have hit dice, nor any other direct way of confronting it. Which makes CR a royal pain.

Any other monster requests :(

I dont like not doing this one, but at the moment I'm unsure how to proceed (and I'm also a little brain fried from the 14 hour days Im putting in at work).

Bhu
2008-10-12, 08:02 AM
Hmm....not many people out there responding...

Well if there aren't any more requests I guess I'll just pick a random movie from the collection.

sigurd
2008-10-12, 08:59 PM
Movie Monster Request.


Franknfurter from Rocky Horror

http://www.gazette.uwo.ca/%2E%2F2007%2F10%2F26%2Fpics%2F05b%2Ejpg

&

Rocky his creation - from the same movie :).

Bhu
2008-10-13, 06:52 AM
Well..I do have the Rocky Horror Picture Show...but Frank is basically a normal human despite being an alien. He never exhibits any real powers or abilities that set him apart. Rocky would be the same except for a reeeally high Con (he did take several shots from that raygun before dying). Rocky would prolly be Living Construct..but beyond that he doesn't seem to be more than human either.


Might be able to do Rocky as a template though...

Bhu
2008-10-14, 05:51 AM
Crap. I may have to hold off a week. Everyone quit at my day job (well lots of them anyway), and I just got a big online job that will be sucking up my offtime :(

Bhu
2008-10-16, 06:04 AM
Okay, I'm taking a few minutes off tonight before I lose it from burnout. Rocky begins now:

Frankenfurter Special

Frankenfurter Special is an Acquired Template that can be applied to any Humanoid.

Size and Type: Size is unchanged, Type becomes Construct with the Living Subtype.

Hit Dice: All Racial Hit Dice become d10's, and HP are recalculated.

Speed: Unchanged.

Armor Class: Increase Natural Armor Bonus by +2.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature.

Special Qualities: Retains all Special Qualities of the Base Creature, add gains the following:

Energy Resistance 10 (Electricity)

Shrug it off (Ex): The Frankenfurter Special can ignore the effects of all damage they take for 2 rounds. Except for Fire damage.

Saves: Frankenfurter Specials have a +2 Racial Bonus to Fortitude Saving Throws.

Abilities: +2 Str, +4 Con, -2 Int, -2 Wis, +2 Cha

Skills: Despite being Living Constructs who aren't Mindless, Frankenfurter Specials have no skill points as they are new to the world. When they gain new levels, they gain skill points normally. They can understand Common, but it will take them a few weeks to become proficient in speaking it. They also gain a +4 Racial Bonus to Perform (Sing) and Perform (Dance) checks.

Feats: Immediately after creation Frankenfurter Specials have no Feats, but they will gradually learn a few (usually physically oriented) Feats within a few weeks.

Environment: Unchanged.

Organization: Usually Solitary

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Most Frankenfurter Specials have no experience on awakening, so their alignment almost always starts off Neutral.

Advancement: Unchanged

Level Adjustment: +1

Example of creature using template here:


Rocky
Medium Construct (Living)
(Male Human, Strong Hero 3, Frankenfurter Special)
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 13 (+1 Dex, +2 Natural), touch 11, flat-footed 12
Base Attack/Grapple: +3/+5
Attack: Unarmed Strike +5 melee (1d3+2)
Full Attack: Unarmed Strike +5 melee (1d3+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Shrug It Off, Electricity Resistance 10, Living Construct Traits, Extra Effort, Improved Extra Effort, +2 Defense Bonus
Saves: Fort +4, Ref +2, Will +1
Abilities: Str 15, Dex 13, Con 14, Int 8, Wis 10, Cha 12
Skills: Climb +8, Hide +3, Jump+8, Perform (Dance, Sing) +4
Feats: Heroic Surge, Toughness, Athletic (B)
Environment: The Master's Castle
Organization: Unique
Challenge Rating: 4
Treasure: None
Alignment: Neutral
Advancement: By Character Class
Level Adjustment: +1

Bhu
2008-10-20, 05:27 AM
Finally got a free second to post. Anyone disagree with the Frankenfurter Special so far?

Bhu
2008-10-23, 03:49 AM
WHat damage would you say the raygun did? He needs some kind of minor resistance to damage. Maybe an ability to ignore it for a round or something.

Debihuman
2008-10-23, 09:51 AM
Hi, Bhu. It's been so long since I've seen Rocky Horror that I can't remember all of Frank N. Furter's special abilities: Can create constructs (assuming Rocky is a construct), Dance the Time Warp (a spell) and should have the leadership feat (for maintaining his servants Magenta and Riff-Raff).

The ray gun should be nasty as it killed both Rocky and Dr. Frank N. Furter in the movie (or at least I think it did -- it could have just stunned them).

Of course the castle/spaceship is the biggest item in the movie.

Now I can't get that song [time warp] out of my head...

Debby

sigurd
2008-10-23, 11:10 AM
I'd say the raygun did 4d10, that way some of the resistance was Rocky's and some was RiffRaff's lousy damage rolls.


Sigurd

Bhu
2008-10-25, 07:43 AM
Yeah but I need to decide the damage type for antimatter. obviously it isn't cold or fire as both affected Rocky. That leaves physical, Force, electricity, acid or sonic. Im disinclined to use acid or sonic for obvious reasons.

DracoDei
2008-10-25, 08:53 AM
Scientitfically? Antimatter would be Disintegrate for the matter it reacts with to turn into enegy, plus physical for the resulting explosion (TNT does physical, right?).

Thematically? Go for Force for antimatter I would say.

Of course since it is a RAY gun and might only have been POWERED by antimatter (never watched the whole of that movie), just make it equivalent to Sunbeam/Searing Light as far as damage type goes (which makes sense since it would do extra damage to vamipires, which some of the people at least DRESS like).

Bhu
2008-10-27, 05:55 AM
What if I gave him the ability to deflect rays? Or maybe a deflection bonus to AC? The rays from the gun did bounce off him. On a side note the gun is supposed to fire a beam of pure antimatter. Untyped damage maybe?

Bhu
2008-10-29, 04:47 AM
Okay I got template done except for LA/CR, and any tweaks prompted by comments (which you can use to influence me now).

Bhu
2008-10-30, 06:38 AM
Half-Illithid, Carnal

Half-Illithid, Carnal is an Inherited Template that can be applied to any Aberration, Humanoid, or Monstrous Humanoid. They get around them Mindflayers do.

Size and Type: Size is unchanged, Type becomes Abberation.

Hit Dice: Racial Hit Dice become d8's.

Speed: Unchanged.

Armor Class: Natural Armor Bonus increases by +1.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature, and gains the following:

Mind Blast (Su): This Psionic attack is a 60' Cone. Anything in it must make a DC 17 Willpower Save or be Confused for 3d4 rounds. The Save DC is Charisma Based. This power is the equivalent of a 4th level spell.

Psi-Like Abilities (Su): A Carnal Half-Illithid possesses a number of Psi-Like abilities depending on it's Hit Dice. Manifester Level is 8th. 2 HD or less: Any one power from the Psion list of 2nd level or lower 3 times per day. 3-4 HD: Any one power from the Psion list of 3rd level or lower 3 times per day. 5-6 HD: Any one power from Psion list or 3rd level or lower 3 times per day. 7+ HD: Any one power from the Psion list of 4th level or lower once per day.


Mutation: The Half-Illithid gains a random mutation chosen from the following list:

1) Armored: Whether armor plate, rolls of fat, or just leathery hide you are harder to hurt. Natural Armor Bonus increases by +10 instead of +1.

2) Super Brain: Your head has an enormous brain, granting you 2 extra power points per level, and you are considered to be one Manifester level than you are for purposes of how many power points you may spend on a power.

3) Flight speed 40 ft., Good.

4) Rubber Limbs: Your reach is 15 ft. as your arms are capable of stretching.

5) Third Eye: Blindsight 30', +2 Wis.

6)Part Starfish: Regeneration 5.

7) Tentacle Tongue: You have a Tentacle Attack. While kissing someone (or if you have them pinned in a Grapple) you may insert your long barbed tentacle tongue into their throat. They immediately begin suffocating (See DM's Guide page 304) unless they can escape the Grapple (they are at -4 on all Grapple rolls as your tongue is hard to dislodge, and difficult if not impossible to chew through).

8) Soft bones: Due to your cartilaginous bone structure you enjoy the benefits of Improved Grab and a +4 Racial Bonus to all Grapple checks.

9) Segmented Mouth: While your face appears normal your head/mouth are 4 separate segments which can unfold allowing you greater Bite damage. Damage depends on Size: Fine (1d2), Diminutive (1d3), Tiny (1d4), Small (1d6), Medium (1d8), Large (2d6), Huge (3d6), Gargantuan (4d6), or Colossal (6d6). This is a Primary attack adding double your Strength modifier in damage. When grappling an opponent you may opt to do the damage listed for your Bite as opposed to you normal Grapple damage.

10) Psychic Power: Choose any 3 powers from the Psion list of 3rd level or lower. You may Manifest them at will as an 8th level Manifester.



Special Qualities: Retains all Special Qualities of the Base Creature and gains the following:

Darkvision 60' (Ex)

Power Resistance (Ex): A Half Illithid has Power Resistance equal to 10 plus its Hit Dice.

Telepathy 100 ft. (Su)

Saves: Recalculate Saves from Racial Hit Dice only to reflect new Type (i.e. Willpower is only Good Save).

Abilities: Int +4, Wis +4, Cha +4

Skills: Use Psionic Device is always a Class Skill.

Feats: Unchanged.

Environment: Same as Base Creature and Underground.

Organization: Unchanged

Challenge Rating: +3

Treasure: Unchanged

Alignment: usually Chaotic

Advancement: Unchanged

Level Adjustment: +6

Example of creature using template here:

Shurlee
5th level Human Expert/Carnal Half Illithid
Medium Aberration
Hit Dice: 5d6 (17 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 12 (+1 Dex, +1 Natural), touch 11, flat-footed 11
Base Attack/Grapple: +3/+2
Attack: As Weapon +2
Full Attack: As Weapon +2
Space/Reach: 5 ft./5 ft.
Special Attacks: Mind Blast, Psi-Like Abilities, Mutation (Psychic Power)
Special Qualities: Dark Vision 90' Telepathy 100', Power Resistance 15
Saves: Fort +1, Ref +2, Will +8
Abilities: Str 8, Dex 12, Con 10, Int 17, Wis 18, Cha 20
Skills: Bluff +13, Concentration +8, Diplomacy +13, Hide +9, Knowledge (Local) +11, Listen +12, Move Silently +9, Search +11, Sense Motive +12, Spot +5, Use Psionic Device +13
Feats: Deep Vision (see COmplete Psionic), Inquisitor (See Expanded Psionics Handbook)
Challenge Rating: 8?
Treasure: As per a 5th level PC
Alignment: Chaotic Neutral
Advancement: By Character Class
Level Adjustment: +6

Psi-Like Abilities (PS): Cloud Mind, Detect Hostile Intent, Id Insinuation 3/day, Manifester Level 8, Save DC 18

Mutation>Psionic Power (Ps): Can Manifest Empathy, Sense Link, and Telempathic Projection at Will (Save DC 18, Manifester Level 8).

"I want that woman arrested."

"Which woman sir?"

"The purple skinned woman. She keeps sending me telepathic pictures of her spanking me with a dead monkey."

"Aren't you a Paladin?"

"Yes but I have no legal jurisdiction in your country."

"Ah...yes...well I'm afraid we can't arrest her sir."

"Why not?"

"Knows all our secrets. Sorry."


Carnal Half-Illithids are the result of the Carnal Mindflayers social revolution upon discovering the possibilities of reproduction by mating as opposed to ceremorphosis. They got off to a bit of a rocky start, and now there are many purple creatures with somewhat flayery traits.

Bhu
2008-10-31, 06:42 AM
Okay how do you figure up the cost to make constructs? It says as per a magic item in the DMG, but the examples I'm trying end p something like 132000 GP, which is quite a bit more than the Golems in the MM, which are more powerful than what I'm making.

Bhu
2008-11-01, 08:11 PM
Okay I'm told elsewhere there is no standard for contructs, so I should make it up as I go along. Guess, I'll do that and finish up Rocky.

I was thinking of making him a Commoner (dont have access to d20 modern r I'd go for strong hero). Any thoughts?

Lyndworm
2008-11-02, 03:56 PM
I give to you, the d20 Modern SRD (http://www.dandwiki.com/wiki/MSRD:Strong_Hero_%28Class%29). Page dialed to Strong Hero.

Zack

Debihuman
2008-11-02, 11:24 PM
Okay I'm told elsewhere there is no standard for contructs, so I should make it up as I go along. Guess, I'll do that and finish up Rocky.

I was thinking of making him a Commoner (dont have access to d20 modern r I'd go for strong hero). Any thoughts?

Monte Cook likes to use 10,000 gp per hit die for construction of constructs in his books. See here: http://www.montecook.com/cgi-bin/page.cgi?arch_stuff4.

"The cost for each construct includes that of the physical body and all the materials and spell components that are consumed or become a permanent part of it. It amounts to 10,000 gp per HD."

Debby

Bhu
2008-11-04, 06:24 AM
First Place Monster Contest XVII


Bubba The Headless Chicken
Tiny Undead (Incorporeal)
Hit Dice: 5d12 (32 hp)
Initiative: +3
Speed: Fly 30 ft (6 squares), Perfect
Armor Class: 17 (+2 Size, +3 Dex, +2 Deflection), touch 17, flat-footed 14
Base Attack/Grapple: +2/-10
Attack: -
Full Attack: -
Space/Reach: 2 ˝ ft./0 ft.
Special Attacks: Terrifying Appearance, Malevolence, Chickens Curse, BAWK!
Special Qualities: Undead traits, Dark Vision 60’, Manifestation, Rejuvenation, Turn Resistance +4, Unnatural Aura, Lifesense
Saves: Fort +1, Ref +4, Will +6
Abilities: Str 2, Dex 16, Con -, Int 12, Wis 14, Cha 14
Skills: Bluff +8, Gather Information +8, Hide +11, Intimidate +18, Knowledge (Local) +9, Listen +10, Move Silently +11, Search +11, Sense Motive +10, Spot +10
Feats: Ability Focus (Chickens Curse), Ability Focus (BAWK!)
Environment: Any
Organization: Unique
Challenge Rating: 5
Treasure: None
Alignment: Neutral
Advancement: 6+ HD (Tiny)
Level Adjustment: -----


The setting: The jail of the small farming village of Tater. In it's only cell sits a lone, surprisingly well-groomed Orc. A ghostly chicken enters through the wall.

”Hmm..An Orc..and one who doesn't run away screaming just at the sight of me...don't get too many of your kind 'round here.”

"You must be Bubba."

"Ayuh."

"Is it just me or are all the local farmers crazy?"

Naw, tain't you. They's damn crazy. You should see the things I've seen. Would curdle your blood. Say, why ain't you runnin' in fear anyways?"

"Paladin of St. Cuthbert."

"Yeah, we definitely don't get many of your kind round here."

A farmer enters

"Greetin's ya filtheh Orc scum. We's gonna test yew fer witchcraft tonight."

"And what does this entail?"

"Whelp, first we's gonna burn ya. If'n ya don't burn, yer a witch, and then we hang ya. If'n ya do burn yer just a filthy Orc and ya go to meet Jebus."

"I'm gonna try a wild stab at logic here just for the hell of it: If burning doesn't kill me, what makes you think hanging will?"

"Cuz everyone knows witches magic don't work 'gainst no ropes."

"Riiiiiiighttttt....say have you met Bubba?"

"Bawk."

"AAAAAAAAAIIIIIIIIIIIIGGGGGGGGHHHHHHHHH!!!!"

The farmer exits the building

"Well that was fun. Guess I'll work on escaping now..."

"What you doin' in a farming town like this anyway?"

"Your former owner escaped and asked the Church for revenge. He mentioned you being a ghost and all, but he forgot to mention the locals were all insane. What did they kill you for? Witchcraft?

"Naw, they found out I was a transvestite."

"Seriously?"

"Yup. This here roosters comb is fake. Or at least it was in life."

"I hesitate to ask this, but does this town have any more surprises I should know about?"

"Well...the sheep are planning a bloody revolution in 2 days. But beyond that, no things are pretty darn dull 'round here."

Once upon a time there was a poor farming village named Tater. It was peopled with...well...poor farmers. Jim Bawb was the best chicken farmer there, and his prize winning chickens won the countries competitions year after year. Jim and his sons had to go through some pretty interesting times what with all those other chicken farmers trying to sabotage them and all (hence why he still wasn't rich after winning all those competitions). One year his prize hen Mathilda was kidnapped after rumors that a curse hung over her head. Jim Bawb never found out the source of these rumors, but he did find Mathilda, now known as Bubba. It seems somehow during the missing hours Mathilda was gone she became Awakened, and couldn't remember how. She also knew she wanted to be a rooster. Talked about it for hours. To anyone who would listen. Even convinced someone to make her a rooster costume.

While Jim Bawb was trying to come to grips with his prize hens apparent lifestyle changes, a mob stormed his farm. They said he'd committed sins against Jebus. Jim Bawb knew there was a new cult in town, but he hadn't paid attention since local religions came and went. Apparently this one had finally taken hold and gotten violent. They cut Bubba's head off, and Jim Bawb went into hiding with relatives before they burned him for witchcraft.

Before long Bubba came back, floating through the night air. Sometimes he was headless, sometimes he wasn't. Sometimes he carried the head under his wing. For a fairly new ghost he seemed unusually powerful at inspiring fear. Bubba began to wonder if the curse rumors were true. He helped Jim Bawb escape by distracting the townsfolk to cover him (he possessed several people who did some very unusual things, and were subsequently punished with very unusual exorcism rites). Bubba is a little concerned for the townsfolk now. It isn't their fault they're dumber than monkeys, and whoever started this new religion was taking advantage of the poor folks. Time to go hire some professionals to fix this...


Terrifying Appearance (Su): Any living being within 60' of Bubba must make a DC 20 Willpower Save (Save DC is Charisma Based with a +6 Racial Bonus) or be Frightened for 2d6 rounds. If they successfully make their Save they are Shaken for 1 round instead, and are immune to Bubba’s Terrifying Appearance for 24 hours.

Malevolence (Su): Identical to the Ghost ability listed on page 118 of the Monster Manual.

Chicken’s Curse (Su): Once per day Bubba can curse an opponent within 60' as a Standard Action. This spell is otherwise identical to Bestow Curse in all aspects except it's effect: Once per day at random, the victims pants will fly off and he will spend one round doing his best impression of a chicken laying an egg. Except he actually will be laying an egg. If said egg is kept warm and safe for 1 week it will hatch a Cockatrice. Bubba doesn't use this curse very often, unless he feels the victim is a real scumbag, and he usually warns people to dispose of the eggs, and what will happen if they don't.

BAWK! (Su): Once per day at the stroke of Midnight Bubba can unleash a tremendous Bawk that resounds for miles. He doesn't do it very often unless someone has ticked him off. The BAWK! is a standard Action, and can be heard by everything within a 10 mile radius. Anything within 100' must make a DC 16 Willpower Save (Save DC is Cha Based) or be Shaken for 2d6 rounds. If they are within 30' they are Frightened instead. If they are within 10' they are both Frightened and Deafened. If the Save is successful they are Shaken for 2 rounds regardless of how close to Bubba they are.

Manifestation (Su): Identical to the Ghost ability listed on page 118 of the Monster Manual.

Rejuvenation (Su): Identical to the Ghost ability listed on page 118 of the Monster Manual. In order to lay Bubba to rest the PC’s must find out the origin of the curse that has created him. And then convince him to go. He seems really intent on hanging around actually.

Unnatural Aura (Su): Animals will not come within 100' of anyone possessed by Bubba, and Panic if forced to do so (they remain Panicked so long as Bubba is within Range).

Lifesense (Su): Bubba may automatically sense Living creatures within 100' as thought he had Blindsight. He also automatically knows the strength of their life force as if he had cast Deathwatch.

Skills: Bubba gets a +8 Racial Bonus on Hide, Intimidate, Listen, Move Silently, Search, and Spot checks.

Combat: Bubba rarely involves himself in combat as it’s easier to hide until the big folk go away with all their nasty spitting Cleric types talking about heatherns and damnation and sin and such. If chased intently he will likely use his Curse or Malevolence abilities to teach them a lesson by harassing them till they stop.


-=-=-=-=-=-=-

Lore
Characters with ranks in Knowledge (Local) can learn a little about Bubba if they are from Tater. When the character makes a skill check, the following lore is revealed, including the information from lower DCs:

{table]DC|Lore
10|Bubba was a famous local prize winning chicken in a farming village named Tater.
15|Somehow Bubba became aware (i.e. awakened), and dire predictions of a curse upon him were whispered about. Possibly to prevent his further participation in competitions (Does anyone really believe someone would go through such enormous effort? I mean really...).
20|Bubba was subsequently executed for crimes against nature (i.e. transvestism) by a crazed mob, and returned more unnatural than before.


Plot Hook
Jim Bawb has just barely escaped town after Bubba's death. He appeals to the PC's for help in getting his farm back, and for enacting a hideous bloodstained revenge on the townsfolk for killing Bob. He claims the PC's can have a cow made from solid copper if they win the day for him. The PC's are probably likely to think him insane unless they have enough ranks in Knowledge: Local to recognize Jim Bawb. He'd also like them to get someone to resurrect Bubba, who seems content with being a ghost.
Word has it there's a cult in the small farming village of Tater thats burning people for witchcraft. They're definition of witchcraft seems a little vague and is usually described as "anything we don't cotton to". Concerned authorities have asked the PC's to investigate. Well okay thats a little bit of a fib. Concerned authorities have actually asked the PC's to "find whichever drunken incest victim started this whole mess and beat him to within an inch of his life". They'd also like them to look into rumors of a headless ghost chicken. There's money in sideshow freaks these days.
The PC's are approached by a floating dead chicken who (after they stop screaming and calm down) asks them to find out the truth of the circumstances behind his awakening, and the subsequent source of the rumors he was cursed. Cause being undead he probably was cursed now that he thinks about it. He'd also like them to find who started the cult now causing trouble in Tater.
The Glitter Festival is the premier transvestite/female impersonator/general weirdness showcase of the land, and it's always been Bubba's desire to attend. He has the minor problem though, that anyone seeing him starts screaming like they've seen a ghost. Well at least a ghost thats malicious in intent. He'd like the PC's to fix this problem for him if they could, without resurrecting him. He kind of likes being dead. Plus he's a scheduled Judge for the Best Orc Transvestite competition, and he's worried people will try to harm him somehow. The Judges get attacked every year, and Bubba thinks someone will resurrect him, and bump him off a second time in the hopes he won't come back as a ghost this time.

Bhu
2008-11-04, 06:26 AM
Okay I'm gonna go with 3rd level Strong Hero for Rocky unless you guys think he sgould be stronger.

Bhu
2008-11-06, 08:11 AM
begun editing in Rocky. Any yeas or nays so far?

Bhu
2008-11-08, 04:44 AM
Okay got Rocky done. Whaddya think?

Debihuman
2008-11-08, 10:48 AM
Okay got Rocky done. Whaddya think?

Unfortunately, it seems a bit bland to me. Also, Rocky should have magical gold lamé shorts. Technically Rocky cannot speak (even though he sings a bit at the end of movie) mostly he grunts.

Debby

Bhu
2008-11-09, 06:49 AM
I mentioned something bout language under skills.


But what would the magic shorts do???

Bhu
2008-11-10, 10:33 PM
Im thinking of trying the Haunted House as a series of traps. I feel it would reflect better on what actually happens. Any thoughts?

Bhu
2008-11-13, 05:33 AM
Revisions of the humorous aberrations are done, beginning work on the constructs now as well.

Let me watch Amityville again this weekend, and I'll get to work on it

Bhu
2008-11-15, 06:54 PM
I added perform Bonuses to Rocky. Seems like he should have them. I hope to have more critters up shortly, it's the busy season for my jobs though. Things will be a lil slow till January.

Debihuman
2008-11-16, 10:31 AM
Im thinking of trying the Haunted House as a series of traps. I feel it would reflect better on what actually happens. Any thoughts?

I think the house as a Colossol animated object works for this. Perhaps you can incorporate a necromancer and his house with traps.

Good luck with your jobs.

Debby

Bhu
2008-11-17, 04:30 AM
Thanks Debbi. I wanted to make the house an entity but you cant attack the house. Its cursed, but destroying the house prolly wont make the curse go away, you have to avoid the area. Traps seemed like a longshot, but im gonn try it

Bhu
2008-11-18, 05:37 AM
Okay it's gonna take a bit to work out the idea I have. I'll be working on it offline, and putting up the occasional critter here to amuse everyone whilst I slog through construction.

In the meantime, revision of past critters proceeds apace.

Bhu
2008-11-19, 04:34 AM
Beholder Cyclops, Hypnos
Large Aberration
Hit Dice: 16d8+64 (136 hp)
Initiative: +6
Speed: 5 ft. (1 square), Fly 20 ft. (good)
Armor Class: 23 (-1 Size, +2 Dex, +12 Natural), touch 11, flat-footed
22
Base Attack/Grapple: +12/+16
Attack: Bite +12 melee (1d6+1)
Full Attack: Bite +12 melee (1d6+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Will Crushing Gaze
Special Qualities: Dark Vision 60 ft., Flight
Saves: Fort +11, Ref +7, Will +14
Abilities: Str 12, Dex 14, Con 18, Int 18, Wis 15, Cha 15
Skills: Hide +17, Knowledge (Local) +23, Listen +21, Search +23, Spot +21, Survival +21
Feats: Ability Focus (Will Crushing Gaze), Alertness, Dodge, Great Fortitude, Improved Initiative, Iron Will
Environment: Underdark
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Chaotic Evil
Advancement: 17-30 HD (Huge)
Level Adjustment: ---

"YOU WILL OBEY THE HYPNOBAWL!!"

"Thats it. Thats the absolute best battle cry you can think of?"

"Hey, screw you guys!"


Eventually it was inevitable the rituals for creating the Beholder Cyclops' would resurface somewhere, and they did. Unfortunately in the hands of a lunatic halfling Wizard with a Napoleon complex who believed he was the obvious choice for Rule of the Known World. Slackbutt the mage knew he had to convince the rest of the world he was their chosen leader, and when he found the means to create Beholder Cyclops, the Hypnos was the result. Concentrating on developing the power of the Charm eyes, he created the ultimate hypnotic weapon. A weapon that had a mind of it's own. Unlike the other Cyclops, the Hypnos was fairly intelligent, and couldn't be bullied. Slackbutt ended up fleeing town, and the Beholder nations were required to put down the uprising caused by the new Beholderkin. Hypnos appear to be regular Beholders, but without eyestalks. They can speak Beholder and Common.

Will Crushing Gaze (Su): Anything entering the 150 foot cone projected by the Hypnos' central eye must make a DC 22 Willpower Save or be subjected to the Charm Monster spell (Caster Level is equal to the Hypnos' Hit Dice). If it remains within the Cone for 3 rounds after failing the Save, it must make another Save or it is subject to Dominate Monster instead.

Flight (Ex): A Hypnos' body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.

Combat: Hypnos rely on the power of their eye and will always try to charm their opponents into remaining in the effect of their eye until they can dominate them serving them, fleeing if they cannot.

Bhu
2008-11-24, 06:35 AM
Sorry for the delays guys. Its that time of year at work.

DracoDei
2008-11-24, 06:59 AM
"YOU WILL OBEY THE HYPNOBAWL!!"

"Thats it. Thats the absolute best battle cry you can think of?"

"Hey, screw you guys!"


Actually, I think that is a very good battle-cry given beholder culture (if you can call it that).

Bhu
2008-11-25, 06:15 AM
Actually, I think that is a very good battle-cry given beholder culture (if you can call it that).

Yeah it's kind of hard to consider them cultured when they all openly believe they're the only perfect example of their race and all the others are mutations. You have to wonder how they end up mating...

Bhu
2008-11-26, 05:48 AM
I was thinking of adding Geas to the Beholders powers. Or do you think its powerful enough now?

DracoDei
2008-11-26, 06:06 AM
Geas wouldn't match the theme as closely, I like it with the set of powers it has now.

Bhu
2008-11-28, 06:49 AM
Think CR 13 is okay?

Bhu
2008-11-29, 07:02 AM
Beholder Cyclops, Phobos
Large Aberration
Hit Dice: 16d8+64 (136 hp)
Initiative: +6
Speed: 5 ft. (1 square), Fly 20 ft. (good)
Armor Class: 23 (-1 Size, +2 Dex, +12 Natural), touch 11, flat-footed
22
Base Attack/Grapple: +12/+16
Attack: Bite +12 melee (1d6+1)
Full Attack: Bite +12 melee (1d6+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Eye of Terror
Special Qualities: Dark Vision 60 ft., Flight
Saves: Fort +9, Ref +7, Will +12
Abilities: Str 12, Dex 14, Con 18, Int 18, Wis 15, Cha 15
Skills: Intimidate +21, Knowledge (Dungeoneering) +23, Listen +21, Search +23, Spot +21, Survival +21
Feats: Ability Focus (Eye of Terror), Dodge, Flyby Attack, Hover,Improved Flyby Attack, Mobility
Environment: Underdark
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Chaotic Evil
Advancement: 17-30 HD (Huge)
Level Adjustment: ---

"So I hear Bob's been screaming non stop and running in circles the last hour since he ran out of that underground cave."

"Yup. Apparently anything round just freaks him out."


The Phobos were designed as terror weapons after someone poached Slackbutt's notes in the confusion caused by the melee when the Hypnos took over the local area. A somewhat more stable (but thoroughly evil) wizard named Belfast decided to work on creating something to scare people off from his citadel. He wanted to then work on creating other Beholderkin bio weapons, but died from heart failure before getting the chance. Confused and with nothing to really do, the newly minted Phobos escaped and ran riot through the countryside. The Beholder nations put many of them down, but some escaped and now haunt the lonely places of the world.


Eye of Terror (Su): The Phobos' central eye generates an effect similar to a permanent Symbol of Fear (caster level is equal to Hit Dice), except there is no hit point limit. If the Willpower Save is failed by 5 or more or the victim rolls a natural 1 (DC 22, Save DC is Charisma based), it suffers cardiac arrest taking 2d6 hit point damage (Damage Reduction doesn't apply), and 1d6 temporary Constitution damage. The hit point damage is regained at the rate of 1 point per day unless healed magically (Fast Healing doesn't work, but Regeneration does). If this damage puts the victim into negative hit points, it must make a Fortitude Save (also DC 22) or die.

Flight (Ex): A Phobos' body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.

Combat: Phobos are surprisingly not so aggressive unless they're hungry. They tend to frighten others, and then disappear. If hungry they'll keep chasing their victims till they run off a cliff or suffer a heart attack.

Bhu
2008-11-30, 06:48 AM
Anyone think the Eye of Terror is over the top?

DracoDei
2008-11-30, 08:28 AM
Knowledge (Local) implies to me the ability to keep a finger on the pulse of the community... as evil abberations who frequently scare the wits out of people, and which have no stealth capabilities or divination abilities, that strikes me as a little far fetched... intimitating someone into giving you the local gossip? Maybe... as an gangster information broker... but it just doesn't add up.

As for the power... you have to get under a 12 to take the Con damage.... sure anyone with poor will saves is going to take it maybe once, but at 13th level... not much more than that, and Lesser Restoration immediately isn't going to put much of a hole in the parties resources... and it has a good attack bonus... but the damage is WEAK for that CR... it is going to disorganize the party, but nothing beyond that if it is alone... now pair it up with a troll or two and you might be talking... so... worth the CR? Maybe, I wouldn't know... "Over the top"? No way...

Bhu
2008-12-01, 06:38 AM
Switched it to Knowledge (Dungeoneering). So what if I up the COn damage?

Debihuman
2008-12-01, 10:19 AM
Well,depending on how much con damage Eye of Terror does, mild heart problems would become major heart problems wouldn't it? Also, shouldn't advancement go to 32?

IDebby

Bhu
2008-12-02, 06:16 AM
Well they did kill the guy in the fluff by heart problems.

I edited the ability. it does more damage and takes effect more often. if it's not powerful enough now I'll revise again.

Bhu
2008-12-03, 05:16 AM
How about if they roll a 1 on the save they die from heart failure?

Debihuman
2008-12-04, 12:53 AM
I normally don't like save vs. death as it tends to make the rolls the focus of the game rather than the roleplaying aspect. Having a heart attack could be fatal but it doesn't have to be. I'd rather see the heart attack doing 2d6 points of damage and leaving the victim -1 Con until magically healed (normal healing can restore the hit points but not the Con loss); if this would take the PC to half hit points or fewer, then the PC has to make a Fort save or die from the shock.

What do you think?

Debby

Bhu
2008-12-04, 04:57 AM
It works for me

Bhu
2008-12-04, 05:50 AM
Atomic Golem
Huge Construct
Hit Dice: 45d10 (490)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 53 (-2 Size, +45 Natural), touch 8, flat-footed 53
Base Attack/Grapple: +33/+58
Attack: Slam +48 melee (4d8+17 plus radiation)
Full Attack: 2 Slams +48 melee (4d8+17 plus radiation)
Space/Reach: 20 ft./15 ft.
Special Attacks: Radioactive, Atomic Breath, Atomic Smite
Special Qualities: Spawn of the Atom, Construct Traits, Damage Reduction 15/-, Dark Vision 60', Immunity to Magic, Low Light Vision
Saves: Fort +20, Ref +20, Will +21
Abilities: Str 45, Dex 10, Con -, Int -, Wis 12, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary (possibly Unique)
Challenge Rating: 22?
Treasure: None
Alignment: Always Neutral
Advancement: 46-60 HD (Gargantuan), 61-75 HD (Colossal)
Level Adjustment: ---


"How do we stop that thing Bob?"

"I'm sorry Zeke, I couldn't hear you over the sound of me crapping myself. Could you repeat that?"

The Atomic Golem is a unique being composed of unknown metals and substances. it has never been destroyed, but is often imprisoned or somehow sent away (i.e. gated to another plane). Somehow the damn thing keeps coming back. It's like a giant, poison Energizer Bunny. It keeps on going. The Golem appears to have gone Berserk at some point in it's past and upon awakening or entering a plane it just starts smashing everything in sight. If it goes for long periods of time with nothing to smash it will go comatose. What exact circumstances will wake it up are unknown. The Atomic Golem is a metal figure standing almost 30 feet tall and weighing over 16 tons. If it can communicate, it does not appear inclined to do so.

Radioactive (Ex): The Atomic Golem is made of radioactive materials. Anything struck by it's Fists must make a DC 32 Fortitude Save or permanently lose 1d4 Constitution Damage. Anything grappling or grappled by it must make a DC 32 Fortitude Save or take the same Con damage. Anything coming within 120' of the Golem must make a DC 32 Fortitude Save the initial round, at 1 minute, and at 10 minutes. If the opponent fails at 1 round he takes 1d2 permanent Con damage. If the opponent fails at 1 minute he takes another 1d2 permanent Con damage. If the opponent fails at 10 minutes it takes 1d4 permanent Constitution damage. Save DC is Constitution based. The permanent Con damage can be healed by Greater Restoration or Heal. Any area in which the Atomic Golem rests for more than 10 minutes (or uses its Atomic Smite/Breath abilities) becomes radioactive itself. This has the following effects: A 30' Radius from where the Golem was resting (or standing when it used its abilities) becomes mildly radioactive for 1d6 centuries. Anything living entering the area must make a DC 12 Fortitude Save or lose 1d4 Con. It must make this save 1 round after entering, and again each hour it is there.

Atomic Breath (Su): Once per day the Atomic Golem can unleash a blast of Radiation. This is a 70' Cone. Anything in it's area of effect must make a DC 32 Fortitude Save or permanently lose 1d6 Constitution. Save DC is Constitution Based. Damage may be healed by Greater Restoration or heal.

Atomic Smite (Su): Once per day the Atomic Golem can unleash a devastating charge of radiation through its fist. The Atomic Smite requires the opponent to make a DC 32 Fortitude Save or permanently lose 2d4 Con instead of 1d4. The attack also gains a +4 Bonus to hit and damage.

Spawn of the Atom (Ex): Due to it's nature the Atomic Golem has maximum hit points per hit die. It also gains a +5 Racial Bonus to all Saving Throws and Initiative checks. It is immune to Radiation. Exposure to Severely Irradiated areas actually grants the Golem Fast Healing 10 as long as it stays there.

Immunity to Magic (Ex): The Atomic Golem is immune to any spell or spell like ability that allows
spell resistance.

Combat: The Atomic Golem doesn't require much in the way of tactics due to it's radioactivity. It simply walks towards any opponent and begins flailing at ti with it's fists. If there are large numbers of opponents it will use it's Atomic Breath, and if one is particularly troublesome it will use it's Atomic Smite.

DracoDei
2008-12-04, 06:32 AM
You have Spawn of the Atom in there twice... the second is probably the version you want since it includes the regen...

For flavor you MIGHT want to give it a weakness to being temporally accelerated like how flesh golems are vulnerable to even magical fire... half-life and radioactive decay and all that... although it should also shoot up the CON damage... this should be a researched thing on the players part, since casting Haste or such on an enemy isn't something that makes any sense in-game without that sort of research.

Bhu
2008-12-05, 05:58 AM
Fixed the Spawn oopsie. Can't believe i didnt see that.

Bhu
2008-12-05, 08:25 AM
Poop Golem
Large Construct
Hit Dice: 10d10+30 (85 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 22 (-1 Size, -1 Dex, +14 Natural), touch 8, flat-footed 22
Base Attack/Grapple: +7/+18
Attack: Slam +13 melee (2d6+7 plus Foulness)
Full Attack: 2 Slams +13 melee (2d6+7 plus Foulness)
Space/Reach: 10 ft./10 ft.
Special Attacks: Berserk, Unbegotten Foulness, Disturbing Presence, Improved Grab, Smother
Special Qualities: Construct Traits, Damage Reduction 10/Adamantine and Bludgeoning, Dark Vision 60', low Light Vision, Immunity to Magic
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 25, Dex 8, Con -, Int -, Wis 11, Cha 1
Skills: --
Feats: --
Environment: Any
Organization: Solitary or Latrine (3-6)
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral
Advancement: 11-20 HD (Large), 21-30 HD (Huge)
Level Adjustment: ---

"We...are NOT...fighting that. I don't care what the General threatened us with."

The origin of the Poop Golem is largely unknown. They have appeared in several Dwarf/Elven conflicts on both sides, and the origin was assumed to be with them. The Dwarves claim the Elves are too lazy to do mundane matters such as dig latrines, so they animate their waste to wreak havoc on the Dwarven lines. The Elves have countered this claim by stating that Elves do not, in fact, poop. The Dwarven legions response was to refer to the Elves as "a bunch of fruity, lying bastards". Despite claims by either side, the Golems seem to attack both sides at random, meaning there is likely a third race at work. Probably Gnomes. Can't trust them Gnomes. No sir.


Berserk (Ex): Each round it is in combat there is a 1% chance the Golem goes berserk. It will attack the nearest living creature, or smash smaller objects each round until nothing is left before moving on to continue the destruction. There is no known method of reestablishing control once the Golem is Berserk.

Improved Grab (Ex): If the Golem succeeds with a Slam attack it may immediately make a Grapple Check as a Free Action without provoking an attack of opportunity. It will then usually Pin it's victim, or Smother if it's small enough.

Smother (Ex): If the Golem successfully Grapples an opponent at least 2 Size Classes smaller than itself it may Smother them with a successful Grapple check. Each round it maintains the Grapple causes the victim to Suffocate (See DMG page 304).

Unbegotten Foulness (Ex): Poop Golems smell so bad that any living creature within 60' must make a DC 20 Fortitude Save (Save DC is Con based with a +5 Racial Bonus) or be Nauseated as long as they remain within 60' of the Golem and for 1d6 rounds thereafter. A successful Save means the victim is only Sickened instead. If the Golem successfully strikes or Grapples an opponent they will be required to make another Save each time, and it will stink for 1d6 days afterwards (during this time it automatically fails all Hide checks, cannot use Scent if it has the ability, and anything tracking t by Scent has a +8 Circumstance Bonus on the rolls) whether the Save is made or not. If the victim has Scent it will be Sickened until this effect wears off. Opponents with Scent take a -4 Circumstance Penalty on Saves against this ability.

Disturbing Presence (Ex): Massive amounts of vermin roam over the golem and swarm the air around it. Anyone within 10' of the Golem must make a DC 15 Willpower Save or be Nauseated for 1 round as they get bitten and crawled upon (Save DC is Con based). Spellcasting or concentrating on spells requires a Concentration Check (DC 20 plus spells level), and using skills requiring patience and concentration requires a DC 20 Concentration check. In addition if the first Save is failed the victim must make a second DC 15 Willpower Save (Save DC is Charisma Based with a +5 Racial Bonus) or be Shaken for 2d6 rounds. If either Save is successful the victim is immune to this Golems Disturbing Presence for 24 hours.

Immunity To Magic (Ex): Poop Golems are immune to any spell or spell like ability that allows Spell Resistance.

Combat: Poop Golems always go for the Grapple. Always. It's like they know you hate that option the most.


Construction: A Poop Golem is made from 600 pounds of feces treated with alchemical compounds costing at least 100 GP. Assembling the Body requires a DC 20 Craft (alchemy) check.

CL 11th; Craft Construct (see MM page 303), Animate Object, Geas/Quest, Contagion, Caster must be 11th Level. Price 50000 GP; Cost 25000 GP + 1000 XP

sigurd
2008-12-05, 10:32 AM
How about giving us a CR4 version for when someone does a crappy job?

DracoDei
2008-12-05, 10:53 AM
Being mindless, the berserk rule doesn't do anything really, unless it has a creator... and if it has a creator, (and I may regret saying this...) it needs creation rules... I suspect fewmets may be involved... I also wonder if instead of an alchemists laboratory type set up, the appropriate equipment to make these results in a work environment that resembles a cess pool or mideaval-ized version of a sewage treatment plant...

In any case, you have my permission if you want to add an organization type that specifies a mixed unit of these and my undead Gut Snakes...

Bhu
2008-12-06, 05:34 AM
I added construction.


WHat are the Gut SNakes?

DracoDei
2008-12-06, 11:19 AM
Undead intestines I created. See my extended signature (last link in my normal signature) for link.

Bhu
2008-12-07, 01:38 AM
Beholder Cyclops, Necros
Large Undead
Hit Dice: 16d12 (104 hp)
Initiative: +6
Speed: 5 ft. (1 square), Fly 20 ft. (good)
Armor Class: 23 (-1 Size, +2 Dex, +12 Natural), touch 11, flat-footed
22
Base Attack/Grapple: +8/+13
Attack: Bite +9 melee (1d6+1)
Full Attack: Bite +9 melee (1d6+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Eye of Death
Special Qualities: Dark Vision 60 ft., Flight, Undead Traits
Saves: Fort +5, Ref +7, Will +12
Abilities: Str 12, Dex 14, Con -, Int 18, Wis 15, Cha 15
Skills: Intimidate +21, Knowledge (Arcane, Dungeoneering, Religion) +23, Listen +21, Search +23, Spot +21, Survival +21
Feats: Ability Focus (Eye of Death), Improved Turn Resistance, Lifesense, Necromantic Might, Necromantic Presence, Positive Energy Resistance *
Environment: Underdark
Organization: Solitary, plus 4 Wraiths
Challenge Rating: 13
Treasure: None
Alignment: Chaotic Evil
Advancement: 17-30 HD (Huge)
Level Adjustment: ---

* Feats not in the MM may be found in Libris Mortis

"Burt...I think that big eyeball is dead Burt. We don't really gotta go near it do we?."

After his death, Belfast's belongings were auctioned off on the "insane megalomaniacal wizard" market, and a young necromancer named Blort got his notes on the Phobos. Blort wasn't exceptionally wise. Book smart yes, but not very wise. He decided on making a cyclops with a Death Ray eye so he could slay the locals and raise them all as servants. Unfortunately his experiments kept dying. So he decided to experiment with raising them as a unique form of Undead. It was a lot more successful, but his new lab rats weren't too keen on their new condition, or on him. Blort was the first of their new servants. The Beholder Nations responded quickly as usual and razed the local area to the ground. Blorts notes were gone, they'd killed most of the Necros, and Blort himself was now an undead monster with no hope of making more of his absurd creations. Unfortunately for the Beholders, evil cultist worshippers of some gibbering demon thing Resurrected Blort, and they now hold his secrets after torturing them out of him (and promptly killing him again).

Eye of Death(Su): Once every 1d4 rounds the Necros can fire a blast of Necromantic energy from it's eye. This takes the form of a 150' Cone, and everything in it is subjected to a Finger of Death spell (DC 22 Willpower Save).

Spawn Servants (Su): Anything killed by the Eye of Death effect rises as a Wraith the next day under the Necros' control.

Flight (Ex): A Necros' body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.

Combat: Necros rely upon their Eye of Death. If opponents seem immune to it and ambush by the Necros' undead servants, it will flee.

Bhu
2008-12-08, 06:35 AM
Is 1d6 Wraiths fair to add under organization do you think?

I'll be upping the CR of course.

Bhu
2008-12-09, 05:00 AM
Oil is leaking out from my car and forming a small puddle underneath it. There may be a slight delay in my updating the thread while I check into things.

Bhu
2008-12-10, 02:47 AM
Okay after the days events I'm a tad strung out and I cant seem to find the spot in the DMG where it explains how to bump up the CR of an encounter when you have added monsters. The Necros is CR 13, Wraiths are CR 5 and I need to ad 4 of them. Yet that doesnt appear to be in the DMG, or I'm simply too frazzled to notice it. Need a lil help here...

DracoDei
2008-12-10, 06:42 AM
4 CR 5's is EL 9.
EL 9 + EL 13 =.... well not even EL 14... so still a 13 really, but a bit of a tough one. Call it EL 14 if you want to be safe about it, but I think the CR is only supposed to refer to an individual, not anything else it might be traveling with (which is the opposite of the way creatures summoned in are considered).

Bhu
2008-12-11, 06:00 AM
I'll prolly up it to 14. I was always told that the CR should include whatever other critters are listed as being with the main critter.

Bhu
2008-12-11, 06:24 AM
Beholder Cyclops, Somnos
Large Undead
Hit Dice: 16d12 (104 hp)
Initiative: +5
Speed: 5 ft. (1 square), Fly 20 ft. (good)
Armor Class: 23 (-1 Size, +1 Dex, +12 Natural), touch 11, flat-footed
22
Base Attack/Grapple: +8/+13
Attack: Bite +9 melee (1d6+1)
Full Attack: Bite +9 melee (1d6+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Eye of Sleep
Special Qualities: Dark Vision 60 ft., Flight, Undead Traits
Saves: Fort +5, Ref +6, Will +12
Abilities: Str 12, Dex 12, Con -, Int 15, Wis 15, Cha 15
Skills: Knowledge (Arcane) +21, Listen +21, Move Silently +16, Search +21, Spot +21, Survival +21
Feats: Ability Focus (Eye of Sleep), Dodge, Fly-By Attack, Hover, Improved Flyby Attack, Mobility
Environment: Underdark
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Chaotic Neutral
Advancement: 17-30 HD (Huge)
Level Adjustment: ---

"Burt...is that Beholder asleep? I think we can take it Burt. Burt?"

The Sons of the Sleeping Spider had a problem. Honesty. They tended to introduce themselves in ways that weren't conductive to business as usual for a demonic cult ("Hi. Were from the Sons of the Sleeping Spider on fourth street. We're here to steal your money and violate your daughters. And maybe kill your pets cause it's just so wrong."). Finding out about Blort and torturing his secrets out of him was a windfall for the cult and they quickly set to work on making a Beholder Cyclops of their own. Of all the possibilities they could have tried they went for the Sleep Eye, because it seemed thematically appropriate. And because they were doofuses. The inevitable Beholder community reaction was swift, and they stole all the cults notes themselves this time, finally (yeah, right) ensuring that there would be no more Beholder Cyclops.

Eye of Sleep(Su): The Somnos' central eye continually radiates the effects of a Symbol of Sleep, except it has no Hit Dice limit (DC 22 Willpower Save). Creatures immune to sleep are Dazed for 1 round instead. The Somnos itself is immune to sleep, and cannot be affected even by other Somnos.

Flight (Ex): A Somnos' body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.

Combat: Somnos' usually try to sneak within range so their eye can zap opponents, before biting into one and fleeing before repeating this pattern in an attempt to pick people off slowly.

Bhu
2008-12-12, 04:52 AM
Think the Eye of Sleep ability warrants a CR 13 or shall I make it a 12?

Debihuman
2008-12-12, 06:51 AM
Does symbol of sleep work on elves? If not, the CR might be too high. The problem that I see is that this monster is really a one-trick pony. If everyone saves, it can easily be dispatched via ranged weapons and it has a fairly weak bite attack.

Fighters probably won't make their saves (Improved Will feat really comes in handy) but a wizard at 12th level has +8 Will and has a good chance of beating this one.

Debby

DracoDei
2008-12-12, 08:30 AM
ALL of the recent beholders are one trick pony's so I don't fully see your point...
Just that some of them have tricks that fewer things are resistant/immune to.

Debihuman
2008-12-12, 11:44 AM
Yeah, I guess they are all one-trick ponies; it's just that this one in particular has a potentially high failure rate that the others seem to avoid.

Bhu
2008-12-13, 06:08 AM
How bout if I make the Symbol affect beings normally immune to sleep?

DracoDei
2008-12-13, 06:15 AM
Feels more right to me to leave it...
Maybe Daze elves as they are temporarily forced into Trance... but other than that...

Bhu
2008-12-14, 12:19 AM
Okay I made some changes. Put it at CR 12.

Bhu
2008-12-15, 03:05 AM
Beholder Cyclops, Impetos
Large Aberration
Hit Dice: 16d8+64 (136 hp)
Initiative: +6
Speed: 5 ft. (1 square), Fly 20 ft. (good)
Armor Class: 23 (-1 Size, +2 Dex, +12 Natural), touch 11, flat-footed
22
Base Attack/Grapple: +12/+16
Attack: Bite +12 melee (1d6+1)
Full Attack: Bite +12 melee (1d6+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Eye of Force
Special Qualities: Dark Vision 60 ft., Flight
Saves: Fort +11, Ref +7, Will +14
Abilities: Str 12, Dex 14, Con 18, Int 14, Wis 15, Cha 15
Skills: Concentration +6, Hide +15, Knowledge (Local) +23, Listen +21, Search +23, Spot +21, Survival +21
Feats: Ability Focus (Eye of Force), Alertness, Dodge, Great Fortitude, Improved Initiative, Iron Will
Environment: Underdark
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Chaotic Evil
Advancement: 17-30 HD (Huge)
Level Adjustment: ---

"YOU DARE INSULT ME MORTAL??!? ME?!?THE GREAT MOMBOLI!!WHY I COULD KILL YOU WITH NOTHING MORE THAN MY BUTTCHEEK POWER!!"

"Umm....but...but Beholders don't have buttcheeks..."

In an inevitable act of stupidity a minor Beholder official who was responsible for keeping the notes captured from the Sons of the Sleeping Spider. The officials actual name is lost to history as the Beholder government has purged it from all records due to his act of shame.

Since smashing the cult had offended a minor Demonic Lord, the Beholder community decided to have all the cults notes studied, and eventually the Cyclops came to light again. In an act of unbelievable stupidity (considered such since the governments feelings on the cyclops' were well known), the unnamed official decided to craft some of his own design using the telekinetic eye. Perhaps he was somehow influenced by the Sleeping Spider.

At any rate, the usual collosal crapfest happened, many sentients were killed, and once again the notes on the cyclops were believed to be finally destroyed. You'd think everyone would know better by now... Impetos speak Common and Beholder.

Eye of Force (Su): Designed to be a workhorse, the Impetos may not be as bright as a regular Beholder, but it is very versatile with it's one eye power. Effectively it may cast Telekinesis at will, but it's weight limit is 1000 pounds, and it may use it for fine manipulation (picking locks, etc) with a successful DC 15 Concentration roll.

Flight (Ex): A Impetos' body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.

Combat: Impetos rarely fight, but they are quite capable of performing some odd little tricks with their eye. Many take pride on using it to kill opponents indirectly by bringing ceilings down on them.

Bhu
2008-12-16, 05:10 AM
Oh, and as far as revised critters go, I'm midway through the humorous Fey as we speak. Humorous Aberrations/Constructs are done.

Bhu
2008-12-17, 04:52 AM
Do I need to clarify the Eye of Force ability more?

DracoDei
2008-12-17, 06:09 AM
I think you need a DC for the concentration check.

Bhu
2008-12-18, 03:56 AM
Kewl. If CR 13 is still okay, I'm off to the next one


Beholder Cyclops, Tardos
Large Aberration
Hit Dice: 16d8+64 (136 hp)
Initiative: +6
Speed: 5 ft. (1 square), Fly 20 ft. (good)
Armor Class: 23 (-1 Size, +2 Dex, +12 Natural), touch 11, flat-footed
22
Base Attack/Grapple: +12/+16
Attack: Bite +12 melee (1d6+1)
Full Attack: Bite +12 melee (1d6+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Eye of Slowness
Special Qualities: Dark Vision 60 ft., Flight
Saves: Fort +11, Ref +7, Will +14
Abilities: Str 12, Dex 14, Con 18, Int 14, Wis 15, Cha 15
Skills: Concentration +6, Hide +15, Knowledge (Local) +23, Listen +21, Search +23, Spot +21, Survival +21
Feats: Ability Focus (Eye of Slowness), Alertness, Dodge, Great Fortitude, Improved Initiative, Iron Will
Environment: Underdark
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Chaotic Evil
Advancement: 17-30 HD (Huge)
Level Adjustment: ---

"Yoooooouuuuu suuuuuuuuuckkkkk...."

"Betcha won't call me Retardos next time huh?"

Despite the Beholder governments best efforts at some point another batch of Cyclops' appeared. How the government of the small city of Slackjaw got the notes or resources to pull it off is unknown. But they decided, against all common sense, to make a series of Tardos as debuffing artillery, the idea being to slow down opponents so badly that their own inferior troops could take them out. But they ended up a laughingstock (Tardos is an unfortunate name), and even worse got wiped out by the Beholders. Doesn't pay to be ambitious. Tardos speak Common and Beholder.


Eye of Slowness (Su): The Tardos' main eye emits a 150' cone of energy. Anything in the Cone must make a DC 22 Willpower Save, or be Slowed as per the spell (penalty is doubled though).

Flight (Ex): A Tardos' body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.

Combat: The Tardos tends to zap foes with it's eye, then make Flyby attacks wearing them down in a war of attrition.

Bhu
2008-12-19, 05:10 AM
Editing of the Magical Beasts has begun.

Bhu
2008-12-20, 12:47 AM
Beholder Cyclops, Calxos
Large Aberration
Hit Dice: 16d8+64 (136 hp)
Initiative: +6
Speed: 5 ft. (1 square), Fly 20 ft. (good)
Armor Class: 23 (-1 Size, +2 Dex, +12 Natural), touch 11, flat-footed
22
Base Attack/Grapple: +12/+16
Attack: Bite +12 melee (1d6+1)
Full Attack: Bite +12 melee (1d6+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Eye of Stone
Special Qualities: Dark Vision 60 ft., Flight
Saves: Fort +11, Ref +7, Will +14
Abilities: Str 12, Dex 14, Con 18, Int 14, Wis 15, Cha 15
Skills: Concentration +6, Hide +15, Knowledge (Local) +23, Listen +21, Search +23, Spot +21, Survival +21
Feats: Ability Focus (Eye of Stone), Alertness, Dodge, Great Fortitude, Improved Initiative, Iron Will
Environment: Underdark
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Chaotic Evil
Advancement: 17-30 HD (Huge)
Level Adjustment: ---

"WHY DOESN'T ANYONE EVER TALK TO ME?!?!?! WHY DO PEOPLE STOP MOVING?!??!?! DAMMIT!!"

Insane, but wealthy, Medusa Wizard Polymnia decided she needed a male suitor who "only had eyes for her". Unable to find one she made some. Specifically she made the Calxos Beholder Cyclops. and then had many strange, frightening, abominations of nature with them. It took the Beholders many decades to wear her and her servants down, but they did finally get her put down. There are still scattered Calxos about, as well as Half Medusa/Half Beholder children. Just.....ew. Calxos speak Beholder and Common.


Eye of Stone (Su): The Calxos' central Eye radiates a 150' Cone. Anything entering this Cone must make a DC 22 Willpower Save or be petrified as though by a Stone to Flesh spell.

Flight (Ex): A Calxos' body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.

Combat: There are few things the Calxos' central eye can't deal with. The only time it's really vulnerable is when it's eating because it has to close it's eye to prevent it's food from becoming stone. This also means it usually has some sort of partner...

Bhu
2008-12-21, 06:50 AM
Beholder Cyclops, Eradicos
Large Aberration
Hit Dice: 16d8+64 (136 hp)
Initiative: +6
Speed: 5 ft. (1 square), Fly 20 ft. (good)
Armor Class: 23 (-1 Size, +2 Dex, +12 Natural), touch 11, flat-footed
22
Base Attack/Grapple: +12/+16
Attack: Bite +12 melee (1d6+1)
Full Attack: Bite +12 melee (1d6+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Eye of Doom
Special Qualities: Dark Vision 60 ft., Flight
Saves: Fort +11, Ref +7, Will +14
Abilities: Str 12, Dex 14, Con 18, Int 14, Wis 15, Cha 15
Skills: Concentration +6, Hide +15, Knowledge (Local) +23, Listen +21, Search +23, Spot +21, Survival +21
Feats: Ability Focus (Eye of Stone), Alertness, Dodge, Great Fortitude, Improved Initiative, Iron Will
Environment: Underdark
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Chaotic Evil
Advancement: 17-30 HD (Huge)
Level Adjustment: ---

"You just disintegrated a Holy Relic. A HOLY RELIC!! DO YOU KNOW HOW MUCH IT COSTS FOR THOSE THINGS?!??!"

"Yeah. Gods pass em out for free. What the heck are you so peeved about?"

It was inevitable someone would try to make a beholder Cyclops with an empowered Disintegration eye. Everyone was surprised to see it come last though. Disfibulor the Mad was a Mage obsessed with the Spheres of Annihilation, and wanted something similar, but more tractable. Cue the Eradicos. Making them took a while because initial experiments kept spontaneously self disintegrating. Which doesn't make for great soldiers. Upon success his press conference was interrupted by the Beholder Nations :

"We the Beholder Nations will no longer tolerate this perversion of our peoples!! You are all going to die for this!!"

Podium and surrounding area disintegrates

"We the Beholder Nations have decided to stop giving a ____. Your on your own kids."

Disfibulor died of syphilis 3 days later. Presumably the Eradicos are still around. Eradicos speak Beholder and Common.


Eye of Doom (Su): Once every 1d4 rounds the Eradicos can unleash a 150 Line of energy from it's main eye. Anything within the Area of Effect must make a DC 22 Fortitude Save or be affected as if by a Disintegrate Spell.

Flight (Ex): An Eradicos' body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.

Combat: Eradicos will blast with their eye, retreat, and blast again when it is recharged. Few things can take that.

DracoDei
2008-12-21, 09:14 AM
This will probably break people's sanity, if not the very fabric of reality... but you need to stat out the half-medusa/half-beholders.

Bhu
2008-12-23, 04:43 AM
I do have plans for them someday..

Bhu
2008-12-25, 02:50 AM
Beholder Cyclops, Stoners
Medium Aberration
Hit Dice: 9d8+18 (58 hp)
Initiative: +6
Speed: 5 ft. (1 square), Fly 20 ft. (good)
Armor Class: 21 (+2 Dex, +9 Natural), touch 12, flat-footed
19
Base Attack/Grapple: +6/+6
Attack: Bite +8 melee (1d6 plus poison)
Full Attack: 1 Bite +8 melee (1d6 plus poison) and 6 Tentacles +3 melee (1d4 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Petrifying Gaze, Poison
Special Qualities: Dark Vision 60 ft., Flight
Saves: Fort +5, Ref +5, Will +8
Abilities: Str 10, Dex 14, Con 15, Int 15, Wis 14, Cha 15
Skills: Bluff +8, Diplomacy +8, Hide +8, Intimidate +8, Knowledge (Local) +8, Listen +4, Move Silently +8, Search +8, Spot +10
Feats: Alertness, Fly-By Attack, Improved Initiative, Weapon Finesse
Environment: Underdark or Temperate Marsh
Organization: Solitary or Group (2-4)
Challenge Rating: 8
Treasure: None
Alignment: Usually Neutral Evil
Advancement: 10-18 HD (Large)
Level Adjustment: ---

"Man, I soooo have the munchies right now."

Polymnia had enough children with her Calxos soldiers that eventually they became a stable race. Not a widespread one to be sure, but enough to hold their own. Unaccepted by either the Medusa or Beholder races they did what all sentient beings do when rejected by their peers and society as a whole: they started growing pot. Despite their limited manipulation abilities they're surprisingly good at it, and make a decent living. Stoners resemble Beholders about half the normal size with scaly skin, and 6 tentacles with fanged mouths at the end. They speak Beholder and Common.

Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fortitude DC 16 negates. The Save DC is Charisma Based.

Poison (Ex): Injury, Fortitude Save DC 16, initial and secondary damage 1d6 Strength. The Save DC is Constitution Based.

Flight (Ex): A Stoners body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.

Magic Resistant (Ex): Stoners have a +4 Racial Bonus against Spells, Spell Like Abilities, and Supernatural Abilities.

Combat: Stoners generally rely on their gaze to settle fights. If that doesn't work they'll try using Fly-By's to Bite opponents nd let the poison settle them. Or bribe them with weed.

Debihuman
2008-12-27, 01:31 AM
I love these cyclops beholders. I'm so missing not having a gaming group these days... sigh.

Debby

Bhu
2008-12-27, 05:11 AM
Beholder Folk
Medium Aberration
Hit Dice: 9d8+18 (58 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 21 (+2 Dex, +9 Natural), touch 12, flat-footed
19
Base Attack/Grapple: +6/+6
Attack: 8 Eye Rays +8 Ranged and Bite +1 melee (1d4)
Full Attack: 8 Eye Rays +8 Ranged and Bite +1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Eye Rays
Special Qualities: Dark Vision 60 ft., All-Around Vision
Saves: Fort +5, Ref +5, Will +8
Abilities: Str 10, Dex 14, Con 15, Int 15, Wis 14, Cha 15
Skills: Bluff +9, Diplomacy +8, Hide +9, Knowledge (Local) +9, Listen +11, Search +13, Spot +15
Feats: Ability Focus (Eye Rays), Alertness, Point Blank Shot, Precise Shot
Environment: Urban
Organization: Solitary or Group (2-4)
Challenge Rating: 9
Treasure: None
Alignment: Usually Neutral Evil
Advancement: By Character Class
Level Adjustment: +4

"Whut'll it be pal?"

The Stoners were not Polymnia's only hybrid children to branch off into a stable species. She also gave birth to what are referred to as the Beholder Folk (well, by everyone except the Beholders). They appear as scaly humanoids roughly 6 feet in height, with a round head that resembles a ball. It has a large fanged mouth and central eye, and appears to be topped by writhing tendrils that resemble hair. Mixed in with this "hair" are smaller eyestalks. The Beholder Folk are generally thought of as monsters, and so end up taking jobs that are traditionally frowned upon (lawyer, tax collector, executioner) or ones in which appearance is unimportant (bartender, rogues). They speak Beholder and Common.

Eye Rays (Su): Each of the Beholder Folk's 8 prehensile eyestalks can produce a ray once per round as a Free Action. It can only fire 4 in any 90 degree angle, and the others may fire in other arcs. Beholder Folk can bend their eyestalks to fire in any direction, in any combination. Each ray produces an effect similar to a spell (Caster Level 11th). Beholder Folk are incredibly mutable, so their eyestalks vary a lot. Pick any spell of 3rd level or less that specifically targets an individual for each eye's effect.

All-Around Vision (Ex): Beholder Folk gain a +4 Racial Bonus on Search and Spot checks, and can't be flanked.

Combat: Beholder Folk are fairly non-confrontational given their parentage. Usually they will flee and try to hide, but if cornered their Eye Rays can be devastating.

Foolster41
2008-12-27, 05:24 AM
These are some pretty great creatures. The Figgy Pudding ooze is my favorite.

Could you by any chance do an ooze version of the booze gollem? (Yes, a booze ooze.). Also a snow gollem would be pretty great and go with the figgy pudding ooze. I was thinking he can throw parts of himself, though I'm not sure if it'd do damage or something else (distracting?).

Bhu
2008-12-27, 05:30 AM
Lemme finish the Beholder FOlk and I'll give em a shot :smallbiggrin:

Bhu
2008-12-29, 06:07 AM
Snow Golem
Medium Construct
Hit Dice: 9d10+30 (79 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 19 (+1 Dex, +8 Natural), touch 11, flat-footed
18
Base Attack/Grapple: +6/+8
Attack: Slam +8 melee (1d6+2 plus 1d6 cold)
Full Attack: 2 Slams +8 melee (1d6+2 plus 1d6 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Berserk, Snowballs, Freezing Touch
Special Qualities: Dark Vision 60 ft., Construct traits. Immunity to Magic, Low Light Vision, Immune to Cold, Hide in Snow, Damage Reduction 10/Magic and Bludgeoning
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 14, Dex 12, Con -, Int -, Wis 11, Cha 1
Skills: Hide +9
Feats: -
Environment: Any Cold
Organization: Solitary or Group (2-4)
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral
Advancement: 10-18 HD (Large), 19-27 HD (Huge)
Level Adjustment: ---

"Burt...did that snowman just move?"

Snow Golems are an unusual but cheap to make Golem in wintery areas. All you need is plenty of snow, and they look like snowmen or snow sculptures for the most part so they can hide in plain sight as well. Most Snow GOlems are made of roughly 150 pounds of snow.

Berserk (Ex): When a Snow Golem enters combat there is a cumulative 1% chance per round that it will go berserk. Once it goes berserk it will attack the nearest creature, or smashing any object smaller than itself if none is available. If the Golems creator is within 60', it can try to regain control by making a DC 19 Charisma check. After 1 minute of inactivity, the Golem's chances of going berserk reset to 0%.

Snowballs (Su): The Snow Golem may cast the spell Snowball Swarm (see Spell Compendium) 3 times per day as a Supernatural Ability. Caster Level is equal to Hit Dice.

Freezing Touch (Su): The Snow Golem's Slam Attacks and successful Grapple checks do +1d6 Cold Damage.

Immunity to Magic: The Snow Golem is immune to any Spell or Spell Like Ability that allows Spell Resistance, with the exception of spells that do fire or cold damage. Fire does double damage to a Snow Golem. Cold spells that do damage actually add to the Golem's hit points instead. Any hit points beyond the Golem's normal maximum are temporary hp lasting 10 minutes.

Hide in Snow: The Snow Golem has the Hide in Plain Sight and Camouflage abilities (see PHB page 48) while in snowy areas.

Skills: Snow Golems have a +8 Racial Bonus to Hide checks in snow.

Combat: Snow Golem's tend to remain still, hiding in plain sight until opponents get close enough to fight. If they are spotted before then they open up with the snowballs.

Bhu
2008-12-30, 04:25 AM
Beer Pudding
Large Ooze
Hit Dice: 6d10+42 (76 hp)
Initiative: -3
Speed: 10 ft. (2 squares)
Armor Class: 6 (-1 Size, -3 Dex), touch 6, flat-footed
6
Base Attack/Grapple: +4/+10
Attack: Slam +6 melee (2d4+2 plus 1d4 acid)
Full Attack: Slam +6 melee (2d4+2 plus 1d4 acid)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab, Constrict (2d4+2 plus 1d4 acid), Acid
Special Qualities: Blindsight 60', Ooze traits, Dude I Smell Beer
Saves: Fort +9, Ref -1, Will -3
Abilities: Str 14, Dex 5, Con 24, Int -, Wis 1, Cha 1
Skills: -
Feats: -
Environment: Underground, and Warm (except Desert)
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always Neutral
Advancement: 7-9 HD (Large), 10-18 HD (Huge)
Level Adjustment: ---

"Dude...dude I smell beer!"

Beer Puddings are smaller warmer weather cousins of the Black Puddings, and smell/look like pools of stout beer. They live underground but emerge at night to eat vegetation (although they will take meat when they can get it), ruining grain and corn crops. As a side effect of their digestion the symbiotic yeast organisms in their body give off a hoppy, lager smell. This smell is often the undoing of alcoholics, who end up becoming the Beer Puddings next victim when they go in search of a free brew. A Beer Pudding is around 8' across, and perhaps 500 pounds.

Improved Grab (Ex): If a Beer Pudding hits with it's Slam Attack it may make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it may Constrict.

Constrict (Ex): A Beer Pudding does Slam plus acid damage with a successful Grapple check.

Acid (Ex): A Beer Pudding's acid does not harm metal or stone.

Dude I Smell Beer (Ex): Any living creature that suffers from alcoholism that is within 60' of the Beer Pudding must make a DC 20 Willpower Save or Grapple the Pudding and begin biting it. He will immediately realize his mistake as soon as he begins taking acid damage, but by then the pudding will have tried to grapple him. Save DC is Constitution Based.

Combat: Beer Puddings are similar to most Puddings in that they just charge anything that comes within range of their Blindsight, although many lie in wait since they realize some victims will simply walk up to them.

xanaphia
2008-12-30, 04:33 AM
Can you make me a giant chicken monster?

Bhu
2008-12-30, 05:15 AM
Can you make me a giant chicken monster?

What did you have in mind? Just a Dire Chicken?

Foolster41
2008-12-30, 08:32 PM
Snowman and Beer ooze look good so far. :)
What if the snow man could hurt himself to do attacks (or maybe just do larger attacks)?

Aiee! It's El Puyo Loco the demon chicken! (Where you thinking of the same game that makes me think of?)

Bhu
2008-12-31, 03:48 AM
Can you make me a giant chicken monster?


If you don't mind intelligent ones, I do have an evil chicken monster I was going to do for an adventure I call "Night f the Chicken Lords". If you want dumb chickens, how big are we talking? human size or Kaiju size?

Bhu
2009-01-01, 03:09 AM
Okay I have the last 3 monsters done. Whaddya think? If you like em I'll add CR and it's CHicken time:

http://i212.photobucket.com/albums/cc70/bhutastan/monsters/chikin.jpg

Chicken Lord, Hatchling
Small Magical Beast (Evil)
Hit Dice: 3d10+3 (19 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 12 (+1 Size, +1 Natural), touch 11, flat-footed 11
Base Attack/Grapple: +3/-3
Attack: Peck +1 melee (1d3-2)
Full Attack: Peck +1 melee (1d3-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Lord of the Chikins, BAWK!,
Special Qualities: Spontaneous Awakening, Low Light Vision, Dark Vision 30'
Saves: Fort +4, Ref +3, Will +2
Abilities: Str 6, Dex 10, Con 12, Int 12, Wis 12, Cha 12
Skills: Bluff +3, Concentration +3, Hide +2, Knowledge (Local) +3, Listen +5, Move Silently +3, Search +3, Sense Motive +3, Spot +5
Feats: Alertness, Weapon Focus (Peck)
Environment: Warm Plains
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Neutral Evil
Advancement: 4-5 HD (Small)
Level Adjustment: ---


Chicken Lord, Young
Medium Magical Beast (Evil)
Hit Dice: 6d10+12 (45 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +4 Natural), touch 11, flat-footed 14
Base Attack/Grapple: +6/+6
Attack: Peck +6 melee (1d4) or Eye Ray +7 Ranged Touch (1d8)
Full Attack: Peck +6 melee (1d4) or Eye Ray +7 Ranged Touch (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Lord of the Chikins, BAWK!, Eye Rays
Special Qualities: Spontaneous Awakening, SR 16, Low Light Vision, Dark Vision 60', Damage Reduction 5/Magic, Fast Healing 3
Saves: Fort +7, Ref +6, Will +5
Abilities: Str 10, Dex 12, Con 14, Int 14, Wis 14, Cha 14
Skills: Bluff +4, Concentration +4, Gather Information +4, Hide +3, Intimidate +4, Knowledge (Arcana, Local, Nature) +4, Listen +4, Move Silently +3, Search +4, Sense Motive +4, Spellcraft +4, Spot +4
Feats: Alertness, Improved Initiative, Weapon Focus (Peck)
Environment: Warm Plains
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Neutral Evil
Advancement: 7-11 HD (Medium)
Level Adjustment: ---




Chicken Lord, Adult
Large Magical Beast (Evil)
Hit Dice: 12d10+36 (102 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 17
Base Attack/Grapple: +12/+18
Attack: Peck +13 melee (1d6+2) or Eye Ray +12 Ranged Touch (2d6)
Full Attack: Peck +13 melee (1d6+2) or Eye Ray +12 Ranged Touch (2d6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Lord of the Chikins, BAWK!, Smite Non-Chikin, Eye Rays
Special Qualities: Spontaneous Awakening, SR 22, Low Light Vision, Dark Vision 90', Damage Reduction 5/Magic, Fast Healing 5
Saves: Fort +11, Ref +9, Will +7
Abilities: Str 14, Dex 12, Con 16, Int 14, Wis 16, Cha 16
Skills: Bluff +7, Concentration +7, Gather Information +5, Hide +1, Intimidate +7, Knowledge (Arcana, Local, Nature) +6, Listen +7, Move Silently +5, Search +6, Sense Motive +5, Spellcraft +6, Spot +7
Feats: Alertness, Improved Initiative, Point Blank Shot, Precise Shot, Weapon Focus (Peck)
Environment: Warm Plains
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Neutral Evil
Advancement: 13-23 HD (Large)
Level Adjustment: ---




Chicken Lord, Mature Adult
Huge Magical Beast (Evil)
Hit Dice: 24d10+120 (252 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 24 (-2 Size, +12 Natural, +4 Profane), touch 12, flat-footed 24
Base Attack/Grapple: +24/+38
Attack: Peck +28 melee (1d8+6/19-20) or Eye Ray +22 Ranged Touch (3d6)
Full Attack: Peck +28 melee (1d8+6/19-20) or Eye Ray +22 Ranged Touch (3d6)
Space/Reach: 15 ft./10 ft.
Special Attacks: Lord of the Chikins, BAWK!, Smite Non-Chikin, Eye Rays
Special Qualities: Spontaneous Awakening, SR 34, Low Light Vision, Dark Vision 120', Damage Reduction 10/Magic, Fast Healing 5
Saves: Fort +19, Ref +14, Will +12
Abilities: Str 22, Dex 10, Con 20, Int 16, Wis 18, Cha 18
Skills: Bluff +13, Concentration +15, Gather Information +13, Hide +1, Intimidate +13, Knowledge (Arcana, Local, Nature) +12, Listen +13, Move Silently +9, Search +12, Sense Motive +13, Spellcraft +12, Spot +13
Feats: Alertness, Blind-Fight, Combat Reflexes, Improved Critical (Peck), Improved Initiative, Point Blank Shot, Power Critical (Peck), Precise Shot, Weapon Focus (Peck)
Environment: Warm Plains
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Neutral Evil
Advancement: 25-47 HD (Huge)
Level Adjustment: ---




Chicken Lord, Lord
Gargantuan Magical Beast (Evil)
Hit Dice: 48d10+336 (600 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 28 (-4 Size, -1 Dex, +18 Natural, +5 Profane), touch 10, flat-footed 28
Base Attack/Grapple: +48/+70
Attack: Peck +54 melee (2d6+10/19-20) or Eye Ray +43 Ranged Touch (4d6)
Full Attack: Peck +54 melee (2d6+10/19-20) or Eye Ray +43 Ranged Touch (4d6)
Space/Reach: 20 ft./15 ft.
Special Attacks: Lord of the Chikins, BAWK!, Smite Non-Chikin, Eye Rays
Special Qualities: Spontaneous Awakening, SR 58, Low Light Vision, Dark Vision 240', Damage Reduction 15/Magic, Regeneration 5
Saves: Fort +36, Ref +25, Will +25
Abilities: Str 30, Dex 8, Con 24, Int 18, Wis 20, Cha 20
Skills: Bluff +25, Concentration +27, Gather Information +25, Hide +7, Intimidate +44, Knowledge (Arcana, Local, Nature) +24, Listen +25, Move Silently +18, Search +24, Sense Motive +25, Spellcraft +24, Spot +25
Feats: Alertness, Blind-Fight, Cleave, Combat Reflexes, Devastating Critical, Epic Fortitude, Epic Will, Great Cleave, Improved Critical (Peck), Improved Initiative, overwhelming Critical, Point Blank Shot, Power Attack, Power Critical (Peck), Precise Shot, Spellcasting Harrier, Weapon Focus (Peck) *
Environment: Warm Plains
Organization: Solitary
Challenge Rating: 23
Treasure: None
Alignment: Neutral Evil
Advancement: 49+ HD (Gargantuan)
Level Adjustment: ---

*Power Critical is from Complete Warrior. Other Feats not in the PHB are from the Draconomicon.


"Jeb...the chikins is revolting!"

"You need ta clean them cages more oftin Abner."

"No, goddangit!! I mean they're formin' a mob!"

"MAW!! Maw git me mah mob wallopin' 2 by 4!"


Every so often a demonic lord of evil is born to a humble chicken. Upon his hatching the sky darkens. The earth trembles. Cows spontaneously burst into flame. And all the chickens awaken to sapience and become evil. Evil birds hellbent on the murders of poor, innocent farmers. The newly born Chicken Lord must be killed quickly before it's powers get out of hand. Within 20 days it will have progressed from a Hatchling to a young Chicken Lord. At this point the range of their powers increase, and they can use their eye rays. Pretty much ensuring the ambush of the local farmer. In another 30 days they'll be a young adult, and they can change the local peasants into chickens under their control. By this time they may have taken over the local village. In 30 more days they will be a Mature Adult, and will only be stoppable by strong heroes. If they can avoid death for another year they become a full blown Chicken Lord. At this point stopping them is very difficult, and the world may all become chickens. Chicken Lords appear to be normal roosters, and can speak and understand Common, and Sylvan. Despite the description they are not actually demons. Nor does anyone know why they happen, or why they are hellbent on ruling the world. Common rumor has it that they are how the Gods screw with people.

BAWK! (Su): As a Standard Action a Chicken Lord may crow loudly. The exact effects depend on age. The Radius of effect is 10' for a Hatchling, 30' for Young, 60' for Adult, 120' for Mature Adult, and 240' for Lord. In all cases any opponent in Range must make a Fortitude Save (DC 12 for Hatchling, DC 15 for Young, DC 19 Adult, DC 27 Mature Adult, DC 41 Lord, Save DC is Constitution Based) or be Deafened permanently. They must also make a Willpower Save (DC 12 for Hatchling, DC 15 for Young, DC 19 Adult, DC 26 Mature Adult, DC 39 Lord, Save DC is Charisma Based) or be Frightened for 1d6 rounds (2d6 rounds once it is Adult or older). All opponents also take some amount of Sonic Damage (1d6 Hatchling, 2d6 Young, 4d6 Adult, 8d6 Mature Adult, 16d6 Lord) if they are in the Area of Effect. They get a Reflex Save (DC 12 for Hatchling, DC 15 for Young, DC 19 Adult, DC 26 Mature Adult, DC 39 Lord, Save DC is Charisma Based) for half damage. The BAWK! can be heard for miles.

Smite Non-Chikin (Su): The Chicken Lord may cast Baleful Polymorph 5 times per day as a Supernatural Ability (DC 19 Adult, DC 26 Mature Adult, DC 39 Lord), but it only works on non-chickens, and only turns them into chickens. It does not gain this ability until it becomes an adult. Once a chicken the victim immediately becomes vulnerable to Lord of the Chikins.

Eye Rays (Su): Once it gets to Young age a Chicken Lord can shoot rays of Force from their eyes as a Ranged Touch Attack (this is considered a Ray Attack, see Aiming a Spell PHB page 175). Range is 50' for Young, 100' for Adult, 150' for Mature Adult, and 250' for Lord.

Lord of the Chikins (Su): Chicken Lord can telepathically communicate and have absolute mental control (as per Dominate Monster) over all Chickens within a certain radius of themselves (Hatchling: 100 ft., Young: 500 ft., Adult: 1000 ft., Mature Adult: 1 mile, Lord: 10 miles).

Spontaneous Awakening (Su): When a Chicken Lord hatches all chickens within 100 feet spontaneously awaken, as do any chickens that come within range of the Chicken Lords 'Lord of the Chikins' power. They also become Neutral Evil.

Combat: Chicken Lords generally just hide until they have their eye rays (and even then they hide against larger foes). Generally they try to fight from range until they get older. Then they just blast away with their Smite ability until all their foes are chickens, and therefore their subjects.

DracoDei
2009-01-01, 06:11 AM
I would think that "looks like a total freak, and in a scary way" would be a bit of a negative for a bartender... but I guess if your goal is to get the orders out of the customers with the greatest speed possible that COULD be a methodology that would make it basically a wash...

Edit:
Give the Snow Golem's DR 10/magic probably... I know snow is too weak to justify /admantine but just /magic is a good token gesture it seems to me...

"Dude I Smell Beer" seems more Supernatural than Extraordinary since even most alcoholics have more sense than try to drink something that MOVES and is BIGGER THAN THEM...

Debihuman
2009-01-02, 10:33 AM
Okay I have the last 3 monsters done. Whaddya think? If you like em I'll add CR and it's CHicken time

This reminds me of the abyssal chickens I made for NewDM (which I am including below). I haven't fully statted the pitchfork of transformation because magic items aren't my forte and these are unique. Any suggestions would be welcome.

Level I, Female Abyssal Chicken
Tiny Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)
Hit Dice: 2d8+1 (11)
Initiative: +7
Speed: 20 ft. (4 squares), Fly 5 ft. (clumsy)
Armor Class: 19 (+2 size, +7 Dex), Touch 19, Flat-footed 12
BAB/Grapple: +2/-9
Attack:Pitchfork of Chicken Transformationą +10 melee (1d4-1/x2) or Peck +4 melee (1d3-1/x2) or Claw -1 melee (1d2-1/x2)
Full Attack: Pitchfork of Chicken Transformationą +10 melee (1d4-1/x2) or Peck +4 melee (1d3-1/x2) and 2 Claws -1 melee (1d2-1/x2)
Space/Reach: 2˝ ft./0 ft
Special Attacks: Transforms chickens into fiendish dire fighting chickens
Special Qualities: Darkvision 60 ft., Immunity to electricity and poison, Resistance to acid 10, cold 10 and fire 10, summon Tanar'ri, Telepathy
Saves: Fort +4, Ref +10, Will +3
Abilities: Str 8, Dex 25, Con 13, Int 10, Wis 10, Cha 10
Skills: Balance +12, Hide +13, Knowledge: (The Planes) +2, Listen +5, Move Silently +12, Profession: (Torturer/Tormenter) +5, Search +5, Spot +5, Survival +5
Feats: Underfoot Combat (B)[from Races of the Wild], Weapon Finesse (Pitchfork)
Environment: The Infinite Layers of the Abyss
Organization: Solitary or with fiendish dire fighting chicken
Challenge Rating: 2
Treasure: None (except for tiny pitchfork).
Alignment: Always chaotic evil
Advancement: 3-6 HD (Tiny)
Level Adjustment: —

ą= A unique item. See below.

Level I demonic abyssal chickens appear as mundane white chickens but they each carry a tiny pitchfork under one wing.

Demonic abyssal chickens speak the language of chickens and Abyssal.

Summon Tanar'ri (Su): Once per day a demonic abyssal chicken can summon a fiendish dire fighting chicken.

Telepathy (Su): Demonic abyssal chickens can communicate telepathically with other creatures within 100 ft. that speak the language of chickens or Abyssal. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Sources:Monster Manual 1, Player's Handbook, Races of the Wild

Notes: The Level I abyssal chickens use a special Pitchfork crafted by males of their kind,the craftercocks. These pitchforks are made out of simple copper, though they are all masterwork quality. The pitchforks possess the supernatural ability to transform any mundane chicken into a Fiendish Dire Fighting Chicken. This is done by simply poking a chicken with the pitchfork. Once poked, this transformation takes a full round to complete (Note: Although they are transformed, they do not suddenly posses spurs from thin-air.)

Pitchfork of Chicken Transformation

Size Damage Crit. Weight Type
Tiny 1d4 ×2 4 lb. Piercing

This magical copper pitchfork has the ability to turn a mundane chicken into a fiendish dire fighting chicken. These weapons are made by male abyssal craftercocks for use by level I demonic abyssal chickens. In the hands of anyone else, it is simply a Tiny masterwork pitchfork. A pitchfork has reach. If you use a ready action to set a pitchfork against a charge, you deal double damage on a successful hit against a charging character.

Abyssal Chickens threat pitchforks as light weapons for the purpose of the Weapon Finesse feat.

Here are the Dire Fighting Chicken and Fiendish Dire Fighting Chicken. The Dire Template is from Tome of Horrors by Necromancer Games.

DIRE FIGHTING CHICKEN
Medium-sized Animal (Dire)
Hit Dice: 3d8+3 (16 hp)
Initiative: +2
Speed: 30 ft., fly 15 ft. (clumsy)
Armor Class: 15 (+2 natural armor, +3 Dex), Touch 13, Flat-footed 12
BAB/Grapple: +2/+1
Attack: Claw with spur +5 melee (1d4-1 and 1d4)
Full Attack: 2 Claws with spurs +5 melee (1d4-1 and 1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: —
Saves: Fort +4, Ref + 6, Will +5
Abilities: Str 8, Dex 17, Con 12, Int 2, Wis 14, Cha 6
Skills: Listen +5, Spot +6
Feats: Weapon Finesse (claws), Flyby Attack
Environment: Any
Organization: Any
Challenge Rating: 2
Treasure: None
Alignment: Neutral
Advancement: —
Level Adjustment: —

A dire fighting chicken's claws are fitted with metal spurs which cause an additional 1d4 points of damage.


Fiendish Dire Fighting Chicken
Medium Magical Beast (Extraplanar) (Dire)
Hit Dice: 3d8+3 (16 hp)
Initiative: +2
Speed: 30 ft., fly 15 ft. (clumsy)
Armor Class: 15 (+2 natural armor, +3 Dex), Touch 13, Flat-footed 12
BAB/Grapple: +2/+1
Attack: Claw with spur +5 melee (1d4-1 and 1d4)
Full Attack: 2 Claws +5 with spurs melee (1d4-1 and 1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Good
Special Qualities: Darkvision 60 ft., Resistance 5 to Cold and Fire, Spell Resistance 6
Saves: Fort +4, Ref + 6, Will +5
Abilities: Str 8, Dex 17, Con 12, Int 3, Wis 14, Cha 6
Skills: Listen +5, Spot +6
Feats: Weapon Finesse (claws), Flyby Attack
Environment: Any Evil Aligned Plane
Organization: Any
Challenge Rating: 2
Treasure: None
Alignment: Any Evil
Advancement: —
Level Adjustment: —

Fiendish Dire Fighting Chickens are fitted with metal spurs which cause an additional 1d4 points of damage.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

Design notes: You don't recalculate the skills for adding the Fiendish template even though the creature's Intelligence increases from 2 to 3.


Debby

Bhu
2009-01-02, 09:08 PM
Okay I added CR (and LA to the Beholder FOlk) and tweaked all the critters a lil. I also edited in the later growhth stages of the Chicken Lord, and hope to finish them soon.

Bhu
2009-01-02, 09:58 PM
Beholder, Mutate
Small Aberration
Hit Dice: 2d8+4 (13 hp)
Initiative: +3
Speed: 5 ft. (1 square), Fly 20 ft. (Good)
Armor Class: 18 (+1 Size, +3 Dex, +4 Natural), touch 14, flat-footed 14
Base Attack/Grapple: +1/-5
Attack: Eye Rays +4 Ranged Touch and 1 Bite -6 melee (1d4-2)
Full Attack: Eye Rays +4 Ranged Touch and 1 Bite -6 melee (1d4-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Eye Rays, Central Eye
Special Qualities: All-Around Vision, Dark Vision 60', Flight
Saves: Fort +2, Ref +3, Will +4
Abilities: Str 6, Dex 16, Con 14, Int 15, Wis 15, Cha 13
Skills: Hide +6, Knowledge (Arcana) +6, Listen +8, Search +6, Spot +8, Survival +4
Feats: Alertness
Environment: Any
Organization: Solitary, Pair, or Cluster (3-6)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: 3-4 HD (Small)
Level Adjustment: ---


Beholder, Mutate
Medium Aberration
Hit Dice: 6d8+18 (45 hp)
Initiative: +6
Speed: 5 ft. (1 square), Fly 20 ft. (Good)
Armor Class: 19 (+2 Dex, +7 Natural), touch 12, flat-footed 17
Base Attack/Grapple: +4/+3
Attack: Eye Rays +6 Ranged Touch and 1 Bite -2 melee (1d6-1)
Full Attack: Eye Rays +6 Ranged Touch and 1 Bite -2 melee (1d6-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Eye Rays, Central Eye
Special Qualities: All-Around Vision, Dark Vision 60', Flight
Saves: Fort +5, Ref +4, Will +7
Abilities: Str 8, Dex 14, Con 16, Int 15, Wis 15, Cha 13
Skills: Hide +8, Knowledge (Arcana) +8, Listen +10, Search +8, Spot +10, Survival +8
Feats: Alertness, Improved Initiative
Environment: Any
Organization: Solitary, Pair, or Cluster (3-6)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: 7-12 HD (Medium)
Level Adjustment: ---





Beholder, Mutate
Large Aberration
Hit Dice: 12d8+48 (102 hp)
Initiative: +6
Speed: 5 ft. (1 square), Fly 20 ft. (Good)
Armor Class: 26 (-1 Size, +2 Dex, +15 Natural), touch 11, flat-footed 24
Base Attack/Grapple: +8/+12
Attack: Eye Rays +10 Ranged Touch and 1 Bite +3 melee (2d4)
Full Attack: Eye Rays +10 Ranged Touch and 1 Bite +3 melee (2d4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Eye Rays, Central Eye
Special Qualities: All-Around Vision, Dark Vision 60', Flight
Saves: Fort +10, Ref +6, Will +12
Abilities: Str 10, Dex 14, Con 18, Int 17, Wis 15, Cha 15
Skills: Hide +10, Knowledge (Arcana) +18, Listen +16, Search +15, Spot +16, Survival +14
Feats: Alertness, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will
Environment: Any
Organization: Solitary, Pair, or Cluster (3-6)
Challenge Rating: 13
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: 13-24 HD (Large)
Level Adjustment: ---


Beholder, Mutate
Huge Aberration
Hit Dice: 24d8+120 (228 hp)
Initiative: +5
Speed: 5 ft. (1 square), Fly 20 ft. (Good)
Armor Class: 31 (-2 Size, +1 Dex, +22 Natural), touch 9, flat-footed 30
Base Attack/Grapple: +18/+28
Attack: Eye Rays +19 Ranged Touch and 1 Bite +15 melee (2d6+2)
Full Attack: Eye Rays +19 Ranged Touch and 1 Bite +15 melee (2d6+2)
Space/Reach: 15 ft./10 ft.
Special Attacks: Eye Rays, Central Eye
Special Qualities: All-Around Vision, Dark Vision 60', Flight
Saves: Fort +15, Ref +9, Will +19
Abilities: Str 14, Dex 12, Con 20, Int 17, Wis 17, Cha 18
Skills: Hide +17, Knowledge (Arcana) +30, Listen +29, Search +27, Spot +29, Survival +15
Feats: Ability Focus (Eye Rays), Alertness, Flyby Attack, Great Fortitude, Hover, Improved Initiative, Iron Will, Narrowed Gaze, Pervasive Gaze (the last 2 Feats are from Savage Species) If it has the Antimagic Eye instead it has Point Blank Shot and Precise Shot
Environment: Any
Organization: Solitary, Pair, or Cluster (3-6)
Challenge Rating: 19?
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: 25-48 HD (Huge)
Level Adjustment: ---


"Don't you judge me!"

Most of the time Beholders are pretty picky and eliminate any of their kind that don't look like themselves. Considering their mutativeness this means the off a lot of their kids for superficial differences. In the Jester's Realm though quite a few mutants got free and formed a small society of their own. They allow and encourage difference. They also don't get along with 'normal' Beholders so well. Beholder Mutates speak Beholder or Common.

Central Eye (Su): Each Beholder Mutate has a central Eye that is a Gaze Attack. Range is 30 feet regardless of size. Save DC to negate is 12 for Small, 14 for Medium, 18 for Large, and 26 for Large (Save DC is Charisma Based). This can duplicate most spell effects of 6th level or less. Optionally it may have the standard Beholder Antimagic eye.

Eye Rays (Su): Each of a Beholders eyestalks can produce a magical ray once per round as a Free Action. Each rays effects resemble a spell, but follow the rules for a ray (see Aiming a Spell, PHB page 175). A Small Beholder has 3 eyestalks, a Medium has 6, a Large has 10, and a Huge one has 15. Caster level is equal to (Hit Dice plus 2). The amount of rays a Beholder can focus in any 90 degree arc varies with size: 2 for Small or Medium, 3 for Large, or 4 for Huge. The effects of the Rays themselves vary wildly. A Small Beholder has eye rays equivalent to two 1st level and one 2nd level spells. A Medium Beholder has eye rays equivalent to one 1st level spell, three 2nd level spells, and one 3rd level spell. A Large Beholder has eye rays equivalent to two 1st level, one 2nd level, one 3rd level, two 4th level, one 5th level, two 6th level, and one 7th level spell. A Huge Beholder has eye rays equivalent to four 1st level, two 2nd level, two 3rd level, two 4th level, two 5th level, two 6th level, and one 7th level spells. These spells must be ones that specifically target an individual.

All-Around Vision (Ex): The Beholders eyes give it a +4 racial bonus on Spot and Search checks, and they cannot be flanked.

Flight (Ex): A Beholders body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.

Combat: Surprisingly similar to most Beholders, depending on what exact abilities their eye rays give them.

Foolster41
2009-01-03, 09:34 PM
the snow gollem and beer ooze so far look neat.

I personally don't much like giving a snow creature damage reduction. Adding DR + Immunity to magic seems like much (Even if it lets pass fire magic).

Also, could the snow gollem have some abillity to tear snow from itself (doing damage) to attack?

Bhu
2009-01-04, 10:23 PM
It could but what would the advantage be? It already shoots snowballs at will. I suppose I could make the snowball at will as long as it's in snow, but do damage if it's in snowless places.


EDIT: Oh, and the Chicken Lord now has a pic

Bhu
2009-01-06, 04:35 AM
Edible Golem
Medium Consruct
Hit Dice: 3d10+20 (36 hp)
Initiative: +0
Speed: 30 ft (6 squares)
Armor Class: 20 (+10 Natural), touch 10, flat-footed 20
Base Attack/Grapple: +2/+8
Attack: Slam +4 melee (1d8+2)
Full Attack: 2 Slams +4 melee (1d8+2)
Space/Reach: 5ft./5 ft.
Special Attacks: Improved Grab, Constrict (2d8+4)
Special Qualities: Construct Traits, Dark Vision 60’, Damage Reduction 10/Magic, Immunity to Magic, Low Light Vision, Mindless
Saves: Fort +1, Ref +1, Will +1
Abilities: Str 15, Dex 10, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary or Group (3-6)
Challenge Rating: 3
Treasure: Standard
Alignment: Always Neutral
Advancement: 4-6 HD (Medium)
Level Adjustment: -----

”We wuz out foragin’ when we came up on this Halfling encampment. Lil’ squatty bastards left their chuckwagon unguarded and me an’ Chuck we thinks “Well sir…guess that foods ours now”. Then this thing made out of cabbage beats Chuck like a ragdoll, and some sort of cheese monkey choked me into unconsciousness. Damn I hate them Halflings...”


Halflings are known for their prowess with cuisine, not so much so for their abilities as a military force. Particularly hard hit are the cooks and guards for the food stores. Bigger races tend to run them over to get the Halflings prized vittles. And consequently this makes the Halflings pretty ticked off.

After several years of this some enterprising Halfling Wizard made the first Edible Golem. Edible Golems can be composed of any hard foodstuff (cheese, jerked and smoked meats, vegetables, mushrooms), and are basically a 6 foot high figure composed of the aforementioned edibles. Created to guard the food stores, a code word chosen at creation (and given to the Golems “owner”) will immediately disassemble the Golem into its component parts. As long as the food is part of the Golem it never spoils, and it can even move and defend itself thus freeing up guards for other purposes.

This makes them ideal Golems as they can be eaten, are cheap to make, and don’t go Berserk. They are a staple of many armies now in tribute to the Halflings success with using them.


Improved Grab (Ex): If the Golem successfully hits with it’s Slam Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it may then Constrict. Edible Golems get a +4 Racial Bonus to Grapple checks. Unlike normal this ability may be used on creatures the same size class as the Golem.

Constrict (Ex): An Edible Golem does 2d8+4 damage with a successful Grapple Check.

Immunity to Magic (Ex): An Edible Golem is immune to any spell or spell like ability that allows Spell Resistance, with one exception. If Purify Food and Drink is cast on the Golem it heals 1d6 hit points of damage.

Combat: Edible Golems aren’t very tactical combatants being mindless and all. They generally just waltz up to whatever enemy is closest, initiate a Grapple, and squeeze till dead. Rinse, repeat. It’s effective though. Many is the opposing military man who has suffered the dismay of being beaten down by a cheese Golem.


Construction: An Edible Golem is made from 300 pounds of some sort of foodstuffs (average cost around 120 GP). Unlike normal Golems, Edibles aren't constructed, they are temporarily animated by means of the right spell.


Create Edible Golem
Transmutation
Level: Sor/Wiz 4, Food 4
Components: V, S, F
Casting Time: 1 Full Round Action
Range: Close (25 ft. plus 5 ft./2 levels)
Effect: Animates 1 Edible Golem
Duration: 1 hour/level

This spell animates 1 Edible Golem for the duration of the spell. When created you designate one "owner" who will control the Golem, and a code word which may disassemble it before the spell ends (speakign the word is a Swift Action).
Focus is 300 pounds some sort of food. This Focus can only be used for 1 Golem at a time, for more Golems, you need more food.
-=-=-=-=-=-=-
Lore
Characters with ranks in Knowledge (Arcane) can learn a little about the Edible Golem. When the character makes a skill check, the following lore is revealed, including the information from lower DCs:

{table]DC|Lore
10|The Halflings sometimes have Constructs guarding their food.
15|The Constructs guarding the Halflings food stores ARE food.
20|The magic making Edible Golems is cheap, but fairly short in duration and must be renewed regularly.
25|If you can get the Golem's "owner" to spit out the right word, the Golems will disassemble into harmless victuals. [/table]



Plot Hook
The Edible Golems your base has been relying upon to guard the food (i.e. themselves for the most part) have somehow been awakened by an unknown enemy, and they no longer disassemble when the code word is given. Somehow you must discover what is going on, keep the base in food in the meantime, and manage to imprison the Golems long enough to do the first two tasks.
Every night someone near a local restaurant dies. Every morning the restaurateur find blood on his cabbages. He has told no one of this, and has hired the PC's to find out what is going on before the authorities do. One night they notice a strange figure leave the restaurant with what looks like a very deformed man under a greatcoat and heavy clothing. The deformed man does not speak or respond to anyone but his partner. And he simply stinks of garlic...
Yesterday was the best day of your groups life. You defeated bad guys, got a good haul, and had a blast with the local tavern wenches. In the morning however you find out the tavern wenches who were sleeping downstairs are all beaten up, the food is gone, your money is stolen, and everyone who was there claims that cheese people robbed the place while you were all passed out drunk. You're having a bit of a hard time accepting their explanation, but the place does seem Limburgery today...
Local Halfling Wizard King Codpuncher (that doesn't sound megalomaniacal in any way...) has hired the PC's to test out his security. In reality he's bored and wants to see someone beaten up by the various food based Golems running around his trapped underground mansion. Darn sneaky them Halflings.

Bhu
2009-01-07, 05:14 AM
Minor updates to Chicken Lord and Beholder Mutates.

Bhu
2009-01-08, 06:09 AM
Updates to Chicken Lord and Mutant Beholder. Beholder crunch is actually all done cept CR. DOes it look okay? THink anything is too vague?

Debihuman
2009-01-08, 07:16 AM
Bhu, the picture of the Colossal Rampaging Chicken Lord complete with eye beams is the best. Kaiju chickens rule!

The beholder mutates seem to be correct. What are the mutations? How do they differ from standard beholders?

Debby

Bhu
2009-01-09, 03:53 AM
Because they can have almost any spell instead of what the usual Beholder has for ye rays, and can have a gaze attack instead of the antimagic eye with the central eye.

Bhu
2009-01-10, 05:38 AM
Okay other than CR and flavor text does anyone think the chicken lord is missing anything??

Bhu
2009-01-13, 05:19 AM
Well, whilst you guys peruse the Chicken Lords newly acquired fluff, I'l get a head start on the next one:


Teal Hulk
Small Aberration
Hit Dice: 3d8+3 (16 hp)
Initiative: +2
Speed: 20 ft. (4 squares), Climb 20 ft., Burrow 20 ft.
Armor Class: 19 (+1 Small, +2 Dex, +6 natural), touch 13, flat-footed 17
Base Attack/Grapple: +2/-1
Attack: Claw +5 melee (1d4+1)
Full Attack: 2 Claws +5 melee (1d4+1) and 1 Bite +0 melee (2d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Charm Gaze
Special Qualities: Dark Vision 30', Tremorsense 40'
Saves: Fort +2, Ref +3, Will +3
Abilities: Str 12, Dex 15, Con 12, Int 11, Wis 11, Cha 11
Skills: Climb +11, Hide +8, Jump +3, Move Silently +4, Listen +2, Spot +2
Feats: Blind-Fight, Weapon Finesse
Environment: Underground
Organization: Solitary, Cluster (3-6), or Hive (10-100)
Challenge Rating: 2?
Treasure: Half Standard
Alignment: Usually Neutral Evil
Advancement: 4 HD (Small), 5-6 HD (Medium)
Level Adjustment: ---


"Bert...Bert there's this weird blue/green bug eating my boot...it's a really big bug Bert..."

The city of Gandalf's Folly is known for many things, chief among them it's Wizard's college. And the college's many, potentially devastating competitions. Wizards are prone to madness after all. One of the worst is the Evil Minion competition. All competitors take a common monster, and manipulate it into what they consider the perfect evil minion. This most recent competition involved the Umber Hulk (you can already see where this is going bad). Professor Nwakuche's entry is a bluish-green Hulk that's only a scant 2 feet 6 inches tall, and weighing in at 50 pounds at most. It's Charming Gaze and stealth due to it's small size make it quite useful. Unfortunately the Teal Hulk's rapid reproductive rate, and tendencies to swarm makes up for it's advantages. Teal Hulks speak Terran.


Charm Gaze: Charm Monster as per the spell, 30', Willpower DC 12 negates, Caster Level equal to Hit Dice, Save DC is Charisma Based.

Combat: Teal Hulks try to usually Charm opponents, and get them to help out the Hive before sending them on their way or using them to feed the young. If the gaze attack doesn't work they swarm the outsider and begin biting his legs furiously.

Debihuman
2009-01-13, 08:24 AM
BHU, give back that box of Crayola crayons! Teal hulk indeed.

Debby

DracoDei
2009-01-13, 05:45 PM
Too many lists of numbers in the chikins for easy readablity. I recomment turning most everything into a table like for dragons. Or MAYBE just axilliary tables under each ability like there are for vermin poison at www.d20srd.org .

Beholder mutates could also use a table for the number at each spell level of eyestalks, the variables for the central eye, how many eyes they can aim into a given arc for the eyestalks, and DCs for the eyestalks (and anything I have forgotten).

Bhu
2009-01-14, 05:23 AM
How do I make the axillary tables here? Is there a code list somewhere?

DracoDei
2009-01-14, 06:18 AM
For that SPECIFICALLY? No.
The key word is {table], and the column seperator is a | (it is called a pipe).
Best way to see how it is done is to pick apart some examples.

Bhu
2009-01-15, 04:56 AM
Sienna Hulk
Large Aberration
Hit Dice: 8d8+24 (60 hp)
Initiative: +2
Speed: 30 ft. (5 squares), Burrow 20 ft.
Armor Class: 19 (-1 Large, +2 Dex, +8 natural), touch 11, flat-footed 17
Base Attack/Grapple: +6/+20
Attack: Claw +11 melee (1d8+6)
Full Attack: 2 Claws +11 melee (1d8+6) and 1 Bite +9 melee (2d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Despairing Gaze
Special Qualities: Dark Vision 60', Tremorsense 60'
Saves: Fort +5, Ref +4, Will +6
Abilities: Str 22, Dex 15, Con 17, Int 9, Wis 11, Cha 15
Skills: Climb +9, Jump +9, Listen +3, Spot +2
Feats: Ability Focus (Gaze), Irresistible Gaze (see Savage Species), Multiattack
Environment: Underground
Organization: Solitary, or Cluster (3-6)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually Lawful Evil
Advancement: 9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment: ---


"Wow...that's the freakiest bug thing ah evah did see. Hey Bert you 'spose he's friendly? Bert? Uh oh..."

Professor Butler had often taken a lot of bad jokes based on his name. A lot. As a result he often suffered from crushing depression. Then he heard about the minion contest. Soon all would feel his depression! HAHAHAHAHAHAHAHA!!!! Sienna hulks are tall, thin yellow-brown Hulks standing roughly 12 feet tall but weighing only 500 pounds or so. Not as intelligent as the Umber Hulk, their gaze is a bit more powerful causing opponents to succumb to despair. Unfortunately close proximity to his new minions caused Professor Butler to kill himself. The Sienna Hulks ate him, and proceeded to kill off his students.

Despairing Gaze: Crushing Despair, 30', Willpower Save DC 20 negates, Save DC is Charisma based.

Combat: Sienna Hulks fight pretty similarly to a regular Umber Hulk. They do rely more on their gaze to soften up opponents though.

Bhu
2009-01-15, 05:10 AM
The Chicken Lord has CR. Any thoughts?

Bhu
2009-01-16, 05:58 AM
Magenta Hulk
Large Aberration
Hit Dice: 10d8+50 (95 hp)
Initiative: +0
Speed: 15 ft. (4 squares), Burrow 10 ft.
Armor Class: 20 (-1 Large, +11 natural), touch 9, flat-footed 20
Base Attack/Grapple: +7/+22
Attack: Claw +13 melee (1d8+7)
Full Attack: 2 Claws +13 melee (1d8+7) and 1 Bite +11 melee (2d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rebuking Gaze
Special Qualities: Dark Vision 60', Tremorsense 60'
Saves: Fort +7, Ref +3, Will +7
Abilities: Str 25, Dex 11, Con 19, Int 9, Wis 11, Cha 15
Skills: Listen +6, Spot +7
Feats: Cumbrous Fortitude, Improved Toughness, Irresistible Gaze, Multiattack*
Environment: Underground
Organization: Solitary, or Cluster (3-6)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: 11-15 HD (Large), 16-30 HD (Huge)
Level Adjustment: ---

*Cumbrous Fortitude, Irresistible Gaze are from Savage Species.

"Hahahahaha!!! Thats the fattest Hulk I've ever seen! Oh crap...Oh crap, dude, I think we made him angry!"

Professor Esther had long been teased about her weight. After years it had gotten to the point where she decided to show people in the competition not only was big okay, it was better. And to some extent she was right. Her minions were a bit tougher than the usual Hulk. But she didn't realize increased mass meant increased appetite. Fortunately she wasn't around for the eating spree, but her students weren't so lucky. Magenta hulks are a light purplish red. While they stand no taller than a regular Hulk they weigh almost half again as much. They speak Terran.

Rebuking Gaze: Greater Rebuke, 30', Willpower Save DC 18 negates, Save DC is Charisma based. (Greater Rebuke may be found in Spell Compendium)

Combat: magenta Hulks soften their opponents up with their Gaze and then move in. They're pretty much like normal Hulks, but their hunger leads them to try to eat any downed victims, often taking at least one of them out of the combat if they kill an opponent.

DracoDei
2009-01-16, 01:35 PM
I believe you meant "dude", not "dud".

Bhu
2009-01-17, 07:05 AM
I believe you meant "dude", not "dud".

Fixed. Out of the following list ( http://en.wikipedia.org/wiki/List_of_Crayola_crayon_colors ) I'm thinking of doing Aquamarine, Cerise, Cerulean, CHartreuse, Fuschsia, Lavender, Periwinkle, and maybe Sepia. Hopefully y'all like Hulks...

Bhu
2009-01-18, 03:03 AM
Aquamarine Hulk
Large Aberration (Aquatic)
Hit Dice: 8d8+24 (60 hp)
Initiative: +2
Speed: 20 ft. (5 squares), Swim 20 ft.
Armor Class: 19 (-1 Large, +2 Dex, +8 natural), touch 11, flat-footed 17
Base Attack/Grapple: +6/+19
Attack: Claw +10 melee (1d8+5)
Full Attack: 2 Claws +10 melee (1d8+5) and 1 Bite +5 melee (2d8+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Light Gaze
Special Qualities: Dark Vision 60', Blindsense 60', Amphibious
Saves: Fort +8, Ref +4, Will +6
Abilities: Str 21, Dex 15, Con 19, Int 11, Wis 11, Cha 13
Skills: Listen +7, Search +7, Spot +8, Swim +13
Feats: Ability Focus (Gaze), Great Fortitude, Swim-By Attack*
Environment: Warm or Temperate Aquatic
Organization: Solitary, or Cluster (3-6)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: 9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment: ---

*Swim-By Attack may be found in Stormwrack.

"Abner...ah just saw a huge bug eat the carp we pulled in...ah think we're dun fishin'"

Professor Jingang's headquarters were underwater, making her somewhat upset over the choice of a very non water traveling race for the competition. But she adapted. Aquamarine Hulks are a pale blue water dwelling species of Hulk with fins and pulsing gills and what have you. Normal Hulks get sick looking at them for some reason. They just don't get along. Aquamarine Hulk speak Aquan.

Light Gaze: Rainbow Pattern, 30', Willpower Save DC 17 negates, Save DC is Charisma Based.

Skills: Aquamarine Hulks get a +8 Racial Bonus on all Swim Checks, and may always Take 10 on a Swim Check. They may use the Run Action while swimming in a straight line.

Combat: Aquamarine Hulks prefer hit and run tactics to stand up fighting, especially since they usually are able to take more advantage of their environment than invading adventurers.

DracoDei
2009-01-18, 04:23 PM
No sure what shades all the colors you mentioned are... but seriously, you need a green one that with a linked growth/rage ability that reduces its mental stats (still a noticable net plus to will saves though) instead of its AC... created by a Greek wizard with the third type of magical radiation he tried... and he was identifying the radiation types by letters...

Debihuman
2009-01-18, 08:44 PM
Should aquamarine hulks have the aquatic subtype? If they only breathe air they don't need it, but I wasn't sure about your intentions on this. If they breathe both air and water, they need the amphibious special ability. Just checking.

Does the swim skill only come from the bonus +8 racial points for having a swim speed?

I love the idea of variant umber hulks. Who knew the inspiration would be a box of crayons? BTW, periwinkle is one of my favorite colors. It comes from the myrtle flower and is also known as lavender blue. Could the color of the periwinkle hulk come from its diet of myrtle? Pleaseeeee.

Debby

Bhu
2009-01-19, 05:45 AM
There are green hulks coming, yes I shall make the periwinkle hulk a flower muncher. :smallbiggrin:

After all you are one of my most consistent reviewers :smallwink:

DracoDei
2009-01-19, 02:35 PM
Pardon me if this was already obvious but: The key point I was trying to make was that you should have one of the green ones modeled in some way or another on the Incrediable Hulk... thus the GREEK wizard who created them using magical RADIATION which he identified by LETTERS. (The Greek alphabet does go Alpha, Beta, GAMMA, right?). Perhaps they should only be green when raging (with the ENLARGEMENT effect).

Bhu
2009-01-20, 04:53 AM
I knew what you meant :smallwink: have no fears!


Cerise Hulk
Large Aberration
Hit Dice: 8d8+24 (60 hp)
Initiative: +5
Speed: 20 ft. (5 squares), Climb 20 ft.
Armor Class: 18 (-1 Large, +1 Dex, +8 natural), touch 10, flat-footed 16
Base Attack/Grapple: +6/+19
Attack: Claw +10 melee (1d8+5)
Full Attack: 2 Claws +10 melee (1d8+5) and 1 Bite +10 melee (2d8+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Fear Gaze
Special Qualities: Dark Vision 60', Tremorsense 60'
Saves: Fort +8, Ref +3, Will +6
Abilities: Str 21, Dex 13, Con 19, Int 11, Wis 11, Cha 15
Skills: Climb +18, Jump +10, Listen +6, Spot +6
Feats: Improved Initiative, Improved Multiattack, Multiattack
Environment: Warm Forests
Organization: Solitary, or Cluster (3-6)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: 9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment: ---


"Dude...dude do you smell cherries??"

Professor Zvonko had always liked cherries, and his entry to the minion competition both smell and look like them. Wanting minions perfect for keeping pests away from his cherry bushes. The Cerise Hulks Fear gaze makes it perfect for this role. They otherwise seem like regular Hulks, and speak Terran.

Fear Gaze (Su): Fear, 30', DC 16 Willpower Save negates, Save DC is Charisma based.

Skills: Cerise Hulks have a +8 Racial Bonus to CLimb checks, and may always take 10 on a Climb check.

Combat: Cerise Hulks will usually blast opponent with their Gaze, and then attack if they don't run away.

DracoDei
2009-01-20, 05:00 AM
Ok, I was just making sure.

Bhu
2009-01-23, 03:59 AM
Cerulean Hulk
Medium Aberration
Hit Dice: 4d8+8 (26 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +3/+5
Attack: Claw +5 melee (1d6+2)
Full Attack: 2 Claws +5 melee (1d6+2) and 1 Bite +3 melee (2d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Lightning Gaze
Special Qualities: Dark Vision 60', Tremorsense 60'
Saves: Fort +3, Ref +3, Will +6
Abilities: Str 15, Dex 15, Con 15, Int 11, Wis 11, Cha 15
Skills: Climb +5, Jump +5, Listen +4, Spot +4
Feats: Improved Initiative, Iron Will, Multiattack
Environment: Cold Forests
Organization: Solitary, or Cluster (3-6)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: 5-8 HD (Medium), 9-12 HD (Large)
Level Adjustment: ---


"Hey Abner...member how maw allus told us not to pee on the electric fence...it goes for bugs too..."

Professor Gorm didn't want some namby pamby gaze attacking Hulk for his entry. Gaze attacks were for sissies. He wanted to breed them out of his creation and make them tougher. Real minions don't need range. His plans backfired, and his minions now shoot ball lightning, probably as a result of his using massive amounts of electricity in his experiments making them. Nor are they tougher than regular Hulks. Fortunately the electrical burns to his kidneys could be regenerated. Cerulean Hulks speak Auran.

Lightning Gaze (Sp): The Cerulean Hulk may cast Orb of Electricity at will as a Spell-Like Ability. Caster Level is equal to Hit Dice.

Combat: Cerulean Hulks just sit back and blast away with their electrical powers. They're kinda lazy tactically for Hulks.

Bhu
2009-01-24, 07:00 AM
Chartreuse Hulk
Tiny Aberration (Swarm)
Hit Dice: 8d8+8 (44 hp)
Initiative: +4
Speed: 20 ft. (4 squares), Climb 20 ft.
Armor Class: 18 (+2 Size, +4 Dex, +2 natural), touch 16, flat-footed 14
Base Attack/Grapple: +6/-
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction (DC 17), Force Gaze
Special Qualities: Dark Vision 60', Tremorsense 60', Swarm Traits, Half Damage from Slashing and Piercing
Saves: Fort +5, Ref +8, Will +6
Abilities: Str 5, Dex 18, Con 12, Int 6, Wis 11, Cha 5
Skills: Climb +8, Hide +12, Listen +4, Spot +4
Feats: Great Fortitude, Lightning Reflexes, Ability Focus (Distraction)
Environment: Warm Marshes
Organization: Solitary, or Cluster (3-6)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: -
Level Adjustment: ---


"Dude...Dude it's an army of teeny bug monsters. That's hysterical. Why are they looking at us and laughing?"


Chartreuse Hulks are small Hulks a little bit smaller than a cat. Created by professor Mechelina for the contest for no better reason than she was required to enter a minion, and she was really really stoned (Hey, she's a Wizard. They're weird critters.). Not having any real idea of what they were or what they did she still went to introduce them the day of the contest only to find out they'd decided to nest in the college's solarium, and weren't leaving for anyone or anything. Eventually forced to leave after a massive extermination campaign they are now firmly ensconced in a nearby marsh.

Force Gaze: The Chartreuse Hulks Swarm Attacks do Force damage.

Skills: Chartreuse Hulks have a +8 Racial Bonus to Climb checks, and may always take 10 on a Climb check.

Combat: Chartreuse Hulks are more intelligent than most swarms, which makes them a little more dangerous than the average swarm. But their tactics are still pretty limited to the traditional swarm attack.

Bhu
2009-01-24, 07:23 AM
Fire Beetle
Large Magical Beast (Fire)
Hit Dice: 7d10+21 (59 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 19 (-1 Size, +10 Natural), touch 9, flat-footed 19
Base Attack/Grapple: +7/+17
Attack: Bite +12 melee (2d6+6+1d6 Fire)
Full Attack: Bite +12 melee (2d6+6+1d6 Fire)
Space/Reach: 10 ft./5 ft.
Special Attacks: Spew Flame, Burning Touch, Set Fires
Special Qualities: Dark Vision 60'
Saves: Fort +8, Ref +5, Will +4
Abilities: Str 23, Dex 10, Con 17, Int 2, Wis 14, Cha 12
Skills: Listen +5, Spot +5
Feats: Ability Focus (Spew Flame, Set Fires), Improved Initiative
Environment: Any Warm or Underground
Organization: Solitary
Challenge Rating: 8
Treasure: Double Gems
Alignment: Always Neutral
Advancement: 8-10 HD (Large), 11-21 HD (Huge)
Level Adjustment: ---

Durin the Dwarf: "This has too be the worst evil minion I've seen yet."
Poofter the Elf: "Well it's a giant bug, I don't know as they're really evil..."
Durin: "Made by an evil mage, so it's an evil minion. Man look at it. Who designs evil minions on spurious puns?"
Poofter: "Most of our opponents actually. Remember that Pope Fish?"
Durin: "Someone really hasta talk with this guy. Tell him he needs less lame monsters."
Poofter: "But it just burned a fist size hole in Bob's nether regions."
Bob the Human: "AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHH!!!!!"
Durin: "Which goes to prove it's lameness. Bob always was a poorly designed character. 6 levels in fighter? Come on!"
Poofter: "I uh..I think we're breaking the fourth wall here..."
Durin: "Screw it. The writer will take the blame not us."
Poofter: "Your axe is on fire...."
Durin: "Okay now it simply has to die..."

Fire Beetles are 800 pound beetles that appear to be on fire. Mostly because they are on fire. Originally conceived as a neat minion by insect obsessed BBEG's, it's drawbacks have become readily apparent over time. Specifically, it's on fire. And it spits fire. And it likes to set fires. So unles you have an asbestos castle, you got problems.

Spew Flame (Su): The Fire Beetle can spew a 30' Cone of fire once every 1d4 rounds. This cone does 7d6 Fire damage to anything in it's area (DC 18 Reflex Save for half damage, Save DC is Constitution Based).

Burning Touch (Su): The Fire Beetle itself is incredibly hot. Atacking it with a weapon (or being attacked by it if you're wearing armor) produces an effect similar to the Heat Metal spell. Each attack extends the duration by 1 round (DC 14 Will Save negates, Save DC is Charisma Based). Attacking the Fire Beetle with an unarmed strike or natural weapons results in 1d6 Fire damage.

Set Fires (Su): As a Standard Action, once per round the Fire Beetle may set 1 square within 30' on fire if it has any burnable material. Anyone entering the hex takes 1d6 damage, and must make a DC 15 Reflex Save or catch on fire (see page 303 of the DM's Guide).

Combat: Fire Beetles will try to set fire to hexes to control it's opponent avenues of approach if it can. if not it will Spew Flame as they charge in, and rely on it's mandibles to get the job done.

Bhu
2009-01-26, 06:55 AM
Every so often the link tieing an Outsider to a specific Plane or Alignment is severed for unknown reasons. Maybe they asked for it, perhaps they've been punished by a superior, or maybe it's a quirk of Fate. Most leave their Home Plane and travel to find themselves. Now that they aren't compulsively a specific alignment, many change entirely due to the shock of their situation. Many become depressed or succumb to some form of extreme behavior. Some just settle down and raise kids.


Freed Outsider

Freed Outsider is an Acquired Template that can be applied to any Outsider whose Alignment text mention "always" as in "always Chaotic Evil" or "Always Neutral Good" etc.

Size and Type: Size is unchanged, Type is unchanged. The Chaotic, Evil, Extraplanar, Good, and Lawful subtypes are lost. They also lose all Angel, Archon, Baatezu, Tanar'ri and similar subtypes that link them to a specific Plane. The Native subtype is gained.

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Natural Armor Bonus increses by +2.

Attacks: Unchanged.

Damage: Your natural attacks are no longer considered Good/Evil/Chaotic/Lawful for purposes of overcoming Damage Reduction, but they are considered magic.

Special Attacks: Retains all Special Attacks of the Base Creature, except as follows:

Any spells, spell like abilities, or supernatural abilities that have an alignment descriptor are replaced with a similar spell from the same school, same level, same spell list if possible.

Any Sacred or Profane Bonuses become Enhancement Bonuses instead.

Any summoning abilities are lost. Instead the Base Creature gains any Conjuration spell whose level is equal to the equivalent spell level their summoning ability was castable 3 times per day as a Spell Like Ability. Caster Level is equal to their Hit Dice. If they already have spell like abilities Caster level is the same as it is for those abilities.


Special Qualities: Retains all Special Qualities of the Base Creature except as follows:

If the Base Creature had Damage Reduction that includes an alignment component (such as Dr 5/Good and Silver or DR 5/ Good or Silver) the alignment component is removed (i.e. it would become DR 5/Silver. If the DR only has an alignment component (i.e. DR 5/Good) it becomes DR/Magic instead.

Despite losing the Angel, Archon, Baatezu, Tanar'ri and any similar subtypes that link them to a specific Plane the Base Creature retains their abilities (i.e. reisitances, immunities, about anything that isn't alignment related or that summons something).

Angels keep their Protective Aura, but it no longer acts as a Magic Circle Against Evil.

Archons lose their Magic Cirlce Against Evil, but instead gain any 3rd level Abjuration spell castable 3 times per day as a Spell Like ability. Caster Level is equal to their hit Dice or 7th level whichever is higher.

Saves: Unchanged.

Abilities: If any of the Base Creature's mental stats are below 10 they are raised to 10. It also gains +4 to 1 stat of your choice.

Skills: Unchanged. If Int increased recalculate ranks in skils.

Feats: Unchanged

Environment: Unchanged, or Any if it mentions a specific Plane

Organization: Solitary, possibly even Unique in many cases.

Challenge Rating: +0

Treasure: Unchanged

Alignment: Change "Always" to "Usually". Most Freed Outsiders find their freedom such a shock that they quickly drift towards a new alignment (usually Neutrality).

Advancement: By character level now. Favored Class is the one they have the most levels in.

Level Adjustment: +1

Example of creature using template here:


Dill-Bob (former Dretch)
Small Outsider (Native)
Hit Dice: 2d8+8 (17 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 16 (+1 Size, +5 Natural), touch 11, flat-footed 16
Base Attack/Grapple: +2/-1
Attack: Claw +4 melee (1d6+1)
Full Attack: 2 Claws +4 melee (1d6+1) and 1 Bite +2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell Like Abilities
Special Qualities: Damage Reduction 5/Cold Iron, Dark Vision 60', Immune to Electricity and Poison, Energy Resistance 10 (Acid, Cold, Fire), Telepathy 100'
Saves: Fort +7, Ref +3, Will +3
Abilities: Str 12, Dex 10, Con 18, Int 10, Wis 11, Cha 11
Skills: Hide +9, Listen +5, Move Silently +5, Profession (Batender) +5,Search +5, Spot +5, Survival +5 (+7 Tracking)
Feats: Multiattack
Environment: Any
Organization: Solitary (possibly Unique)
Challenge Rating: 2
Treasure: None
Alignment: Neutral
Advancement: By Character Class
Level Adjustment: +3

Spell Like Abilities (Sp): Scare (DC 12) and Stinking Cloud (DC 13) 1/day. Wall of Smoke (DC 11) 3/day. Caster Level 2nd.

Dill-Bob was your average Dretch, quietly being used as a pawn by his superiors. Until one day when he stood up, looked around, and loudly said: "OMGWTF AM I DOING HERE???"

He left his home plane and hasn't been back since. He has no idea how he got his freedom or what to do with it. Currently Dill-Bob is a bartender at a small redneck bar somewhere on Greyhawk.

DracoDei
2009-01-26, 09:19 AM
The CR adjustment of this sounds like it could actually vary between -2 and +1 depending on what sort of creature it is. Some lose a lot more than others.


Freed Outsider is an Acquired Template that can be applies to any Outsider whose Alignment text mention "always" as in "always Chaotic Evil" or "Always Neutral Good" etc.

Should be "applied".

Bhu
2009-01-28, 06:44 AM
Fuchsia Hulk
Colossal Aberration
Hit Dice: 80d8+880 (1240 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 32 (-8 Size, +30 natural), touch 2, flat-footed 32
Base Attack/Grapple: +60/+96
Attack: Claw +72 melee (4d6+20/19-20) or Eyebeam +52 Ranged Touch (20d6)
Full Attack: 2 Claws +72 melee (4d6+20/19-20) and 1 Bite +72 melee (6d6+10/19-20) or or Eyebeam +52 Ranged Touch (20d6)
Space/Reach: 30 ft./30 ft.
Special Attacks: Eyebeam, Trample (4d12+40), Frightful Presence
Special Qualities: Dark Vision 240', Tremorsense 240', Damage Reduction 20/Adamantine, Fast Healing 5
Saves: Fort +59, Ref +42, Will +26
Abilities: Str 50, Dex 11, Con 32, Int 5, Wis 11, Cha 30
Skills: Climb +33, Intimidate +24, Listen +13, Search +12, Spot +15, Survival +13
Feats: Awesome Blow, Cleave, Combat Reflexes, Devastating Critical (Claws, Bite), Endurance, Epic Fortitude, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (Claw, Bite), Improved Multiattack, Improved Snatch, Large and in Charge, Multiattack, Multisnatch, Overwhelming Critical (Claws, Bite), Power Attack, Power Ciritcal (Claws, Bite), Rend, Snatch, Stamp, Weapon Focus (Claw, Bite)3
Environment: Any
Organization: unique
Challenge Rating: 30
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: 81+ HD (Collosal)
Level Adjustment: ---


"Abner...that purple hill over there ain't a hill...think we should be runnin' now..."

Professor Baketaten had always thought bigger was better her whole life. So it was inevitable when given a chance to create an evil minion she would go for a giant. A purple giant. A purple giant with a liiiittle teeeny brain. The Fuschia Hulk is the only known example of it's kind, and the world should thank the gods for it. He's not particularly bright, and seems to understand common, but has never spoken or made any real attempt at communication. he was eventually turned loose in the wild because the professors realized he would be dangerous to keep, but couldn't bring themselves to put the big lug down. The Fuschia Hulk is a chubby purplish Hulk standing roughly 100' tall.

Eyebeam: Once every 1d4 rounds the Fuschia Hulk may unleash an Eyebeam that is a ranged touch attack doing 20d6 fire damage. Range is 500'.

Trample: DC 70 Reflex Save for half damage.

Frightful Presence (Ex): Whenever the Fuschia Hulk attacks or charges all living beings within 150' must make a DC 60 Willpower Save (Save DC is Charisma Based), or be Frightened for 4d6 rounds if it has less Hit Dice (opponents with equal orr greater Hit Dice are Shaken instead). If the Save is successful the opponent is immune to the Fuschia Hilk's Frightful Presence ofr 24 hours.

Combat: The Fuschia Hulk rarely initiates combat, and seems lost in thought most of the time. Or maybe he's just a vegetable. Either way most opponents get the first shot in assuming they're stupid enough to assault him. After which they get blasted by his eyeray, and the stragglers get stepped on.

Bhu
2009-01-30, 06:04 AM
Think there's anything else I should add to the Fuschia Hulk?

DracoDei
2009-01-30, 10:46 AM
I think your edit got eaten.

Bhu
2009-01-31, 05:34 AM
I think your edit got eaten.

Okay I tried it again. lemme know if it sticks.

Debihuman
2009-01-31, 07:09 AM
Well, I think the Fuschia Hulk looks okay [a few typos and some odd grammar notwithstanding]. Is Weapon Focus (Bite) a bonus feat?

Debby

DracoDei
2009-01-31, 07:47 AM
Well, I am running on 1 hour of sleep, but I found it funny.

Bhu
2009-02-01, 05:35 AM
Well, I think the Fuschia Hulk looks okay [a few typos and some odd grammar notwithstanding]. Is Weapon Focus (Bite) a bonus feat?

Debby

Nope I had one too many. I axed a feat to get the count down

Debihuman
2009-02-01, 08:19 AM
Bhu, it's spelled "fuchsia" and even I got it wrong.

Debby

Bhu
2009-02-02, 06:23 AM
Lavender Hulk
Large Aberration
Hit Dice: 8d8+24 (60 hp)
Initiative: +2
Speed: 20 ft. (5 squares), Fly 25 ft. (Clumsy)
Armor Class: 19 (-1 Large, +2 Dex, +8 natural), touch 11, flat-footed 17
Base Attack/Grapple: +6/+19
Attack: Claw +10 melee (1d8+5)
Full Attack: 2 Claws +10 melee (1d8+5) and 1 Bite +8 melee (2d8+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Paralytic Gaze
Special Qualities: Dark Vision 60', Blindsight 60'
Saves: Fort +8, Ref +4, Will +6
Abilities: Str 20, Dex 15, Con 18, Int 11, Wis 11, Cha 15
Skills: Listen +11, Spot +11
Feats: Flyby Attack, Hover, Multiattack
Environment: Warm Plains
Organization: Solitary, or Cluster (3-6)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: 9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment: ---


"Bert...is that a bee comin' towards us?"

"Gawd ah hope not Abner. Truly that is the ugliest bee Ah evah did see..."

Professor Huberta had always had a weird obsession with flying critters. Sp it was obvious what her choice of mutation for her minion would be. Unfortunately Hulks don't make great flyers. Even when they've had bee wings added to their frames. They came across as more amusing than horrifying. Until they got mad of course and started zapping people with their gaze. Lavender Hulks are pinkish purple Hulks with wings. They speak Terran.


Paralyzing Gaze (Su): Gaze, Hold Person, DC 16 Willpower Save negates, Save DC is Charisma Based.

Combat: Lavender Hulks prefer to use Flyby attacks, paralyzing opponents with their gaze before landing to rip into them.

Bhu
2009-02-04, 07:22 AM
Periwinkle Hulk
Large Aberration
Hit Dice: 8d8+24 (60 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 19 (-1 Large, +2 Dex, +8 natural), touch 11, flat-footed 17
Base Attack/Grapple: +6/+19
Attack: Claw +10 melee (1d8+5)
Full Attack: 2 Claws +10 melee (1d8+5) and 1 Bite +5 melee (2d8+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Hypnotic Gaze, Flower Addiction
Special Qualities: Dark Vision 60', Tremorsense 60'
Saves: Fort +10, Ref +4, Will +6
Abilities: Str 20, Dex 15, Con 18, Int 11, Wis 11, Cha 15
Skills: Listen +11, Spot +11
Feats: Endurance, Diehard, Great Fortitude
Environment: Warm Plains
Organization: Solitary, or Cluster (3-6)
Challenge Rating: 8?
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: 9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment: ---


"ABNER!! Abner there's a giant critter eatin' mah flowers!"

"And?"

"And you need ta do yer husbinly dutees and go whack 'im!"

Professor Lamolle thought the idea of a contest of color coded evil minions was incredibly beneath him. In defiance he decided to create a colorless Hulk. And it worked of a sort. Their skin was colorless, making their organs and such visible. Until they ate. Then they absorbed the color of what they ate, possibly permanently if it stained. Unfortunately the new Hulks had some problems with myrtle flowers. Specifically they went completely nuts if they ate one, and it permanently dyes them a periwinkle color (hence their name). As the contest was held outside, the Hulks had ample access to myrtle flowers, and did a surprising 40 thousand gold in property damage before being brought under control. Periwinkle Hulks speak Terran.

Hypnotic Gaze (Su): Gaze, Mesmerizing Glare (see Spell Compendium), 30', DC 16 Willpower Save negates, Save DC is Charisma based.

Flower Addiction (Ex): If a Periwinkle Hulk eats a Myrtle flower it has to make a DC 20 Willpower Save 1d6 rounds later or it becomes subject to Frenzy. This is identical to the class ability listed on page 34 of the Complete Warrior except that the Periwinkle Hulks don't attack each other.

Combat: Tactics are pretty similar to regular Umber Hulks, unless there are Myrtle flowers nearby. If they've eaten any, just run. There's no talking to them then.

xanaphia
2009-02-05, 02:33 AM
Nice.

I like the giant bees.

Debihuman
2009-02-05, 09:16 AM
Bhu, I think you mean it "dyes" their skin, not that it "dies" their skin. The idea of flower addicted periwinkle hulks is so perfect. I'm looking forward to seeing this one finished.

Debby

Bhu
2009-02-06, 06:25 AM
Sepia Hulk
Large Aberration (Incorporeal)
Hit Dice: 10d8 (45 hp)
Initiative: +3
Speed: Fly 30 ft. (6 squares), Good
Armor Class: 20 (-1 Large, +3 Dex, +8 Deflection), touch 20, flat-footed 17
Base Attack/Grapple: +7/-
Attack: Claw +9 melee touch (energy drain)
Full Attack: 2 Claws +9 melee touch (energy drain) and 1 Bite +4 melee touch (energy drain)
Space/Reach: 10 ft./10 ft.
Special Attacks: Shadow Touch
Special Qualities: Dark Vision 60', Blindsight 60', Incorporeal Shadow
Saves: Fort +9, Ref +10, Will +4
Abilities: Str -, Dex 17, Con -, Int 7, Wis 13, Cha 16
Skills: Hide +16, Listen +6, Move Silently +16, Search +4, Spot +6
Feats: Great Fortitude
Environment: Any Cold
Organization: Solitary or Pack (3-6)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: 11-15 HD (Large), 16-30 HD (Huge)
Level Adjustment: ---

"Abner...that shadow just moved..."

Professor Panagiotis also thought the Minion contest wasn't truly serious, and rebelled at the idea of making something so foolish as a color coded Hulk Minion. So he set about to make a colorless one as well, ending up with a Hulk that was completely black. But the energies he exposed it too made it a true monster. Not undead, it shared many of the characteristics of one. An incorporeal phantom creature that hungered for the living. And unfortunately for Panagiotis he was living, and available. The Sepia Hulks have never made any attempt to communicate or shown that they understood any attempt to communicate with them.

Shadow Touch (Su): By making a touch attack the Hulk can bestow 1 Negative level upon it's opponent if it fails a DC 17 Fortitude Save. the Hulk does not gain any temporary hit points from this as it is how it feeds. It must drain 1 energy level per week or die.

Incorporeal Shadow (Su): Sepia Hulks are Incorporeal, and have no Strength or Constitution score (despite not being Undead). They are immune to poison, sleep effects, disease, death effects, paralysis, stunning, critical hits, nonlethal damage, ability drain or damage, energy drain, fatigue, and exhaustion effects. It does not breathe or sleep. In total Darkness it is invisible as per the Greater Invisibility spell.

Skills: Sepia Hulks gain a +8 Racial Bonus to Hide and Move Silently Checks.

Combat: Sepia Hulks are an odd bunch. If they aren't hungry they're content to merely watch hidden from the shadows. Just to see what intruders are up to. But if they are hungry, then the go for draining energy levels immediately, and running once they have enough.

Bhu
2009-02-07, 06:12 AM
Any thoughts on teh Sepia Hulk? Is it clear enough?

Bhu
2009-02-08, 06:44 AM
Grey Hulk
Large Aberration
Hit Dice: 8d8+32 (68 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 16 (-1 Large, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +6/+17
Attack: Claw +12 melee (1d8+7)
Full Attack: 2 Claws +12 melee (1d8+7) and 1 Bite +7 melee (2d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Powerful Charge (2d8+3d6+14)
Special Qualities: Dark Vision 60', Tremorsense 60', Damage Reduction 5/-, Wide Angle Vision
Saves: Fort +8, Ref +3, Will +6
Abilities: Str 25, Dex 13, Con 19, Int 11, Wis 11, Cha 13
Skills: Listen +11, Search +4, Spot +15
Feats: Greater Powerful Charge, Powerful Charge, Reckless Charge (See the Miniature's Handbook)
Environment: Warm Desert
Organization: Solitary, or Herd (5-10)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: 9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment: ---

"Where have I seen this thing before?"

Professor Lambis had been obsessed with Umber Hulks since he was a child and had toys modeled after them. But upon actually seeing his first Umber Hulk he was massively disappointed. They were gangly insectoid things as opposed to the hulking humanoid figures he remembered from his youth. The contest was his perfect chance to remake the Hulk to his vision. Now they are large humanoid figures with gray, elephant-like hide, and brown bony knobs on the chest and shoulders. It has large claws and teeth, and shows no signs of it's insectoid heritage. The Grey Hulks still speak Terran.

Powerful Charge (Ex): The Gray Hulk does 2d8+14 with a successful charge attack, plus the bonus damage from it's Feats.

Wide Angle Vision (Ex): The Gray hulk cannot be Flanked, and has a +4 Racial Bonus to Spot and Search checks.

Combat: Gray Hulks usually open with a charge, and then wail on their opponent. Given the opportunity they will charge again.

cookie for anyone who gets what this is

Bhu
2009-02-10, 04:44 AM
Green Hulk
Large Aberration
Hit Dice: 12d8+94 (148, 196 Raging)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 18 (-1 Size, +9 natural), touch 9, flat-footed 18
Armor Class Raging: 16 (-2 Rage, -1 Size, +9 natural), touch 7, flat-footed 16
Base Attack/Grapple: +8/+21 (+29 Raging)
Attack: Smash +16 melee (2d6+9)
Attack Raging: Smash +24 melee (2d6+17)
Full Attack: 2 Smashes +16 melee (2d6+9)
Full Attack Raging: 2 Smashes +24 melee (2d6+17)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rage, Powerful Build
Special Qualities: Dark Vision 60', Regeneration 5, Damage Reduction 3/-
Saves: Fort +13 (+17 Raging), Ref +4, Will +8 (+12 Raging)
Abilities: Str 28 (36 Raging), Dex 11, Con 24 (32 Raging), Int 8, Wis 11, Cha 15
Skills: Climb +13 (+21 Raging), Jump +13 (+21 Raging), Listen +4, Spot +3
Feats: Destructive Rage, Great Fortitude, Improved Toughness, Instantaneous Rage, Mad Foam Rager*
Environment: Any
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Neutral
Advancement: 13-48 HD (Large)
Level Adjustment: ---

*See Complete Warrior and PHB2 for some Feats

[I]"Hey Abner, how da you say Please Don't Kill Us in freaky mutant critter?"[I]

Professor Arturo was a lazy slug. Always had been. Always would be. With no clue as to what to do for the contest he stole Professor Lambis' notes for transforming the Hulks by exposing them to planar energies. His first two experiments (Alpha and Beta) died. The third (Gamma) made a strange green, muscular Hulk with anger management issues. He promptly beat Arturo like a government mule and escaped. Arturo has made several more with the same results. He, of course, lost the contest. And a few brain cells from the multiple concussions. The Green Hulks appear to speak Common.

Powerful Build: Identical to the ability listed on page 12 of the Expanded Psionics Handbook.

Rage: Identical to the Mighty Rage ability listed on Page 26 of the PHB. It may be used a number of times per day equal to the Hulks Hit Dice divided by 3.

Combat: Green Hulks tend to fight by going into rage, charging, and repeatedly bashing whatever made them angry with their fists until it no longer needs bashing.

Bhu
2009-02-11, 05:14 AM
I updated the Cryptid back on Page 4

Bhu
2009-02-12, 06:04 AM
Hmm...now what gaze attack should i give the Green Hulk??

DracoDei
2009-02-12, 06:50 AM
I was thinking none at all... but Bestow Curse for a -4 (more?) to all damage dealt MIGHT work (increased invulnerability against a major foe basically)

Olo Demonsbane
2009-02-12, 10:28 PM
I just finished reading your whole thread. Great Work!

There is one thing that I noticed as I was looking through...The beholder mutant has a 6th level spell for its central eye no matter the size. Was that intentional?

If so, then it should be more than CR 2.

Extract Water elemental, acid storm, disentegrate...You could even have buffing ones as your followers w/ leadership...Contingency would be awesome.

Bhu
2009-02-13, 06:03 AM
Yes it was intentional at the time. I wanted to replace their central antimagic eye with something of a similar power level. Antimagic Field was level 6, so I made it any 6th level spell. May have to tweak that.

DracoDei
2009-02-13, 07:59 AM
Tweak the CR rather than anything else would be my first instinct...