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Bhu
2009-02-15, 08:04 AM
Well it does say "almost" any spell. Perhaps I can just do a list instead.

Bhu
2009-02-16, 06:40 AM
Orange Hulk
Large Aberration (Cold)
Hit Dice: 8d8+32 (68 hp)
Initiative: +1
Speed: 20' ft. (4 squares)
Armor Class: 18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 18
Base Attack/Grapple: +6/+16
Attack: Claw +11 melee (2d4+6)
Full Attack: 2 Claws +11 melee (2d4+6) and 1 Bite +6 melee (2d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Static Cling, Improved Grapple
Special Qualities: Dark Vision 60', Obscuring Hair
Saves: Fort +6, Ref +3, Will +6
Abilities: Str 23, Dex 13, Con 19, Int 9, Wis 11, Cha 15
Skills: Listen +3, Search +2, Spot +3, Survival +2
Feats: Ability Focus (Static Cling), Diehard, Endurance
Environment: Any Cold
Organization: Solitary or Group (3-6)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: 9-16 HD (Large), 17-43 HD (Huge)
Level Adjustment: ---

"Burt...Burt there's a huge pile o' hair out in the snow moving towards the cabin.."

Following Professor Lambis' cue, Professor Zamfirescu wanted to be different. He also stole a copy of Lambis' notes. His Hulks are among the oddest of the bunch, appearing as huge mounds of orange hair. The wool on them is so thick making out their features is difficult at a distance. They appear to speak Sylvan, which is odd because no one at the school speaks Sylvan and they have no idea who they picked it up from.

Improved Grapple (Ex): If the Orange Hulk successfully hits with it's Claw Attack, it can make a Grapple Check as a Free Action without Provoking an Attack of Opportunity. If successful it does it's Claw damage +1d6 electricity damage (due to the constant movement necessitated by Grappling the Orange Hulk does +1d6 electricity damage with a successful Grapple Check).

Static Cling (Ex) The thick hair of the Orange Hulk builds up huge charges of static electricity as it moves. Any round that the Hulk moves and attacks it does +1d6 electricity damage with any attacks (+2d6 if it charges). As a Full Round Action the Hulk may shuffle it's feet back and forth to build up a massive charge. It's next hit does +4d6 electricity damage. Any time the Hulk successfully criticals with an electrified attack it's opponent must make a DC 18 Fortitude Save or be Stunned 1 round (Save DC is Charisma Based).

Obscuring Hair (Ex): Opponents of the Orange Hulk take a -4 Circumstance Penalty on all Critical Confirmation rolls as the thick hair on their bodies obscures them.

Combat: Orange Hulks charge into the fray, blasting their opponents with their electrical claw attack. After that they usually just Grapple or rip away.

Bhu
2009-02-19, 06:45 AM
The Fly People
Medium Aberration
Hit Dice: 5d8+35 (57 hp)
Initiative: +9
Speed: 20 ft. (4 squares), Climb 20 ft., Fly 50 ft., Good
Armor Class: 23 (+5 Dex, +4 Natural, +4 Insight), touch 19, flat-footed
Base Attack/Grapple: +3/+11
Attack: Bite +11 melee (1d8+8 plus disease)
Full Attack: 1 Bite +11 melee (1d8+8 plus disease) and 4 Claws +9 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid Vomit, Improved Grab
Special Qualities: All-Around Vision, Scent, Droning Flight, Spider Climb, Danger Sense, Immune to Disease and Poison, Alien Mind
Saves: Fort +8, Ref +10, Will +7
Abilities: Str 26, Dex 20, Con 24, Int 8, Wis 16, Cha 4
Skills: Balance +13, Climb +16, Hide +6, Intimidate +3, Listen +3, Search +4, Spot +7, Survival +11
Feats: Hover, Multiattack, Multiweapon Fighting (B)
Environment: Any
Organization: Solitary, Group (3-6), or Swarm (10-100)
Challenge Rating: 9??
Treasure: None
Alignment: Usually Neutral Evil
Advancement: By Character Class (favored Class is Rogue)
Level Adjustment: +10?


"We don't go into the tunnels out by the old city anymore. In my youth a couple of us wondered why it had been abandoned and set off in the night to find out. I'm the only one of us who made it back. My arm wasn't cut off in the wars like I told you. It was dissolved in the vomit of the thing we met there. I'll never return near the old city again. So forget the bets you made boy. You can't go to that city. Not for any amount of money..."

The Fly People are hideous malformed Aberrations with 4 arms, stunted fly wings, and a massive fly-like head with dripping mouthparts. They spread disease and death, and are considered by many to be a sign of ill omen, since where one is more will follow. Most worship evil deities or Fiends, and are unusually dedicated to spreading their faith, converting followers at sword point if necessary. Despite their light build they are unusually strong, overpowering even Ogres in hand to hand fights. The Fly People stand just over 6 feet tall, and speak their own language. They have never made any indication of being able to understand the speech of other races, but it is believed they can.

Disease (Ex): Bite, Fortitude DC 19, Incubation period 1d3 days, Filth Fever, see DMG page 292.

Acid Vomit (Ex): Once ever 1d4 rounds the Fly People may vomit acid on an opponent they have Pinned in a Grapple. They are immune to damage from their own acid. By making a successful Grapple check the Fly people can do 2d6 Acid damage. Each round for 1d6 rounds thereafter the victim takes an additional 1d6 acid damage until he can wash the stuff off somehow.

Improved Grab (Ex): The Fly People can make a Grapple without provoking an Attack of Opportunity.

All-Around Vision (Ex): The Fly People cannot be flanked, and have a +4 Racial Bonus on all Search and Spot checks.

Droning Flight (Ex): The Fly People cannot make Move Silently checks while flying.

Spider Climb (Ex): The Fly People may use Spider Climb at will (self only).

Danger Sense (Ex): The Fly People gain a +4 Racial Balance on Initiative checks, a +4 Insight Bonus to AC, and a +4 Racial Bonus to Reflex Saves.

Alien Mind (Ex): The Fly People gain a +4 Racial Bonus on all Saving Throws against Mind-Affecting effects.

Skills: The Fly People have a +8 Racial Bonus on Balance, Climb, and Survival checks. They may always Take 10 on a Climb or Balance check.

Combat: The Fly People will immediately close to Grapple so they can use their Acid Vomit, before biting and inflicting the character with disease. They will then fly away and let the disease take its course, and weaken them. They will attack again when the PC seems to have weakened (they will be stalking him all the while). If the PC's seem stubborn or disease resistant they will go all out for an assault, fleeing if they are reduced to half hp or less.

Bhu
2009-02-20, 07:48 AM
Almost got teh Orange Hulk done. Once it's up I will be trying something else other than Hulks. Im about Hulked out.

Bhu
2009-02-21, 03:32 AM
Black Fly Swarm
Fine Outsider (Extraplanar, Lawful, Evil
Hit Dice: 12d8+12 (66 hp)
Initiative: +5
Speed: Fly 30 ft. (6 squares), Good
Armor Class: 23 (+8 Size, +5 Dex), touch 23, flat-footed 18
Base Attack/Grapple: +12/-
Attack: Swarm (3d6 plus disease)
Full Attack: Swarm (3d6 plus disease
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, Panic, Waken the Dead, Dark Magic
Special Qualities: Damage Reduction 10/Magic, Dark Vision 60', Immune to Weapon Damage, Low Light Vision, Swarm Traits, Immunities (Fire, Poison, Disease)
Saves: Fort +11, Ref +13, Will +11
Abilities: Str 1, Dex 20, Con 12, Int 3, Wis 12, Cha 12
Skills: Hide +28, Listen +8, Knowledge (Arcana, Religion, The Planes) +4, Intimidate +9, Search +3, Spot +8
Feats: Ability Focus (Diseased Bite, Panic), Great Fortitude, Hover, Iron Will
Environment: Any, usually the 9 Hells
Organization: Solitary, Scourge (2-4), Blight (5-8)
Challenge Rating: 8
Treasure: None
Alignment: Always Lawful Evil
Advancement: None
Level Adjustment: ---

"Flies are more than just biting vermin Jericho. Their origin is in a place darker than this world."

Black Flies are the swarms that abide in the 9 Hells, and are rarely seen elsewhere unless summoned or sent for a purpose. They are often used to torment the opponents of Devilish cults.
They are also an incredible nuisance, poisoning the land, waking the dead, and increasing evils power in general. They understand Common and Infernal, but cannot speak either.


Distraction (Ex): Any opponent that begins its turn within a swarm of Black Flies must make a DC 17 Fortitude Save or be Nauseated for 1 round. Save DC is Constitution Based.

Diseased Bite (Ex): Any opponent damaged by the swarms Swarm attack must make a DC 19 Fortitude Save or contract Devil Chills (see DMG page 292, Save DC is Constitution based).

Panic (Su): Any opponent that begins it's turn within a swarm of Black Flies must make a DC 19 Willpower Save or be Panicked for 1d6 rounds. Save DC is Charisma based, if the opponents Save is successful he is immune to this Black Fly Swarms Panic ability for 24 hours.

Waken the Dead (Su): Any corpse touched by the swarm or within it's area animates as per the Animate Dead spell. However the undead aren't controlled by the Swarm (although they will not attack it), and their is no limit to how many Undead they can animate. This ability is continuous and requires no action on the part of the swarm.

Dark Magic (Su): All spells or spell like abilities from the Necromancy school or that have the Evil descriptor have their Save DC increased +4 while cast within 30' of a swarm of Black Flies (unless the spell is being cast on the swarm).

Combat: Black Flies pretty much attack the way all swarms do, by swarming. Despite their slightly higher Intelligence they still aren't very tactical.

Bhu
2009-02-21, 03:54 AM
Orange Hulk is done. Lemme know what you think

DracoDei
2009-02-21, 04:24 AM
I know this applies to most animals too (although in that case it is intellegence)... but aren't the fly people a little too vulnerable to KO by reducing their CHA to 0 somehow?

Bhu
2009-02-22, 05:09 AM
Well there are plenty of Low Cha monsters, but yes I suppose I should fix that somehow. I think they'll get a Will save for the spell, and they have a decent one.

DracoDei
2009-02-22, 02:22 PM
I think it was just the fact that all the physical stats are above 20, and the WIS is low enough that the save to prevent CHA loss wouldn't be that great.

Bhu
2009-02-24, 05:03 AM
How bout if I give it a Cha of 8?

Bhu
2009-02-24, 05:11 AM
(If youve seen the Mist, you know what this one is):

Scorpionfly Swarm
Tiny Vermin (Swarm)
Hit Dice: 12d8+24 (78 hp)
Initiative: +2
Speed: 5 ft. (1 square), Fly 30 ft., Good
Armor Class: 16 (+2 Size, +2 Dex, +2 Natural), touch 14, flat-footed 14
Base Attack/Grapple: +9/-
Attack: Swarm (3d6 plus poison)
Full Attack: Swarm (3d6 plus poison)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, Poison
Special Qualities: Half Damage from Slashing and Peircing, Dark Vision 60'. Swarm Traits, Vermin Traits
Saves: Fort +10, Ref +6, Will +5
Abilities: Str 3, Dex 15, Con 15, Int 1, Wis 12, Cha 2
Skills: --
Feats: --
Environment: Any
Organization: Solitary, Cluster (3-6 Swarms)
Challenge Rating: 6
Treasure: None
Alignment: Always Neutral
Advancement: --
Level Adjustment: --

"They came out of the Mist when the sun went down. Shelly was the first one to die. I can still see her body bloating on the roadside..."

Scorpionflies are horrible alien dragonflies with scorpion stings. Their venom is quite deadly, and they sting readily if provoked. And they provoke easy.

Distraction (Ex): Any opponent that begins its turn within a swarm of Scorpionflies must make a DC 18 Fortitude Save or be Nauseated for 1 round. Save DC is Constitution Based.

Poison (Ex): Injury, Fortitude DC 18, initial and Secondary Damage 1d6 Con. Save DC is Con Based.

Combat: Scorpionflies generally sting their victims and retreat. Swarms are more persistent though, and will repeatedly sting victims to death.

Bhu
2009-02-24, 05:17 AM
"Holy ____ is that a Mosquito?"
Medium Vermin
Hit Dice: 2d8+2 (11 hp)
Initiative: +3
Speed: 10 ft. (2 squares), Fly 80 ft., Good
Armor Class: 15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
Base Attack/Grapple: +1/+5
Attack: Proboscis +4 melee (1d6 plus disease)
Full Attack: Proboscis +4 melee (1d6 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood Drain, Improved grab, Anesthesia, Disease
Special Qualities: Dark Vision 60'. Vermin traits, Improved Scent
Saves: Fort +4, Ref +3, Will +1
Abilities: Str 11, Dex 16, Con 12, Int -, Wis 12, Cha 2
Skills: Spot +4, Survival +4 (+6 track by scent)
Feats: Weapon Finesse
Environment: Any Warm or Temperate
Organization: Solitary or Swarm (3-10)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 3-4 HD (Medium)
Level Adjustment: --


[I]"Bert...wake up Bert...it's on mah face...I need hep dammit..."[/B]

All jungles have mosquitoes. Some of them have reeeeally big mosquitoes.

Blood Drain (Ex): Each round the Mosquito has a victim Pinned in a Grapple it does 1 point of temporary Constitution damage. it will leave after it has drained 8 Constitution and become full.

Improved Grab (Ex): If the Mosquito succeeds with it's Proboscis attack it may immediately make a Grapple Check as a Free Action without provoking an attack of opportunity. Mosquitoes gain a +4 Racial Bonus to Grapple Checks.

Anesthesia (Ex): If the Mosquito attacks a sleeping or unaware victim (flat-footed) they must make a DC 12 Fortitude Save to realize the attack is happening due to the numbing effect of the Mosquitoes bite. Save DC is Constitution Based.

Disease (Ex): West Nile virus—bite. Fortitude save (DC 12) negates; incubation period 1d4 days; initial damage 1 Dex and 1 Con; secondary damage 1d2 Dex (temporary) and 1d2 Con (temporary or permanent).

Improved Scent (Ex): As the Scent ability listed on page 314 of the Monster Manual, but the Mosquito can smell blood up to 1 mile away.

Skills (Ex): Mosquitoes gain a +4 Racial Bonus to Track and Survival checks.

Combat: Mosquitoes end to fly straight up, grapple, suck, and fly away as fast as they can. Then come back in a few hours if they're still hungry. Damn skeeters...

Debihuman
2009-02-24, 09:18 AM
The orange hulk is great. It reminds me of Gossamer from the old Bugs Bunny cartoons: http://en.wikipedia.org/wiki/Hair-Raising_Hare.

The scorpionflies are wicked and the jungle mosquito looks good too. The fly people were a little weird but I think giving them CHA 4 is fine.

Debby

DracoDei
2009-02-24, 03:02 PM
How is it decided if the secondary con damage is temporary or permanent? DM discretion on which strain the particular mosquito was carrying or something?

Also, it should be "tend" not "end".

EDIT: 7 is probably the highest you should go with the Charisma, that means the -6 from a Bestow Curse can't take them out. And... really... whatever you originally had is PROBABLY just fine.

Bhu
2009-02-25, 05:25 AM
Face Eater
Tiny Magical Beast
Hit Dice: 5d8+10 (30 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 21 (+2 Size, +1 Dex, +8 Natural), touch 13, flat-footed 20
Base Attack/Grapple: +5/+11
Attack: Claw +9 melee (1d2+2) or Attach +11 (Grapple)
Full Attack: Claw +9 melee (1d2+2) or Attach +11 (Grapple)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Anesthetic, Attach, Bore
Special Qualities: Mindless, Dark Vision 60', Scent
Saves: Fort +6, Ref +2, Will +2
Abilities: Str 15, Dex 13, Con 15, Int 1, Wis 12, Cha 2
Skills: Climb +10, Hide +3, Listen +3, Move Silently +3, Spot +3
Feats: Dodge, Mobility
Environment: Any Warm and Underground
Organization: Solitary, Swarm 3-6
Challenge Rating: 3??
Treasure: None
Alignment: Always Neutral
Advancement: 6-10 HD (Small)
Level Adjustment: --

"Some things are better left alone Derek. I think it's time I tell you why I never go into the swamps east of here. Forget your friend. He won't be there when you go in looking for him."

Face Eaters are small Mite like arthropods that have iron hard shells. They typically try to attack sleeping, wounded, or vulnerable prey by attaching themselves to the victims face and boring through it to eat his brain. They lay their eggs in what's left of the body.

Anaesthetic (Ex): If the Face Eater finds a sleeping victim it will make a Move Silently roll to approach it. If successful it will then spray anaesthetic into the victims face. Creatures immune to poison are immune to this ability. Range of the spray is 0. Sprayed creatures must make a DC 14 Fortitude Save (Save DC is Constitution based), or lose all sense of touch for 1d6 rounds. Effectively it means the victim is immune to pain based effects during this time (such as Symbol of Pain), and damaging or touching him has no chance of waking him up. He can still make a Listen check vs his opponents Move Silently roll to notice something is going on.

Attach (Ex): Face Eaters have a +12 Racial Bonus to Grapple Checks. If they hit with a Grapple, they attach themselves to the victim. While attached it loses it's Dexterity Bonus to AC. To remove it it must be successfully Pinned in a Grapple or take damage that reduces it to less than half it's hp.

Bore (Ex): Face Eaters have a drill like radula they use to bore into opponents they've attached themselves to. If it can maintain being attached to a victim for 3 rounds the victim dies as its brain is pierced (it takes 1d6 damage the first 2 rounds). This is not instantly fatal to foes with multiple heads; and is useless against constructs, elementals, oozes, plants, and undead.

Combat: Face Eaters generally only fight unconscious victims. They will grapple with awake victims, but only as long as they aren't taking any real damage. If the opponent proves difficult they flee.

Bhu
2009-02-25, 05:32 AM
Dire Armadillo
Gargantuan Animal
Hit Dice: 36d8+324 (486 hp)
Initiative: -1
Speed: 40 ft. (8 squares), Burrow 30 ft.
Armor Class: 35 (-4 Size, -1 Dex, +30 Natural), touch 1, flat-footed 35
Base Attack/Grapple: +27/+41
Attack: Claw +41 melee (4d6+12/19-20)
Full Attack: 2 Claws +41 melee (4d6+12/19-20)
Space/Reach: 20 ft./15 ft.
Special Attacks: Sticky Tongue
Special Qualities: Scent, Low Light Vision, Rollup, Damage Reduction 10/-
Saves: Fort +34, Ref +19, Will +14
Abilities: Str 35, Dex 8, Con 26, Int 2, Wis 14, Cha 12
Skills: Climb +20, Listen +10, Search +4, Spot +10, Survival +9
Feats: Awesome Blow, Cleave, Devastating Critical, Epic Fortitude, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical, Improved Toughness, Overwhelming Critical, Power Attack, Power Critical, Weapon Focus (Claws)
Environment: Warm Forests
Organization: Solitary, Pair
Challenge Rating:
Treasure: None
Alignment: Always Neutral
Advancement: 37-54 HD (Gargantuan), 55-72 HD (Colossal)
Level Adjustment: ---

"Bob...Bob that's not a hill..."

Dire Armadillos are armored tanks the size of small houses that feed on giant ants. They pretty much ignore everything else, but they are skittish, and spooking them isn't wise. They let out a sound like steam escaping and pound everything in the area to dust if frightened.

Sticky Tongue (Ex): This is a Ranged Touch Attack with a Range of 15'. If used on an opponent at least 3 Size classes smaller than the Armadillo (and it hits successfully) he Armadillo immediately gets a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful, it may reel that opponent in the next round, and Swallow him the round after if the Grapple is maintained.

Swallow Whole (Ex): The Dire Armadillo may Swallow any creature 3 sizes smaller than itself with a successful Grapple check. The Swallowed Creature takes 3d6+12 points of bludgeoning damage and 12 points of acid damage each round it is inside the Dire Armadillo's stomach. A swallowed creature may cut it's way out by doing 35 points of damage to the stomach (AC 25) with a light slashing or piercing weapon. Once it exits muscular action closes the hole, and other swallowed opponents must cut their own way out.

Rollup (Ex): As a standard action a Dire Armadillo can rollup. It is immobile in this form and can take no action, but it gains a +5 Circumstance Bonus to AC and Fortitude Saves. In addition it is immune to Swarm damage in this form, and it may substitute it's Fortitude Save for it's Reflex Save when attacked by Area of Effect spells, abilities, or effects.

Combat: Dire Armadillo's are more interested in food than fighting, but they spook easily. Anything surprising them provokes an assault, as well as anything stupid enough to run at it with a sword (and you'd be surprised how many people do it).

Vizen
2009-02-25, 06:09 AM
Fire Armadillos are armored tanks

Besides the typo (Or, is it part Fire Elemental? xD), that is an awesome creation.
Hmm...Dire Fire Armadillo...

Bhu
2009-02-26, 06:29 AM
Dire Tree Kangaroo
Large Animal
Hit Dice: 5d8+10 (32 hp)
Initiative: +4
Speed: 20 ft. (4 squares), Climb 40 ft.
Armor Class: 16 (-1 Size, +4 Dex, +3 Natural), touch 13, flat-footed 12
Base Attack/Grapple: +3/+11
Attack: Claw +7 melee (1d4+4)
Full Attack: 2 Claws +7 melee (1d4+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce from Above!
Special Qualities: Low Light Vision, Tree Travel
Saves: Fort +6, Ref +8, Will +2
Abilities: Str 18, Dex 18, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +13, Climb +14, Hide +2, Jump +25, Listen +5, Move Silently +6, Spot +5
Feats: Alertness, Stealthy
Environment: Warm Forest
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement:
Level Adjustment: ---

"GIT IT OFF MEEEEEEE...aww it's all cute and fuzzy like...BUT ITS EVIL!! GITITOFFMEEEEEEE"

Dire Tree Kangaroos are fuzzy marsupial critters almost the size of tigers with a sense of humor (they enjoy pouncing on people from out of trees).

Pounce from Above (Ex): When leaping from a tree onto an opponent below the Dire Tree Kangaroo is considered to be doing a Charge Attack and does +2d6 damage as it lands on the opponent.

Tree Travel (Ex): Dire Tree Kangaroos may move through the trees quicker than they can on the ground. A Dire Tree Kangaroo may move at 40' while leaping through the trees.

Skills: The Dire Tree Kangaroo has a +8 Racial Bonus to Climb and Balance checks, and a +20 Racial Bonus to Jump checks.

Combat: Dire Tree Kangaroos generally aren't all that offensive, but they are sometimes a bit territorial. Hence they tend to drop from the sky on unsuspecting adventurers every so often.

Bhu
2009-02-27, 06:54 AM
any dire animals you guys would like to see?

DracoDei
2009-02-27, 01:03 PM
Sorry if you may have already done some of these...

Otter
Shrew
Vole/Meadow Mouse
Hamster (Smaller than giant spacew hamster thought)
Blind Naked Mole-Rat (Or did you do this already? If not, make sure to do you research, they are WEIRD.)
Guinea Pig
House Cat
Dachshund (slight build?)
rabbit (NOT VORPAL!)
Hare
Hair (just for variety, and only if you do the previous one, and should appear directly after it)
Ostrich
Emu
Rhia (pun and nonpun versions... or did you already do the pun version?)
Duck
Swan
Sea Urchin
Bannana Slug
Ibis
Groundhog
Pocket Gopher
Pelican
Electric Eel
Monkey (NOT APE!)
White-tail Deer
Muntjac (Sabre-Toothed... have seen them at zoos, very cool, stand about 2 feet tall at he shoulder if that)
Porcupine
Spitting Cobra
Kangaroo
Wallaby
Lemur
Giraffe
Hippo
Zebra
Halfling? (Yes, I know they would be a humanoid or maybe a giant... doesn't mean you can't make a Dire version of Halfling)
Gnome? (See Above)

Bhu
2009-02-28, 03:28 AM
Dire Hippos are in Sandstorm, i did Monkeys somewhere, and Dman did Dire Hamsters in my thread on the wizards board.


Dire Poison Arrow Frog
Small Animal
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 Size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +0/-6
Attack: Bite +3 melee (1d3-2)
Full Attack: Bite +3 melee (1d3-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Toxic Skin
Special Qualities: Low Light Vision
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 7, Dex 17, Con 10, Int 1, Wis 12, Cha 2
Skills: Climb +11, Jump +11, Listen +3, Spot +3, Swim +9
Feats: Weapon Finesse
Environment: Warm Forest
Organization: Solitary, Pair, or Group (3-5)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: ---

"BURT!! DON'T TOUCH THAT FROG!!"

Dire Poison Arrow Frogs are about the size of baboons.

Skills: Dire Poison Arrow Frogs have a +8 Racial Bonus on Climb, Jump, and Swim checks. They may always take 10 on a climb or swim check even if rushed or endangered. They may use their Dexterity or Strength Bonus for Climb and Jump checks, whichever is better.

Toxic Skin (Ex): The toxins in the Dire Poison Arrow Frogs skin are incredibly poisonous. Anything touching it with bare skin, grappling, or attacking with an unarmed strike or natural weapon risks being poisoned (Contact, Fortitude Save DC 16, Initial and Secondary Damage 3d6 Constitution). Save DC is Con based, the Frog has a +6 Racial Bonus to the Save DC. Anything stupid enough to swallow one whole must make a DC 16 Fortitude Save (Save DC is Con based, the Frog has a +6 Racial Bonus to the Save DC) or violently retch it back up next round taking 1d6 damage in the process.]

Combat: Dire Poison Arrow Frogs rarely initiate combat. They rely on their markings to warn predators of their nature.

Bhu
2009-03-01, 05:44 AM
Dire Chameleon
Large Animal
Hit Dice: 5d8+15 (38 hp)
Initiative: -1
Speed: 20 ft. (4 squares), Climb 20 ft.
Armor Class: 13 (-1 Size, -1 Dex, +5 Natural), touch 8, flat-footed 13
Base Attack/Grapple: +3/+11
Attack: Bite +6 melee (1d8+4) or Tongue +2 Ranged Touch (Grapple)
Full Attack: Bite +6 melee (1d8+4) or Tongue +2 Ranged Touch (Grapple)
Space/Reach: 10 ft./5 ft. (10 ft. with Tongue)
Special Attacks: Tongue, Swallow Whole
Special Qualities: Low Light Vision, Camouflage, Hide in Plain Sight, Wide Angle Vision
Saves: Fort +7, Ref +3, Will +2
Abilities: Str 18, Dex 8, Con 16, Int 2, Wis 12, Cha 6
Skills: Climb +12, Hide +11, Search +2, Spot +7
Feats: Point Blank Shot, Weapon Focus (Tongue)
Environment: Warm Forest
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement:
Level Adjustment: ---


"Bawb...Bawb thet bush is lookin' at me...lokkin' at me with big google eyes..."

Dire Chameleons are the size of small alligators.

Tongue: The Dire Chameleon has a very sticky tongue, and if it successfully a ranged touch attack with it, the Chameleon can immediately make a Grapple Check as a Free Action without provoking an attack of opportunity. If the Grapple Check is successful it may make a Grapple Check to "reel in" the opponent the next round, and it begins doing bite damage the next round after that (if the opponent is too big to swallow) or uses it's Swallow Whole ability.

Swallow Whole: The Chameleon may Swallow any creature up to 2 Size Classes Smaller than itself with a successful Grapple Check. The swallowed creature takes 1d8+4 in bludgeoning damage each round and 4 points of acid damage as well. A swallowed creature may attack the gizzard (AC 12), and doing 15 points of damage with a light slashing or piercing weapon. Muscular action immediately closes the hole, and other swallowed creatures must cut their own way out. The gizzard can hold 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine Opponents.

Camouflage: Identical to the Ranger class ability listed on page 48 of the PHB.

Hide in Plain Sight: Identical to the Ranger class ability listed on page 48 of the PHB.

Wide Angle Vision: Dire Chameleons cannot be Flanked, and have a +4 Racial Bonus to Search and Spot checks.

Skills: The Dire Chameleon has a +8 Racial Bonus to Climb Checks, and a +12 Racial Bonus to Hide Checks. They may always Take 10

Combat: Dire Chameleons generally Hide, and use their Tongue once a small prey creature gets close, or bites if something larger gets nearby. If ambush tactics fail, it will try to remain hidden until the opponent leaves.

Bhu
2009-03-01, 05:55 AM
yeah I gotta do these


Dire Naked Mole Rat, Worker
Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 30 ft. (6 squares), Burrow 30 ft.
Armor Class: 14 (+2 Dex, +2 Natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/+3
Attack: Bite +3 melee (1d8+4)
Full Attack: Bite +3 melee (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Blind, Painless, Survival Adaptations, Scent, Tremorsense 60', Blindsense 30', Acid Resistance 3
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 4
Skills: Listen +3, Search +3
Feats: Improved Natural Attack (Bite)
Environment: Underground
Organization: Solitary, Group (3-6), or Colony (25-50)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: 3 HD (Medium)
Level Adjustment: ---



Dire Naked Mole Rat, Soldier
Medium Animal
Hit Dice: 3d8+12 (25 hp)
Initiative: +2
Speed: 30 ft. (6 squares), Burrow 30 ft.
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/+5
Attack: Bite +5 melee (1d8+6)
Full Attack: Bite +5 melee (1d8+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Listen +4, Search +3
Special Qualities: Blind, Painless, Survival Adaptations, Scent, Tremorsense 60', Blindsense 30', Acid Resistance 3
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 17, Dex 15, Con 17, Int 2, Wis 12, Cha 4
Skills: Improved Grab
Feats: Improved Natural Attack (Bite), Improved Toughness
Environment: Underground
Organization: Solitary, Group (3-6), or Guard (10-25)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 4-5 HD (Medium)
Level Adjustment: ---


Dire Naked Mole Rat, Queen
Large Animal
Hit Dice: 5d8+25 (47 hp)
Initiative: +1
Speed: 30 ft. (6 squares), Burrow 30 ft.
Armor Class: 15 (-1 Size, +1 Dex, +5 Natural), touch 10, flat-footed 15
Base Attack/Grapple: +3/+12
Attack: Bite +7 melee (2d6+10)
Full Attack: Bite +7 melee (2d6+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab
Special Qualities: Blind, Painless, Survival Adaptations, Scent, Tremorsense 90', Blindsense 60', Acid Resistance 5
Saves: Fort +8, Ref +5, Will +3
Abilities: Str 20, Dex 12, Con 18, Int 2, Wis 14, Cha 8
Skills: Listen +6, Search +4
Feats: Improved Natural Attack (Bite), Improved Toughness
Environment: Underground
Organization: Solitary, plus 5 Soldiers and 10 Workers
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: 6-8 HD (Large)
Level Adjustment: ---

"Burt...Burt I think we got moles...big moles...maybe mutants..."

Dire Naked Mole Rats are similar to their smaller cousins, and just as disturbing.

Improved Grab (Ex): Naked Mole Rat Soldiers and Queens may make a Grapple Check against a creature their own Size Class or Smaller without provoking an attack of opportunity. They may use their Bite during a Grapple.

Blind (Ex): Naked Mole Rats are effectively Blind, meaning they are immune to any effect requiring eyesight.

Painless (Ex): Naked Mole Rats cannot feel pain as well as other creatures. They are immune to subdual damage or penalties based solely on pain (i.e. spells like Wrack, Symbol of Pain, etc).

Survival Adaptations (Ex): Naked Mole Rats have a +4 Racial Bonus on all Fortitude Saves made against disease, starvation, dehydration, or suffocation.

Blindsense (Ex): Naked Mole Rats are extremely aware of changes in the air pressure in their confining burrows. As long as they are within their tunnel system they effectively have Blindsight.

Skills (Ex): Naked Mole Rats have a +4 Racial Bonus on Search checks.

Combat: Naked Mole Rats are extremely xenophobic, killing anything entering their burrows, even mole rats from other groups. They swarm en masse and bite away or try to block the tunnel by filling it with dirt.

Bhu
2009-03-01, 06:06 AM
Jungle Ghost
Small Ooze
Hit Dice: 1d10+3 (8 hp)
Initiative: +0
Speed: Flight 30 ft. (6 squares)
Armor Class: 11 (+1 Size), touch 11, flat-footed 11
Base Attack/Grapple: +0/+4
Attack: Grapple +4 melee touch (attach)
Full Attack: Grapple +4 melee touch (attach)
Space/Reach: 5 ft./5 ft.
Special Attacks: Attach, Constrict (1d6 acid plus poison plus disease), Blindsense 60'
Special Qualities: Mindless, Ooze traits
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 5, Dex 10, Con 16, Int 1, Wis 12, Cha 2
Skills: -
Feats: -
Environment: Warm Forest
Organization: Solitary, Pair, Group (3-5), Swarm (10-40)
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: ---

"Wee do not go into that part of the jungle kind sir. if you wish to travel there we will not stop you, but we do not pass by these warning posts."

In some jungles there are dark corners avoided by even the hardiest of tribal warriors. Rumors abound of flying apparitions of the dead that devour the living. The truth is that they are simply large amoeba like predators. And unfortunately for anyone entering their domain, they tend to be brutally efficient predators. The semisolid substance making up their body is the perfect medium for bacterial and viral growth, and grappling one can be dangerous. Especially since it will start to bore tendrils into your body by sweating an acidic substance at the tips of cilia it extends. The means by which they fly is unkown at this time, but it doesn't appear to be magical.

Skills: Jungle Ghosts do not take Size penalties to Grapple checks, and have a +4 Racial Bonus to Grapple checks. They may use Dexterity instead of Strength for Grapple checks.

Attach (Ex): Jungle Ghosts can make a touch attack to attach themselves to opponents, effectively grappling them. It loses its Dexterity Bonus to AC while attached, and to remove it the opponent must Pin it in a Grapple or do enough damage to kill it (the opponent may Grapple with the Jungle Ghost or strike it with a Light Weapon).

Constrict(Ex): Jungle Ghosts do 1d6 acid damage with a successful Grapple check plus the opponent must make 2 Fortitude Saves against Poison and Disease.

Poison: Contact, Fortitude DC 14, initial and secondary damage 1d2 Con.

Disease: Injury, Fortitude DC 14, incubation period 1 day, damage is 1d2 Str and 1d2 Dex.

Combat: Jungle Ghosts simply fly up and swarm opponents, grappling as soon as possible. They have little to no tactical ability, and will flee if damaged badly. It is thought that some post attack (i.e. infect victims, and wait for the disease/poison to wear them down before attacking again).

Bhu
2009-03-02, 02:20 AM
Jungle Ghost Mob
Gargantuan Ooze
Hit Dice: 30d10+90 (255 hp)
Initiative: +0
Speed: Flight 20 ft. (4 squares)
Armor Class: 6 (-4 Size), touch 6, flat-footed 6
Base Attack/Grapple: +22/+37
Attack: Mob (5d6 and Attach)
Full Attack: Mob (5d6 and Attach)
Space/Reach: 20 ft./0 ft.
Special Attacks: Attach, Constrict (1d6 acid plus poison plus disease, Save DC 28), Blindsense 60', Expert Grappler, Trample (2d6-3, DC 22)
Special Qualities: Mindless, Ooze traits, Mob Anatomy
Saves: Fort +12, Ref +9, Will +9
Abilities: Str 5, Dex 10, Con 16, Int 1, Wis 10, Cha 2
Skills: -
Feats: Improved Bull Rush (B), Improved Overrun (B)
Environment: Warm Forest
Organization: Solitary, Pair, or Gang (3-12 mobs)
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: ---

See DMG 2 for Mob traits

Skills: Jungle Ghosts do not take Size penalties to Grapple checks, and have a +4 Racial Bonus to Grapple checks. They may use Dexterity instead of Strength for Grapple checks.

Attach (Ex): Jungle Ghosts can make a touch attack to attach themselves to opponents, effectively grappling them. In the case of Jungle Ghost Mobs, anything subjected to their Mob attack is also Attached. It loses its Dexterity Bonus to AC while attached, and to remove it the opponent must Pin it in a Grapple or do enough damage to kill it (the opponent may Grapple with the Jungle Ghost or strike it with a Light Weapon).

Constrict(Ex): Jungle Ghosts do 1d6 acid damage with a successful Grapple check plus the opponent must make 2 Fortitude Saves against Poison and Disease.

Poison: Contact, Fortitude DC 28, initial and secondary damage 1d2 Con.

Disease: Injury, Fortitude DC 28, incubation period 1 day, damage is 1d2 Str and 1d2 Dex.

Combat: Jungle Ghosts simply fly up and swarm opponents, grappling as soon as possible. They have little to no tactical ability, and will flee if damaged badly. It is thought that some post attack (i.e. infect victims, and wait for the disease/poison to wear them down before attacking again).

Bhu
2009-03-04, 02:35 AM
http://i212.photobucket.com/albums/cc70/bhutastan/monsters/motherofteeth.jpg

The Mother of Teeth
Large Outsider (Extraplanar, Chaotic, Evil, Shapeshifter, Water), Psion (Telepath) 10, Wizard 10
Hit Dice: 30d8+10d4+10d4+500 (685 hp)
Initiative: +13
Speed: 50 ft (10 squares), Swim 150 ft.
Armor Class: 43 (-1 Size, +9 Dex, +15 Natural, +12 Profane), touch 29, flat-footed 34
Base Attack/Grapple: +40/+51
Attack: Tentacle +46 melee (1d6+7+2d6 Profane)
Full Attack: 8 Tentacles +46 melee (1d6+7+2d6 Profane)
Space/Reach: 10 ft./10 ft.
Special Attacks: Aura of Madness, Frightening Presence, Manifest, Improved Grab, Caress, Sinful Touch
Special Qualities: Immunities, Dark Vision 60’, Bargain, Forbidden Knowledge, Unearthly Grace, Immortal, Telepathy, SR 45, Damage Reduction 25/Epic, Fast Healing 20
Saves: Fort +45, Ref +44, Will +52
Abilities: Str 25, Dex 28, Con 30, Int 25, Wis 28, Cha 35
Skills: Autohypnosis +28, Bluff +42, Concentration +44, Diplomacy +31, Gather Information +31, Hide +24, Intimidate +31, Knowledge (Arcana, Dungeoneering, Geography, Local, Nature, Psionics, Religion, The Planes, Things Man Was Not Meant To Know) +41, Listen +28, Move Silently +28, Perform (Sing, Dance) +31, Psicraft +26, Search +26, Sense Motive +38, Spellcraft +26, Spot +28, Swim +34
Feats: Combat Casting, Combat Manifestation, Combat Reflexes, Defensive Sweep, Improved Combat Casting*, Improved Combat Reflexes*, Improved Initiative, Master Manipulator, Mobile Spellcasting, Multigrab, Greater Multigrab, Power Penetration, Greater Power Penetration, Greater Spell Penetration, Spell Focus (Enchantment), Spell Penetration, Swim-By Attack, Enlarge Power (B), Extend Power (B), Quicken Power (B), Chain Spell (B), Scribe Scroll (B), Transdimensional Spell (B)
* Epic Feats
Environment: Any
Organization: Unique
Challenge Rating: 30
Treasure: Triple Standard
Alignment: Chaotic Evil
Advancement: 31+ HD (Medium)
Level Adjustment: -----

”I know what you’ve been up to with that book Daniel. I tried it once meself when I was younger. She always makes fine promises, but those promises don’t mean much when she comes for you. I had someone who helped me once. I’d return the favor if I could, but I’m no Wizard. Quit what you’re up to now boy, or lose your soul. And maybe this world along with it. I…I don’t want to hurt you. I’ve looked after you since you’re momma passed away. You’re like my own son.”

“But I’ll kill you if I have to…”

The Mother of Teeth’s origin is unknown. Locked away on a watery Demiplane meant to be her prison she eternally schemes to one day escape out into the world again. Who locked her away is unknown (although the Gods are a safe bet). Not many beings even know she exists. Her Demiplane is all but inaccessible to anyone, and she can only leave it temporarily if someone has bargained with her, and even then she only leaves long enough to devour them and wreak some local havoc.

Her appearance varies significantly. She has been depicted as a greenish woman with tentacled hair and mouths in her hands (or other places). She has been shown as a mermaid with long tentacles instead of a fishes tail. There are hundreds of other variations, but they all include tentacles, fanged mouths, and the face of a woman of unearthly beauty. It is said anyone looking at her will fall in love with her, or at least lust for her. Many go mad upon seeing her, and are locked away for the rest of their days, or commit horrible acts to weaken the bonds of her prison to be with her. If they manage to do so, she devours them body and soul, and they forever remain a part of her (or so she claims). Despite this, there are no shortage of volunteers once they have found out she exists. Someone always seems to have problems, and she is always to willing to lend a sympathetic ear.

Her cult (such as it is) actively works to create items that will let her communicate outside of her prison, or to print books that detail how to summon her if one is worthy. Many wonder why she never consumes these cultists. Some believe it's because they're of more use to her working for her outside, because she can gain far more victims this way than she would by people stumbling on her by blind chance. Some think it's because she doesn't truly love them, so she doesn't devour their soul. She has been very particular, never devouring anyone she didn't claim to love. of course it's easy to be cynical about this once you know more about her.

It isn’t known exactly what kind of being she is. A prominent necromancer once referred to her as a parasite who fed on the Gods, and her power seems to be dwarfed only by such beings and the most powerful Demon or Devil Lords. Most go quiet when asked about her, and tell their worshipers it’s better off if they forget her name. Many look towards the Far Realms when researching her, as she seems to have much in common with the inhabitants there, despite her extensive knowledge of humanity, and similar beings. The possibility that an alien being of the Far Realms has a perfect understanding of people, while they have no understanding of her makes her even more frightening as she knows exactly how to manipulate mortals, but no one really understands her motives for doing so. The Mother of Teeth speaks and understands all known languages.

Spells: The Mother of Teeth may cast spells as a Wizard of 10th level. She can cast this many spells per day:

0: 6 (DC 17)
1: 6 (DC 18)
2: 6 (DC 19)
3: 4 (DC 20)
4: 4 (DC 21)
5: 3 (DC 22)
She knows most Divination, Enchantment, and Illusion spells, as well as any spells with the Chaotic, Evil or Water descriptors.

Psionics: The Mother of Teeth may Manifest powers as a 10th level Psion with the Telepath Discipline:

1: (DC 18) Mindlink, Missive, Psionic Charm, Sense Link, Telempathic Projection
2: (DC 19) Aversion, Brain Lock, Psionic Suggestion, Read Thoughts
3: (DC 20) Dispel Psionics, False Sensory Input, Mind Trap, Psychic Containment
4: (DC 21) Correspond, Implanted Suggestion, Psionic Dominate, Psionic Modify Memory
5: (DC 22) Cranial Deluge, Mind Probe, Psychic Crush, Shatter Mind Blank
She has 123 power points

Manifest (Su): If the correct sacrifices and rituals are performed the Mother of Teeth can physically Manifest in the Plane of her Summoner. She is, of course, ever eager to teach these rituals. She can Manifest for a period of 1 hour per point of Constitution possessed by the beings sacrificed to her in the final ritual. If any of the rituals are interrupted, they must be begun again. Each one requires the sacrifice of an intelligent victim of varying genders, certain magical materials of 1000 GP, and takes at least 1 hour. At least 1 ritual must be performed every month for 1 year for her to Manifest.

Improved Grab (Ex): If the Mother of Teeth successfully hits with her Caress attack, she may immediately make a Grapple Check without provoking an Attack of Opportunity as a Free Action. If successful she does her Caress damage each round.

Caress (Ex): The tentacles (and most of her bodily surface really) of the Mother of Teeth can sprout lamprey like mouths at will, doing massive trauma to victims. With a successful Grapple Check the Mother of Teeth begins to erode away her victims life, doing 1d6 Constitution Drain. If her opponent has no Constitution, she Drains 1d6 Charisma instead. If her opponent is immune to Ability Drain (for example Deities or Undead) she instead does 3d6 Vile damage. Every round she successfully Drains a victim she temporarily gains a +1 to all rolls for 1 week. This effect is cumulative.

Sinful Touch (Su): All Natural Weapon attacks, grapple checks, or unarmed strikes made by the Mother of Teeth do an additional 2d6 profane Damage.

Aura of Madness (Ex): Any creature seeing the Mother of Teeth (living, dead, mindless, or otherwise) must make a DC 47 Willpower Save, or go insane. At first it begins to show as mild nervousness and paranoia (-1 on all rolls), and an obsession with the Mother of Teeth. Eventually the victim believes he is in love with her, although this usually comes after events of severe mental stress (possibly even orchestrated by her through her cultists), or a second exposure to her. Eventually it will blossom into suicidal depression, and the desire to be with the Mother of Teeth. Sometimes other forms of insanity occur (see Unearthed Arcana and Cthulhu d20 for ideas), but usually the victim becomes very obsessive compulsive, paranoid, and sees the Mother as the only being who truly understands him, or that he can relate too. The idea of being removed from her presence forever causes suicidal depression. With the exception of Miracle or Wish this effect cannot be cured. Virtually all beings seeing her either summon her within a few years or die by their own hand.

Frightening Presence (Ex): Any living creature within 120' seeing the Mother of Teeth attack must make a DC 47 Willpower Save or end up Cowering for 2d6 rounds if they have fewer Hit Dice than her, or Shaken for 2d6 rounds if they have more Hit Dice. If the Save is successful opponents with half her Hit Dice or less are still Shaken for the encounter.

Immunities (Ex): The Mother of Teeth is immune to damage from electricity, cold, and acid. She is also immune to disease, poison, stunning, death effects, sleep effects, paralysis, petrification, polymorph, energy drain, ability drain or damage, critical hits, nonlethal damage, and Mind-Affecting effects. She does not eat, sleep, drink, age, or breathe.

Bargain (Su): The Mother of Teeth makes a Bargain with her would be lovers. She grants them a Wish (as per the spell), if they contract with her. She may only perform one Wish per Bargain. In return they must perform a series of sacrificial rituals that will open the Gates of her prison long enough to be with them. Usually she mates with them, and devours them afterwards before returning to exile. She devours them for a reason: they become a part of her, and worship her forevermore. Eventually when she gains enough worshipers over the eons, she will gain Divine Rank. This is important to her, as only a being with Divine Ranks can permanently release her from her prison, and no God will willingly do so. She may cast spells or manifest psionic powers or use any Special Attacks she has on bargainers regardless of distance once they have committed their first sacrifice in her name. She uses this to enforce the Bargain after she has granted her Bargainers wish. A Bargain can be broken by a Miracle or Wish spell, leaving the victim free of her influence, but he loses the benefits of whatever wish she previously granted him.

Forbidden Knowledge (Su): The Mother of Teeth has immense knowledge of things unknown to many, and is willing to share it for a price. This is similar to the bardic Knowledge ability listed on page 28 of the PHB, but the Mother can be questioned on just about anything (she rolls 1d20+60). If she can't get someone petitioning her for knowledge to agree to a Bargain (if they know enough to ask her questions, they know enough to avoid looking at her and contact her in another way), she will demand that they assist her cult in her plans in some way. Usually helping craft or rescue some item or steal an artifact of some significance, or assist in the rituals to summon her.

Unearthly Grace (Su): The Mother of Teeth adds her Charisma Modifier as a Profane Bonus to Saving Throws and to Armor Class.

Immortal (Ex): The Mother of Teeth is older than the current universe, and cannot be destroyed permanently by any being who does not have Divine Rank. Should she be destroyed she will regenerate to full power inside her prison over a period of several decades. Beings who temporarily destroy her still gain full XP, but have made a very powerful, and very permanent enemy.

Telepathy (Su): The Mother of Teeth has Telepathy 1 Mile. If someone has entered into a Bargain with her, her range is nigh well infinite. She can contact him from virtually any distance, and even across dimensions from her prison. She may also telepathically contact anyone who fails a Save against her Aura of Madness once per month for up to 5 minutes at any range as well, usually in the form of a dream. She uses this ability to prod people into further insanity, and to eventually Bargain with her.

Skills: The Mother of Teeth has a +8 Racial Bonus to Swim Checks, and can always Take 10 on a Swim Check. She may use the Run action while swimming in a straight line.

Combat: The Mother of Teeth usually attempts to Grab and finish off opponents. Her spells and Psionics are occasionally used in combat, but she prefers to use them to intimidate and terrify. Unless she's vastly outnumbered or outpowered she really does prefer the physical approach.


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

Lore
Characters with ranks in Knowledge (The Planes) or Knowledge (Things Man Was Not Meant To Know) can learn more about the Mother of Teeth. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

{table]DC|Lore
60|The Mother of Teeth is a rarely encountered being of vast power, neither God nor Demon, who seduces men and eats them. She is unsafe to look upon. Her cult is small, but significantly more decadent than even the worst demon worshipers.
65|She claims to love all her victims, and the ones who she devours forever remain a part of her. She will bargain with anyone, and give them power in exchange for them letting her out of her prison some day. She contacts people through artifacts created by her cult. Usually crystals, gems, or mirrors. Any kind of reflective surface. Any being looking upon her risks madness and permanent obsession with the Mother of Teeth.
70|The Mothers ultimate goal is to leave her prison and she requires a certain number of souls to do this. How many exactly isn’t known, maybe not even to her. Making a Bargain with her leaves you vulnerable to her powers until the Bargain is filled, at which point you will be eaten.[/table]

Plot Hook
A local noble has begun acting oddly after finding an artifact of some kind in ruins during his travels, demanding odd things of his retainers who have asked the PC’s to intervene behind the scenes because they think he may have been possessed. The truth is of course, far worse. He has fallen in love with the Mother of Teeth, and has begun the Rites necessary to let her enter our world.
The PC's come across a city that appears to have been in the midst of some sort of strange apocalyptic event. Bodies line the streets with strange marks on them, and the flies and other insects won’t touch them. Slime seems to cover them and much of the area, and it sticks to the PC’s if they touch it for days. In a few hours the bodies begin to rot and crumble away, and many of the buildings begin to decay too. It’s like something just sucked the life from the place. Sitting in the middle of the city is a crystal sphere perfectly unblemished. People in the next city refuse to talk about it, and they appear to be packing up and fleeing. No one will talk to or associate with the PC’s if they mention they came through the city, and many make signs against evil towards them.
One of the PC’s has some major problems he can’t solve, and is starting to crumble emotionally. A beggar covered in lesions offers him a book, and upon opening it he discovers that it’s a text about a legendary creature from outside our reality called the Mother of Teeth. A creature who will solve any problem, for a price. If the PC has any paranoia at all, he’ll know something is very, very wrong about this.
A brutal Orc warlord is ravaging the land, leading an army of horrifying monstrosities against everyone, even other tribes of his own people. Hired to investigate, the other Orcs tell them he’s gone mad, and fallen in love with a demon who supplies him with magical powers and armies of things from other worlds. But why she is doing it, or chose him they don’t know. They do know she contacts him through a mirror of some kind.

Bhu
2009-03-04, 03:06 AM
Any thoughts on special attacks for the Naked Moel Rats?

Bhu
2009-03-05, 06:02 AM
Cannibal

Cannibal is an Inherited or Acquired Template that can be applied to any Giant or Humanoid.

Size and Type: Unchanged.

Hit Dice: Unchanged

Speed: Unchanged.

Armor Class: Increase Natural Armor Bonus by +2.

Attacks: Cannibals without bite attacks gain a Bite as a Secondary weapon. Damage depends on Size Class: Fine=1 point, Diminutive=1d2, Tiny=1d3, Small=1d4, Medium=1d6, Large=1d8, Huge=2d6, Gargantuan=3d6, Colossal=4d6. Add half Strength modifier to damage.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the base Creature, plus gains the following:

Devour (Su): By devouring the raw flesh of an opponent killed in battle the Cannibal can gain knowledge and power, if that opponent is the same species. What exactly he can gain depends on what he can eat. He must have killed an opponent in battle himself, or helped with it's defeat. He must then eat the necessary portions of his opponent within 1 hour. The Bonus gained by Devour lasts for a number of hours equal to the Cannibal's Hit Dice divided by 4.

Brain: The Cannibal gains all of the opponents memories for 24 hours. This is often used to gain information about the tribes enemies, or the plans of potential meals. During this time the Cannibal may make a Skill Check in any skill the victim possessed, even if he has no ranks in it himself, and can speak any language the victim spoke.

Eyes: The Cannibal gains an Enhancement Bonus to Spot and Search Checks equal to the victims Hit Dice for 24 hours.

Heart: The Cannibal gains an Enhancement Bonus to Willpower Saves equal to half the victims Hit Dice for 24 hours.

Lungs: The Cannibal gains an Enhancement Bonus to Constitution equal to half the victims Hit Dice for 24 hours.

Liver: The Cannibal gains an Enhancement Bonus to Fortitude Saves equal to half the victims Hit Dice for 24 hours.

Muscle: The Cannibal gains an Enhancement Bonus to Strength equal to half the victims Hit Dice for 24 hours.

Bone Marrow: The Cannibal gains an Enhancement Bonus to his Armor Class equal to the victims Hit Dice for 24 hours.


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

Low Light Vision

Scent

Saves: Unchanged

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

Skills: Gains a +4 Racial Bonus to Hide, Intimidate, Listen, Move Silently, Spot, and Survival checks.

Feats: Unchanged

Environment: Unchanged

Organization: Unchanged

Challenge Rating: +1

Treasure: Unchanged

Alignment: Alignment becomes Evil.

Advancement: Unchanged

Level Adjustment: +2


"The Southern Tribes don't keep prisoners long boy. Unless you want to end up being eaten alive, make sure they have to kill you in combat. If they take you alive, your dying will take a very long time."

Some primitive tribes have learned to gain power by eating their own species. Many worship Demons or evil gods. Their secrets of power were handed down to them by these patrons long ago, and hte tribes continue to flourish despite living in some of the harshest, most remote territories in the world.


Bok
Human, 5th level Scout, Cannibal template
Medium Human, Humanoid
Hit Dice: 5d8+15 (37 hp)
Initiative: +8
Speed: 40 ft. (8 squares)
Armor Class: 15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
Base Attack/Grapple: +3/+6
Attack: By weapon +6 or Bite +6 melee (1d6+1)
Full Attack: By weapon +6 or Bite +6 melee (1d6+1)
Space/Reach: 5 ft./ ft.
Special Attacks: Skirmish (+2d6, +1 AC), Devour
Special Qualities: Battle Fortitude +1, Evasion, Fast Movement, Trackless Step, Trapfinding, Uncanny Dodge, Low Light Vision, Scent
Saves: Fort +5, Ref +7, Will +1
Abilities: Str 16, Dex 16, Con 17, Int 8, Wis 10, Cha 4
Skills: Balance +8, Climb +8, Hide +13, Intimidate +1, Jump +9, Knowledge (Nature) +4, Listen +10, Move Silently +13, Spot +10, Survival +10, Swim +8
Feats: Blind-Fight, Improved Initiative, Hear the Unseen (B)
Environment: Warm Forest
Challenge Rating: 6
Treasure: See below
Alignment: Chaotic Evil
Advancement: By Character Class
Level Adjustment: +2

Bhu
2009-03-05, 06:13 AM
Ok if theres no thoughts on the mole rats Im gonna add CR and move on.


Dire Spitting Cobra
Huge Animal
Hit Dice: 9d8+45 (85 hp)
Initiative: +6
Speed: 30 ft. (6 squares), Climb 30 ft., Swim 30 ft.
Armor Class: 18 (-2 Size, +2 Dex, +8 Natural), touch 10, flat-footed 18
Base Attack/Grapple: +6/+21
Attack: Bite +11 melee (1d8+7 plus poison) or Spit +6 ranged touch (Blindness)
Full Attack: Bite +11 melee (1d8+7 plus poison) or Spit +6 ranged touch (Blindness)
Space/Reach: 15 ft./10 ft.
Special Attacks: Spit Venom, Poison
Special Qualities: Low Light Vision, Scent
Saves: Fort +11, Ref +10, Will +5
Abilities: Str 24, Dex 15, Con 20, Int 2, Wis 14, Cha 2
Skills: Balance +12, Climb +17, Hide +2, Listen +8, Spot +8, Swim +15
Feats: Ability Focus (Poison, Spit Venom), Improved Initiative, Lightning Reflexes
Environment: Warm Forest or Underground
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always Neutral
Advancement: 10-18 HD (Huge), 19-36 HD (Gargantuan)
Level Adjustment: ---


"Honey!! Honey git the wand! Them snakes is back a' spittin' on the cows agin!"

Dire Spitting Cobras are an unfortunate problem in jungles about the world. Their ability to permanently blind opponents with their venom makes them much worse opponents than the average giant snake.

Spit Venom (Ex): If the Dire Spitting Cobra can hit with a ranged touch attack, it's opponent must make a DC 21 Fortitude Save or be permanently blinded. If the Cobra succeeds in making a critical hit some of the venom seeps into the victims bloodstream (Contact, Fortitude Save DC 21, Initial and Secondary damage 1d6 Constitution).

Poison (Ex): Injury, Fortitude Save DC 21, Initial and Secondary Damage 2d6 Constitution. Save DC is Constitution based.

Skills: Dire Spitting Cobras have a +4 Racial Bonus to Hide, Listen and Spot checks, and a +8 Racial Bonus to Balance, Climb and Swim checks. They may always take 10 on a Climb or Swim check, and may use the Run action while swimming in a straight line. They may use their Dexterity or Strength Modifier for Climb checks, whichever is better.

Combat: Dire Spitting Cobras usually blind opponents with venom before moving in for the bite. Usually the poison is enough to finish off most opponents.

DracoDei
2009-03-05, 02:43 PM
Can one cannibal eat more than one type of meat from a corpse? I guess the magic also protects them from the negative effects of brain-eating (Seritonin overdose? Anyway, produces insanity IRL)?

Also you specify "killed in battle", but you also mention slow death... I thought they were cutting off limbs and eating them initially to stretch out the benefits until I remembered the earlier clause... guess they must be unrelated.

Bhu
2009-03-06, 07:30 AM
The fluff is from a scared old man trying to scare a younger man into not doing something he finds stupid.

I guess that yes he could eat different organs from one corpse. I may have to tweak the template a lil.


Do ya like the Mole Rats?

Debihuman
2009-03-06, 09:51 AM
I like the dire naked mole rats. So, if someone wanted one as a familiar, could they have one? Would it be appropriate and what benefit would it be?

Debby

Bhu
2009-03-07, 03:29 AM
I like the dire naked mole rats. So, if someone wanted one as a familiar, could they have one? Would it be appropriate and what benefit would it be?

Debby

Dire Mole Rats could be animal companions probably, you'd have to get a regular mole rat as a Familiar. And since it's virtually blind Im not sure what good it would do you.

Bhu
2009-03-07, 04:44 AM
Dire Porcupine
Large Animal
Hit Dice: 8d8+40 (76 hp)
Initiative: +1
Speed: 30 ft. (6 squares), Climb 30 ft.
Armor Class: 18 (-1 Size, +1 Dex, +8 natural), touch 10, flat-footed 18
Base Attack/Grapple: +6/+17
Attack: Quill Slam +12 melee (1d4+7)
Full Attack: Quill Slam +12 melee (1d4+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Quill Slam
Special Qualities: Low Light Vision, Quill Defense
Saves: Fort +10, Ref +7, Will +3
Abilities: Str 24, Dex 13, Con 18, Int 2, Wis 12, Cha 8
Skills: Climb +16, Listen +6, Spot +6
Feats: Alertness, Endurance, Improved Toughness
Environment: Warm or Temperate Desert, Forest, Hills, and Plains
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 9-16 HD (Large)
Level Adjustment: ---


"Aw man...Burt I don't think we can save yer dawg now..."

Dire Porcupines are pests with an insatiable desire for munching salt. They'll even strip paint from buildings to get it. They shed their deadly quills every where, and some have wiped out herds as all the bulls charge them and die after getting stuck. Farmers and hunters hate them. But they're huge, good climbers, and about as powerful as a bear. A pointy bear. A pointy bear who likes to lick paint.

Quill Defense (Ex): Anyone striking the Porcupine with an unarmed strike, a natural weapon, or (god forbid you're this stupid) grappling one becomes impaled on it's quills taking piercing damage equal to 1d6 plus the attackers Strength bonus. For each point of damage taken, 1 quill is embedded in the opponent. If the opponent is using melee weapons that don't have Reach he must make a DC 18 Reflex Save to avoid the quills (Save DC is Constitution based). Any round the character spends doing something strenuous (climbing, swimming, running, fighting, etc) they work their way in further causing the opponent to take a -2 penalty to all rolls until 1d6 rounds after he stops doing strenuous activity. If he spends more than 5 rounds performing strenuous activity he takes 1d6 damage. Quills can be removed several ways. They can be yanked out, doing 1 point of damage per quill. Or they can be removed by a DC 15 Healing check per quill to remove them without doing damage. If the quills aren't removed within a day, infection may set in and they must daily make Fortitude checks to avoid contacting the Red Ache (See DMG page 292). Damage done by the Porcupine's Quill Slam embeds 1 quill per point of damage as well.

Skills: Porcupines get a +8 Racial Bonus to Climb checks, and may always take 10 on a Climb check.

Combat: Porcupines usually just raise their quills and once an opponent has attacked them they usually decide not to do so again. If he is stupid enough to try it again the Dire Porcupine will grapple trying to lodge as many quills in the opponent as possible.

Bhu
2009-03-08, 05:40 AM
would Porcupines have Scent?

sigurd
2009-03-08, 11:09 AM
Dire Porcupines would probably be valued by tribes and hunters for their quills. They might also be a good arcane ingredient too.

Sigurd

DracoDei
2009-03-08, 01:21 PM
would Porcupines have Scent?
I SUSPECT not.

Bhu
2009-03-09, 04:29 AM
Okay I added the quill defense mechanics. Let me know if you like them. Thinking of adding some sort of slam that hits opponents with quills.

Bhu
2009-03-11, 04:03 AM
kewl link I found while researching porcupines :


http://www.nativetech.org/quill/index.php

DracoDei
2009-03-11, 04:41 AM
Quill-slam is realistic for at least some species... can't remember if all do it.

Bhu
2009-03-13, 07:50 AM
Dire Shrew
Small Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +4
Speed: 30 ft. (6 squares), Climb 30 ft., Swim 30 ft.
Armor Class: 16 (+1 Size, +2 Dex, +3 Natural), touch 13, flat-footed 14
Base Attack/Grapple: +1/-2
Attack: Bite +6 melee (1d4+3 plus poison)
Full Attack: Bite +6 melee (1d4+3 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Low Light Vision, Scent, Hyper Metabolism, Ferocity, Fearless
Saves: Fort +5, Ref +5, Will +2
Abilities: Str 12, Dex 15, Con 15, Int 2, Wis 14, Cha 6
Skills: Listen, Search, Survival
Feats: Improved Initiative, Track (B), Weapon Finesse (B)
Environment: Any Temperate or Warm except Aquatic or Underground
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 3-4 HD (Medium)
Level Adjustment: ---

"RUN! It's a big squeaky thang!!"

Dire Shrews are ravenous pests that infest virtually every environment in the known world. Since they need to eat their own weight in food each day, they're are considered a prime target for farmers whose stock they tend to raid. Few critters are as damaging to the environment as the Dire Shrew.

Poison (Ex): Injury, DC 13 Fortitude Save (Save DC is Constitution based), Initial Damage is 1d6 Constitution, Secondary damage is Paralysis.

Hyper Metabolism (Ex): Dire Shrews have a -2 Racial Penalty made on all Fortitude Saves to avoid starvation, and must begin making rolls after 12 hours if it has not eaten. But it has a Racial Bonus to attack, damage, and initiative rolls equal to it's Constitution Modifier.

Ferocity (Ex): The Dire Shrew may fight and act normally from -1 to -9 hit points.

Fearless (Ex): Dire Shrews are immune to Fear effects.

Skills: Shrews have a +8 Racial Bonus to Climb and Swim checks, and may always take 10 on a Climb or Swim check. They also have a +4 Racial Bonus on Listen Checks.

Combat: Shrews charge and begin biting furiously, trusting in their venom to bring down prey. They are almost fearless, and will attack even creatures bigger than themselves.

Bhu
2009-03-14, 04:37 AM
Is shrew venom a neurotoxin? I'm trying to decide what ability it damages.

Debihuman
2009-03-14, 10:04 PM
it's not clear from the wikipedia article on shrews what kind of poison shrew venom is. I found this article on shrew venom but I don't know how helpful it is. (http://www.pnas.org/content/101/20/7542.full), but these are the pertinent paragraphs:

"Among mammals, the short-tailed shrew B. brevicauda (Say, 1923) is well known to produce a potent venom in its saliva, which is toxic to mammals, such as mice, voles, rabbits, and cats (1, 3). Human accounts of bites from Blarina describe a local burning sensation around the tooth puncture marks and subsequent swelling (10). In general, soricine shrews consume large amounts of food to meet their high metabolic demands (11). Although they belong to the order Insectivora, B. brevicauda do not eat insects and invertebrates exclusively but also vertebrates, even larger than themselves, such as murid rodents and frogs (1, 11–13). Therefore, this shrew species may use its venom to paralyze and catch larger preys.

The stability of crude extracts of Blarina submaxillary glands has been studied (14, 15). Its toxicity was lost rapidly at pH >7 and gradually at room temperature."

Maybe it is more dangerous to halflings.

Debby

Bhu
2009-03-15, 05:59 AM
Rot Elemental

Rot Elemental is an Acquired Template that can be applied to any Elemental with the Air, Earth, or Water Subtype that doesn't also have the Fire Subtype.

Size and Type: Unchanged.

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: The Rot Elemental gains a Profane Bonus to Armor Class equal to it's Charisma Bonus (minimum +1).

Attacks: Unchanged.

Damage: Unchanged.

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

Rotting Touch (Su): Anything the Rot Elemental touches rots, falls apart, and dies. Any plant it touches dies as per the Blight spell. Other corporeal opponents who aren't undead must make a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier) or take 1d6 temporary Constitution damage. If the opponent has no Con score (i.e. most Constructs) it damages Charisma instead, and the Construct is destroyed when it reaches Cha 0.

The Rot Elemental also gains one of the following attacks depending on what Subtype it has:

Rotting Mist (Su): Once per week a Rot Elemental with the Air Subtype can create a 100' cloud of poisonous mist. Anything traveling through the mist must make a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier) or be Poisoned (Contact, Initial and Secondary Damage 1d6 Wisdom). Any plants the mist passes over will die, and the cloud lasts for 1 day.

Dead Soil (Su): Once per week a Rot Elemental with the Earth Subtype can 'blight' the soil around it in a 100' radius. Any plants in the soil will begin to die, and once they are gone nothing will grow there again. Anything burrowing in the soil must make a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier) or be Poisoned (Contact, Initial and Secondary Damage 1d6 Strength).

Tainted Water (Su): Once per week a Rot Elemental with the Water Subtype can 'blight' the water around it in a 100' radius. This water is permanently spoiled, and anything drinking it or swimming through it must make a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier) or be Poisoned (Contact, Initial and Secondary Damage 1d6 Dexterity). If the water is part of a lake or other body of water too big to completely effect it will dissipate within 1 day.

Special Qualities: The Base Creature retains it's Special Qualities, and gains the following:

Detect Living (Su): The Rot Elemental effectively has 120' Blindsight, but it only detects living beings.

Immunities: Immune to disease, death effects, nonlethal damage, ability damage or drain, energy drain, and Fatigue and Exhaustion effects.

Necrotic (Ex): The Rot Elemental is healed by Negative energy instead of Positive energy as though it were undead.

Saves: The Rot Elemental gains a Profane Bonus to Saving Throws equal to it's Charisma Bonus (minimum +1).

Abilities: +2 Int, +2 Wis, +2 Cha

Skills: Unchanged.

Feats: Unchanged.

Environment: Warm Forest

Organization: Solitary.

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Becomes Neutral Evil.

Advancement: Unchanged.

Level Adjustment: +5


"Do not call up that which you can't put down again."

Rot Elementals are elemental beings personifying the decay of all things found within nature. Plants blight and die at their touch, animals become ill and their wounds fester into gangrene. Entire forest wither and die if their presence is maintained long enough in this world. Their origin is unknown, but it is suspected to be unnatural, and other elementals do not like to speak of Rot Elementals, and will try to destroy them on sight if possible.

Example of creature using template here:

Large Earth Elemental w/Rot Elemental Template
Large Elemental (Earth, Extraplanar)
Hit Dice: 8d8+32 (68 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 19 (-1 Size, -1 Dex, +10 Natural, +1 profane), touch 9, flat-footed 19
Base Attack/Grapple: +6/+17
Attack: Slam +12 melee (2d8+7 plus Rotting Touch)
Full Attack: Slam +12 melee (2d8+7 plus Rotting Touch)
Space/Reach: 10 ft./10 ft.
Special Attacks: Earth Mastery, Push, Rotting Touch (DC 18), Dead Soil (DC 18)
Special Qualities: Damage Reduction 5/-, Earth Glide, Dark Vision 60', Elemental traits, Immunities, Detect Living, Necrotic
Saves: Fort +11, Ref +2, Will +4
Abilities: Str 25, Dex 8, Con 19, Int 8, Wis 13, Cha 13
Skills: Listen +6, Spot +5
Feats: Cleave, Great Cleave, Power Attack
Environment: Warm Forest
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Neutral Evil
Advancement: 9-15 HD (Large)
Level Adjustment: ---

Debihuman
2009-03-17, 07:03 AM
This doesn't make sense to me. How can a fire elemental not have the fire subtype?


Rot Elemental is an Acquired Template that can be applied to any Elemental with the Air, Earth, or Fire Subtype that doesn't also have the Fire Subtype. I underlined the relevant portion.

Debby

Bhu
2009-03-19, 05:59 AM
Yeah I was half awake when I posted. Fixing now.

The Blighted

The Blighted is an Acquired Template that can be applied to any Plant.

Size and Type: Type changes to Undead.

Hit Dice: All current and future Hit Dice become d12's. Bonus hit points are now based off Charisma Modifier instead of Constitution modifier.

Speed: Unchanged.

Armor Class: The Base Creature gains a Profane Bonus to AC equal to it's Charisma Modifier (minimum +1). It's Natural Armor Bonus to AC increases by +3.

Attacks: Unchanged.

Damage: Unchanged.

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

Spore Cloud (Ex): The Blighted are surrounded by clouds of spores, extending out 10 feet from the squares they occupy. Anything encountering the spores has difficulty breathing, and effectively must hold it's breath while inside the spores area. If it remains there long enough it will suffocate. Anything breathing in the spores must make a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier. Each round spent in the spore cloud increases the Save DC by +1) each round inside the cloud. If it fails it is infected, and begins to suffer symptoms similar to disease (Incubation 1 day, Damage 1d6 Constitution, successful Saves do not allow recovery, only magical healing will help). If the victim is a plant, it rises in 1d6 days as a Blighted.

Special Qualities: Retains all Special Qualities of the Base Creature (except any vulnerability to fire), plus gains the following:

Dual Nature (Ex): The Blighted are considered to have both the Undead and Plant types for spells that are beneficial/harmful to them.

Immunities: Immune to polymorph and all attacks specifically involving fungus, such as Myconid Spores.

Blindsight 120'

Blind (Ex): The Blighted are Blind, relying on their Blindsight to find food or foes. They are immune to an attack/effect requiring them to have sight.

Saves: The Base Creature gains a Profane Bonus to all Saving Throws equal to it's Charisma Modifier (minimum +1).

Abilities: +4 Str, +4 Cha. The Base creature no longer has a Constitution score.

Skills: Unchanged.

Feats: Unchanged.

Environment: Any, but usually Warm Forest

Organization: Solitary

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Becomes Neutral Evil.

Advancement: Unchanged.

Level Adjustment: +5


"Some things are better off left alone where they are."

In the hidden corners of truly gigantic rain forests there are often pockets of fungus. But some have a rare white fungus, a blight of fine white strands that chokes the life from vegetation, and even other fungi like some sort of parasite. it's discoverers find out all too well that it devours animal life as well. But at least it devours animals whole. Plants are reanimated to carry the fungus, and spread it across the world like a living cancer. Particularly problematic are large, powerful Plants like Treants. Communication with the hulking remains of these beings hints that the fungus may have an intelligence and purpose. And that purpose seems to be eliminating all life in the world save itself...

Example of creature using template here:



Treant w/Blighted Template
Huge Undead
Hit Dice: 7d8+21 (52 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 26 (-2 Size, -1 Dex, +16 natural, +3 Profane), touch 10, flat-footed 23
Base Attack/Grapple: +5/+24
Attack: Slam +14 melee (2d6+11)
Full Attack: 2 Slams +14 melee (2d6+11)
Space/Reach: 15 ft./15 ft.
Special Attacks: Animate trees, double damage against objects, trample 2d6+16), SPore Cloud (DC 16)
Special Qualities: Damage Reduction 10/Slashing, Low Light Vision, Immunities, Dual Nature, Blindsight 120', Blind
Saves: Fort +8, Ref +4, Will +13
Abilities: Str 33, Dex 8, Con -, Int 12, Wis 16, Cha 16
Skills: Diplomacy +3, Hide -9, Intimidate +6, Knowledge (Nature) +6, Listen +8, Sense Motive +8, Spot +8, Survival +8 (+10 below ground)
Feats: Improved Sunder, Iron Will, Power Attack
Environment: Warm Forest
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Neutral Evil
Advancement: 8-16 HD (Huge), 17-21 HD (Gargantuan)
Level Adjustment: +10

Wystrell
2009-03-19, 09:38 PM
Whu! This post is like going to find my copy of the Monster Manual, only to discover it's turned into a semi-fuzzy, invulnerable Monster Book of Monsters.

I've played a game with something similar to your Blighted template - I have no idea if it was from a module, nobody asked the DM, but we called it the Blood Forest. What used to be a beautiful druidic paradise is now a silent black-and-ucky green wasteland. If you are attacked by something in the forest (usually a humanoid with red eyes) and fail your fort save, you start feeling the effects of the forest slowly taking over your body. If you continue to fail your fort saves, the forest has you, and you attack your comrades. If you kill one of the humanoid attackers in the forest, you discover that the inside of it is very plant-like. If you should go into especially tainted areas, the forest attacks your mind.

Loved the Mother of Teeth - a roleplayable Tarrasque god. I'll have to find a way to use her. Or the other way around, if I decide to be politically correct for her cultists. :smalltongue:

Bhu
2009-03-21, 05:18 AM
Thanks Wystrell!

The Blighted and Rot Elementals are done if you guys agree with CR/LA

Bhu
2009-03-21, 05:26 AM
Dire Groundhog
Large Animal
Hit Dice: 8d8+32 (68 hp)
Initiative: +2
Speed: 30 ft. (6 squares), Burrow 20 ft., Climb 20 ft., Swim 20 ft.
Armor Class: 16 (-1 Large, +2 Dex, +5 Natural), touch 11, flat-footed 14
Base Attack/Grapple: +6/+17
Attack: Claw +12 melee (1d8+7)
Full Attack: 2 Claws +12 melee (1d8+7) and 1 Bite +10 melee (2d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Low Light Vision
Saves: Fort +10, Ref +8, Will +4
Abilities: Str 24, Dex 15, Con 18, Int 2, Wis 14, Cha 6
Skills: Climb +15, Listen +9, Spot +10, Swim +15
Feats: Alertness, Endurance, Multiattack
Environment: Underground or Temperate Plains or Forest
Organization: Solitary, Pair, or Group (3-6)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 9-12 HD (Large)
Level Adjustment: ---

"THERE'S BEARS IN THE GROUND!!!"

"Bob...bears don't burrow."

"IT SQUEAKED AT ME!!"

"Bob...bears don't squeak."

"THERE'S BEARS IN THE GROUND!!!"

"Sigh...I could spend my entire life having this conversation...Okay one more time, please try to understand before one of us dies..."


Groundhogs are, oddly enough, related to ground squirrels, and accomplished climbers and swimmers. Which makes Dire Groundhogs an all terrain butt-kicking machine...

Skills: Dire Groundhogs have a +8 Racial Bonus to Climb and Swim Checks, and may always Take 10 on a Climb or Swim Check.

Combat: Dire Groundhogs prefer not to fight, but lash out wildly with their teeth and claws if someone presses the issue.

Bhu
2009-03-22, 06:04 AM
Dragon Millipede
Gargantuan Vermin
Hit Dice: 15d8+45 (112 hp)
Initiative: +2
Speed: 40 ft. (8 squares), Climb 40 ft.
Armor Class: 20 (-4 Size, +2 Dex, +12 Natural), touch 8, flat-footed 18
Base Attack/Grapple: +11/+31
Attack: Bite +14 melee (2d8+7)
Full Attack: Bite +14 melee (2d8+7)
Space/Reach: 20 ft./15 ft.
Special Attacks: Spit Cyanide
Special Qualities: Dark Vision 60', Vermin traits
Saves: Fort +12, Ref +7, Will +6
Abilities: Str 26, Dex 15, Con 16, Int -, Wis 12, Cha 2
Skills: Climb +15, Spot +5
Feats: -
Environment: Warm Forest
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral
Advancement: 16-32 HD (Gargantuan)
Level Adjustment: ---


"Yo Mike, there's a huge pink bug critter outside."

"Whut's it a'doin'?"

"Meltin' the goats faces with it's spit."

"I quit."

Dragon Millipedes are bright pink, spiny millipedes almost 60' long that can spit cyanide. Theoretically it's a form of defense against predators according to Sages (defense? from what?), but it's also pretty good for bringing down munchable prey.

Spit Cyanide (Ex): The Dragon Millipede can spit Cyanide once every 1d4 rounds in a 120' Line. Anything in the area of effect has to make a DC 20 Fortitude Save or be poisoned (Contact, Initial and Secondary damage 2d6 Constitution).

Skills: Dragon Millipedes have a +4 Racial Bonus to Spot checks, and a +8 Racial Bonus to Climb Checks. They may always take 10 on a CLimb Check.

Combat: Dragon Millipedes open up with spitting cyanide, then move in to bite. Should this somehow fail they will blast their opponents with cyanide again and flee.

Bhu
2009-03-23, 02:45 AM
http://i212.photobucket.com/albums/cc70/bhutastan/monsters/motivator4312210.jpg


Dire Bunnies
Large Animal
Hit Dice: 6d8+18 (45 hp)
Initiative: +3
Speed: 50 ft. (10 squares), Burrow 20 ft.
Armor Class: 16 (-1 Size, +3 Dex, +4 Natural), touch 12, flat-footed 13
Base Attack/Grapple: +4/+11
Attack: Claw +6 melee (1d6+3)
Full Attack: 2 Claws +6 melee (1d6+3) and 1 Bite +1 melee (1d6+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab, Rake (1d6+3)
Special Qualities: Low Light Vision, Immune to Nausea, Magic Tinkering, Scent, Scamper
Saves: Fort +8, Ref +8, Will +4
Abilities: Str 16, Dex 16, Con 16, Int 2, Wis 14, Cha 10
Skills: Jump +11, Listen +13, Spot +8
Feats: Alertness, Fleet of Foot, Run
Environment: Temperate Forests or Plains
Organization: Solitary, Pair, Group (4-8), Colony (Several thousand)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 6-9 HD (Large), 10-18 HD (Huge), 19-36 HD (Gargantuan), 37+ HD (Colossal)
Level Adjustment: ---


"Mommie I found a bunny can I keep 'im."

"HOLY ____!!!"

"Mommie you always told we I wasn't 'sposed to use that word..."


Rumor has it that Dire Bunnies began as either a drunken joke, or the result of a mad farming mage who wanted a bigger food source. If so the joke was on him. A diet of pure rabbit meat can lead to a condition known as "rabbit starvation", and they mindlessly reproduce much quicker than sheep or cattle. Some are extwa fwuffy though, so their fur is quite prized. they aren't as good at burrowing as their rgular sized cousins, but they can still scamper quite fast.

Improved Grab (Ex): If a Dire Rabbit hits with it's Claw Attack, it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it may Rake.

Rakes (Ex): In a Grapple the Dire Rabbit has 2 Rake Attacks +6 to hit doing 1d6+3 damage.

Immune to Nausea (Ex): Due to their odd digestive system, rabbits cannot vomit, and so are immune to Nausea.

Magic Tinkering (Ex): Unlike most Dire Animals, Dire Rabbits come about as a result of magic used to increase their potential (much like Magebred horses in Eberron). Unfortunately it went awry, and instead Dire Rabbits continue to grow with age. Maximum size and age are currently unknown.

Scamper (Ex): If it wishes to flee a Dire Rabbit can temporarily increase it's Land Speed to 80 ft for (3+Constitution Modifier) rounds. Once it Scampers it is Fatigued and may not scamper again until it has rested.

Skills: Dire Rabbits have a +8 Racial Bonus on Jump checks. They also have a +4 Racial Bonus on Listen checks.

Combat: Bunnies are much like cats in that they prefer to grab hold and rake.





Elder Dire Bunnies
Super Deluxe Extra Biggie Sized "Hep Me Jesus" Animal
Hit Dice: 100d8+1500 (1950 hp)
Initiative: +0
Speed: 70 ft. (14 squares)
Armor Class: 34 (-16 Size, +40 Natural), touch 0, flat-footed 34
Base Attack/Grapple: +75/+115
Attack: Claw +79 melee (4d6+20)
Full Attack: 2 Claws +79 melee (4d6+20) and 1 Bite +74 melee (4d6+10)
Space/Reach: 100 ft./65 ft.
Special Attacks: Improved Grab, Rake (1d6+20)
Special Qualities: Low Light Vision, Immune to Nausea, Magic Tinkering, Scent, Scamper, Damage Reduction 20/-, Energy Resistance 20 (Acid, Cold, Electricity, Fire, and Sonic)
Saves: Fort +67, Ref +52, Will +35
Abilities: Str 50, Dex 10, Con 40, Int 2, Wis 14, Cha 40
Skills: Jump +40, Listen +40, Spot +40
Feats: Alertness, Fleet of Foot, Run, 29 more
Environment: Temperate Forests or Plains
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Always Neutral
Advancement: 101+ HD (Big)
Level Adjustment: ---

"Lookit it...jsut standin' aout there...wigglin' it's nose...it's EVIL I tells ya!"

" Bob...it's a rabbit...they all do that."

It'll be a'comin' fer our alfalfa fields...Ah knows it...Ah'm psychic that way..."

" Bob...rabbits eat alfalfa."

"Guess it's up to me to stop it!!"

10 minutes later:

"Dude...what the hell is Bob doing? Is he attacking a 300 foot tall rabbit with a hoe?"

"Yeah. Good thing the rabbit hasn't even noticed him. Oh wait I think it just sniffed him..."

BOOM

"Well...guess we won't have to bail Bob out of jail anymore..."

Some Dire Rabbits get old enough to become truly gigantic. Many an adventurer have been goaded into attacking one to avoid being called a sissy. Not many of them survive the dare. Those who do have one really lucky rabbits foot necklace (which requires some sort of magical levitation device to tow around).

Bhu
2009-03-26, 06:05 AM
do rabbits have claws?

Debihuman
2009-03-26, 11:50 AM
Rabbits have claws and can rake with their rear claws too.

I know this from experience -- I took care of my neighbor's rabbit while they were on vacation. One day, I was over there and didn't realize my beagle was out.

I had the hutch open when the rabbit totally freaked out and launched at my face. I had bloody claw marks down both cheeks. Needless to say, I dropped the rabbit. The dog didn't catch the rabbit only because there was a wire fence between them. I managed to grab the rabbit when it ran passed me trying to "escape" from the dog. I nabbed it from behind. The rabbit was still trying to scratch me and only failed because I turned it on its back so its feet were facing away from me.

I shoved the rabbit in its hutch and then grabbed the dog and dragged it home. It was not a fun experience but it taught me to make sure to stow the dog before feeding the rabbit.

Debby

Bhu
2009-03-29, 05:45 AM
Do they dig enough to have a small Burrow speed do you think?

Debihuman
2009-03-29, 11:47 AM
Rabbits should definitely have a burrow speed (20 ft.) which is half their land speed (40 ft.) Jackrabbits would have a land speed of 45 ft. They can run fast but only for short periods of time and they zig-zag when they run to avoid predators. This ties into the correct feats for rabbits. They should Run though you may want to limit the duration and they probably should have weapon finesse as a bonus feat for those claws.

Actually, a rabbit's stats are much like a cat's stats, but a rabbit would have an Int of 1. A rabbit familiar should give its master a +3 bonus to Jump checks.

Also, a rabbit's eyes are positioned on the sides, so they can cover larger areas. This should give rabbits a +4 racial bonus to Spot. Their eyes glow black in light (no red eye for them unless they are albino) which makes it harder for predators to spot them. I'd give this as a +4 bonus to Hide but only at night. They can also jump about 10 feet. They should definitely have the +4 bonus to Jump from their speed. That about does it for all the bonuses.

Under treasure you should note that angora rabbits are highly prized for their long silky fur which can be spun into fine wool or made into soft felting for hats and other clothing. Plucking the fur from angora rabbits does not harm the rabbit.

Debby

Bhu
2009-03-30, 05:11 AM
Anyone got an idea how big that rabbit is? I m thinking of doing an Elder Dire Rabbit...

DracoDei
2009-03-30, 11:05 AM
Look at the Space/Face rules... that rabbit is well beyond Collossal+. Someone made a set of Kaiju (sp?) rules some time that MIGHT do that thing justice. Even Godzilla was shorter than at least some of the buildings if I remember correctly and the original Kong had a bit of a climb (no challenge for an ape, but still) to get to the top of the Empire State building.

Bhu
2009-04-02, 05:45 AM
Well Im gonna try for an elder Dire Bunny, but it wont quite be the critter in the pic...

Bhu
2009-04-04, 07:06 AM
Thoughts on CR for the Elder Dire Bunny?

Debihuman
2009-04-05, 10:32 PM
Oh man that just hurts. The Elder Dire Bunny CR is maybe 30 and I am so not good at figuring that stuff out.

vampiric elder dire bunny monster of legend vs. fire-breathing phase doppelganger giant space hamster....

My work here is done.

Debby

Bhu
2009-04-07, 05:54 AM
How about a 17 (made some tweaks)

Bhu
2009-04-08, 06:01 AM
Think I should do Dire Hares? They seem to be the same as rabbits, but with a faster land speed instead of a burrow speed.

Debihuman
2009-04-08, 02:30 PM
CR 17 is okay. I think that the Eldar Dire Bunnies should be magical beasts than rather than animals and their hps are 1545 not 1950 unless you are giving them Max HPs and that should be 800 +1500 for 2300 hps.

Sure go for the dire hare. The more the merrier.

Debby

Bhu
2009-04-09, 05:12 AM
I was using 4.5 x100 (450) +1500 (1950) for the hp total.

How are you getting 1525?

I'm asking in all seriousness because the doc just put me on some rather nasty muscle relaxers, and the world is a lil blurry at times (okay it's a lot blurry).

Debihuman
2009-04-09, 10:57 AM
I can only guess that I was somehow channelling Barbie's, "Math is hard" because 4.5X100 is 450 and somehow I managed to bungle it. I have absolutely no idea how I came up with 1545.

Aha! Upon further inspection it appears I took the 45 hps from the previous dire bunny and added that to the 1500 in error. No idea why or how I did that, but now I know what a critical math fail is!


Debby

Bhu
2009-04-10, 04:00 AM
*Hugs* It's okay. You should see what I'm like after I take my muscle relaxers...

Dire Hare
Large Animal
Hit Dice: 8d8+36 (72 hp)
Initiative: +3
Speed: 60 ft. (12 squares)
Armor Class: 17 (-1 Size, +3 Dex, +5 Natural), touch 12, flat-footed 14
Base Attack/Grapple: +6/+15
Attack: Claw +10 melee (1d8+5)
Full Attack: 2 Claws +10 melee (1d8+5) and 1 Bite +5 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab, Rake (1d8+5)
Special Qualities: Low Light Vision, Immune to Nausea, Scent, Scamper
Saves: Fort +10, Ref +9, Will +4
Abilities: Str 20, Dex 16, Con 18, Int 2, Wis 14, Cha 10
Skills: Jump +13, Listen +14, Spot +9
Feats: Alertness, Fleet of Foot, Run
Environment: Temperate Forests or Plains
Organization: Solitary, or Pair
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 9-12 HD (Large), 13-16 HD (Huge)
Level Adjustment: ---


"PAW! PAW! Them hares is in the crops agin! Can we have Jugged Hare for dinner tonight if'n we get one?"

"They don't make jugs that big junior."



Dire Hares were an experiment in making crop animals, and an attempt to improve on the failed Dire Rabbit scheme. They never do learn lessons well them wizards...

Improved Grab (Ex): If a Dire Hare hits with it's Claw Attack, it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it may Rake.

Rakes (Ex): In a Grapple the Dire Hare has 2 Rake Attacks +6 to hit doing 1d6+3 damage.

Immune to Nausea (Ex): Due to their odd digestive system, Hares cannot vomit, and so are immune to Nausea.

Scamper (Ex): If it wishes to flee a Dire Hare can temporarily increase it's Land Speed to 80 ft for (3+Constitution Modifier) rounds. Once it Scampers it is Fatigued and may not scamper again until it has rested.

Skills: Dire Hares have a +8 Racial Bonus on Jump checks. They also have a +4 Racial Bonus on Listen checks.

Combat: Bunnies are much like cats in that they prefer to grab hold and rake.

Bhu
2009-04-10, 04:15 AM
http://library.thinkquest.org/26264/inhabitants/creatures/site007.htm

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

http://www.theoi.com/Phasma/Empousai.html

http://www.eaudrey.com/myth/lamia.htm

Empusa
Medium Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 10d8+50 (95 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 23 (+5 Dex, +8 Natural), touch 15, flat-footed 18
Base Attack/Grapple: +10/+15
Attack: Slam +15 melee (1d6+5)
Full Attack: 2 Slams +15 melee (1d6+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood Drain, Terrify
Special Qualities: Alternate Form, Weakness. Planewalker
Saves: Fort +12, Ref +12, Will +13
Abilities: Str 21, Dex 21, Con 21, Int 14, Wis 18, Cha 20
Skills: Bluff +17, Hide +17, Intimidate +17, Knowledge (Arcana,
Religion, The Planes) +13, Listen +14, Move Silently +17,
Sense Motive +14, Spot +14
Feats: Ability Focus (Terrify), Iron Will, Persuasive, Stealthy
Environment: Any
Organization: Solitary (Possibly in groups if encountered with Hecate)
Challenge Rating: 7 or 8??
Treasure: Standard
Alignment: Chaotic Evil
Advancement: By Character Class
Level Adjustment: ----

"Hello young man. Would you care to walk me home? It's just over that hill..."

The Empusa are the daughters of Hecate. They appear as hideous women with flaming hair, one leg made of brass, and the other leg that of a donkey. The Empusa are sent to scare travellers to death. If hungry they also sometimes become beautiful women to lure travelers to them in an effort to feed on them.

Blood Drain (Ex): If an Empusa succeeds in a successful Grapple check and manages to pin its victim it drains 1d4 Constitution each round the Pin is maintained. The Empusa gains 5 temporary hit points with each successful attack.

Terrify (Sp): Once per night the Empusa may attempt to use this ability which works like the Phantasmal Killer spell (Caster Level 10th, Fortitude Save DC 21).

Alternate Form (Su): At will the Empusa may appear to be either a beautiful young human woman, or a cow. This appearance is purely cosmetic and does not alter their abilities in any way.

Weakness: If an Empusa is insulted directly to her face she must make a Willpower Save DC 38 or flee to her home plane for the next 24 hours.

Planeswalker (Su): The Empusa may freely cross between her home plane and the mortal realm at will. If she was forced to flee due to being insulted she cannot use this ability for 24 hours.

Combat: Empusa tend to try to lure victims off alone, or ambush those traveling by themselves or only in small groups. Then they open with their Terrify ability, and run down whoever isn't affected and pins them down to drink their blood.

Bhu
2009-04-11, 07:00 AM
http://en.wikipedia.org/wiki/Bouda

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

http://www.jh-author.com/werehyena.htm

http://www.obakemono.com/cgi-bin/yabb/YaBB.cgi?board=monsters;action=display;num=1137808 664

Wasn't easy to find much on the Bouda as most of the information was repetitive of what was on wiki.

Bouda Tribesman
Medium Humanoid (Shapechanger)
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 50 ft. ( 10 squares)
Armor Class: 14 (+2 Dex, +2 Natural), touch 14, flat-footed 14
Base Attack/Grapple: +1/+3
Attack: Longspear +3 melee (1d8+2/x3) or Bite +3 melee (1d6+3)
Full Attack: Longspear +3 melee (1d8+2/x3) or Bite +3 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low Light Vision, Scent. Night Time Transformation
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 14, Dex 15, Con 15, Int 10, Wis 13, Cha 10
Skills: Hide +3, Listen +6, Spot +4
Feats: Alertness
Environment: Warm Plains
Organization: Single, Pair, War Party (5-10)
Challenge Rating: 1
Treasure: Standard (usually has at least 1 magic item made from metal)
Alignment: Usually Neutral
Advancement: By Character Class
Level Adjustment: +2

"Listen...don't deal with the Bouda tribe. Don't go to their villages. There are things about them you don't know..."

The Bouda are a tribe of mystical healers, blacksmiths, and woodcutters in Ehiopia who assume the form of hyenas at night. They are rumored to be cannibals and grave robbers.

Night Time Transformation (Su): At night the Bouda may transform into a Hyena at will. The change does not change your type, and all equipment you wish to wear in Hyena form must be enchanted to change with you or it must be removed so you can change. You may stay in Hyena form all night long, but will revert to human form at dawn. The Bite attack may only be done in the Hyena form.

Trip (Ex): A Bouda that hits with it's Bite Attack can make a trip attempt at +2 to the roll as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails the opponent may not react to trip the Bouda.

Combat: The Bouda fight much like any human warrior would, but at night they fight as hyenas. They use pack tactics, swarming opponents and bringing them to the ground.


As a race:

Medium Humanoid

Age/Height/Weight: Same as human

Abilities: +4 Strength, +4 Dexterity, +4 Constitution, +2 Wisdom

Base Speed: 50 feet
+2 Natural Armor Class Bonus
Bite Attack in Hyena Form doing 1d6 plus one and a half times Strength bonus
Trip attack in Hyena form
Low Light Vision
Scent
Night Time Transformation
Proficient with Simple Weapons

2 Racial Hit Dice: 2d8. This also gives it a +3 Reflex Save, 1 Feat, and (2 + Intelligence bonus) skill points per hit die (with x4 for the first die).

Favored Class: Artificer (The Bouda are known for being magic metalsmiths).

Level Adjustment:+2

Bhu
2009-04-11, 07:07 AM
Dire Hamster
Small Animal
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 30 ft. (6 squares), Burrow 20 ft., Climb 15 ft.
Armor Class: 13 (+1 Size, +1 Dex, +1 Natural), touch 12, flat-footed 12
Base Attack/Grapple: +0/-5
Attack: Nibble +1 melee (1d3-1)
Full Attack: Nibble +1 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Wrasslin'
Special Qualities: Low Light Vision, Rubber Spine
Saves: Fort +2, Ref +3, Will +1
Abilities: Str 8, Dex 13, Con 10, Int 2, Wis 13, Cha 8
Skills: Climb +9, Escape Artist +9, Hide +6, Listen +6, Search +1, Spot +2
Feats: Weapon Finesse
Environment: Any Warm or Temperate except Aquatic or Marsh
Organization: Solitary, Pair, or Colony (10-50)
Challenge Rating: 1/3
Treasure: None
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---

"Where the hell is that halfling with our dinner? Check the kitchen Bert."

10 minutes later

He's wrasslin' a 40 pound hamster over a carrot Bob."

"Friggin' hamsters...HEY PECK!! QUIT MESSIN' AROUND AND MAKE SOME FOOD ALREADY!"

Dire Hamsters are dangerous not in the traditional sense. They aren't particularly powerful, but they breed quick, they always seem hungry, and a colony of them can wipe out a farm community pretty quick.

Wrasslin' (Ex) Hamsters love to wrestle over food or mates. They may attempt a Grapple check without provoking an Attack of Opportunity.

Skills (Ex): Hamsters have a +4 Racial Bonus on Listen and Search checks. They also have a +8 Racial Bonus on Climb and Escape Artist checks, and may always Take 10 on a Climb Check. They may use their Strength or Dexterity Modifier for Climb Checks, whichever is better.

Rubber Spine (Ex): Hamsters subtract 10 feet from the distance of any fall before figuring up falling damage.

Combat: Hamsters will grapple opponents their own size or smaller, but generally flee other opponents unless their pups are threatened.

Debihuman
2009-04-11, 10:12 AM
Ah noooo! You do realize that the next incarnation is the dire space hamster?

Debby

Bhu
2009-04-13, 02:14 AM
think what i have for the hmaster is okay?


Ahkiyyinni
Medium Undead
Hit Dice: 10d12 (65 hp)
Initiative: +6
Speed: 30 ft. (6 squares), Swim 30 ft.
Armor Class: 18 (+2 Dex, +6 Natural), touch 12, flat-footed 14
Base Attack/Grapple: +5/+12
Attack: Claw +12 melee (1d6+7)
Full Attack: 2 Claws +12 melee (1d6+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dance
Special Qualities: Dark Vision 60', undead traits, Tied to water, Immune to Turning
Saves: Fort +3, Ref +5, Will +10
Abilities: Str 24, Dex 15, Con -, Int 13, Wis 16, Cha 18
Skills: Balance +7, Climb +10, Concentration +10, Hide +10, Knowledge (Local, Nature) +9, Listen +10, Move Silently +10, Perform (Dance) +12, Spot +10, Swim +7
Feats: Ability Focus (Dance), Improved Initiative, Skill Focus (Perform), Daunting Presence
Environment: Any Cold
Organization: Unique
Challenge Rating: 8
Treasure: Standard
Alignment: Chaotic Evil
Advancement: 11+HD
Level Adjustment: --

"Avoid the rivers. HE travels by the rivers. Along all the waters. Only far from water on land are you safe from him, for once he has decided to take you he will look for you forever."

Ahkiyyinni was once an athletic and handsome Inuit hunter whose one true love was dancing. He died young, and was interred in a hill overlooking a nearby river. Many years after his death a group of young hunters were sailing by in a boat making jokes about how he couldnt dance now that he was in his grave. After several cruel remarks Ahkiyyinni clawed his way from his grave and ripped off his own shoulder blade to use as a drum while he danced. Ahkiyyinni's footsteps made the earth tremble, and his drumbeats caused the river to rise, eventually toppling the boat and drowning the hunters. Ahkiyyinni then went to explore the world but learned he was bound to the water, and could not venture far from it. He went mad, and vowed to slay any who crossed his path.

Dance (Su): As a Full Round action Ahkiyyinni can dance. This will cause localized earth tremors and the level or nearby rivers will rise as long as he dances. Effects are identical to the Earthquake spell for any opponents on land. On water they are different. Any lake or river within 200' of Ahkiyyinni will rise each turn he dances. Eventully this will cause serious flooding. Anyone in a boat on this body of water must make a DC 21 Reflex Save (Save is Charisma based) when the river rises or fall into the water. The rivers edge will progress 5' outwards each round he dances. The first round it will effectively be shallow bog. The second round, it will be deep bog, and the next new 5' will be shallow bog. After that it will be deep water. Once Ahkiyyinni stops dancing, he may return the river to normal as a Free Action. If he does not the excess flood water drains slowly away.

Tied to Water (Su): So long as he is within 150' of a river or lake Ahkiyyinni cannot be permanently killed. If he ventures more than 150' from a body of water he will lose 1 hit point per round. If he goes to 0 hp, he is dead. However if he is within 150' of a river or lake he simply disappears when destroyed, and reappears within 24 hours in a random spot along the river. While standing in the river or lake he effectively has Fast Healing 10, but cannot dance.

Combat: Ahkiyyinni will begin dancing as soon as possible, especially if opponents are on or in the river or lake he's nearby. If he can't drown them in the river he'll approach physically, but it's rare that he does so.

Bhu
2009-04-14, 05:48 AM
Dire Guinea Pig
Medium Animal
Hit Dice: 2d8 (9 hp)
Initiative: +1
Speed: 30 ft. (6 squares), Swim 20 ft.
Armor Class: 13 (+1 Dex, +2 Natural), touch 11, flat-footed 12
Base Attack/Grapple: +1/+1
Attack: Nibble +2 melee (1d4)
Full Attack: Nibble +2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low Light Vision, Scent
Saves: Fort +3, Ref +4, Will +2
Abilities: Str 11, Dex 12, Con 11, Int 2, Wis 14, Cha 8
Skills: Hide +2, Jump +2, Listen +8, Spot +2, Swim +8
Feats: Weapon Finesse
Environment: Warm or Temperate Plains
Organization: Solitary, Pair, or Colony (10-50)
Challenge Rating: 1/6
Treasure: None
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---

"Why is the ground rumbling? What the hell is that squeaking noise?"


Dire Guinea Pigs are either the pets of odder than usual Giants, or livestock animals for smaller humanoid races who have been brave enough to steal them from giants and raise them on their own. Few towns are insane enough to steal a Giants beluved pet, so quite frankly most of the humanoids you'll encounter raising these will be pretty freaky too. Let's face it what kind of starving, inbred whackadoo steals the pets o something that can squish them without a second thought?

Skills: Guinea Pigs have a +4 Racial Bonus to Listen Checks, and a +8 Racial Bonus to Swim Checks.

Combat: Guinea Pigs run, they don't fight. If they're cornered or defending their kids they'll put on a show, but they aren't really great combatants.

Bhu
2009-04-14, 05:55 AM
THE GHOST WRESTLER

The Ghost Wrestler is a phantom appearing to lone braves on the prairies or woods at night. He offers to wrestle them in a match. If they lose, he kills them. If they win he will grant their fondest desire. He is a Fighter whose level is the same as his opponent. If they try to cheat or summon help he will attack in his full power (20 HD) and kill everyone in sight. The opponent and he must wrestle without weapons or armor or outside help. Whoever can pin the other for 3 consecutive rounds wins. If they are interrupted by the rising of the sun the Ghost Wrestler will vanish, and reappear when his opponent is alone.

The Ghost Wrestler is a Template that can be applied to a Human Fighter of any level with the Improved Grapple Feat.

Size and Type: Size is unchanged, Type becomes Undead with the Incorporeal Subtype.

Hit Dice: All current and future Hit Dice become d12's.

Speed: Unchanged.

Armor Class: The Base Creature gains a Natural Armor Class Bonus equal to it's opponents AC -10.

Attacks: Unchanged.

Damage: Unchanged.

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

Corporeal Manifestation (Su): The Ghost Wrestler can emerge from the Ethereal Plane at will. It manifests as a physical being temporarily losing it's Incorporeal Subtype. If destroyed it returns to the Ethereal Plane until 24 hours have passed.


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

Balanced Opponent (Su): The Ghost Wrestler always tries to be a fair opponent. He will always appear to be the same CR as his opponent (meaning after you add this template to a human fighter as the Base Creature he should be the same CR as his opponent is). If his opponent cheats somehow, or the match is interfered with, he will Manifest at 20 Hit Dice and kill everyone.

Grant Desires (Su): When the ghost wrestler is defeated in combat, he will grant his oppenent his heart's desire before disappearing. Treat this as a limited wish spell, CL 13.

Track Opponent (Su): The Ghost Wrestler always knows the location of an opponent if their match was interrupted and unfinished, and of anyone who made such an interruption. He may teleport to this location as a Standard Action.

Dawn Flight (Su): The Ghost Wrestler will disappear when the sun begins to rise, and reappear in that spot the next night when the sun falls.

Turn Immunity (Ex): The Ghost Wrestler cannot be Turned.

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual. The method of permanently ending the Ghost Wrestler is unkown. But he will only visit a person once.

Unnatural Aura (Su): Animals will not come within 30' of the Ghost Wrestler, and Panic if forced to do so (they remain Panicked so long as the Ghost Wrestler is within Range).

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

Saves: Recalculate due to improved stats.

Abilities: +2 Str, +2 Dex, +2 Cha. The Ghost Wrestler has no Constitution Score.

Skills: Unchanged.

Feats: Unchanged.

Environment: Warm Plains

Organization: Unique. The Ghost Wrestler tailors his power to his opponents, and although this is a Template encounters with the Ghost Wrestler are always the same being.

Challenge Rating: +1

Treasure: None

Alignment: Always Neutral

Advancement: By Character Class

Level Adjustment: ---

Example of creature using template here:

Ghost Wrestler
3rd Level Fighter
Medium Undead (Incorporeal
Hit Dice: 3d12 (19 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: Varies (see below)
Base Attack/Grapple: +3/+10
Attack: Grapple +10 melee (Grapple) or Unarmed Strike +6 melee (1d4+3)
Full Attack: Grapple +10 melee (Grapple) or Unarmed Strike +6 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Corporeal manifestation
Special Qualities: Balanced Opponent, Grant Desires, Track Opponent, Dawn Flight Turn Immunity, Rejuvenation, Unnatural Aura, Lifesense
Saves: Fort +3, Ref +4, Will +2
Abilities: Str 17, Dex 16, Con -, Int 10, Wis 12, Cha 15
Skills: Bluff +3, Escape Artist +4, Intimidate +4, Knowledge: History +1, Listen +2, Spot +2
Feats: Combat Reflexes, Earth's Embrace, Impoved Unarmed Strike, Improved Grapple, Superior Unarmed Strike
Environment: Warm Plains
Organization: Unique
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: By Character Class
Level Adjustment: ---



Ghost Wrestler
20th Level Fighter
Medium Undead (Incorporeal
Hit Dice: 20d12+20 (150 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armor Class: Varies (see below)
Base Attack/Grapple: +20/+28
Attack: Grapple +28 melee (Grapple) or Unarmed Strike +24 melee (2d6+4)
Full Attack: Grapple +28 melee (Grapple) or Unarmed Strike +24/+19/+14/+9 melee (2d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Corporeal manifestation
Special Qualities: Balanced Opponent, Grant Desires, Track Opponent, Dawn Flight Turn Immunity, Rejuvenation, Unnatural Aura, Lifesense
Saves: Fort +12, Ref +19, Will +8
Abilities: Str 18, Dex 18, Con -, Int 10, Wis 14, Cha 15
Skills: Bluff +4, Escape Artist +8, Intimidate +12, Knowledge: History +4, Listen +6, Spot +6
Feats: Combat Expertise, Combat Reflexes, Defensive Throw, Dodge, Earth's Embrace, Fists of Iron, Improved Initiative, Improved Toughness, Impoved Unarmed Strike, Improved Grapple, Improved Trip, Stunning Fist, Superior Unarmed Strike
Environment: Warm Plains
Organization: Unique
Challenge Rating: 21
Treasure: None
Alignment: Always Neutral
Advancement: By Character Class
Level Adjustment: ---


Corporeal Manifestation (Su): The Ghost Wrestler can emerge from the Ethereal Plane at will. It manifests as a physical being temporarily losing it's Incorporeal Subtype. If destroyed it returns to the Ethereal Plane until 24 hours have passed.

Balanced Opponent (Su): The Ghost Wrestler always tries to be a fair opponent. He will always appear to be the same CR as his opponent (meaning after you add this template to a human fighter as the Base Creature he should be the same CR as his opponent is). If his opponent cheats somehow, or the match is interfered with, he will Manifest at 20 Hit Dice and kill everyone. The Ghost Wrestler gains a Natural Armor Bonus to his AC equal to his opponents Armor Class -10.

Grant Desires (Su): When the ghost wrestler is defeated in combat, he will grant his oppenent his heart's desire before disappearing. Treat this as a limited wish spell, CL 13.

Track Opponent (Su): The Ghost Wrestler always knows the location of an opponent if their match was interrupted and unfinished, and of anyone who made such an interruption. He may teleport to this location as a Standard Action.

Dawn Flight (Su): The Ghost Wrestler will disappear when the sun begins to rise, and reappear in that spot the next night when the sun falls.

Turn Immunity (Ex): The Ghost Wrestler cannot be Turned.

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual. The method of permanently ending the Ghost Wrestler is unkown. But he will only visit a person once.

Unnatural Aura (Su): Animals will not come within 30' of the Ghost Wrestler, and Panic if forced to do so (they remain Panicked so long as the Ghost Wrestler is within Range).

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

The Tygre
2009-04-14, 12:02 PM
Finally importing you mythicals and cryptids, I see (hope on the latter).

Bhu
2009-04-16, 02:55 AM
Dire Giraffe
Huge Animal
Hit Dice: 18d8+90 (171 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 17 (-2 Size, +9 Natural), touch 8, flat-footed 17
Base Attack/Grapple: +13/+31
Attack: Head Butt +21 melee (2d8+10)
Full Attack: 1 Head Butt +21 melee (2d8+10) and 2 Stamps +16 melee (2d6+5)
Space/Reach: 15 ft./15 ft.
Special Attacks: Trample (2d8+20), Increased Reach
Special Qualities: Low Light Vision
Saves: Fort +16, Ref +11, Will +7
Abilities: Str 30, Dex 10, Con 20, Int 2, Wis 13, Cha 10
Skills: Listen +13, Spot +14
Feats: Alertness, Awesome Blow, Brutal Strike, Endurance, Improved Bull Rush, Power Attack, Run
Environment: Warm Plains
Organization: Solitary, or Herd (4-12)
Challenge Rating: 9
Treasure: None
Alignment: Always Neutral
Advancement: 19-27 HD (Huge), 28-36 HD (Gargantuan)
Level Adjustment: ---

"Bert?"

"Yeah Abner?"

"What the ____ is that?"

"Who cares! It's seen us! Run!

The Gods alone know where Dire Giraffe's came from. Some people think of them as proof of a Divine sense of the absurd. Or that maybe the Creators drop acid when no one is looking. It would certainly explain the existence of other things like Ethereal Filchers.

Trample (Ex): DC 26 Reflex Save for half damage.

Increased Reach (Ex): Due to the length of it's neck and limbs the Giraffe has a range of 15'.

Combat: Dire Giraffe's are more interested in mating or chewing grass than anything else, but on occasion they get ahold of some rotten fruit thats been fermenting into alcohol and decide the small people things would be fun to run over.

DracoDei
2009-04-17, 03:00 PM
When I did my Giraffe-a-pumps, I made them unable to attack at ground-level with their horns. I guess these have more flexible necks?

Lord Loss
2009-04-17, 07:30 PM
WOW THIS IS THE BEST THREAD EVER CAT DUDE WITH A WEIRD NAME ROCKS! (BHU)! i Need a kind of Undead creature CR 2-3 WITH HUUUUUUUUUUUUGE Googly Eyes and crazy attacks that can jump off roofs and swarm level 10 PCs. That would be cool. PLZ make them Zombie worshipping and insane:

War Cry:

YAAAAAAAAAAAAAAY ZOMBIEEEE BOMBIIING!

Bhu
2009-04-18, 04:39 AM
When I did my Giraffe-a-pumps, I made them unable to attack at ground-level with their horns. I guess these have more flexible necks?

I sort of intend mine for comedic fantasy campaigns.

And after all whats more fun than telling a PC "the giraffe whacks you with his head for 14 points of damage".

Bhu
2009-04-18, 04:40 AM
WOW THIS IS THE BEST THREAD EVER CAT DUDE WITH A WEIRD NAME ROCKS! (BHU)! i Need a kind of Undead creature CR 2-3 WITH HUUUUUUUUUUUUGE Googly Eyes and crazy attacks that can jump off roofs and swarm level 10 PCs. That would be cool. PLZ make them Zombie worshipping and insane:

War Cry:

YAAAAAAAAAAAAAAY ZOMBIEEEE BOMBIIING!

I can do it but wouldn't CR 3 critters kind of be token mooks against level 10 PC's?

Bhu
2009-04-18, 05:01 AM
http://www.cryptozoology.com/glossary/glossary_topic.php?id=371

Mahambo
Gargantuan Animal
Hit Dice: 20d8+140 (230 hp)
Initiative: +1
Speed: 30 ft. (6 squares), Swim 40 ft.
Armor Class: 19 (-4 Size, +1 Dex, +12 Natural), touch 8, flat-footed 18
Base Attack/Grapple: +15/+39
Attack: Bite +23 melee (4d6+18) or Tail Slap +23 melee (3d6+18)
Full Attack: Bite +23 melee (4d6+18) or Tail Slap +23 melee (3d6+18)
Space/Reach: 20 ft./15 ft.
Special Attacks: Improved Grab
Special Qualities: Low-Light Vision, Hold Breath
Saves: Fort +18, Ref +13, Will +7
Abilities: Str 35, Dex 12, Con 23, Int 1, Wis 12, Cha 2
Skills: Hide +0, Listen +10, Spot +10, Swim +20
Feats: Alertness, Endurance, Skill Focus (Hide), Improved Toughness, Power Attack, Brutal Strike, Cleave
Environment: Warm Marshes
Organization: Solitary (Unique?)
Challenge Rating: 10
Treasure: None
Alignment: Always Neutral
Advancement: 21-28 HD (Gargantuan)
Level Adjustment: ----

"We will take you anywhere in the Congo you wish to go sir, but not the swamps. There is a devil that lives there."

The Mahambo appears to be a 50' (or bigger) Crocodile.

Skills: Mahambo have a +4 racial bonus to Hide checks in water. If they lie still with only their eyes and nostrils showing they gain a +10 cover bonus to Hide checks. They also gain a +8 Racial bonus to Swim checks and can always take 10 on a swim check even if distracted or endangered. They may use the Run action while swimming if they move in a straight line.

Hold Breath (Ex): The Mahambo can hold its breath underwater a number of rounds equal to 4 times it's Constitution Score before it risks drowning.

Combat: Mahambos fight in a manner similar to other crocodilians. But with their size they often ram rafts, knocking their occupants into the water.

Debihuman
2009-04-18, 05:16 AM
Geez, Bhu these are great! I don't think I'd seen the Mahambo before.

Ghost Wrestler -- well I know I've seen that one.

Ahkiyyinni is very cool and I love the background. That should teach people not to speak ill of the dead!

Dire rodents are just too funny for words.

Debby

Bhu
2009-04-19, 06:52 AM
http://www.cryptozoology.com/glossary/glossary_topic.php?id=4

http://en.wikipedia.org/wiki/Altamaha-ha

Altamaha-Ha
Large Animal (Aquatic)
Hit Dice: 6d8+18 (45 hp)
Initiative: +6
Speed: Swim 40 ft. (8 squares)
Armor Class: 16 (-1 Size, +2 Dex, +5 Natural), touch 11, flat-footed 14
Base Attack/Grapple: +4/+12
Attack: Bite +8 melee (1d8+4)
Full Attack: Bite +8 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Hold Breath, Low Light Vision
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Skills: Listen +9, Spot +9, Swim +15
Feats: Alertness, Endurance, Improved Initiative
Environment: Warm Aquatic
Organization: Solitary, Pair, or Family (3-6)
Challenge Rating: 2 (3???)
Treasure: None
Alignment: Always Neutral
Advancement: 7-10 HD (Large), 11-15 HD (Huge), 16-20 HD (Gargantuan)
Level Adjustment: ----

"How many times ah gotta tell you damn kids to stay away from tha river? You'll lissen one day! One day when it's too late!"

The Altamaha-Ha is a river predator in Southern Georgia.

Skills: The Altamaha-Ha gets a +8 Racial bonus on swim checks and may always take 10 on a swim check even if endangered or distracted. It may use the run action while swimming as long as it moves in a straight line.

Hold Breath (Ex): The Altamaha-Ha may hold it's Breath a number of rounds equal to 6 times it's Constitution Score before it risks drowning.

Combat: The Altamaha-Ha fights similarly to eels. They can be fairly savage in nature, but many stay well away from large groups of humanoids.

Bhu
2009-04-19, 07:05 AM
Dire Pocket Gopher Swarm
Tiny Animal
Hit Dice: 12d8 (48 hp)
Initiative: +2
Speed: 20 ft. (4 squares), burrow 20 ft.
Armor Class: 16 (+2 Size, +2 Dex, +2 Natural), touch 14, flat-footed 14
Base Attack/Grapple: +9/-
Attack: Swarm (3d6)
Full Attack: Swarm (3d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Swarm traits, Low Light Vision, Half damage from Slashing and Piercing weapons
Saves: Fort +8, Ref +10, Will +5
Abilities: Str 6, Dex 15, Con 11, Int 2, Wis 12, Cha 4
Skills: Hide +4, Listen +11, Move Silently +4, Spot +10
Feats: Ability Focus (Distraction), Alertness, Endurance, Stealthy
Environment: Warm or Temperate Plains
Organization: Solitary
Challenge Rating: 5?
Treasure: None
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---

"These here is holes Bert."

"Yep."

"You know whut this means dontchew?"

"Yep."

"It means GOPHERS!"

"Yep."

"Gawd I hate Gophers..."

Gophers are normally solitary animals, but Dire Gophers like to swarm for reasons unknown to Druid's and other fauna experts.

Distraction (Ex): Any living creature vulnerable to a Swarm's damage that begins it's turn in the Swarm's area must make a DC 18 Fortitude Save or be Nauseated for 1 turn. See page 316 of the MM.

Combat: Gopher swarms attack pretty much like any other swarm. They're just fuzzier.

Lord Loss
2009-04-19, 07:59 AM
The Monster that Everyone has not Seen Enough of...

DUCKS

We (Okay you i suck at building monsters) should make the

Wereduck.

Duckbold -( Kobold + Duck = Duckbold)

A Duck pC race

DUQUEMUAN The Vengeful Duck God (Brother of Cas)

Bhu
2009-04-21, 04:45 AM
I do have a Dire Duck upcoming, and a possible race of duck people...

Lord Loss
2009-04-21, 05:39 AM
This must be the coolest post ever. YAAAAAAAAAAAAAAAAAAAAAAAAAY!
Dire Pocket Gophers? Bhu is...

A) Mentally Insane

B) A Frickin Genius

I Vote for B

-THIS THREAD IS DA BEST EVER. YAY!

Bhu
2009-04-22, 06:29 AM
http://www.fortunecity.com/roswell/siren/552/souam_anaconda.html

http://www.cryptozoology.com/cryptids/anaconda.php

Sucuriju Gigante
Colossal Animal
Hit Dice: 40d8+350 (530 hp)
Initiative: +7
Speed: 30 ft. (6 squares), 30 ft. c;imb, 30 ft. swim
Armor Class: 15 (-8 Size, +3 Dex, +10 Natural), touch 5, flat-footed 12
Base Attack/Grapple: +30/+63
Attack: Bite +40 melee (3d6+17)
Full Attack: Bite +40 melee (3d6+17)
Space/Reach: 30 ft./20 ft.
Special Attacks: Constrict 3d6+25, Improved Grab, Swallow Whole
Special Qualities: Scent
Saves: Fort +35, Ref +25, Will +15
Abilities: Str 45, Dex 17, Con 25, Int 2, Wis 14, Cha 7
Skills: Balance +16, Climb +30, Hide +11, Listen +11, Spot +11, Swim +30
Feats: Alertness, Endurance, Skill Focus (Hide), Improved Toughness,
Power Attack, Crush, Gape of the Serpent, Great Fortitude,
Improved Initiative, Lunging Strike, Large and In Charge, Epic
Fortitude, Epic Toughness, Epic Prowess
Environment: Warm Forest or Swamp
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always Neutral
Advancement: 41-60 HD (Colossal)
Level Adjustment: ----

"Do not swim in the river. Boats are risky enough, but never swim in the river."

The Sucuriju Gigante is a creature resembling an 80+ foot long anaconda that spends most of it's time in water.

Constrict (Ex): The Sucuriju does 3d6+25 damage with a successful grapple check.

Improved Grab (Ex): If the Sucuriju successfully bites an opponent of any size it may immediately attempt to start a grapple as a free action without provoking an attack of opportunity. If the attempt is successful it can then use its Constriction or Swallow Whole attacks in the next round.

Swallow Whole (Ex): If the Sucuriju succeeds with a grapple check it may swallow its opponent. Once inside opponents take 2d8+8 poitns of crushing damage and 2d8+8 points of acid damage per round. A swallowed creature may cut its way out by doing 50 points of damage to the Sucuriju's digestive tract (AC 15). Muscular action closes the whole immediately afterward so other opponents must cut their own way out. It's gullet may hold 1 Collosal or Gargantuan, 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.

Skills: The Sucuriju has a +8 Racial bonus on Balance, Climb, and Swim checks. It also has a +4 Racial bonus on Hide Listen and Spot checks. It may always take 10 on a Climb check even if rushed or threatened. It can always take 10 on a Swim check even if distracted or endangered.

Combat: The Sucuriju fights in a similar manner to most constrictor snakes.

Bhu
2009-04-22, 06:36 AM
Dire Duck
Medium Animal
Hit Dice: 3d8+3 (16 hp)
Initiative: +1
Speed: 25 ft. (5 squares), Swim 30 ft., Fly 80 ft. (Average)
Armor Class: 13 (+1 Dex, +2 Natural), touch 11, flat-footed 12
Base Attack/Grapple: +2/+2
Attack: Bite +3 melee (1d6)
Full Attack: Bite +3 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low Light Vision, Hold Breath
Saves: Fort +3, Ref +4, Will +2
Abilities: Str 11, Dex 13, Con 12, Int 2, Wis 13, Cha 10
Skills: Listen +4, Spot +4, Swim +8
Feats: Endurance, Weapon Finesse
Environment: Any Warm or Temperate except Desert
Organization: Solitary, Pair, or Flock (5-30)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement:
Level Adjustment: ---

"Bert...Bert ah heers suthin' outside.."

"Would you calm down? You always get nervous when we rob people."

"But this farm smells like duck poop. And mah pappy allas said nevah to rob a farm whut smells like duck poop."

The origin of Dire Ducks is unknown. In recent times some of them have been domesticated, and are raised as guard animals on farms. They are surprisingly well suited to the role, being abnormally sassy given that they're, well, ducks.

Skills: Ducks gain a +8 Racial Bonus on Swim checks, and may always Take 10 on a Swim Check. They may also use the Run action while swimming provided they swim in a straight line.

Combat: Ducks like to run at foes quacking and raising hell in an attempt to intimidate them (which usually doesn't work), and then proceed to bite before fleeing out of range of the opponent, and then going back in to bite again.

Bhu
2009-04-22, 06:40 AM
Vogoi
Medium Undead
Hit Dice: 5d12 (32 hp)
Initiative: +3
Speed: 30 ft. (6 squares), Climb 30 ft.
Armor Class: 16 (+3 Dex, +3 Natural), touch 13, flat-footed 13
Base Attack/Grapple: +2/+5
Attack: Claw +5 melee (1d4+3)
Full Attack: 2 Claws +5 melee (1d4+3) and 1 Bite +0 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Gaze, Empty Vessel
Special Qualities: Dark Vision 60', Undead traits, Dive for Cover
Saves: Fort +1, Ref +4, Will +6
Abilities: Str 16, Dex 16, Con -, Int 10, Wis 14, Cha 12
Skills: Balance +9, Climb +9, Jump +9, Listen +6, Spot +6, Tumble +9
Feats: Ability Focus (Gaze), Dodge
Environment: Any
Organization: Solitary, Pair, Group (3-10)
Challenge Rating: 3
Treasure: Standard
Alignment: Chaotic Evil
Advancement:
Level Adjustment: ---

"Hey Bert, the local zombie things got googly eyes."

Vogoi are magically created undead using the corpses of humanoids. They look like decaying humanoids with bulging eyes. Often used as cheap cannon fodder by some aberrations.

Gaze (Su): 1d6 necrotic damage, 30', DC 15 Willpower Save negates. If a "1" is rolled on the Saving Throw, the victim is also paralyzed 1 round.

Empty Vessel (Su): If an aberration with spells or psionic powers is within 60' of the Vogoi it may sacrifice spells or power points to enhance it. The Vogoi gains an Enhancement Bonus to attack rolls or one type of Saving Throw (choose when the spell/points are sacrificed, may not be changed) for 3 rounds plus 1 round per point of the Vogoi's Charisma Modifier. If spells are sacrificed the Bonus is equal to the spells level. If power points are sacrificed the Bonus is as follows: +1=1 point, +2=3points, +3=5 points, +4=7 points, +5=9 points, +6=11 points, +7=13 points, +8=15 points, +9=17 points.

Dive for Cover (Ex): If the Vogoi successfully makes a Reflex Save, or an opponent fails to hit it with a melee or ranged attack it can make a 5 foot step as a Free Action.

Combat: Vogoi prefer to attack from above, leaping onto surprised victims and tearing at them while their gaze softens them up.

Bhu
2009-04-23, 05:23 AM
Hi arb. I have the basics of the Vogoi up. Any changs you'd like made, or htings you'd like to see?

Bhu
2009-04-24, 04:08 AM
http://en.wikipedia.org/wiki/Adlet

http://www.americanmonsters.com/monsters/hyrbid/index.php?detail=article&idarticle=63

Adlet
Medium Monstrous Humanoid (Cold)
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
Base Attack/Grapple: +2/+4
Attack: Claw+4 melee (1d6+2)
Full Attack: 2 Claws +4 melee (1d6+2), and 1 Bite -1 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Howl
Special Qualities: Dark Vision 60', Low Light Vision, Scent, Tough Digestion, Fear of Fire
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 15, Dex 15, Con 15, Int 8, Wis 12, Cha 6
Skills: Hide +3, Listen +2, Move Silently +3, Spot +2, Survival +2
Feats: Great Fortitude, Track B
Environment: Cold Mountains, Hills, Forests, and Plains
Organization: Solitary, Pair, or Pack (7-16)
Challenge Rating: 2
Treasure: Standard
Alignment: Chaotic Evil
Advancement: By Character Class
Level Adjustment: +3

"Never let the fire die down at night. Fire is the only thing that keeps the wolves at bay. And some wolves walk on two legs."

The Adlet are red furred lupine humanoids standing 7' tall and weighing up to 300 ponds. They have long tails, yellow eyes, and terrible fangs and claws.

Howl (Su): An Adlet can unleash a horrifying howl once every minute. Any living creature within 30' that can hear you must make a Willpower Save (DC is 10 plus half hit dice plus Charisma modifier) or be froze in place (Paralyzed) for 1d3 rounds.

Tough Digestion (Ex): Adlet can eat any form of organic matter, and are immune to non magical poison and disease.

Fear of Fire (Ex): Adlet are deathly afraid of fire, and must make a DC 15 Willpower Save to approach an open flame.

Combat: Adlet generally howl, and then carry off or slaughter paralyzed opponents. Other members of the pack charge opponents who didn't fall to their howl, and distract them long enough to carry off the 'meat'.

Bhu
2009-04-24, 04:28 AM
Dire Electric Eel
Large Animal
Hit Dice: 6d8+12 (39 hp)
Initiative: +0
Speed: Swim 30 ft. (6 squares)
Armor Class: 13 (-1 Large, +4 Natural), touch 9, flat-footed 13
Base Attack/Grapple: +4/+10
Attack: Bite +6 melee (1d8+2)
Full Attack: Bite +6 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Shock
Special Qualities: Low Light Vision, Hold Breath, Blindsense
Saves: Fort +7, Ref +5, Will +3
Abilities: Str 14, Dex 10, Con 14, Int 2, Wis 12, Cha 4
Skills: Listen +9, Swim +10
Feats: Ability Focus (Shock), Sudden Ability Focus (Shock)
Environment: Warm Aquatic
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 7-12 HD (Large)
Level Adjustment: ---

"Abner that is the biggest eel evah ah did see."

"Eel? What...OMG BERT DON"T TOUCH THAT.."

KAPOW

"Bert? Bert you okay? Man, explainin' ta yer wife how yer hair got like that is gonna be tuff..."

Shock (Ex): At will as a Standard Action the Electric Eel can unleash a powerful electrical pulse doing 6d6 electricity damage in a 30' Radius with itself in the center. Opponents within this area must make a DC 15 Fortitude Save (Save DC is Constitution based) or be Stunned 1d4 rounds. It is immune to it's own electrical barrage, but not that of other eels, or electrical attacks.

Blindsense (Ex): At will as a Swift Action the Electric Eel can let out a weak pulse of electricity, giving it Blindsense 60' for the round as long as it's underwater.

Skills: Dire Electric Eels have a +8 Racial Bonus to Swim checks. Dire Electric Eels may always take 10 on Swim checks, and may use the Run Action while swimming in a straight line.

Combat: Dire Electric Eels use their Shock attack as often as possible. if opponents seem resistant it will try to flee.

Bhu
2009-04-25, 03:52 AM
should electric eels have energy resistance do you think?

Lord Loss
2009-04-25, 04:35 AM
THANKS BHU! I really like the vogoi! i was just wondering if maybe they could have a gaze attack and an ability that resembles the 4e shift (when an attack at it misses, it can move 1 square) THANKS BHU! :D These monsters Rock!

Bhu
2009-04-26, 04:30 AM
THANKS BHU! I really like the vogoi! i was just wondering if maybe they could have a gaze attack and an ability that resembles the 4e shift (when an attack at it misses, it can move 1 square) THANKS BHU! :D These monsters Rock!

Any particular effect you'd like the gaze attack to have?

Bhu
2009-04-26, 05:01 AM
http://www.theoi.com/Thaumasios/TauroiAithiopikoi.html


Ethiopian Bull
Huge Magical Beast
Hit Dice: 11d10+55 (115 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 24 (-2 Size, +16 Natural), touch 2, flat-footed 24
Base Attack/Grapple: +11/+29
Attack[/B]: Gore +19 melee (2d6+15/19-20)
Full Attack: Gore +19 melee (2d6+15/19-20)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample 2d8 +15
Special Qualities: Damage Reduction 10/Magic, Dark Vision 60', Scent
Saves: Fort +12, Ref +7, Will +3
Abilities: Str 30, Dex 10, Con 20, Int 3, Wis 11, Cha 7
Skills: Listen +7, Spot +7
Feats: Cleave, Improved Initiative, Power Attack, Improved
Critical (Gore)
Environment: Warm Forest, Hills, and Plains
Organization: Solitary, Pair, or Herd (3-5)
Challenge Rating: 6???
Treasure: Usually none
Alignment: Usually neutral
Advancement: 12-22 HD (Huge)
Level Adjustment: ----

"Holy crap Bert, that is the biggest cow evah ah has seen'"

"I'm tired of eatin' birds. Let's catch 'im."

"With whut? All we got are shortbows?"

Apparently they make some pretty nasty cattle in Ethiopia.

Trample (Ex): Reflex Save for half damage, DC=25. DC is Strength based.

Combat: Pretty much like normal bulls, with the addition of being nearly immune to harm from non magical critters.

Lord Loss
2009-04-26, 05:37 AM
Maybe a 1 round Paralysis + necrotic damage. Or would that be over/under powered? Oh and could you give them +1 to attack if they're near an abberation or another special ability that shows their link to abberations (specifically mind flayer) that the players can see? I intend on pairing them up with Intellect Devourers, Brain Golems, Vampiric Mind Flayers, Ahloons (Illithiliches) and Mind Flayers.

Bhu
2009-04-27, 06:06 AM
Maybe a 1 round Paralysis + necrotic damage. Or would that be over/under powered? Oh and could you give them +1 to attack if they're near an abberation or another special ability that shows their link to abberations (specifically mind flayer) that the players can see? I intend on pairing them up with Intellect Devourers, Brain Golems, Vampiric Mind Flayers, Ahloons (Illithiliches) and Mind Flayers.

I edited some stuff in. Let me know if you like.

Lord Loss
2009-04-28, 04:51 AM
Thanks Bhu!!! It's really cool!!!

:smallbiggrin::smallbiggrin::smallbiggrin:

Bhu
2009-04-28, 05:38 AM
You guys think CR 3 for the Vogoi and CR 4 for the eel are okay?


Dire Vampire Squid
Medium Animal (Aquatic)
Hit Dice: 4d8 (18 hp)
Initiative: +1
Speed: Swim 20 ft. (4 squares)
Armor Class: 15 (+1 Dex, +4 Natural), touch 11, flat-footed 14
Base Attack/Grapple: +3/+7
Attack: Grab +7 (Grapple)
Full Attack: Grab +7 (Grapple)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disorienting Display, Improved Grab, Beak
Special Qualities: Low Light Vision, Immunities, Hide in Plain Sight, Mucus Burst, Blindsense, Burst of Speed, Limb Regeneration, Amorphous Body
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 10, Dex 12, Con 11, Int 1, Wis 12, Cha 2
Skills: Escape Artist +10, Hide +10, Spot +6, Swim +8
Feats: Ability Focus (Disorienting Display),
Environment: Warm or Temperate Aquatic
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---

"We got hired to find Vampire Squid? Ah don't like this Abner. Ah don't like this at all."

"Relax. It's not a Vampire they just call it that."

"So it's some freaky bloodsucker?"

"Um..no. No it doesn't suck blood.

"Is it dead?"

"Um...well...no. No it's alive. Ah think."

"Well then why the hell is it called a Vampire?"

"Look ah just agree to kill tha stuff for money, someone else works out the details."

"Abner?"

"Sigh...yes Bert?".

Ah cain't swim."

Dire Vampire Squid are larger, possibly more primitive versions of their deep sea cousins.

Disorienting Display (Ex): The Vampire Squid can put on a disorienting light show as a Standard Action. Opponents within 30' that can see it must make a DC 14 Willpower Save (Save DC is Constitution Based) or be Fascinated for 1d6 rounds. If the opponent rolls a natural "1" on it's Saving Throw or has an Intelligence of 3 or less, it becomes Frightened instead.

Improved Grab (Ex): The Vampire Squid may attempt a Grapple check without provoking an attack of opportunity against any creature it's size class or smaller. If successful it uses it's beak to cut into it's prey as long as it can maintain the hold.

Beak (Ex): The Dire Vampire Squid does 2d6 damage with a successful Grapple Check.

Immunities (Ex): Dire Vampire Squid are immune to the pressures of deep sea waters, and can breathe normally in water that has so little oxygen content that other gilled animals would die in it. The Dire Vampire Squid gains a +4 Racial Bonus on all Fortitude Saves to avoid starvation.

Hide in Plain Sight (Ex): At the upper end of the waters inhabited by Dire Squid creatures swimming in the waters above can be seen as dimly moving shadows in the blue light. The Vampire Squid can swim at the top edge of this zone and cause it's underside to glow, matching the light above and concealing it from other predators like itself below. In this small instance the Dire Vampire Squid has the Camouflage and Hide in Plain Sight abilities listed in page 48 of the PHB.

Mucous Burst (Ex): Once per Minute as a Free Action the Dire Vampire Squid can emit a 10'x10'x10' cloud of phosphorescent mucous. This cloud provides total concealment, which the squid uses to escape a losing fight. Due to it's brightly luminous nature it affects creatures with Light Sensitivity as though they had been exposed to bright light.

Blindsense (Ex): While it is in the water the Vampire Squid has the equivalent of Blindsight 30'.

Burst of Speed (Ex): The Dire Vampire Squid can temporarily increase it's Swim speed to 50', but it only lasts for 3 rounds plus 1 round per point of Constitution Modifier, after which the DVS is Fatigued until it can rest for an hour. The DVS cannot use this ability while it is Fatigued or Exhausted.

Limb Regeneration (Ex): If the Vampire Squid loses a limb it may regenerate it within 1d4 weeks.

Amorphous Body (Ex): The Vampire Squids body is amazingly elastic, and almost jelly like. It can squeeze through spaces as though it were 2 Size Classes Smaller than it is.

Skills: Dire Vampire Squid have a +8 Racial Bonus to Swim Checks, and can Always Take 10 on a Swim Check. They also have a +8 Racial Bonus to Escape Artist and Hide Checks. Due to it's multiple limbs the Dire Vampire Squid also gains a +4 Racial Bonus to Grapple Checks.

Combat: The Dire Vampire Squid usually opens up with it's Disorienting Display before going for the grapple. If it's beak can't subdue the opponent it sprays it with mucous before fleeing.

Bhu
2009-04-28, 05:50 AM
http://en.wikipedia.org/wiki/Atmospheric_beast

http://www.newanimal.org/a-beasts.htm

This version of the atmospheric beast is the alien bioship. A self-aware spacecraft that is grown or bred as opposed to being put together mechanically. It's assumed most have no passengers, and what they are made for is unknown.

ATMOSPHERIC BEAST (Space Alien version)

Atmospheric Beast is an Inherited Template that can be applied to any Abberration, Animal, Dragon, Magical Beast, Ooze, Plant or Vermin.

Size and Type: Size is unchanged, Type becomes Outsider (Native). Creatures with the Aquatic Subtype gain the Amphibious ability.

Hit Dice: All current and future Hit Dice are d8's.

Speed: All movement types are lost, base creature gains Fly 200 (Good).

Armor Class: Any Natural Armor Class bonus the Base Creature has become Deflection bonuses. If it has a Natural Armor and Deflection Bonus add them together.

Attacks: Unchanged.

Damage: Unchanged.

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

Special Qualities: Retains all Special Qualities of the base Creature, and gains the following:

Immunities: Atmospheric Beasts are immune to the following: Cold damage, Fire damage, poison, disease, paralysis, sleep effects, polymorph, and exposure to vacuum. They do not eat, sleep, breath, or age.

Energy Resistance (Ex): Atmospheric Beasts have Energy Resitance 20 to Electricity and Acid Damage.

Damage Reduction (Ex): DR 10/Magic

Telepathy (Su): The Atmospheric Beast can communicat telepathically with any creature within 100 ft.

Saves: Unchanged.

Abilities: +8 Dex, +8 Wis

Skills: Unchanged.

Feats: Unchanged.

Environment: Any

Organization: Unchanged

Challenge Rating: +3

Treasure: None

Alignment: Always Neutral

Advancement: As Base Creature

Level Adjustment: +5

Example of creature using template here:

Space Raptor (Juvenile Arrowhawk, Atmospheric Beast Template
Small Outsider (Air, Native)
Hit Dice: 3d8+3 (16 hp)
Initiative: +9
Speed: 200 ft. (40 squares), Good
Armor Class: 24 (+1 Size, +9 Dex, +4 Natural), touch 20, flat-footed 15
Base Attack/Grapple: +3/+0
Attack: Electricity Ray +9 ranged touch (2d6) or Bite +9 melee (1d6+1)
Full Attack: Electricity Ray +9 ranged touch (2d6) or Bite +9 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Electricity Ray
Special Qualities: Dark Vision 60', Immunities, Telepathy, Damage Reduction/10 Magic
Saves: Fort +4, Ref +12, Will +8
Abilities: Str 12, Dex 29, Con 12, Int 10, Wis 21, Cha 13
Skills: Diplomacy +3, Escape Artist +15, Knowledge (The Planes) +6, Listen +11, Move Silently +15, Search +6, Sense Motive +11, Spot +11, Survival +7 (+9 following tracks, +9 on Plane of Air)
Feats: Dodge, Weapon Finesse
Environment: Any
Organization: Solitary or Clutch (2-4)
Challenge Rating: 6
Treasure: None
Alignment: Always Neutral
Advancement: 4-6 HD (Small)
Level Adjustment: ---

Electricity Ray (Su): Can be fired once per round with a range of 50'.

Immunities: Atmospheric Beasts are immune to the following: Cold/Acid/Electricity/Fire damage, poison, disease, paralysis, sleep effects, polymorph, and exposure to vacuum. They do not eat, sleep, breath, or age.

Bhu
2009-04-29, 06:42 AM
Gasbags are odd inflated version of regular animals or plants, or that maneuver through the sky through the use of inflatable gasbags.

ATMOSPHERIC BEAST (Gasbag version)

Atmospheric Beast is an Inherited Template that can be applied to any Aberration, Animal, Ooze, Plant, or Vermin.

Size and Type: Size is unchanged, Type becomes Aberration. Aquatic Subtype is lost.

Hit Dice: All current and future Hit Dice are d8's.

Speed: All movement types are lost, base creature gains Fly 20 (Clumsy), unless its already better. manouverability can't be better than Poor.

Armor Class: Unchanged

Attacks: Unchanged.

Damage: Unchanged.

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

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

Flight (Ex): The Atmospheric Beast is naturally buoyant, and it permanently is under the effects of a Feather Fall spell with personal range.

Blindsight (Ex): The Atmospheric Beast has 60' Blindsight.

Saves: Unchanged.

Abilities: -2 Str, -8 Dex (minimum 3), +2 Con, +2 Wis

Skills: Unchanged.

Feats: Unchanged. Weapon Finesse is replaced with Weapon Focus (primary attack) if possessed.

Environment: Any

Organization: Unchanged

Challenge Rating: +0

Treasure: None

Alignment: Always Neutral

Advancement: As Base Creature

Level Adjustment: +0



Example of creature using template here:

Podshark (Medium Shark, Atmospheric Beast template)
Medium Aberration
Hit Dice: 3d8+6 (19 hp)
Initiative: -2
Speed: Fly 20 ft. (4 squares), Clumsy
Armor Class: 11 (-2 Dex, +3 Natural), touch 8, flat-footed 11
Base Attack/Grapple: +2/+3
Attack: Bite +3 melee (1d6)
Full Attack: Bite +3 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Flight, Blindsight 60', Keen Scent
Saves: Fort +5, Ref +1, Will +2
Abilities: Str 11, Dex 7, Con 15, Int 1, Wis 14, Cha 2
Skills: Listen +7, Spot +7, Swim +8
Feats: Alertness, Weapon Focus (Bite)
Environment: Any
Organization: Solitary, School (2-5), or Pack (6-11)
Challenge Rating: 1
Treasure: None
Alignment: Neutral
Advancement: 4-6 HD (Medium)
Level Adjustment: ---

Bhu
2009-04-30, 06:42 AM
Dimensional Ghosts are strange, incorporeal life from other realms that aren't entirely made of matter as we know it

ATMOSPHERIC BEAST (Dimensional Ghost version)

Atmospheric Beast is an Inherited Template that can be applied to any Aberration, Animal, Dragon, Magical Beast, Ooze, Plant or Vermin.

Size and Type: Size is unchanged, Type becomes Outsider. Gains Extraplanar and Incorporeal Subtypes. Creatures with the Aquatic subtype also become Amphibious.

Hit Dice: All current and future Hit Dice are d8's.

Speed: All movement types are lost, base creature gains Fly 80 (Perfect), unless its already better

Armor Class: The Base Creatures natural Armor Class Bonus becomes a Deflection Bonus instead.

Attacks: Unchanged.

Damage: Attacks that are purely physical are no longer useable. Instead their Natural weapons become melee touch attacks doing untyped damage based on size (Tiny=1d2, Small=1d3, Medium=1d4, Large=1d6, Huge=1d8, Gargantuan=2d6, Colossal=3d6). Strength bonuses do not add to this attacks damage.

Special Attacks: Retains all Special Attacks of the Base Creature, but purely physical attacks are no longer useful.

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

Immunities: Atmospheric Beasts are immune to the following: Critical hits, poison, disease, paralysis, sleep effects, polymorph, and exposure to vacuum. They do not eat, sleep, breath, or age.

Energy Resistance (Ex): Atmospheric Beasts have Energy Resistance 20 to all energy types.

Telepathy (Su): The Atmospheric Beast can communicate telepathically with any creature within 100 ft.

Shifter (Su): The Atmospheric Beast can cross from any 1 Plane to another as a Standard Action at will.

Saves: Unchanged.

Abilities: Due to being Incorporeal the Atmospheric Beast has no Strength score. +4 Int, +4 Wis, +4 Cha

Skills: Unchanged.

Feats: Unchanged.

Environment: Any

Organization: Unchanged

Challenge Rating: +3

Treasure: None

Alignment: Always Neutral

Advancement: As Base Creature

Level Adjustment: +4

Example of creature using template here:

Cloudsquid (Squid w/Dimensional Ghost Template)
Huge Outsider (Extraplanar, Incorporeal, Aquatic)
Hit Dice: 12d8+18 (72 hp)
Initiative: +3
Speed: Fly 80 ft. (16 squares), Perfect
Armor Class: 17 (-2 Size, +3 Dex, +6 Deflection), touch 17, flat-footed 14
Base Attack/Grapple: +9/-
Attack: Tentacle +10 melee (1d8)
Full Attack: 10 Tentacles +10 melee (1d8)
Space/Reach: 15 ft./15 ft. (30 ft. with Tentacles)
Special Attacks: -
Special Qualities: Amphibious, Ink Cloud, Jet, Low Light Vision, Immunities, Energy Resistance 20 (Acid, Cold, Electricity, Fire, Sonic), Telepathy, Shifter
Saves: Fort +9, Ref +11, Will +7
Abilities: Str -, Dex 17, Con 13, Int 5, Wis 17, Cha 7
Skills: Listen +12, Spot +13, Swim +8
Feats: Alertness, Diehard, Endurance, Toughness x2
Environment: Any
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always Neutral
Advancement: 13-18 HD (Huge), 19-36 HD (Gargantuan)
Level Adjustment: ----

Bhu
2009-05-03, 06:11 AM
Cloudbeasts are apparently animate patches of fog or mist, or that appear to be creature formed primarily of some sort of vapor.


ATMOSPHERIC BEAST (Cloudbeast version)

Atmospheric Beast is an Inherited Template that can be applied to any Aberration, Animal, Dragon, Magical Beast, Ooze, Plant or Vermin.

Size and Type: Size is unchanged, Type becomes Outsider (Native). Gains Air and Incorporeal Subtypes. Creatures with Aquatic Subtype gain Amphibious ability.

Hit Dice: All current and future Hit Dice are d8's.

Speed: All movement types are lost, base creature gains Fly 80 (Good), unless its already better

Armor Class: Unchanged. No longer has a Natural armor bonus.

Attacks: Unchanged.

Damage: Unchanged. Attacks that are purely physical are no longer useable.

Special Attacks: Retains all Special Attacks of the base Creature, but purely physical attacks are no longer useable. It also gains the following:

Engulf (Ex): The Cloudbeast may engulf any creature by moving into it's square. The gases making up the Cloudbeast cause the opponent severe problems. Anything inside the Cloudbeasts area must make a Fortitude save each round (DC is 10 plus half hit dice plus Constitution modifier) or take 1 point of Constitution damage. Other gaseous beings are not immune to this effect, and opponents have a -6 circumstance penalty to all Wisdom based skill checks while inside the Cloudbeast.

Special Qualities: Retains all Special Qualities of the base Creature, and gains the following:

Immunities: Atmospheric Beasts are immune to the following: Cold damage, Fire damage, poison, disease, paralysis, sleep effects, polymorph, and exposure to vacuum. They do not eat, sleep, breath, or age.

Energy Resistance (Ex): Atmospheric Beasts have Energy Resistance 20 to Electricity and Acid Damage.

Blindsight (Ex): The Atmospheric Beast has 120' Blindsight.

Saves: Unchanged.

Abilities: Due to Incorporeal status the creature no longer has a Strength score. -2 Dex, +2 Con.

Skills: Unchanged.

Feats: Unchanged.

Environment: Any

Organization: Unchanged

Challenge Rating: +3

Treasure: None

Alignment: Always Neutral

Advancement: As Base Creature

Level Adjustment: +4

Example of creature using template here:

Cloudwhale (Baleen Whale, Atmospheric Beast Template)
Gargantuan Outsider (Native, Air, Incorporeal)
Hit Dice: 12d8+84 (138 hp)
Initiative: +0
Speed: Fly 80 ft. (16 squares), Good
Armor Class: 6 (-4 Size), touch 6, flat-footed 6
Base Attack/Grapple: +9/-
Attack: Engulf
Full Attack: Engulf
Space/Reach: 20 ft./15 ft.
Special Attacks: Engulf
Special Qualities: Immunities, Energy Resistance (acid and electricity), Blindsight 120', Hold breath, Low light Vision
Saves: Fort +15, Ref +8, Will +5
Abilities: Str -, Dex 11, Con 24, Int 2, Wis 12, Cha 6
Skills: Listen +15, Spot +14, Swim +20
Feats: Alertness, Diehard, Endurance, Toughness x2
Environment: Any
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Neutral
Advancement: 13-18 HD (Gargantuan), 19-36 HD (Collosal)
Level Adjustment: ---

The Tygre
2009-05-03, 06:16 AM
Bhu, if you don't mind me asking, what's the difference between all your Atmospheric Beasts?

Bhu
2009-05-05, 05:26 AM
Bhu, if you don't mind me asking, what's the difference between all your Atmospheric Beasts?

I'll add some text.

Bhu
2009-05-05, 05:46 AM
Big Owl
Gargantuan Outsider (Shapeshifter), Divine Rank 0
Hit Dice: 25d8+225 (850 hp)
Initiative: +1
Speed: 120 ft. (24 squares)
Armor Class: 24(-4 Size, +1 Dex, +13 Natural, +4 Deflection), touch 11, flat-footed 23
Base Attack/Grapple: +25/+52
Attack: Slam +36 melee (1d8+15)
Full Attack: 2 Slams +36 melee (1d8+15)
Space/Reach[/B]: 20 ft./20 ft.
Special Attacks: Glowing Eyes
Special Qualities: Low Light Vision, Scent, Dark Vision 120', Owl Form, Immunities, Damage Reduction 35/Epic, Fire Resistance 20, Spell Resistance 32, Immortality, Divine Rank 0, Fast Healer, Hard to Kill
Saves: Fort +23, Ref +15, Will +18
Abilities: Str 40, Dex 12, Con 28, Int 12, Wis 18, Cha 18
Skills: Climb +39, Intimidate +29, Jump +39, Knowledge (Local, Nature) +26, Listen +29, Search +26, Spot +29, Survival +29
Feats: Snatch, Improved Snatch, Multisnatch, Rend, Power Attack, Flyby Attack, Hover, Power Dive
Environment: Warm Plains
Organization: Unique
Challenge Rating: 21?
Treasure: None
Alignment: Neutral Evil
Advancement: 26+ HD (Collosal)
Level Adjustment: ---

"If you wish to go to the mountain tonight we cannot stop you. But my people will not guide you. Big Owl has been seen near there, and we will not risk meeting him."

Big Owl appears as a gigantic White Owl or as a sallow skinned giant with greasy hair and round yellow eyes. He is a cannibal spirit hunting the White Mountain Apache, and is well nigh indestructible. Despite being defeated and even wounded by his brother (a Demigod), he is never killed.

Owl Form (Su): At will Big Owl can assume the form of a gigantic owl, and remain in that form for 1 hour per point of Constitution modifier. His Size and Type do not change. He gains a Flight speed of 160 ft. (Good). Instead of his slam he has Talon +29 melee (2d8+15). If he makes a Full attack he may use 2 Talons +36 melee (2d8+15) and 1 Bite +31 melee (2d8+7). He may not speak in Owl Form, but may use his Glowing Eyes attack.

Glowing Eyes (Su): Charm Monster or Hold Monster (Big Owl's choice), 50', Willpower Save DC 26 to Negate (Save DC is Charisma based).

Fast Healer (Su): Big Owl heals 25 hit points per hour, whether he rests or not.

Immunities (Ex): Big Owl is immune to polymorphing, petrification or any other attack that alters his form. He is also immune to Ability Drain/Damage, Energy Drain, Mind Affecting Effects, and Acid/Cold/Electricity Damage.

Immortality (Ex): Big Owl is Immortal and cannot die from old age. He does not need to sleep, eat, or breath

Hard to Kill (Ex): Big Owl has proven to be almost imposible to kill during his lifetime (and many have tried). He is immune to Death Effects, and cannot be permanently destroyed by any being without at least Divine Rank 1. If destroyed by a mortal he returns again 24 hours later at half hit points.

Combat: Big Owl likes to hypnotize or paralyze victims with his great glowing eyes before taking them off to be tortured and devoured at leisure. If it comes down to a fight he is direct in his attacks, wading into melee and killing off anyone who manages to hurt him first. In some stories he is a more accomplished shapeshifter.

Bhu
2009-05-05, 06:30 AM
Dire Kitty
Medium Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +3
Speed: 40 ft. (8 squares), Climb 20 ft.
Armor Class: 15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
Base Attack/Grapple: +2/+5
Attack: Claw +5 melee (1d4+3)
Full Attack: 2 Claws +5 melee (1d4+3) and 1 Bite +0 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Rake
Special Qualities: Low Light Vision, Scent
Saves: Fort +5, Ref +6, Will +2
Abilities: Str 16, Dex 16, Con 14, Int 2, Wis 12, Cha 8
Skills: Balance +11, Climb +11, Hide +8, Jump +11, Listen +5, Move Silently +8, Spot +5
Feats: Alertness, Run
Environment: Temperate Plains
Organization: Domesticated or Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 4-6 HD (Medium)
Level Adjustment: ---

"Are you sure we should be robbin' an old woman Abner? She might have cats. I hate cats. They always yowl and scratch me."

"Don't be such a wuss Bert."

"Hisssssssssssssssssssssssss..."

"I'm sorry Abner I couldn't hear you over the sound of me ________ mah self. Could you repeat that?"


No one is sure if Dire Housecats occurred naturally, or they were the result of specialized breeding, or magic. But they make darned excellent watchcats. Now they may cause a little property damage if someone enters your house, but at least the burglars will get what they have coming.

Improved Grab (Ex): If the Dire Kitty hits with it's Claw Attack, it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can Rake.

Rake (Ex): In Grapples the Dire Kitty has two additional Rake attacks (to hit and damage are same as claw attack).

Skills (Ex): Dire Kitties get a +4 Racial Bonus to all Climb, Hide, and Move Silently Checks, and may always Take 10 on a Climb Check. In addition they may use their Dexterity modifier or Strength modifier for Climb checks, whichever is better. They also have a +8 Racial Bonus to Balance and Jump Checks.

Combat: Dire Kitties fight in a manner common to regular housecats. They hiss until their opponent leaves. If that fails it's the usual pounce, grab, rakerakerakerake...

Bhu
2009-05-07, 06:10 AM
http://www.seasky.org/deep-sea/gulper-eel.html

Dire Gulper Eel
Large Animal
Hit Dice: 6d8+6 (33 hp)
Initiative: +1
Speed: Swim 30 ft. (6 squares)
Armor Class: 13 (-1 Size, +1 Dex, +3 Natural), touch 10, flat-footed 12
Base Attack/Grapple: +4/+11
Attack: Bite +6 melee (1d6+3)
Full Attack: Bite +6 melee (1d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab, Swallow Whole
Special Qualities: Low Light Vision, Blindsense
Saves: Fort +6, Ref +6, Will +3
Abilities: Str 16, Dex 12, Con 13, Int 1, Wis 12, Cha 2
Skills: Hide +6, Move Silently +8
Feats: Improved Initiative, Skill Focus: Hide, Stealthy
Environment: Any Aquatic
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 7-12 HD (Large)
Level Adjustment: ---

"Bert...I don't like bein' on subs Bert. I can see things. Outside the window. Horrible things that stare at me."

"I think you've been reading too many of those horror novels again."

"AAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHH!!!!!!"

"WHAT! What's going on? What's happening?"

"A big fish just ate a bigger fish!

"Yer killin' me Abner..."[I]

[I]"Aw crap it's lookin' at us!"


Dire Gulper Eels are remarkably stealthy predators for their size.

Swallow Whole (Ex): The Dire Gulper Eel may swallow opponents in one of two ways. First, if it succeeds in biting an opponent up to 1 Size Class larger than itself, it may make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful, it may Swallow it's opponent the next round.

It may also make a charge attack with it's mouth open, and attempt to swallow any opponent in the way so long as those opponents are at least 2 Size Classes smaller than itself. A Dire Gulpers stomach can hold up to 1 Huge, 1 Large, 4 Medium, 16 Small, or 32 Tiny or Smaller opponents. While inside the stomach opponents take 1d6+3 bludgeoning damage, and 1d6 acid damage per round. A swallowed opponent can cut it's way out by doing 15 points of damage to the Eel's stomach (AC 12) with a light piercing or slashing weapon. Once the creature exits, muscular action closes the hole, and other swallowed opponents must cut their own way out.

Skills: Dire Gulper Eels have a +8 Racial Bonus to Swim Checks, and may always Take 10 on Swim Checks. They may also use the Run action while swimming in a straight line.

Combat: Dire Gulper Eels use a light i ntheir tails to lure in unintelligent prey. For other, more problematic food they just swim at it with their mouths open and hope to swallow it.

Bhu
2009-05-09, 05:35 AM
http://www.cryptomundo.com/cryptozoo-news/pugwis/

http://www.americanmonsters.com/monsters/aquatic/index.php?detail=monster&idmonster=32

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

Pugwis
Medium Monstrous Humanoid (Reptilian, Aquatic)
Hit Dice: 2d10+6 (17 hp)
Initiative: +1
Speed: 30 ft. (6 squares), Swim 30'
Armor Class: 16 (+1 Dex, +5 Natural), touch 11, flat-footed 15
Base Attack/Grapple: +2/+5
Attack: Claw +5 melee (1d4+3)
Full Attack: 2 Claws +5 melee (1d4+3) and 1 Bite (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Charge
Special Qualities: Dark Vision 60', Amphibious
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 16, Int 6, Wis 14, Cha 8
Skills: Climb +6, Listen +5, Spot +5, Swim +11
Feats: Alertness
Environment: Temperate Aquatic
Organization: Solitary, Pair, or Group (3-4)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually Neutral
Advancement: By character class (most likely Scout)
Level Adjustment: +2

"Why don't you go to the lake and fish if you need food?"

"Because there's that which lives in the lake that we do not wish to awaken. It has forgotten we exist, and we do not intend to allow it to remember."

The Pugwis are a race of violent fishlike humanoids from Indian myth that have made their way into the world of cryptozoology in the form of the Thetis Lake Monster.

Charge (Ex): When making a charge attack the Pugwis slams the razor sharp fin on it's head into it's opponent doing 2d6+6 damage.

Skills: Pugwis get a +8 Racial Bonus to Swim checks, and may always take 10 on a Swim check, even if distracted or endangered. They may use the Run option while swimming in a straight line.

Combat: Pugwis are ferocious combatants, but not very subtle. Generally they charge and begin flailing at their opponents. If this doesn't work they will flee once it becomes the opponent isn't going to fall down dead.

Bhu
2009-05-10, 03:38 AM
Dire Vole
Tiny Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: 20 ft. (4 squares), burrow 15 ft.
Armor Class: 15 (+2 Size, +2 Dex, +1 Natural), touch 14, flat-footed 13
Base Attack/Grapple: +0/-9
Attack: Nibble +2 melee (1d2-1)
Full Attack: Nibble +2 melee (1d2-1)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Low Light Vision, Scent
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 8, Dex 15, Con 12, Int 2, Wis 12, Cha 4
Skills: Hide +14, Listen +3, Move Silently +6, Search +4, Spot +3
Feats: Weapon Finesse
Environment: Warm or Temperate Plains, Marsh, Hills, Forest, or Mountains
Organization: Solitary, Pair, or Colony (6-20)
Challenge Rating: 1/4
Treasure: None
Alignment: Always Neutral
Advancement: 2 HD (Small)
Level Adjustment: ---

"Bert, whut the hell are you doin' up that tree?"

"Thars things in thet thar field Abner! Furry things! They kept lookin' at me and squeakin'!"

"They're rats you fool."

"NO! No thays too big!"

"Dire Rats then."

"They don't have huge nekkid tails! They're some weird mouse critter! Git in tha trees, they can't climb!"

"Bert...are you drunk?"

"..."

"Maybe..."

Voles (also known as Meadow Mice) are pests that inhabit fields. The Dire versions are somewhat worse being that they're cat sized and tend to be hungrier.

Skills: Dire Voles have a +4 Racial Bonus on Hide and Move Silently Checks, and a +8 Racial Bonus on Search Checks.

Combat: Dire Voles tend to flee combat, unless cornered, or their pups are threatened. Then they swarm.

Bhu
2009-05-10, 04:00 AM
http://en.wikipedia.org/wiki/Baykok

http://www.monstropedia.org/index.php?title=Baykok

http://www.jimrage.com/Pagukpage.html

The Baykok

Baykok is an Acquired Template that can be added to any humanoid.

Size and Type: Size remains same, type changes to Undead. Subtypes are kept.

Hit Dice: All current and future Hit Dice become d12's, and hit points must be recalculated.

Speed: Base land and Climb speed is doubled. If the base creature has no Climb speed it gains one equal to it's land speed.

Armor Class: Natural Armor class Bonus increases by +5.

Attacks: If the Base Creature doesn't already have a claw attack it gets one (Small:1d4, Medium: 1d6, Large: 1d8). Any foe injured by the claw attack must make a Fortitude Save (DC is 10 plus half hit dice/levels plus Charisma modifier) or be paralyzed for 1d4+1 rounds. When doing a full attack without weapons he Baykok gets 2 claw attacks. BAB remains the same, do not recalculate for Undead type. Baykok are proficient with all Simple and Martial weapons, but not armor and shields (unless they get armor proficiency from a class).

Damage: Unchanged

Special Attacks: The Baykok retains all Special Attacks of the base creature and gains the following:

Paralysis (see above)

Special Qualities: The Baykok retains all the Special Qualities of the Base Creature, and gains the following:

Immune to Turn Attempts

Fast Healing: 3

Saves: Unchanged, except for differences in stats (do not recalculate because of Undead type).

Abilities: Str +6, Dex +4, Con -, Wis +2, Cha +2

Skills: Unchanged

Feats: Unchanged

Environment: Any

Organization: Unchanged

Treasure: Unchanged except for it's equipment

Challenge Rating: As Base Creature +2

Advancement: By character class

Level Adjustment: As Base Creature +4

Almost all Baykok are armed with a magical Club and Short Bow, and they are always proficient with these items.

The club is a +1, Impact, Warrior Bane Club. Warrior Bane acts liek teh Bane ability, and warrior is defined as anyone possessing levels in a class whose Base Attack Bonus is equal to it's class level (i.e. Fighter, Paladin, Ranger, Hexblade, etc.).

The Short Bow is a +1 Invisible Short Bow. All ammunition fired from this bow is invisible. Opponents lose any Dexterity bonus to Armor Class against attacks from this weapon.

These weapons only work when held by a Baykok, otherwise they function as normal non magical weapons.

Bhu
2009-05-12, 06:30 AM
http://en.wikipedia.org/wiki/Cattle_mutilation

Cattle Mutilator
Colossal Aberration
Hit Dice: 40d8+400 (580 hp)
Initiative: +6
Speed: Fly 240' ft. (48 squares), Perfect
Armor Class: 25 (-8 Size, +6 Dex, +10 Natural, +7 Deflection), touch 15, flat-footed 19
Base Attack/Grapple: +30/+63
Attack: Tendril +55 melee (1d6+17/18-20)
Full Attack: 8 Tendrils +55 melee (1d6+17/18-20)
Space/Reach: 30 ft./30 ft.
Special Attacks: Blood Drain, Experimental Weapons, Surgical Tendrils, Blight Area, Anesthesia Ray
Special Qualities: Flight, All-Around Vision, Immunities, SR 30, Fast Healing 5
Saves: Fort +23, Ref +25, Will +28
Abilities: Str 45, Dex 24, Con 30, Int 18, Wis 24, Cha 24
Skills: Disable Device +10, Heal +10, Knowledge (Arcana, Geography, Nature, The Planes) +12, Listen +10, Move Silently +10, Search +14, Spot +14
Feats: Ability Focus (Anesthesia Ray), Adroit Flyby Attack, Dodge, Epic Reflexes, Flyby Attack, Great Flyby Attack, Hover, Improved Flyby Attack, Lightning Reflexes, Mobility, Multisnatch, Power Climb, Snatch, Wingover
Environment: Temperate Plains
Organization: Solitary, Pair, or Group (3-6)
Challenge Rating: 21
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: 41+HD (Colossal)
Level Adjustment: ---

"What could do something like this?"

Cattle Mutilators are horrifying aberrations created by alien races to conduct research and experiments on the livestock of the humanoid races in preparation fro something. it is assumed to be an invasion. Many cattle bear the signs of chemical or biological infection, or some other oddities. Predators will not touch their corpses, nor will herbivores touch the ground near the corpse (which soon rots all plant life in it). Appearance varies, but most resemble some sort of nightmarish jellyfish.

Blood Drain (Ex): Once a victim is paralyzed, the Mutilator extends a proboscis to drain the carcass of blood. As long as the victim is Paralyzed or Pinned in a grapple the proboscis does 1d4 temporary Constitution damage per round.

Experimental Weapons (Ex): The Mutilators often carry many experimental weapons for testing. These are either a 30' Cone or a 30' Radius, and may be used as a Standard Action. Anything within the Area of Effect must make a DC 40 Fortitude Save or take one of the following effects:

Contract a disease (see DMG page 292, all versions of the disease used are assumed to be Contact or Inhaled)

Become Poisoned (see DMG page 296, all versions of the poisons used are Inhaled or Contact).

Surgical Tendrils (Ex): The Mutilators Tendrils are razor sharp, and critical on an 18 or higher. They are considered Magical and Adamantine for purposes of overcoming Damage Reduction.

Blight Area (Ex): If a Mutilator spends more than 3 rounds hovering no more than 20' over a patch of vegetation, it kills all plant life there (creatures with the Plant Type get a Fortitude Save, DC 40 Fortitude Save, Save DC is Constitution based). Additionally it seems to permanently poison the ground, and nothing will grow there again until a Miracle or Wish spell is cast.

Anesthesia Ray (Su): Ray, range 240', target must make a DC 39 Fortitude Save or be Paralyzed for 2d6 rounds (Save DC is Charisma based).

Flight (Ex): The Mutilators fly through unknown means, and if they become unconscious they simply float where they were (i.e. they have a permanent Feather Fall spell on their person).

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

Immunities (Ex): Mutilators are immune to the vacuum of space and are not required to breathe. They are also immune to Cold and Fire damage.

Combat: A Mutilator generally suddenly dives out of the sky towards livestock blasting them with the anesthesia ray. It then drains their blood and dices them up. If they should be troublesome it will flee before attention is drawn to it. The best defense Mutilators have is that no one knowing what they are, or what they're up to. They will not fight a determined foe, and will seek to escape and return later, unless ordered to by their superiors.

Bhu
2009-05-13, 05:51 AM
Giant Urchin
Medium Vermin (Aquatic)
Hit Dice: 3d8+9 (22 hp)
Initiative: -2
Speed: 10 ft. (2 squares), Climb 10 ft.
Armor Class: 16 (-2 Dex, +8 Natural), touch 8, flat-footed 16
Base Attack/Grapple: +2/+4
Attack: Spine Jab +4 melee (1d6+2 plus poison)
Full Attack: Spine Jab +4 melee (1d6+2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spiny Defense, Poison
Special Qualities: Vermin traits, 360 degree sight, Immunities, Mindless, Recuperate
Saves: Fort +5, Ref -1, Will +0
Abilities: Str 14, Dex 6, Con 16, Int -, Wis 10, Cha 2
Skills: -
Feats: -
Environment: Any Aquatic
Organization: Solitary or Colony (5-10)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 4-6 HD (Medium)
Level Adjustment: ---


"Bert? Let me make sure Ah got this straight. We're diving into the water nekkid, attacking a poisonous spiny ball, and if we survive we have to haul the damn thing up to the surface and repeat. All while avoidin' bein' eaten by sharks."

"Yup."

"Howcum we never get normal assignments like beating a buncha Kobolds to death?"

"Have you forgotten the M.A.D.D. lawsuit?"

Apparently even Sea Urchins have Dire forms. Often harvested as food and for other purposes, divers who confront them have definite problems killing them and bringing them to the surface. After all they're basically a 200 pound ball of poison spikes. And when cut up they become new Sea Urchins eventually, making them a plague on some communities. Even worse Sea Urchins appear to be effectively immune to disease, and don't really age. So they're effectively immortal unless killed. Unfortunately they are also quite hyperactive compared to their smaller cousins.

Spiny Defense (Ex): Being covered in spikes, Sea Urchins are difficult to attack. Anything attacking the Urchin in melee without using a Reach weapon takes 1d6 plus it's own Strength Modifier in piercing damage, and is possibly poisoned.

Poison (Ex): Injury or Ingestion, Fort Save DC 14, Initial and Secondary damage is 1d6 Dexterity.

360 Degree Sight (Ex): Sea Urchins can only really detect variations in light and dark as opposed to actual images. Nevertheless they can see in pretty much all directions and thus cannot be flanked. Due to their poor vision they are invulnerable to all attacks/effects requiring them to be able to see.

Immunities (Ex): Sea Urchins are immune to aging effects, disease, flanking, and critical hits.

Recuperate (Ex): A Sea Urchin Regenerates 1 hit point per hour, and can regenerate any significant amount of lost bodily material. If a significant chunk of it's body is cut away (at least 20%), the piece will heal 1 hit point per hour until it becomes an entirely new Sea Urchin.

Combat: Sea Urchins generally jab opponents and let their venom do the rest of the work. Once they finally succumb to it the Urchin brings it's grinding mouthplates to bear and devours them.

Bhu
2009-05-13, 05:57 AM
http://www.sapphire-steele.com/tim/06_05.jpg

http://www.ohmboy.com/blog/uploaded_images/22deep_eye-740274.jpg

http://www.zmescience.com/wp-content/uploads/2007/10/071015214545.jpg

http://www.abdn.ac.uk/octopod/stasyr.jpg

http://olympiccoast.noaa.gov/images/bodypic_dsc_octopus_lg.jpg


Cirrate Kraken
Gargantuan Magical Beast (Aquatic)
Hit Dice: 20d10+180 (290 hp)
Initiative: +5
Speed: Swim 20 ft. (4 squares)
Armor Class: 21 (-4 Size, +1 Dex, +14 Natural), touch 7, flat-footed 20
Base Attack/Grapple: +20/+42
Attack: Engulf +42 melee touch (grapple)
Full Attack: Engulf +42 melee touch (grapple)
Space/Reach: 20 ft./15 ft.
Special Attacks: Improved Grab, Constrict (8d6+10)
Special Qualities: Blindness, 360' Blindsight, Psi-Like Abilities
Saves: Fort +21, Ref +13, Will +15
Abilities: Str 30, Dex 12, Con 29, Int 24, Wis 20, Cha 20
Skills: Autohypnosis +20, Concentration +29, Hide +12, Intimidate +20, Knowledge (Psionics) +22, Knowledge (Nature) +22, Listen +22, Search +22, Sense Motive +20, Spot +22, Survival +20, Swim +33, Use Psionic Device +22
Feats: Alertness, Blind-Fight, Combat Manifestation, Improved Initiative, Iron Will, Skill Focus: Hide, Power Penetration
Environment: Cold Aquatic
Organization: Solitary
Challenge Rating: 12??
Treasure: Triple Standard
Alignment: Usually Neutral Evil
Advancement: 21-32 HD (Gargantuan), 33-60 HD (Colossal)
Level Adjustment: ---

"We are NOT steering this ship into deeper waters. I've seen whats down there, and I barely escaped the last time..."

Cirrate Kraken live 7000 meters or more below the surface. Due to being nearly blind, and having no ink or jets, many believe them to be among the most primitive of Krakens. This is untrue, they are merely better adapted to their lightless environment.

Improved Grab (Ex): Cirrate Kraken can make a Grapple Check without provoking an Attack of Opportunity.

Constrict (Ex): The Cirrate Kraken does 8d6+10 with a successful Grapple check.

Blindness (Ex): The Cirrate Kraken is blind despite having eyes, and relies on it's Blindsense to "see". It is immune to effects that cause Blindness.

Psi-Like Abilities (Ps): The Kraken may manifest the following powers as Psi Like abilities once per day: Chameleon, False Sensory Input, Insanity, Psychotic Break. Manifester Level is 13.

Skills: Kraken have a +8 Racial Bonus on all Swim checks, and may always Take 10 on a Swim check.

Combat: While the webbing between their tentacles discourages grappling multiple foes, one on one fights are deadly as it can bring all it's mucous lined tentacles to bear against one opponent. Cirrates tend to hide, and ambush opponents one by one.

Bhu
2009-05-15, 05:35 AM
http://www.youtube.com/watch?v=O5hEmZCuX0Y

Ghost Kraken
Gargantuan Magical Beast (Aquatic)
Hit Dice: 20d8+180 (270 hp)
Initiative: +1
Speed: Swim 20 ft. (4 squares)
Armor Class: 21 (-4 Size, +1 Dex, +14 Deflection), touch 21, flat-footed 20
Base Attack/Grapple: +20/+56
Attack: Tentacle +26 melee (1d6+9)
Full Attack: 10 Tentacles +26 melee (1d6+9) and 1 Bite +21 melee (3d6+4)
Space/Reach: 20 ft./15 ft. (60 ft. with Tentacles)
Special Attacks: Improved Grab, Constrict (1d6+9)
Special Qualities: Dark Vision, Low Light Vision, Spell-Like Abilities, Ethereal Jaunt
Saves: Fort +21, Ref +15, Will +15
Abilities: Str 30, Dex 12, Con 28, Int 20, Wis 20, Cha 24
Skills: Concentration +22, Hide +2, Intimidate +20, Knowledge (Geography, Nature, Arcane) +17, Listen +19, Search +17, Sense Motive +17, Spot +20, Survival +17, Swim +30, Use Magic Device +20
Feats: Alertness, Blind-fight, Combat Expertise, Improved Combat Expertise, Improved Initiative, Iron Will, Lightning Reflexes
Environment: Any Aquatic
Organization: Solitary (possibly unique)
Challenge Rating: 14
Treasure: Triple Standard
Alignment: Neutral Evil
Advancement: 21-32 HD (Gargantuan), 33-60 HD (Colossal)
Level Adjustment: ---

"We find new things in the sea all the time. Considering some of them, it might be preferable if we simply left it alone..."

The Ghost Kraken is a nearly legendary Kraken like squid that seems to shift between the Material and Ethereal Planes. Few people have ever seen it, or perhaps simply few living people have seen it. It's unknown if it's a single mutated individual, or a new species.

Improved Grab (Ex): If the Ghost Kraken hits with a Tentacle attack it may perform a Grapple check as a Free Action without provoking an attack of opportunity. If it is successful it may Constrict.

Constrict (Ex): A Ghost Kraken does 1d6+9 damage with a successful Grapple check.

Spell-Like Abilities (Sp): A Ghost Kraken may cast Blackwater Tentacle, Dark Tide, Evard's Black Tentacles, and Pressure Sphere 1/day. Caster Level is 9th, Save DC's are Charisma Based.

Ethereal Jaunt (Su): A Ghost Kraken can shift from the Ethereal Plane to the Material as a Free Action, and move back again as a Move Action (or during a Move Action). The ability is otherwise identical to the spell of the same name (Caster Level i equal to Hit Dice).

Skills: Kraken have a +8 Racial Bonus on all Swim checks, and may always Take 10 on a Swim check.

Combat: Ghost Krakens tend to phase into the Material Plane, unleash a spell or two to wreak havoc, and then shift back. Or they'll shift in an out making tentacle attacks.

DracoDei
2009-05-15, 08:16 PM
The dimensional ghost versions of Atmospheric Beasts have a few problems.

First you say that purely physical attacks are lost, then you give damage for natural weapons. Your intent is reasonably clear to me, but the format is still confusing.

Also, the line under special attacks implies some are gained, but you give no such entries.

Edit:
On the subject of Dire Voles
[21:17] AnnVole: Draco, just so you know, most vole species climb very well and some species live exclusively in trees and never go to the ground
[21:19] DracoDei: Ann: Well, you might want to mention that to Bhu... of course I get the impression that the people talking are supposed to be less than well educated or perceptive...
[21:19] AnnVole: part of my attraction to voles is their thumb-like digit used for grabbing on to branches and bark (which can also be used in the electronic version for human sign language)
[21:23] AnnVole: but voles do swim well in general too (high fat content and air-trapping fine fur make them buoyant) so the escaping by swimming if accurate
[21:26] AnnVole: voles "swarm" due to some going into vicious mode and chasing the others out of their home who keep going untill they find a new home
[21:28] AnnVole: being good swimmers they sometimes try to cross oceans or large lakes and die of exposure or exhaustion along the way and then wash ashore. Not exactly suicide but rather overconfidence in reaching the opposite shore. lemmings are a type of vole.

(Ann wishes to use an anthropomorphic vole as the avatar for a computer interface for teaching children about rodents).

Bhu
2009-05-17, 05:24 AM
I edited the Dimensional Ghostie a bit. When searching for Voles the articles I read said they were horrible climbers with the exception of a few species that were living in trees. Since I was doing the meadow voles I decided to go with the non climbing species since they were more easily found. I can adjust that if you like.

Bhu
2009-05-19, 05:57 AM
Dire Whitetail Deer
Large Animal
Hit Dice: 6d8+18 (45 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 15 (-1 Size, +1 Dex, +5 Natural), touch 10, flat-footed 15
Base Attack/Grapple: +4/+12
Attack: Hoof +7 melee (1d6+4) or Gore* +7 melee (1d10+6)
Full Attack: 2 Hooves +7 melee (1d6+4) or Gore* +7 melee (1d10+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Overrun
Special Qualities: Low Light Vision, Multiple Stomachs
Saves: Fort +8, Ref +6, Will +3
Abilities: Str 18, Dex 13, Con 16, Int 2, Wis 12, Cha 10
Skills: Listen +6, Spot +5
Feats: Endurance, Run, Improved Bull Rush (B)
Environment: Warm or Temperate Forests or Plains
Organization: Solitary or Herd (10-30)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 7-12 HD (Large)
Level Adjustment: --

*Gore can only be performed by males who have antlers.

"Hot Damn!! We git to go deer huntin'!"

"And we're even gettin' paid for it!"

10 minutes later

"Abner...somethin' seem...odd 'bout these deer to you?"

Dire Whitetail deer are a scourge well known for devouring grass that farmers need for their herds (and sometimes their crops as well depending on what they're growing). Many an adventurer has earned money (and a nice relaxing vacation) hunting deer. Many of these adventurers are also coincidentally redneck Barbarians and Rangers, but still...

Overrun (Ex): If the Dire Whitetail Deer performs an Overrun as part of a charge, it does not provoke an attack of opportunity, and also does 1d8+6 damage to it's opponent if successful.

Multiple Stomachs (Ex) Dire Whitetail Deer get a +4 Racial Bonus on Fortitude Saves vs Ingested poisons.

Combat: Deer will only fight if necessary or spooked. usually they run over their opponent while fleeing.

Bhu
2009-05-19, 06:01 AM
http://theseventhvoyage.com/thecephalopod.htm

Kraken, Ammonoid
Gargantuan Magical Beast (Aquatic)
Hit Dice: 20d8+220 (310 hp)
Initiative: -1
Speed: Swim 15 ft. (3 squares)
Armor Class: 30 (-4 Size, -1 Dex, +25 Natural), touch 5, flat-footed 20
Base Attack/Grapple: +20/+45
Attack: Tentacle +31 melee (1d8+13)
Full Attack: 6 Tentacles +31 melee (1d8+13) and 1 Bite +29 melee (4d6+6)
Space/Reach: 20 ft./15 ft. (30 ft. with tentacles)
Special Attacks: Improved Grab, Constrict (1d8+13)
Special Qualities: Dark Vision 60', Ink Cloud, Low Light Vision, Spell Like Abilities, Hard Shelled
Saves: Fort +22, Ref +11, Will +10
Abilities: Str 36, Dex 9, Con 30, Int 18, Wis 18, Cha 18
Skills: Concentration +20, Diplomacy +14, Hide +1, Intimidate +18, Knowledge (Geography, Nature) +14, Listen +16, Search +14, Sense Motive +14, Spot +16, Survival +14, Swim +33, Use Magic Device +14
Feats: Alertness, Blind-Fight, Defensive Sweep, Improved Initiative, Improved Toughness, Multiattack, Multigrab
Environment: Warm Aquatic
Organization: Solitary
Challenge Rating: 12
Treasure: Triple Standard
Alignment: Usually Neutral Evil
Advancement: 21-32 HD (Gargantuan), 33-60 HD (Colossal)
Level Adjustment: ---


"If you see any large shells on the sea floor during the dive, get out of there immediately".

There are reports of odd Kraken like beings with spiraled shells protecting their bodies. If possible they may even be more surly and aggressive than their counterparts, but do not display as much intellectual prowess (which is not to say that they are dumb, they still tend to make plans for ambushes). Ammonoid Krakens tend to live in shallow waters, and are therefore a bit more of a threat than usual.

Improved Grab (Ex): If the Kraken successfully hits with a tentacle attack it may make a Grapple Check as a Free Action without provoking an Attack of Opportunity.

Constrict (Ex): A Kraken does 1d8+13 damage with a Grapple check.

Ink Cloud (Ex): Once per minute as a Free Action a Kraken can emit a cloud of ink in an 80' spread. Creatures within the cloud are considered to be in Darkness, and it provides total concealment. Krakens usually use it to escape fights going badly.

Spell Like Abilities (Sp): 1/day: Control Winds, Forestfold, Turbidity, Waterspout. Caster Level 9, Save DC's are Charisma Based.

Skills: Krakens have a +8 Racial Bonus to Swim checks, and may always Take 10 on a Swim Check. They may use the Run Action while swimming in a straight line.

Hard Shelled (Ex): The krakens hard shell give it a 75% chance of ignoring a Critical Hit.

Combat: An opponent can make Sunder attempts against a Krakens tentacles (they have 10 hp). If an opponent severs a limb the Kraken takes 5 hp damage. It will usually withdraw if it loses 3 limbs, and can regrow severed ones in 1d10+10 days.

Bhu
2009-05-20, 05:33 AM
The Beast of Blackwater Moors
Large Monstrous Humanoid
Hit Dice: 10d8+50 (95 hp)
Initiative: +4
Speed: 50 ft. (10 squares)
Armor Class: 21 (-1 Size, +12 Natural Armor), touch 9, flat-footed 21
Base Attack/Grapple: +10/+20
Attack: Claw +15 melee (1d8+6/19-20)
Full Attack: 2 Claws +15 melee (1d8+6/19-20) and 1 Bite (1d10 +3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Assimilate, Living Juggernaut, Improved Grab, Rend 2d8+12
Special Qualities: Dark Vision 60', Low Light Vision, Scent, DR 5/Adamantine, Regeneration 5 (may be killed by fire or acid)
Saves: Fort +8, Ref +7, Will +9
Abilities: Str 22, Dex 10, Con 20, Int 2, Wis 14, Cha 14
Skills: Climb +12, Hide +2, Intimidate +4, Jump +12, Listen +7, Move Silently +6, Search +1, Spot +7, Survival +7, Swim +7
Feats: Cleave, Improved Bull Rush, Improved Critical (Claw), Improved Initiative, Power Attack
Environment: Temperate Marsh or Plains
Organization: Unique
Challenge Rating: 9
Treasure: None
Alignment: Chaotic Neutral
Advancement: 11+ HD (Large)
Level Adjustment: ---

"Did you hear that?"

The Beast of Blackwater Moor is a large hairy anthropoid with a mixture of various features of ape, goat, man, and other animals. It is said to have clawed hands and feet, fanged teeth with tusks jutting from its mouth, pointed ears, and long horns. Many dismiss it as simply a rogue minotaur that has escaped an underground maze and ended up on the moors. Others point out that Minotaurs are very obviously Bull men, and have cloven hooves for feet. Nor do they occasionally change in appearance. Some wonder if it's the creation of a dead Mage, a curse gone wrong, or a punishment by the Gods. Thankfully there only seems to be one.

Assimilate (Su): Whenever the Beast of Blackwater Moor eats a creature it gains one Exceptional ability listed under either Special Attacks or Special Qualities for 1 week. It also temporarily changes appearance based on what this ability is. For example if it gains a poisonous Bite from eating gant spiders, it may take on a spiderlike face and mandibles. It may only absorb 1 ability at a time, but may switch out at will when it consumes a new opponent. If the victim has no Exceptional Abilites (or none that the Beast doesn't already possess), it may gain 1 of the following: A move type it doesn't currently have, a Secondary Natural Attack it doesn't currently have (modify damage based on Size), a +4 Bonus to 1 Saving Throw, a +4 Bonus to one Skill, a +2 Bonus to 1 Ability, or it's Natural Armor Bonus increases by +4.

Living Juggernaut (Ex): The Beast is immune to Feats (such as Large and in Charge) or Class Abilities that would interrupt or prevent its attack when it is Charging. It is immune to Slow or any similar effect that lowers it's movement when Charging. The Beast does 2d10+12 damage with a successful Charge Attack. Instead of the normal charge modifiers, it's bonus to hit is +4, and it receives no AC penalty.
It does not need to move in a straight line when Charging, but it does still need to move at least 10'.

Ferocity (Ex): The Beast may fight normally when at negative hit points.

Improved Grab (Ex): If the Beast hits successfully with a claw attack it may make a Grapple check as a Free Action without provoking an attack of opportunity. If it succeeds it may Rend the next round.

Rend (Ex): The Beast does 2d8+12 with a successful Graple check.

Skills: The Beast has a +4 Racial Bonus to Climb, Hide, Jump, Listen, Move Silently, Search, Spot, and Survival checks.

Combat: The Beast charges into the nearest opponent, and begins to tear it to pieces. It will concentrate on this opponent unless another proves itself to be more of a problem (i.e. does more damage). If reduced to half or less hit points it will flee and try to hide in the moors.

Bhu
2009-05-20, 05:40 AM
Dire Muntjac Deer
Medium Animal
Hit Dice: 3d8+3 (16 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
Base Attack/Grapple: +2/+12
Attack: Bite +5 melee (1d6+1)
Full Attack: Bite +5 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low Light Vision, Multiple Stomachs
Saves: Fort +3, Ref +6, Will +2
Abilities: Str 12, Dex 16, Con 12, Int 2, Wis 12, Cha 8
Skills: Listen +4, Spot +4
Feats: Run, Weapon Finesse
Environment: Warm Forests or Plains
Organization: Solitary or Group (2-4)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: 4-6 HD (Medium)
Level Adjustment: --

"This guy says his deer are more normal size like."

"I dunno Abner. I kinda liked the biggie sized ones.

"Uh...Bert...these deer have teeth."

"All deer have teeth Abner."

"Yeah but these got fangs! OMG they're like lil sharks of the forest!"

Muntjac are normally small asian deer with downward pointing fangs. Dire Muntjac are a little bigger, and a little more eager to nibble on strangers if ya know what I mean...

Multiple Stomachs (Ex): Dire Muntjac Deer get a +4 Racial Bonus on Fortitude Saves vs Ingested poisons.

Combat: Muntjac deer tend to nibble experimentally and run away. Then come back when you're sleeping and nibble harder. And run away. Again. We should probably stop before we're tempted to use profanity...

DracoDei
2009-05-20, 06:32 AM
Try to find another word than "Rend" for the grappling ability of the Beast. "Rend" is usually taken to mean extra damage if two specific attacks hit. I understand that "Constrict" is even more wrong in this case, but there ought to be SOMETHING that isn't as strongly pre-empted as "Rend".... if I were more awake right now, maybe I could think of it.

Bhu
2009-05-22, 06:03 AM
Black Render
Huge Magical Beast
Hit Dice: 16d10+144 (232 hp)
Initiative: -1
Speed: 40 ft. (8 squares)
Armor Class: 22 (-2 Size, -1 Dex, +15 Natural), touch 7, flat-footed 22
Base Attack/Grapple: +16/+34
Attack: Bite+24 melee (2d8+10)
Full Attack: 1 Bite +24 melee (2d8+10) and 2 Claws +19 melee (1d8+5)
Space/Reach: 15 ft./15 ft.
Special Attacks: Improved Grab, Rend (2d8+15)
Special Qualities: Dark Vision 60', Low Light Vision, Scent, Determined Fury
Saves: Fort +19, Ref +9, Will +6
Abilities: Str 31, Dex 8, Con 28, Int 5, Wis 12, Cha 10
Skills: Hide +3, Spot +10, Survival +5
Feats: Cleave, Great Cleave, Power Attack, Improved Bull Rush, Track
Environment: Warm Marshes
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Usually Neutral
Advancement: 17-32 HD (Huge), 33-64 HD (Gargantuan)
Level Adjustment: ---

"Looks like Harvey made it into the swamps. Poor bastard. He might've preferred the gallows to what' waiting for him out there."

Black Renders are much much taller than the typical Gray Render, and inhabit warmer feeding areas as well. Unlike Gray Renders they don't appear to adopt companions, and attack virtually everything in sight large enough to gain their attention. Rarely spotted it is currently unknown if this is a separate species or simply an occasional mutation as no specimen has ever been brought in for study, dead or otherwise.

Improved Grab (Ex): If the Black Render successfully attacks with its Bite it may immediately attempt a Grapple Check as a Free Action without provoking an attack of opportunity.

Rend (Ex): If the Render succeeds in grappling after a bite it automatically does 2d8+15 damage with its claws each round until the grapple is escaped by it's opponent.

Determined Fury (Ex): 3 times per day whenever the Black Render takes damage from any source or fails a Saving Throw, it can choose not to take the damage or suffer the effects of a Failed Save (or a successful one if there is an additional effect for successful Saves) until the beginning of the next round. It may fight normally even at negative hit points.

Skills: Black Renders gain a +6 Racial Bonus to Spot checks.

Combat: Black Renders are unsurprisingly not so different from Gray Renders when it comes down to the point of fighting and killing.

Bhu
2009-05-22, 06:21 AM
Dire Ostrich
Large Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +1
Speed: 80 ft. (16 squares)
Armor Class: 15 (-1 Size, +1 Dex, +5 Natural), touch 10, flat-footed 14
Base Attack/Grapple: +4/+15
Attack: Kick +10 melee (1d8+7)
Full Attack: Kick +10 melee (1d8+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: -
Special Qualities: Low Light Vision
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 24, Dex 12, Con 18, Int 2, Wis 12, Cha 10
Skills: Listen +9, Spot +10
Feats: Endurance, Power Attack, Run
Environment: Warm Plains or Desert
Organization: Solitary, Pair or Herd (5-50)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 7-12 HD (Large)
Level Adjustment: ---

"Maaaan, ah liked the deer huntin'. Howcum we gotta be out here huntin' birds?"

"Ah never liked me no birds. Nossir."

"Just ain't no sport in it"

"WAAAAAK"

"Abner...thet ain't no pigeon..."


Dire Ostriches are occasionally farmed for food. Mostly they're avoided as too dangerous though. One kick does a serious amount of damage.

Hardy (Ex): Ostriches have a +2 Racial bonus on Fortitude checks to avoid dehydration, or to avoid ill effects from exposure to the elements.

Skills: Ostriches gain a +8 Racial Bonus to Hide checks when lying still in the tall grasses of their native savannah habitat. They also have a +4 Racial Bonus to Listen and Spot checks.

Combat: Ostriches usually kick their opponents till they stop moving, or flee if they seem too troublesome.

Bhu
2009-05-23, 04:58 AM
Okapi
Large Animal
Hit Dice: 5d8+15 (37 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 15 (-1 Size, +1 Dex, +5 Natural), touch 10, flat-footed 14
Base Attack/Grapple: +5/+16
Attack: Hoof +11 melee (1d8+7)
Full Attack: 2 Hooves +11 melee (1d8+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Overrun
Special Qualities: Low Light Vision
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 24, Dex 12, Con 16, Int 2, Wis 13, Cha 6
Skills: Listen +5, Spot +5
Feats: Endurance, Run, Improved Overrun (B)
Environment: Warm Forest
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement:
Level Adjustment: ---

"Okay...seriously Abner what is this thing?"

Overrun (Ex): When successfully performing an Overrun you also do 1d8+7 damage to the opponent.

Skills: Okapi have a +6 Racial Bonus to Hide checks in Jungle settings.

Combat: Okapis are shy, and usually hit attackers a round or two with hooves before fleeing (sometimes fleeing through the attackers).


Dire Okapi
Huge Animal
Hit Dice: 12d8+72 (126 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 18 (-2 Size, +10 Natural), touch 8, flat-footed 18
Base Attack/Grapple: +9/+28
Attack: Hoof +18 melee (2d6+11)
Full Attack: 2 Hooves +18 melee (2d6+11)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample (2d8+16)
Special Qualities: Low Light Vision
Saves: Fort +14, Ref +8, Will +5
Abilities: Str 32, Dex 10, Con 22, Int 2, Wis 13, Cha 8
Skills: Listen +9, Spot +8
Feats: Endurance, Improved Bull Rush, Improved Overrun, Power Attack, Run
Environment: Warm Forest
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always Neutral
Advancement:
Level Adjustment: ---

"Crap it has an uncle..."

Dire Okapi are shy forest dwellers who apparently like stomping on anything that spooks them.

Trample (Ex): DC 27 Reflex Save for half damage.

Skills: Okapi have a +6 Racial Bonus to Hide checks in Jungle settings.

Trample (Ex): DC 27 Reflex Save for half damage (Save DC is Strength based).

Combat: Dire Okapis are a little tougher mentally than their regular brethren, and willingly stand toe to toe with opponents, usually trying to trample them.

Bhu
2009-05-23, 05:09 AM
http://en.wikipedia.org/wiki/Vetala

http://www.deardeath.com/vetala.htm

Vetala
Medium Undead (Evil, Incorporeal)
Hit Dice: 8d12 (52 hp)
Initiative: +8
Speed: Fly 90 ft. (18 squares), Perfect
Armor Class: 19 (+4 Dex, +5 Deflection), touch 19, flat-footed 15
Base Attack/Grapple: +4/-
Attack: -
Full Attack: -
Space/Reach: 5 ft./5 ft.
Special Attacks: Touch of Death, Frightful Presence, Corpse Possession
Special Qualities: Dark Vision 60', Undead Traits, Turn Resistance +2, All Knowledge
Saves: Fort +4, Ref +6, Will +11
Abilities: Str -, Dex 18, Con -, Int 20, Wis 20, Cha 20
Skills: Bluff +14, Hide +13, Intimidate +14, Knowledge (Local) +14, Listen +14, Move Silently =13, Search +14, Sense Motive +14, Spot +14
Feats: Ability Focus (Frightful Presence), Great Fortitude, Improved Initiative,
Environment: Any graveyard
Organization: Solitary, Pair, or Group (3-5)
Challenge Rating: 7
Treasure: None
Alignment: Always Chaotic Evil
Advancement: 9-18 HD (Medium)
Level Adjustment: ---

"There is...something that may know about how to fix your problem. But whether or not it will wish to cooperate I cannot say. I can't even say if you will come back alive..."

Vetala are evil spirits who possess corpses and use them as vehicles.

Touch of Death (Su): If the Vetala comes within 60' of a pregnant woman, her unborn child is slain and will miscarry. A Vetala can cast Finger of Death at will as a Supernatural ability on any child (child is defined as the human equivalent of 12 or younger, this only works on actual children, not people polymorphed or age-regressed due to a spell or effect).

Madness (Sp): The Vetala can cast Insanity as a Spell-like ability 3 times per day.

Frightful Presence (Su): Any creature attcked or charged by the Vetala that has less Hit Dice than it must make a DC 21 Willpower Save (Save DC is CHarisma based) or be Frightened for 2d4 rounds. If it saves successfully the opponent is immune to this Vetala's Frightful Presence for 24 hours.

Corpse Possession (Su): The Vetala can possess any one corpse within 60' as a Standard action. The corpse has the physical stats of the original creature with the Zombie template, and can't be of a CR higher than the Vetala (i.e. at most it can animate a CR 7 zombie). However it is immune to turning (though a successful Turning attempt will expel the Vetala from the corpse, after which a second Turn attempt affects the Vetala normally provided it can be done before it possesses another corpse.), and instead of mindless it has the mental stats/skills/Feats of the Vetala. If the corpse is destroyed or damaged the vetala is unharmed (and expelled if it's destroyed).

All Knowledge (Su): This is similar to the Bardic Knowledge ability on page 28 of the PHB, but the Vetala adds it's Hit Dice plus Int Modifier. However due to the Vetala's odd ability to know the past, present, and future, it has a straight DC 20 check for any question.

Rejuvenation: This is identical to the Ghost ability listed on page 118 of the Monster Manual. The only way to truly get rid of the Vetala is to find it's body and give it the proper burial rites.

Combat: The Vetala will cast Madness on anyone entering it's graveyard or attacking it's village. It will then animate a corpse to attack, and repeat until available corpses run out.

Bhu
2009-05-24, 03:14 AM
http://www.delcarsdungeon.com/mels/Vampire/india.htm

http://enchanteddoorway.tripod.com/vamp/india.html

Vetala manbat version
Small Undead
Hit Dice: 8d12 (52 hp)
Initiative: +4
Speed: 30 ft. (6 squares), Fly 80 ft., Good
Armor Class: 19 (+1 Size, +4 Dex, +4 Natural), touch 15, flat-footed 15
Base Attack/Grapple: +4/+5
Attack: Bite +9 melee (1d4+1)
Full Attack: Bite +9 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grapple, Blood Drain
Special Qualities: Dark Vision 60', Undead Traits, Turn Resistance +4
Saves: Fort +2, Ref +6, Will +11
Abilities: Str 12, Dex 18, Con -, Int 20, Wis 20, Cha 20
Skills: Bluff +14, Hide +13, Intimidate +14, Knowledge (Local) +14, Listen +14, Move Silently =13, Search +14, Sense Motive +14, Spot +14
Feats: Daunting Presence, Death Master, Weapon Finesse
Environment: Any graveyard
Organization: Solitary, Pair, or Group (3-5)
Challenge Rating: 4?
Treasure: None
Alignment: Always Chaotic Evil
Advancement: 9-18 HD (Medium)
Level Adjustment: ---

"You can't go that way stranger. The graveyard is that way, and it's not safe at night."

This version of the Vetala is a manbat that haunts graveyards at night.

Improved Grapple (Ex): If a Vetala successfully hits with it's Bite attack it may immediately make a Grapple Check as a Free Action, without provoking an Attack of Opportunity. Vetala do not take Size Penalties to Grapple Checks.

Blood Drain (Ex): If the Vetala can Pin it's victim in a Grapple it does 1d4 temporary Constitution Damage each round the Pin is maintained. Whenever it succeeds it gains Fast Healing 5 for 1 round.

Combat: The Vetala will use hit and run tactics to weaken foes before closing for the grapple, especially if there are many of them.

Bhu
2009-05-24, 03:24 AM
Dire Rhea
Medium Animal
Hit Dice: 3d8+3 (16 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 15 (+2 Dex, +3 Natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/+5
Attack: Kick +5 melee (1d6+3)
Full Attack: Kick +5 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low Light Vision
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 16, Dex 15, Con 13, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Warm Plains
Organization: Solitary, Pair, or Flock (10-100)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 4-6 HD (Medium)
Level Adjustment: ---

"More birds? Dammit Abner I thought we wuz done with birds after the last fiasco."

"They said these birds wuz smaller."

"The last birds were almost elephant size dammit!"

"You hear a rumblin' sound like a herd of cattle or somethin'?"

Dire Rheas are smaller than Dire Ostriches, but no less dangerous. Especially during the breeding season when they form flocks...

Combat: Rheas fight similar to Ostriches. Kick and run.

DracoDei
2009-05-25, 01:19 AM
Regarding the mutilators: Feather Fall does not cause hovering... it causes decent at 60' per round.

Shademan
2009-05-26, 04:48 AM
can you whip up something impressive that would inhabit an ancient tomb?
something that would challenge lv16 players?


also: I noticed that the orc amazons lack a picture.... :smallwink:Imma gonna draw it


I also really wanna draw the Pelor paladin. any details I should know? like weapon armour or race?

Bhu
2009-05-26, 06:47 AM
can you whip up something impressive that would inhabit an ancient tomb?
something that would challenge lv16 players?


also: I noticed that the orc amazons lack a picture.... :smallwink:Imma gonna draw it


I also really wanna draw the Pelor paladin. any details I should know? like weapon armour or race?

I cant find a pic for the Orc Amazons that would work that doesnt involve nudity.

Pelor Paladin?

I don't have any powerful undead made up right now except one deity from Indian myth. He'd be too powerful but I do have lots of vampire type templates. What are you looking for it to do?

Bhu
2009-05-26, 06:53 AM
http://www.vampirerave.com/member_articles2.php?entry=180

http://www.vampgirl.com/vampmyth.html

http://theshadowlands.net/vamp3.htm


Gayal

Gayal is an Acquired Template that can be applied to any male humanoid whose family has not performed the proper burial rites for him.

Size and Type: Size is unchanged. Type changes to Undead. Base Attack Bonus,Skills, and Saving Throws are not recalculated.

Hit Dice: All current and future Hit Dice become d12's.

Speed: Gayals have a Fly Speed of 50 with Perfect maneuverability, unless the base creature already has better.

Armor Class: Natural Armor is the same as the Base Creatures plus its Charisma bonus (minimum of +1).

Attacks: A Gayal retains all the attacks of the Base Creature. The Base Creature gains a Bite attack if it does not have one already. Damage depends on the Gayals size (Fine: 1 point, Diminutive: 1d2, Tiny: 1d3, Small: 1d4, Medium: 1d6, Large: 1d8, Huge: 2d6, Gargantuan: 3d6, Colossal: 4d6). This bite attack cannot be used while the Gayal is maintaining it's Lifelike Appearance (see below).

Damage: Unchanged.

Special Attacks: A Gayal retains all the Special Attacks of the base creature, but those relying on physical contact cannot effect non ethereal creatures (unless it has manifested). The Gayal also gains Blood Drain, and 1-3 abilities from the following list. The Save DC against a Special Attack is 10 plus half hit dice plus Charisma modifier unless otherwise stated.

Terrifying Appearance (Su): If your Lifelike Appearance is lost, any living creature within 30' seeing your true appearance must make a Willpower Save or become Panicked for 1d6 rounds plus 1 round per point of your Charisma modifier. If they make their save successfully, tehy are immune to the Terrifying Appearance of thsi Corporeal Spirit for 24 hours.

Ghost's Curse (Su): You may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending your existence without permanently getting rid of you) a Gayal is automatically subjected to this ability and receives no Save.

Bestial Rage (Su): If your Lifelike Appearance is lost you go into a berserker frenzy attacking every living creature you can detect until everything is dead. This state is identical to the Barbarian Rage ability listed on page 25 of the PHB, except you also temporarily grow long claws which you can use as Secondary natural weapons. Damage depends on the Corporeal Spirits size (Fine: -, Diminutive: 1 point, Tiny: 1d2, Small: 1d3, Medium: 1d4, Large: 1d6, Huge: 1d8, Gargantuan: 2d6, Colossal: 3d6).

Blood Drain (Ex): If a Gayal can Pin an opponent with a successful Grapple Check it can Drain 1d4 Con each round the Pin is maintained. On each such sucessful attack it gains 5 temporary hit points.

Unseen (Su): The Gayal may cast Invisibility at will or Greater Invisibility 3 times per day as a Supernatural ability.


Special Qualities: A Gayal has all the Special Qualities of the Base Creature plus Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, Lifelike Appearance, and 1 other from the following list:

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual but deserves some clarification. A Gayal may be laid to rest by performing the proper burial rites and continuing to show it respect. If the proper respect is not maintained it may return.

Turn Immunity (Ex): You are Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 60' of a Gayal, and Panic if forced to do so (they remain Panicked so long as the Gayal is within Range).

Lifesense (Su): Gayal may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch, and whether or not that creature is a relative.

Lifelike Appearance (Su): Gayals appear to be alive and healthy. They are warm to the touch, and even appear to breathe. But this is illusion. Anyone who suspects them can make a Willpower Save ( DC is 10 plus half hit dice plus Charisma modifier) to see through it. In which case they see the Gayal as he was when he died. The Gayal cannot maintain this facade if it has been more than 2 weeks without feeding, or on Hallowed ground. If a Gayal has fed within the last hour it's Lifelike Appearance cannot be seen through. After that hour it may be seen though as normal. Spells that would detect it's undead nature or health or alignment do not work upon it well. The Gayal gets a Willpower Save (Dc is 10 plus spell level plus appropriate attribue modifier) to control what information its opponent receives. This does not work if the Gayal has lost it's Lifelike Appearance.

Iron Skin: The Gayal has Damage Reduction 10/Magic.

The Blood is the Life (Su): For 1 hour after feeding all rolls made by the Gayal are at +2.

Spell Resistance (Ex): The Gayal gains Spell Resistance equal to 10 plus half its hit Dice plus its Charisma modifier.

Unnatural Vitality (Ex): The Gayal may add its Charisma modifier to it's hit points instead of it' now nonexistent Constitution score.

Saves: Saves remain unchanged except for changes due to new stats.

Abilities: +4 Str, +4 Dex, +4 Wis, +4 Cha. Gayal have no Constitution Score.

Skills: Gayal have a +4 Racial Bonus to Hide, Intimidate, Listen, Move Silently, Search, and Spot checks

Feats: Unchanged.

Environment: Any

Organization: usually Solitary.

Challenge Rating: +2

Treasure: As Base Creature.

Alignment: Becomes Evil.

Advancement: As Base Creature

Level Adjustment: +5

Example of creature using template here:

original stats 15 Str (+1 at level 4), 12 Dex, 14 Con, 8 Int, 10 Wis, 13 Cha

Pradu, Commoner 5
Medium Undead
Hit Dice: 5d12 (32 hp)
Initiative: +3
Speed: 30 ft. (6 squares), Fly 50 ft. (Perfect)
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +2/+7
Attack: Bite +7 melee (1d6+5) or Grapple +7 melee
Full Attack: Bite +7 melee (1d6+5) or Grapple +7 melee
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood Drain, Terrifying Appearance, Bestial Rage
Special Qualities: Rejuvenation, Turn Immunity, Lifelike Appearance, Lifesense, Unnatural Aura, Iron Skin
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 20, Dex 16, Con 14, Int 8, Wis 14, Cha 17
Skills: Climb +7, Hide +7, Intimidate +7, Listen +8, Move Silently +7, Profession (Farmer) +4, Search +3, Spot +8
Feats: Improved Unarmed Strike, Improved Grapple
Environment: Any
Organization: Solitary
Challenge Rating: 7? (what is the CR for a Commoner?)
Treasure: None
Alignment: Neutral Evil
Advancement: By Character Class
Level Adjustment: +5

Shademan
2009-05-26, 07:47 AM
no nudity? wheres the fun in that!?
oh well. I guess I can make an exception.

Pelor paladin! The one who have the dialogue with the dryads and some other monsters.

great! vampires works excellently! and If they also have one of the negative energy shooting cyclop-beholders....MUAHAHAHAHAHHAHAAAA!

Bhu
2009-05-27, 05:31 AM
I always imagined him as the traditional blond human. Easier to make fun of i spose...

Bhu
2009-05-27, 05:48 AM
Tympanios

Tympanios is an aquired template that can be added to any human.

Size and Type: The creatures type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d12's.

Speed: Same

Armor Class: Increase Natural Armor Class by +1

Attack: A Tympanios' unarmed attacks and grapples do lethal instead of subdual damage.

Special Attacks: The Tympanios retains all class abilities it had while alive. Abilities that were based on Con are now based on Cha. i.e. if the base creature were formerly a Barbarian, the duration of your rage is based on Cha insead of Constitution. It also gains the following:

Horrific Appearance (Su): If it wishes a Tympanios may appear bloodstained and obviously dead. Any living creature within 60' immediately must make a Fortitude Save DC (10+ 1/2 Ghosts Hit Dice + Charisma modifier) or take 1d4 points of Strength, Dexterity, and Constitution Damage. A creature who saves cannot be affected by the same Tympanios' Horrific Appearance for 24 hours.

Special Qualities: The Tympanios retains all class abilities it had while alive. Abilities formerly based on Constitution are also now based on Charisma like Special Attacks are above. It also gains the following:

Damage Reduction (Su): Damage Reduction 5/-

Immunities (Ex): A Tympanios is immune to being turned like most undead.

Resistances (Ex): Resistance 10 to Cold and Fire.

Rejuvenation (Su): Most Tympanios are immune to destruction. Regardless of what is done to them they will return in 2d4 days after being destroyed. The only sure way to get rid of a Tympanios is to find out what it wants (most have come back for a purpose) and see to it they get it or are at least shown that what they want is unnattainable. If the ghost is appeased it leaves for the afterlife. If it is thwarted in tis desires and realizes they are impossible to achieve they go into a rage for up to (Charisma modifier, minimum 1) hours before disappearing destroying all in their path. During this time their DR increases to Damage Reduction 10/-.

Weaknesses: Some Tympanios (especially evil ones) are compelled to either drink the blood of the living or eat their flesh. Many attack their own relatives. They have no fangs or claws like vampires or other undead so they must beat their victims to death before ripping them open to feed. A Tympanios who spends time among the living must make a Willpower save DC 15 (+1 cumulative per hour or day they go without blood) every hour if Evil or every day if otherwise or go mad and attack someone for blood. Feeding a Tympanios blood willingly will abate this madness. Relatives may also feed it animal blood in an attempt to trick it, but if the Tympanios discovers this it will go mad and attack.

Abilities: Increase from the Base Creature as follows: Str +6, Cha +2. As an undead creature the Tympanios has no Constitution score.

Feats: The Tympanios gains Improved Unarmed Strike and Improved Grapple as Bonus Feats.

Environment: The afterlife, or their former home.

Organization: In Greece its Solitary, in the afterlife 10-100

Challenge Rating:+2

Treasure: usually None

Alignment: Becomes Chaotic Evil if formerly any Evil alignment, Chaotic Neutral if any other Chaotic alignment, or Neutral if any other non evil, non chaotic alignment.

Advancement: By character class.

Level Adjustment: +5

The Tympanios is not quite a vampire despite its predilection for blood and more of an 'embodied ghost'. The solid manifestation of a dead relative that visits the earth one month out of the year. While their living relatives are sometimes happy to see them they understand the fickle and violent nature of their dead ancestors and placate them as much as they can wth food and drink and offerings of blood. Below is an exampel of a famous Tympanios called Philocritus:

Philocritus
Medium Undead, Expert 3, Aristocrat 2
Hit Dice: 5d12 (32 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 11 (+1 Natural), touch 10, flat-footed 10
Base Attack/Grapple: +3/+5
Attack: Slam +5 melee (1d3+2)
Full Attack: 2 Slams +5 melee (1d3+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Horrifying Appearance Save DC 17
Special Qualities: Damage Reduction 5/-, immune to Turning, Cold and Fire
Resistance 10, Rejuvenation, Weaknesses
Saves: Fort +0, Ref +0, Will +8
Abilities: Str 14, Dex 10, Con -, Int 12, Wis 14, Cha 17
Skills: Appraise +7, Bluff +13, Dipomacy +17, Gather Information +10,
Knowledge (History, Local, Nobility) +5, Listen +6, Sense
Motive +11, Spot +6, Intimidate +12
Feats: Improved Unarmed Strike, Improved Grapple, Negotiator,
Persuasive, Ability Focus (Horrific Appearance)
Environment: Hades, or his home city
Organization: Unique
Challenge Rating:
Treasure: None
Alignment: Neutral
Advancement: as per character class
Level Adjustment: ---

Bhu
2009-05-27, 06:02 AM
Dire Swan
Medium Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 30 ft. (6 squares), Swim 30 ft., Fly 80 ft. (Average)
Armor Class: 15 (+2 Dex, +3 Natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/+4
Attack: Bite +4 melee (1d6+2)
Full Attack: Bite +4 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low Light Vision, Hold Breath
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 14, Dex 13, Con 14, Int 2, Wis 12, Cha 8
Skills: Listen +4, Spot +4, Swim +10
Feats: Alertness, Endurance
Environment: Any Temperate
Organization: Domesticated, Solitary, Pair, or Flock
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 4-6 HD (Medium)
Level Adjustment: ---

"So what's this weeks assignment Abner?"

"S'nother bird"

"Oh Jesus Christ..."

Dire Swans are raised as living ornaments, and sometimes as guard animals. They are surprisingly mean tempered after all, and make decent guard animals as they're quite loud when surprised or angered.

Hold Breath (Ex): Dire Swans may hold their breath for (4 times Constitution modifier) before it risks drowning.

Skills: Dire Swans have a +8 Racial Bonus to Swim Checks, and may always take 10 on a Swim check.

Combat: Swans tend to charge forward and start biting. They're loud, and very much not subtle.

Shademan
2009-05-27, 06:17 AM
good news: the amazon orc pic is soon done!

Shademan
2009-05-27, 12:14 PM
http://fc02.deviantart.com/fs44/i/2009/147/3/f/character_portrait_orc_amazon_by_dragonsdale.jpg


yeah, you think this works?
didn't work TO much on it... but hey.

sigurd
2009-05-27, 01:46 PM
Here's a link with a thumbnail of info about the Okapi.

http://www.enchantedlearning.com/subjects/mammals/okapi/Okapi.shtml

I think they'd make a believable mount for the game. That and the Dire Ostrich cry for some development as mounts.


Sigurd

Bhu
2009-05-28, 06:01 AM
If you want mount info I'd have to figure out how much weight they can pull and the training DC. I suppose I can just wing it, but I'll look on google and see what I can find that may be pertinent.

Bhu
2009-05-28, 06:02 AM
[spoiler]
yeah, you think this works?
didn't work TO much on it... but hey.

It's pretty close to what I had in mind, with the face maybe being a lil more human. I need to really rework that race and add more stuff.

Bhu
2009-05-28, 06:17 AM
Dire Ibis
Medium Animal
Hit Dice: 4d8+8 (26 hp)
Initiative: +5
Speed: 30 ft. (6 squares), Fly 80 ft. (Average)
Armor Class: 14 (+1 Dex, +3 Natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+5
Attack: Bite +5 melee (1d6+2)
Full Attack: Bite +5 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low Light Vision, Hold Breath
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 14, Dex 13, Con 14, Int 2, Wis 12, Cha 8
Skills: Listen +6, Spot +7, Swim +10
Feats: Alertness, improved Initiative
Environment: Warm Marsh or Forest
Organization: Solitary, Pair, or Colony (5-30)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 5-6 HD (Medium), 7-8 HD (Large)
Level Adjustment: ---

"Swamps. Ah hate swamps."

"Calm down Abner."

"Ain't nuthin' good comes out of swamps..."

"We've done worse..."

"Ah was sued fer sexshul harassment by thet Medusa last time we went into a swamp..."

Ibis are wading birds that are normally harmless to people, but Dire Ibis flocks can wipe out fish supplies if left unchecked.

Hold Breath (Ex): Dire Ibis may hold their breath for (4 times Constitution modifier) before it risks drowning.

Skills: Dire Ibis gain a +8 Racial Bonus to all Swim Checks.

Combat: Ibis normally peck at opponents, and retreat if they are troublesome.

Bhu
2009-05-28, 06:48 AM
http://remainsofthedesi.wordpress.com/2007/07/18/vampires-of-indiafor-the-blood-is-the-life/

http://www.vampirerave.com/member_articles2.php?entry=159

http://www.vampirerave.com/member_articles2.php?entry=159

http://www.answers.com/topic/vampires-in-india

I can't seem to find if the Brahmaparusha is a demonic or undead vampire anywhere, so I'm proceeding a though it were undead:

Brahmaparusha

Brahmaparusha is an Acquired Template that can be applies to any humanoid,

Size and Type: Size remains the same, Type changes to Undead.

Hit Dice: All current and future hit dice become d12's, and hit points are recalculated.

Speed: Base land speed increases +10 ft.

Armor Class: The Brahmaparusha gains a Profane armor class bonus equal to its Charisma Bonus.

Attacks: A Brahmaparusha keeps all the attacks of the Base Creature, and gains a Claw attack if it didn't have one. When making a Full attack unarmed the Brahmaparusha makes 2 Claw attacks. Base Attack Bonus is not recalculated.

Damage: The claw attack gained by the Brahmaparusha does 1d4 damage if small, 1d6 if medium, and 1d8 if large. It also gains a Profane Bonus to all damage rolls equal to it's Charisma Bonus.

Special Attacks: The Brahmaparush retains all special attacks of the Base Creature, and gains the following:

Dark Power (Ex): The Brahmaparusha are very powerful undead. Once per day they may add their Charisma modifier to a single attack roll; or to the Save DC of any spell, spell like ability, supernatural ability, or special attack they may have.

Lord of the Dead (Su): Brahmaparusha are known as the Lords of the Dead in some stories. This ability works the same as the spell Dominate Monster, but only works on undead (and bypasses their immunity to mind affecting effects). They still get a Saving Throw.

Special Qualities: The Brahmaparush retains all special abilities of the Base Creature, and ggaisn the following:

Damage Reduction (Ex): Brahmaparusha have Damage Reduction 10/good and magic

Fast Healing (Ex): Brahmaparusha have Fast Healing 5.

Immunities (Ex): In addition to the usual Undead Immunities, Brahmaparusha are Immune to being Turned.

Saves: Fortitude Saves no longer get a Constitution bonus, but otherwise do not get recalculated. The Brahmaparusha gains a Profane Bonus on all saving throws equal to its Charisma modifier (minimum +1).

Abilities: Str +6, Dex +6, Wis +2, Cha +6

Skills: Brahmaparusha gain a Profane bonus on all skills equal to their Charisma Bonus.

Feats: Unchanged.

Environment: Any

Organization: Usually Solitary

Challenge Rating: 3

Treasure: Unchanged.

Alignment: Always Neutral Evil.

Advancement: By character Class.

Level Adjustment[/B]: +6


Example Brahmaparusha (original Stats 12 Str, 14 Dex, 13 Con, 10 Int, 8 Wis, 15 Cha, +3 Cha for levels)

Musharaff (Dwarf, Level 12 Sorcerer)
Medium Undead
Hit Dice: 12d12 (78 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 22 (+5 Dex, +7 Profane), touch 22, flat-footed 17
Base Attack/Grapple: +6/+10
Attack: Claw +10 melee (1d6+11)
Full Attack: 2 Claws +10 melee (1d6+11)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dark Power, Lord of the Dead, Spells
Special Qualities: Damage Reduction 10/good and magic, Immunities, Fast Healing 5
Saves: Fort +11, Ref +16, Will +15
Abilities: Str 18, Dex 20, Con -, Int 10, Wis 10, Cha 24
Skills: Concentration +10, Knowledge (Arcana) +10, Spellcraft +10
Feats: Combat Casting, Greater Spell Focus (Enchantment, Necromancy), Spell Focus (Enchantment, Necromancy)
Environment: Any
Organization: Solitary
Challenge Rating: 15
Treasure: Standard
Alignment: Always neutral Evil
Advancement: By character class
Level Adjustment: +6


Spells Known:
1st: Cause Fear, Charm Person, Chill Touch, Hypnotism, Obscuring Mist,
2nd: Blindness/Deafness, Comand Undead, Detect Thoughts, Fog Cloud, See Invisibility
3rd: Dispel Magic, Hold Person, Non Detection, Vampiric Touch
4th: Animate Dead, Bestow Curse, Fear
5th: Feeblemind, Hold Monster
6th: Create Undead

Shademan
2009-05-28, 09:34 AM
It's pretty close to what I had in mind, with the face maybe being a lil more human. I need to really rework that race and add more stuff.

ah, nothing screams sexy like tall green women beating up men. in the jungle.
That's why I made them abit more human-ish.... the D&D orc woman does not look very attractive otherwise.
at all.

viva la perversion!

Bhu
2009-05-30, 03:18 AM
http://www.vampirerave.com/member_articles2.php?entry=180

once again there wasnt much info, so I'm winging it. Pacu Pati is also known as Mmbyu and may be a personification of Death itself. Accordingly I'm making him almost a deity.

Pacu Pati
Medium Outsider 20/Sorcerer 20/Rogue 10, Divine Rank 3
Hit Dice: 20d8+20d4+10d6+500 (800 hp)
Initiative: +8
Speed: 60 ft. (12 squares), Fly 120 ft. (Good)
Armor Class: 47 (+8 Dex, +16 Natural, +13 Deflection), touch 31, flat-footed 39
Base Attack/Grapple: +37/+46
Attack: Claw +49 melee (1d8+9 plus) or by weapon +49/+44/+39/+34
Full Attack: 2 Claws +49 melee (1d8+9 plus), and 1 Bite +44 melee (2d6+5 plus) or by weapon +60/+55/+51/+46
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells, Summon the Dead, Lord of Darkness, Sneak Attack +5d6
Special Qualities: Damage Reduction 35/ Epic, Dark Vision 250', Telepathy 250', Immunities, Spell Resistance 35, Fire Resistance 23, Immortality, Divine Rank 3, Trapfinding, Evasion, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +3, Improved Evasion
Saves: Fort +34, Ref +36, Will +40
Abilities: Str 28, Dex 24, Con 26, Int 24, Wis 24, Cha 36
Skills: Bluff +59, Concentration +51, Craft (Alchemy) +53, Diplomacy +49, Gather Information +48, Hide +43, Intimidate +49, Knowledge (Arcana) +50, Knowledge (Geography, History, Local, Nature, Nobility, Religion) +32, Listen +43, Move Silently +43, Search +43, Sense Motive +43, Spellcraft +50, Spot +43
Feats: Bolster Resistance, Corpsecrafter, Deadly Chill, Destruction Retribution, Enervate Spell, Fell Animate, Fell Drain, Hardened Flesh, Necromantic Might, Necromantic Presence, Nimble Bones, Spell Focus (Necromancy), Greater Spell Focus (Necromancy), Combat Casting, Craft Wondrous Item, Iron Will, Great Fortitude, Fearsome Necromancy
Salient Divine Abilities: Hand of Death, Know Death, Undead Qualities
Environment: Any
Organization: Unique (always accompanied by a retinue of 10-100 undead from CR 8-13)
Challenge Rating:
Treasure: Quadruple Standard
Alignment: Always Neutral Evil
Advancement: 51+ HD (Medium)
Level Adjustment: ----

[I]"There is a being who can teach you to defeat the vampires of the mountains. But he will ask a terrible price, and in the end you may prefer the bloodsuckers to him..."[/B]

Pacu Pati is the Lord of all evil things, and all Undead pay him homage. I can't find a description of him, but one assumes like most Indian deities or beings he is humanoid with some monstrous features.

Summon the Dead (Su): The Pacu Pati can cast Summon Monster IX at will as a Supernatural ability. However, instead of the usual creatures, the Pacu Pati can only summon 1 Undead of CR 10, or 1d3 undead of CR 8, or 1d4+1 of CR 7 or less.

Lord of Darkness (Su): The Pacu Pati can cast Dominate Monster at will as a Supernatural ability, but only on creatures with an Evil alignment. This even effects Mindless undead who are normally immune to it's effects.

Combat: Anyone wishing to fight Pacu Pati must first cut their way through crowd of undead and monsters eternally at his side. He can be bargained with, but doing so is a treacherous thing.

Bhu
2009-05-30, 03:30 AM
Dire Emus can prolly use Dire Ostrich stats

Dire Pelican
Large Animal
Hit Dice: 5d8+15 (28 hp)
Initiative: +1
Speed: 30 ft. (6 squares), Swim 30 ft., Fly 90 ft. (Average)
Armor Class: 13 (-1 Size, +1 Dex, +3 Natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+10
Attack: Bite +5 melee (1d8+3)
Full Attack: Bite +5 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Snatch, Swallow Whole
Special Qualities: Low Light Vision
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 16, Dex 13, Con 16, Int 2, Wis 12, Cha 4
Skills: Listen +5, Spot +5, Swim +11
Feats: Flyby Attack, Hover
Environment: Any Warm or Temperate
Organization: Solitary or Creche (20-100)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 6-10 HD (Large)
Level Adjustment: ---


"Hold still Bert."

"It hzz ma hed in it's mouf."

"Ah got a fish. Th' man down to tha pier said they lahk fish. Heeeere birdie birdie birdie..."

Dire Pelicans are evil fish eating monsters. Or at least that's what the fishermen say. Of course fishermen tend to drink a lot...

Snatch (Ex): The Dire Pelican can use the Snatch Feat despite not qualifying for it on opponents up to 2 Size Classes Smaller than itself.

Swallow Whole (Ex): A Dire Pelican can Swallow Whole any opponent it has grabbed if it is up to two size classes smaller than itself. The swallowed opponent takes 1d6+3 bludgeoning damage and 3 points of acid damage per round it is inside the Pelicans stomach. The victim may cut it's way out with a light slashing or piercing weapon by doing 15 points of damage to it (AC 11). Once the victim exits muscular action closes the hole, and other swallowed victims must cut their own way out. The Dire Pelicans stomach can hold 1 Small, 4 Tiny, or 16 Diminutive or smaller opponents.

Skills: Dire Pelicans gain a +8 Racial Bonus on all Swim Checks.

Combat: Dire Pelicans are pretty brave if their opponent is smaller than them. And composed of some sort of fishlike substance. But occasionally they go mean and attack bigger prey.

Shademan
2009-05-30, 05:21 AM
another request:
long ago I ran a random campaign, named so because everything was made up at the fly, where the main type of mount was big Mullets.
thats right, like the one macgyver has.
think you could stat 'em out?

Bhu
2009-05-31, 05:05 AM
You mean hairpieces as mounts?

Shademan
2009-05-31, 05:23 AM
yup.
that I do.

they were herbivores, and the players found them grazing on the plains of Ysgard and that plane with the big tower.

Bhu
2009-05-31, 05:57 AM
Lemme think on that one. I'm assuming they'll be aberrations...


Mmbyu
Medium Outsider (Native, Incorporeal, Evil)
Hit Dice: 10d8+50 (95 hp)
Initiative: +8
Speed: Fly 50 ft. (10 squares), Perfect
Armor Class: 18 (+4 Dex, +4 Deflection), touch 18, flat-footed 14
Base Attack/Grapple: +10/-
Attack: -
Full Attack: -
Space/Reach: 5 ft./5 ft.
Special Attacks: Possession
Special Qualities: Dark Vision 120', Telepathy 100', Spell Resistance 20, Immunities, Regeneration 5
Saves: Fort +12, Ref +11, Will +13
Abilities: Str -, Dex 18, Con 20, Int 16, Wis 18, Cha 18
Skills: Bluff +17, Hide +17, Intimidate +17, knowledge (Local, Arcane, Geography, History, Planes) +16, Listen +17, Move Silently +17, Spot +17
Feats: Ability Focus (Possession), Eyes in the Back of Your Head, Improved Initiative, Iron Will
Environment: Any
Organization: Solitary, Pair, or Group (3-6)
Challenge Rating: 8??
Treasure: None
Alignment: Always Chaotic Evil
Advancement: 11-15 HD (Medium)
Level Adjustment: ---

"Don't go to the cemetary at night. You won't come back the same."

Mmbyu are a race of demonic vampires that possess the living (and sometimes the dead) to kill and torment people.

Possession (Su): Identical to the Malevolence ability used by Ghosts on page 118 of the Monster Manual, with one exception. It can also be used to possess a corpse, in which case the Mmbyu uses the physical stats of a zombie of the appropriate size. While possessing this corpse the Mmbyu can make it appear as it did in life, and has some access to it's memories. It does not possess the skills of a dead architect for example, but would remember his relatives and what their names/relationships to him were.

Immunities: Mmbyu have all the immunities possessed by the Undead, but aren't vulnerable to Turning like them.

Combat: Mmbyu have no means of attacking opponents other than possessing them. More often they possess fresh corpses to cause trouble. If the body is destroyed they do not care. they can always find another one.

Bhu
2009-06-01, 05:44 AM
winner of GitP Monster Competitition XXXIII

Bloody Handed Jack
Medium Fey (Chaos, Evil)
Hit Dice: 20d6+140 (210 hp)
Initiative: +7
Speed: 50 ft (10 squares), Climb 50 ft.
Armor Class: 30 (+7 Dex, +5 Deflection, +8 natural), touch 22, flat-footed 23
Base Attack/Grapple: +10/+17
Attack: Claw +17 melee (1d6+7) or Knife +22 melee (3d6+12/19-20, Vorpal)
Full Attack: 2 Claws +17 melee (1d6+7) or Knife +22/+17 melee (3d6+12/19-20, Vorpal)
Space/Reach: 5 ft./5 ft.
Special Attacks: Jack’s Knife, Frightening Presence, Control City, +5d6 Sneak Attack
Special Qualities: Low Light Vision, Traveler, Immunities, Forbidden Knowledge, Unearthly Grace, Immortal, Enhanced Senses, Evasion, Uncanny Dodge, Improved Uncanny Dodge, Regeneration 5, Spell Resistance 25
Saves: Fort +13, Ref +19, Will +17
Abilities: Str 25, Dex 25, Con 25, Int 18, Wis 20, Cha 20
Skills: Balance +20, Bluff +21, Climb +20, Concentration +120, Hide +20, Intimidate +21, Jump +20, Knowledge (Local) +17, Listen +18, Move Silently +20, Search +17, Sense Motive +21, Sleight of Hand +20, Spot +18, Survival +18, Swim +20, and Tumble +20
Feats: Blind-Fight, Combat Reflexes, Eyes in the Back of Your Head, Flick of the Wrist, Improved Feint, Improved Initiative, Quick Draw
Environment: Any City
Organization: Unique
Challenge Rating: 18
Treasure: None
Alignment: Chaotic Evil
Advancement: 21+ HD (Medium)
Level Adjustment: -----

”I saw him last night in the rain. Everyone else was inside because of the storm. I was out walking my beat like usual. Staying out of the squall as much as I could. While I was hiding under a patio roof at the Rumhouse, I saw a woman running down the street. She fell, and I started to go help her, when something just sort of glided down from the rooftops to stand next to her. Something dark. I’d heard the stories about Jack. And they’re all true. I can still hear her screaming. I made a bargain with him to escape my fate. He…he’ll be coming for you soon son. And he’ll ask you to go with him. Do what he says, and try to be strong.”

“Because we’re all dead or worse if you don’t…”

Not all Fey are put off by construction. There are those who help with household chores, or with mining or other industries. But even these fairies are found in rural communities. Even they avoid the larger cities, the sprawling, stinking metropolis’ that humans seem to create in their wake.

It’s always been thought that they simply prefer the natural world. But one at least, does not. He is called by many names, in many places. He can be found in every large city in the world. The origin of Bloody Handed Jack is unknown, and he first appeared after cities large enough to be lost in were made. Cities so large people only knew the residents of their own neighborhood and workplace, and the rest of the city was no man's land to them. To some he is considered the patron saint of slaughter. Others say he appears to personify the random acts of violence and crime that occur in urban areas. He certainly commits enough of them himself.

Jack appears to be a male humanoid of undetermined race. He is tall, thin, and very pale. He has long sharp nails and teeth, and his eyes are like a sharks, blank and reflecting. Jacks clothing is always of a style unacceptable to the higher class, and always torn and stained with blood. His hands are also permanently stained with dried blood. Jack is never seen without his knife, a large fairly ordinary looking blade meant for butchering meat that nevertheless makes people who look at it uneasy.

Roofwalker (Ex): Jack permanently seems to have a Spider Climb spell in effect on his person, but only so long as he is in a manmade village or city.

Traveler (Su): As a Standard Action Jack may travel from one village/town/city to another, regardless of the amount of distance between them. It makes him very hard to track, and keeps people from figuring out who’s really behind the murders he commits. He can move through any difficult terrain that would slow movement as if it didn’t exist, so long as it’s inside a city (stairs, piles of garbage, crowds, etc). This also means he can effectively teleport anywhere within a city as a Standard Action.

Jack’s Knife (Su): Jack's Knife is a large butcher's knife, doing 3d6 damage. It is a +5 Unholy Vorpal weapon, threatens a critical on a 19-20, and if it is taken from Jack he can teleport it back into his hand as a move equivalent action regardless of the distance it is from him, or even across other Planes of existence. His Knife may inflict damage from critical hits on targets that are normally immune to them, such as undead or Oozes. On occasion he will let someone steal his knife and pretend to be chasing them in order to get it back, but in reality the knife is cursed. Anyone who actually uses it in combat must make a DC 25 Willpower Save (Save DC is 10 plus half Jack's Hit Dice plus Jack's Charisma Modifier unlike most items), or permanently become a Chaotic Evil Psychopath as if they had accepted Jack's Bargain (see below). If they commit an act of murder or torture with it, they receive no save and are cursed immediately. As with accepting the Bargain, they do not realize anymore that they are different, and have no sense of right or wrong. Nor do they wish to be cured. Jack's Knife is considered a Major Artifact.

Frightening Presence (Ex): Any living creature who sees Jack must make a DC 25 Willpower Check or be Frightened for 2d6 rounds. If the Save is successful they are immune to Jack’s Frightening Presence for 24 hours.

Sneak Attack (Ex) Identical to the class ability listed on page 50 of the PHB.

Immunities (Ex): Jack is immune to poison, paralysis, polymorph, disease, sleep effects, and mind-affecting effects.

Bargain (Su): Jack is occasionally willing to let an opponent go when he wants some amusement. He tells them that he will let them live as long as they (or optionally whoever is closest to them) returns to the point he met them at within 7 days. If the victim agrees, he knows their location (or the location of whoever is supposed to meet him) at all times until the 7 days is over. During the 7 days Jack will secretly be keeping watch on his victim, and he will murder everyone close to them if he fails to keep the Bargain. Should his victim show up, Jack will tell them that he will let them go so long as they perform a task for him. Sometimes the victim gets "lucky", and he is made to perform something that Jack needs done, but doesn't wish to do (or cant do) himself (an example would be "go into the forest, and bring back this person", or "remove this protective talisman from the door of this person"). At other times, he is doomed. Jack rarely lets anyone go unscathed. he will give them his Knife and ask them to perform some horrifying task they might not normally do in exchange for their life and the lives of everyone they know. This act is always extremely horrifying, and it often is enough to drive the victim mad or cause an alignment change under normal circumstances. An example would be "Take your neighbors infant son, carve all the flesh from it's skull, and eat it raw". If the unfortunate victim can't do this, Jack will murder him immediately, and his loved ones will follow. If he can perform the act, he is cursed until a Miracle or Wish spell is cast. If he cannot get a cure he will live his life as a broken shell of a man, driven permanently insane. His alignment changes to Chaotic Evil, and he effectively becomes a psychopath (see here http://en.wikipedia.org/wiki/Psychopathy ), with an especial hatred for his former friends and family. He no longer remembers what it is like to be anything other than what he is (an insane killer), nor does he wish to be cured, and will actively fight anyone attempting to do so. Some are smart enough to hide their condition for a time, but all of them eventually lose patience and kill someone they shouldn't. Jack considers it a great joke to permanently corrupt others into beings like himself.

Forbidden Knowledge (Su): This is in all ways identical to the Bardic Knowledge Ability, except that Jack uses his Hit Dice instead of his Bard level.

Control City (Su): Jack can control the city he is in to some extent. As a Swift Action he can silently open, close, or lock any portal (windows,doors, etc). If locked they remain closed as if by an Arcane Lock spell. If he is in a modern city he can turn any utility (gas, electricity, water, etc) on or off as a Swift Action. If the city is modern enough to have computers he can learn anything in the cities records as a Standard Action (which basically means he can learn anyone's personal information as a standard action). He can also cause short circuits, or redirect water or power in such a way as to cause electrical panels to catch fire or pipes burst as a Standard Action. Range is 120'.

Unearthly Grace (Su): Jack gains a Deflection Bonus to his Saving Throws and Armor Class equal to his Charisma Modifier.

Immortal (Ex):: Jack does not appear to age or be affected by aging effects. So long as he is not killed he appears to be effectively immortal.

Enhanced Senses (Ex): Jack knows the location of all living creatures within 60’ as if he had Blindsight. He also knows the location of all man made traps within 120’. He can see in normal and magical darkness as if it were daylight, and fog or smoke does not provide concealment from him. He may also Detect Good by sight as per the spell.

Uncanny Dodge (Ex): Identical to the class ability listed on page 50 of the PHB.

Improved Uncanny Dodge (Ex): Identical to the class ability listed on page 50 of the PHB.

Evasion: Identical to the class ability listed on page 50 of the PHB.

Regeneration (Ex): Jack regenerates 5 points of damage per round, unless that damage comes from natural sources. For example a man made trap would not kill him, but he could not regenerate damage from an avalanche, or if hit by lightning in a storm. Likewise he cannot regenerate damage from weapons made without manufacturing (i.e. using a tree branch as a club). Natural weapons and unarmed strikes bypass his regeneration if they are not enhanced by spells or supernatural effects. If in doubt, assume any spell, spell like ability, or supernatural ability is affected by his regeneration, and extraordinary abilities are not. Druid spells are a manipulation of nature, but are still an unnatural enough creation that they cannot bypass Jack's regeneration.

Skills (Su): Jack has a +6 Racial Bonus to all skills he has at least one rank in while within the limits of a village, town, or city. He also appears capable of speaking almost any language flawlessly and with a native accent.

Combat: Combat generally depends on Jack's mood. If he wants to go slow, he'll merely chip away at his opponent and use fear to drive them to flee for their lives, slowly torturing them to death once he has waited long enough. He seems to crave acts of cruelty almost like a drug, so whatever would be worst for his victims mental state is usually the path he pursues. On the odd chance he's simply irritable and impatient he just walks up to someone random and slaughters them on the spot. Usually he's scouted a target days in advance, so he knows what they're capable of.


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

Lore
Characters with ranks in Knowledge (Local) or the Bardic Knowledge ability may have heard the stories about Bloody Handed Jack. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

{table]DC|Lore
30| Bloody Handed Jack is a legendary murderer that people claim haunts every city in the known world. A personification of humanities greed, violence, and sadistic desires made manifest.
35| Jack is actually one of the Faerie, and can be bargained with to escape death at his hands. But if you doublecross him, or don’t come through on your end of the deal, he’ll slaughter everyone you know.
40| Jack is actually vulnerable to forces that are natural such as storms, drowning in water (as long as it isn’t summoned by magic), or using dead tree limbs as clubs. The Bargain he offers is a lie in an effort to cause more misery and anguish than simply killing his victim would.
45| Jack's Knife is a cursed artifact and may be the cause of him being what he is. It cannot be taken from him, and it is unknown if it can be destroyed. it is certainly older than he is.
50| Jack's origin is tied to Asmodeus in an unknown way. The Lord of Hell refuses to discuss him, and speculation is rife among the few beings with any knowledge of this.[/table]

Plot Hook
One of the PC's has spent years trying to find a murderer in her home city, only to find that while traveling that similar murders seem to have occurred in many places around the world, most of them heavily populated. Then she begins to hear stories about a knife wielding madman who seems unkillable, and is somehow able to appear just about anywhere he wants to. While meeting with a group of fellow travelers (i.e. the party) at a local Inn they find the owners and their son murdered. Standing over them is a tall man in a black coat who smiles at them, and promises to see them soon before fading away.
The PC's city is being assaulted by an army of Hobgoblins. The walls have fallen and there is now fighting in the streets. During the melee the PC's see a strange black figure killing the invaders, and stringing their bodies up from the lap posts. At first they take no notice, but as the night wears on, they notice not all the bodies are hobgoblins, and some of them very obviously weren't killed by the Hobgoblins longswords.
The PC's are recalled home when the local Kings daughter has suddenly become a brutal, murdering psychotic. Endlessly raving about "the dark man", she is confined to a cell while the group is charged with finding out what exactly happened.
The PC's have been tasked with finding out the origin of Bloody Handed Jack with an eye towards destroying him, or, as is rumored, changing him back to 'normal'. Casting a Commune or Miracle the party Cleric asks his deity for Jack's origin, and what can be done about him. After a very long pause his God responds by saying "He was Asmodeus' mistake, not ours. If you must know the truth, seek out the Lord of the Nine and ask him, if he will admit what he has done. Please do not press me further on this."

Bhu
2009-06-01, 06:07 AM
Hairbeasts
Large Aberration
Hit Dice: 5d8+10 (32 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 15 (-1 Size, +2 Dex, +4 Natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+11
Attack: Yorp! +7 melee touch (grapple)
Full Attack: Yorp! +7 melee touch (grapple)
Space/Reach: 10 ft./5 ft.
Special Attacks: Yorp!
Special Qualities: Blind, Blindsight 60', Damage Reduction 10/Slashing
Saves: Fort +3, Ref +3, Will +6
Abilities: Str 18, Dex 15, Con 15, Int 3, Wis 14, Cha 12
Skills: Listen +10
Feats: Endurance, Run
Environment: Any
Organization: Solitary, Pair, or Group (3-6)
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: 6-10 HD (Large)
Level Adjustment: ---

"Bert ah know we wanted somethin' differnt this time out...but this is just weird..."

"Relax Abner. Ah brought mah cuzin Joe Bob along to get his feet wet helpin' out. He's one'a them psychic types."

"FIRE!!"

"Beg pardon?'

"FIRE IS THE ANSWER TO ALL OF LIFES PROBLEMS!!"

"Abner...I'm not exactly reassured by his...enthusiasm..."

Hairbeasts (also known as Dire Hairs) are strange critters that seem to be composed entirely of hair. What they eat, how they reproduce, and how they came to be is virtually unknown. They are trainable as mounts, but their handlers don't seem very keen to give up their secrets as to how to train them, or what they might know of their origin. Hairbeasts apparently understand commands in Common, but cannot speak. They have been known to howl, bark, purr, or growl though.

Yorp! (Ex): If the Hairbeast makes a successful touch attack it is considered to be grappling it's opponent. It's hairs work their way into it's opponents eyes and facial orifices during grapples, and each round the grapple is maintained the opponent must make a DC 14 Fortitude Save (Save DC is Constitution based) or be Blinded and Sickened for as long as the Grapple continues and for 1d3 rounds thereafter (he also cannot speak for the duration of the grapple and 1 round thereafter). The Hairbeast does 1d4 damage with a successful grapple as well. Hairbeasts may use their Yorp! attack as part of a charge.

Blind (Ex): Hairbeasts are blind, and are effectively immune to any attack or effect that requires them to be able to see.

Combat: Hairbeasts charge into the grapple, and begin wrasslin'. Sometimes they get bored and take off, but generally you better escape the hold and run.

DracoDei
2009-06-01, 06:34 AM
Entangling like a net, and then a weak grapple check to get into the mouth and/or nose. Once inside however they they are incrediably hard to dislodge, and it is only a matter of time until they manage to plug the throat well enough to cause strangulation.

For something even more silly, have it so that whenever anyone speaks within 30' of them they get a ranged touch AoO (give them combat reflexes) to land a few annoying hairs on the target's tongue. The target is prevented from speaking (or maybe just has a Concentration check or Will save to do so), including casting until they make a high DC reflex save that requires a full round action to pick the hairs off their tongue (allow another person to substitute a Slight of Hand or Heal roll for this, or themselves if they have a good enough mirror).

Bhu
2009-06-02, 04:33 AM
I have the hairbeasts up and ready for feedback :D

One for horror comedy campaigns

Bigfoot, Cinematic
Large Monstrous Humanoid
Hit Dice: 10d8+60 (105 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 21 (-1 Size, +2 Dex, +10 Natural), touch 11, flat-footed 19
Base Attack/Grapple: +10/+24
Attack: Slam +19 melee (1d6+10)
Full Attack: 2 Slams +19 melee (1d6+10) and 1 Bite +14 melee (1d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved Grab, Rend (2d6+20), Frightful Presence
Special Qualities: Low Light Vision, Dark Vision 60', Scent, Damage Reduction 5/-
Saves: Fort +10, Ref +9, Will +9
Abilities: Str 30, Dex 14, Con 24, Int 5, Wis 15, Cha 24
Skills: Listen +7, Spot +7, Survival +5
Feats: Awesome Blow, Improved Bull Rush, Large and in Charge, Power Attack
Environment: Cold or Temperate Forest
Organization: Solitary, Pair, or Group (3-6)
Challenge Rating: 7
Treasure: None
Alignment: Neutral Evil
Advancement: 11-20 HD (Large)
Level Adjustment: ---

Hello this is 911, what is your emergency?"

"THERE'S SOMETHING OUT IN THE YARD! YOU GOTTA HELP US!"

"What is it?'

"IT'S BIG!"

"What's it doing?"

"IT'S LOOKIN' AT ME!!!"

Movies inevitable portray Sasquatch as horrifying rapists who eat people. It's amazing they haven't sued for defamation of character yet.

Improved Grab (Ex): If Bigfoot successfully hits with it's Slam attack it can immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful, it can Rend.

Rend (Ex): Bigfoot does 2d6+20 damage with a successful grapple check.

Frightful Presence (Ex): Whenever Bigfoot attacks or charges all opponents within 30' must make a DC 22 Willpower Save (Save DC is Cha Based) or be Shaken for 5d6 rounds. If they succeed they are immune to this Bigfoots Frightful Presence for 24 hours.

Combat: Sasquatch divide their time between leisurely beating their opponents to death, or grabbing them and tearing them to pieces.

This is Bigfoot as represented by bad horror movies like Abominable.

Shademan
2009-06-02, 07:13 AM
HAHAHA! I love the hairbeast!
oh man, if you ever need a drawing, send me a message, eh?

Bhu
2009-06-04, 05:20 AM
http://en.wikipedia.org/wiki/Rakshasa

http://www.mythfolklore.net/india/encyclopedia/rakshasa.htm

http://www.monstropedia.org/index.php?title=Rakshasa

http://i-see-them.blogspot.com/2008/09/rakshasa-hindu-mythology.html

http://www.absoluteastronomy.com/topics/Rakshasa

Rakshasa
Medium Outsider (Native, Evil)
Hit Dice: 20d8+100 (190 hp)
Initiative: +9
Speed: 30 ft. (6 squares), Climb 30 ft., Burrow 30 ft., Swim 30 ft.
Armor Class: 30 (+5 Dex, +10 Profane, +5 Natural), touch 25, flat-footed 25
Base Attack/Grapple: +20/+25
Attack: Weapon +25
Full Attack: Weapon +25/+20/+15/+10
Space/Reach: 5 ft./5 ft.
Special Attacks: Shapeshifter, Spells
Special Qualities: Dark Vision 60', Dark Power, Military training
Saves: Fort +27, Ref +27, Will +29
Abilities: Str 20, Dex 20, Con 20, Int 20, Wis 24, Cha 30
Skills: Bluff +26, Climb +19, Concentration +19, Diplomacy +24, Disguise +24, Hide +19, Intimidate +24, Jump +19, Knowledge (Arcana, History, Religion) +20, Listen +21, Move Silently +19, Search +19, Sense Motive +21, Sleight of Hand +19, Spellcraft +19, Spot +14, Survival +21, Swim +19, Use Magic Device +24
Feats: Adaptable Flanker, Battlecaster Defense, Battlecaster Offense, Combat Casting, Combat Reflexes, Improved Initiative, Vexing Flanker
Environment: Any
Organization: Solitary, Pair, Group (3-6), or Army (100 to 720 million)
Challenge Rating: 21
Treasure: Triple Standard
Alignment: Almost always Chaotic Evil, but some have other alignments
Advancement: 21+ HD (Medium)
Level Adjustment: ---

"There is an army camped at the foot of the mountain that guards the thing you seek. An army that once opposed the gods themselves. An army of fiends who devour men..."

This version of the Rakshasa are the illusion wielding nobles/warriors who fought against the armies of the Gods in Indian myth.

Shapeshifter (Su): The Rakshasa can cast Shapechange at will as a Supernatural Ability.

Spells: The Rakshasa can cast spells as a 20th level Sorcerer, and know all spells belonging to the Illusion school.

Dark Power (Su): The Rakshasa gains a Profane Bonus to it's Armor Class and Saving Throws equal to it's Charisma Bonus.

Military Training (Ex) The Rakshasa are proficient with all Simple and Martial Weapons, and one exotic weapon of their choice. They are proficient with all armor and shields except tower shields.

Combat: Rakshasa are professional warriors, and most belong in various armies opposing the Gods. Many fight with traditional (albeit magical) weapons and armor, some fight by shapeshifting, and some specialize in illusion spells. They are quite versatile and unpredictable.

Bhu
2009-06-04, 05:39 AM
Giant Banana Slug
Small Vermin
Hit Dice: 2d8+2 (11 hp)
Initiative: -2
Speed: 15 ft. (3 squares)
Armor Class: 11 (+1 Size, -2 Dex, +2 Natural), touch 9, flat-footed 11
Base Attack/Grapple: +1/-3
Attack: Wrap +1 melee touch (grapple)
Full Attack: Wrap +1 melee touch (grapple)
Space/Reach: 5 ft./5 ft.
Special Attacks: Radula, Slime, Wrap
Special Qualities: Dark Vision 60', Estivation, Weaknesses, Scent
Saves: Fort +4, Ref -2, Will +1
Abilities: Str 10, Dex 7, Con 12, Int -, Wis 12, Cha 2
Skills: -
Feats: -
Environment: Warm or Temperate Forest or Mountains
Organization: Solitary or Pair
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: 3-4 HD (Medium)
Level Adjustment: ---

"So let me get this straight. We're climbin' 50 feet up thet tree, grabbin' slime critters hangin' from the thing, and wrasslin' them into a bag."

"Ayuh,"

"Screw that. JOE BOB! Joe Bob, burn thet tree down. We'll bag them critters when they fall off."

"FIRE!! HAHAHAHAHAHAHA!!!"

Yeeeaaah...yeah I'm gonna go on record again and say there's soemthin' wrong with thet boy..."

These larger versions of the bright yellow molluscs will scavenge and eat just about anything. Usually little danger to adventurers, they're are most dangerous when they creep up on people in their sleep or drop on them from the tree they were setting in. And they just skeeve people out really.

Wrap (Ex): If the Banana Slug successfully makes a touch attack it is considered to be grappling it's victim.

Slime (Ex): Banana Slugs are covered in slime whose consistency they can alter to make sticky or slippery. While sticky the Slug gains a +8 Racial Bonus to Climb and Grapple Checks. While slippery it gains a +8 Racial Bonus to Escape Artist and a +2 Deflection Bonus to Armor Class. Switching between the two states is a Swift Action.

Radula (Ex): When grappling a slug brings it's boring radula to bear, doing 1d6 damage per round. If it's opponent rolls a natural one on the opposed Grapple Check it also does 1 point of temporary Constitution damage.

Estivation (Ex): During the dry seasons the Banana Slug can hibernate, entering a stat of suspended animation. It takes a Full Round Action to enter or leave hibernation. While the Slug is in estivation it does not require food or water for at least 5 months, and gains a +2 Racial Bonus on all Fortitude Saves against Starvation or Dehydration afterwards.

Weaknesses (Ex): Slugs are exceptionally vulnerable to dehydration. They take a -4 Racial Penalty on any spell or effect that causes deydration or water loss. Throwing a 1/2 pound vial of salt on them does 1d6 damage per round until they wash it off.

Combat: Slugs tend to grab hold and proceed to nibblin'. Lets face it they're slugs, they aren't tactical geniuses.

DracoDei
2009-06-04, 05:40 AM
Are the illusion spells IN ADDITION TO the number of spells they know for their sorcerer levels, or can they not learn spells of any other school? If so, what about Universal spells?

Bhu
2009-06-04, 06:30 AM
All the stuff I read only mentioned illusion magic. I can change that to make them more versatile I suppose.

DracoDei
2009-06-04, 02:42 PM
Closer to the legend is better in this case, although, if you stick to "illusions only" (which, to be perfectly clear, I DO recommend) you might want to think twice about the Shadow Conjuration/Evocation lines because those push the boundaries of "illusion".

Bhu
2009-06-05, 04:10 AM
Rakshasa
Large Outsider (Native, Evil)
Hit Dice: 10d8+70 (115 hp)
Initiative: +9
Speed: 30 ft. (6 squares), Climb 30 ft.
Armor Class: 24 (-1 Size, +5 Dex, +5 Profane, +5 Natural), touch 19, flat-footed 19
Base Attack/Grapple: +10/+24
Attack: Claw +19 melee (1d8+10)
Full Attack: 2 Claws +19 melee (1d8+10) and 1 Bite +15 melee (1d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spells, Beautiful Form, Improved Grab, Rend (2d8+20)
Special Qualities: Dark Vision 60', Dark Power
Saves: Fort +19, Ref +17, Will +17
Abilities: Str 30, Dex 20, Con 24, Int 20, Wis 20, Cha 20
Skills: Bluff +14, Climb +18, Concentration +15, Diplomacy +13, Disguise +13, Hide +9, Intimidate +13, Jump +18, Knowledge (Arcana, History, Religion) +13, Listen +13, Move Silently +13, Search +13, Sense Motive +13, Sleight of Hand +13, Spellcraft +13, Spot +13, Survival +13, Swim +18, Use Magic Device +13
Feats: Improved Initiative, Large and In Charge, Power Attack, Spell Focus (Enchantment or Illusion)
Environment: Any
Organization: Solitary, Pair, Group (3-6), or Army (100 or more)
Challenge Rating: 12
Treasure: Double Standard
Alignment: Almost always Chaotic Evil
Advancement: 11+ HD (Large)
Level Adjustment: ---

"Don't go into the forests. They live in the forest. If you must trust nothing you see, or anyone you meet. Especially any women you meet..."

These are the forest dwelling Rakshasa who devour men mentioned in the stories. The men are msot often incredibly large and fight by wrestling, while the women appear as incredibly beautiful.

Beautiful Form (Su): At will as a Swift Action the Rakshasa can appear to be a beautiful humanoid of any race. While it's Size Class changes, the rest of it's stats and abilities do not. It gains a +4 Circumstance Bonus to all Charisma Based checks (including skill checks) while in Beautiful Form.

Improved Grab (Ex): If the Rakshasa hits any creature its own Size Class or smaller with a Claw attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it may Rend.

Rend (Ex): The Rakshasa does 2d8+10 with a successful Grapple Check.

Spells: Rakshasa can cast spells as a 10th level Sorcerer, but all spells they learn must be from the Enchantment or Illusion schools.

Dark Power (Su): The Rakshasa has a Profane Bonus to it's Armor Class and Saving Throws equal to it's Charisma Modifier.

Combat: The Rakshasa will use beautiful Form to gain information, and then begin causing trouble with it's illusions if outnumbered. Otherwise it Grapples as soon as possible.

Bhu
2009-06-05, 04:23 AM
Can banana slugs breathe underwater/swim, or are they only terrestrial?

Bhu
2009-06-05, 05:14 AM
Here's a link with a thumbnail of info about the Okapi.

http://www.enchantedlearning.com/subjects/mammals/okapi/Okapi.shtml

I think they'd make a believable mount for the game. That and the Dire Ostrich cry for some development as mounts.


Sigurd

I'm still looking for Ostriches, but Okapi are apparently not social animals, and aren't widely studied outside of zoos. it is believed they couldn't be used as mounts or beasts of burden. Ostriches are too light for their size to support a rider, though Ostriches might be dense enough to support a halfling or gnome (despite their size most ostriches don't go over 250 pounds even when they reach 9' tall).

Bhu
2009-06-05, 05:15 AM
Dire Komodo Dragon
Large Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 Size, +1 Dex, +7 Natural), touch 10, flat-footed 16
Base Attack/Grapple: +4/+14
Attack: Bite +9 melee (2d6+6 plus poison) or Tail Slap +9 melee (2d6+6 plus trip)
Full Attack: Bite +9 melee (2d6+6 plus poison) or Tail Slap +9 melee (2d6+6 plus trip)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, Tail Sweep
Special Qualities: Enhanced Scent, Running Spurt, Low Metabolism
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 23, Dex 12, Con 18, Int 1, Wis 12, Cha 2
Skills: Hide +1, Listen +1, Move Silently +6, Spot +1
Feats: Ability Focus (Poison), improved Initiative, Run
Environment: Warm Forest
Organization: Solitary, Pair, or Cluster (3-6)
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: 7-12 HD (Large), 13-24 HD (Huge)
Level Adjustment: ---

"LIIIIIIIIIIIIIIIIIZAAAAAAAAAAAAAAAAAAAAAAAAAAARRRR RRRDSSSSSSSS!"

Dire Komodos are larger, meaner versions of their regular cousins.

Poison (Ex): Injury, DC 19 Fort Save, Initial Damage is 1d4 Strength and opponent continues to lose 1 hp per round until the victim takes 1 hp of magical healing or a DC 15 heal Check is made due to continual blood loss. Secondary damage is 2d4 Strength.

Tail Sweep (Ex): If the Dire Komodo successfully hits with it's Tail Slap, it may immediately make a Trip Attempt as a Free Action without provoking an Attack of Opportunity. If it fails it's opponent does not get a Trip attack in return.

Enhanced Scent (Ex): This works like the regular Scent ability, except that it can smell blood/carrion up to 2 miles away.

Running Spurt (Ex): The Komodo can increase it's base land speed by +30 feet for 1 round per point of Constitution modifier. Once used it must rest for 1 hour before it can use the Running Spurt again.

Low Metabolism (Ex): Dire Komodos can go up to a month without food before needing to make Fortitude checks against starvation.

Combat: Komodos usually attack by ambush, and then let the prey run, confident it will bleed out, and that it's Improved Scent will let it track the animal to it's location of demise. Stubborn foes are bitten relentlessly.

Bhu
2009-06-07, 01:48 AM
Rakshasa
Large Outsider (Native, Chaotic, Evil)
Hit Dice: 10d8+50 (95 hp)
Initiative: +5
Speed: 30 ft. (6 squares), Climb 30 ft.
Armor Class: 26 (-1 Size, +5 Dex, +7 Profane, +5 Natural), touch 21, flat-footed 21
Base Attack/Grapple: +10/+19
Attack: Claw +14 melee (1d8+5 plus poison)
Full Attack: 2 Claws +14 melee (1d8+5 plus poison) and 1 Bite +9 melee (1d8+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spells, Poison, Blood Drain, Form of Terror, Form of Beauty, Stench, Possession
Special Qualities: Dark Vision 60', Weakness, Power of the New Moon
Saves: Fort +19, Ref +19, Will +24
Abilities: Str 20, Dex 20, Con 20, Int 20, Wis 30, Cha 24
Skills: Bluff +16, Climb +13, Concentration +13, Diplomacy +15, Disguise +15, Hide +9, Intimidate +15, Jump +13, Knowledge (Arcana, History, Religion) +13, Listen +18, Move Silently +13, Search +13, Sense Motive +18, Sleight of Hand +13, Spellcraft +13, Spot +18, Survival +18, Swim +13, Use Magic Device +15
Feats: Ability Focus (Form of Beauty, Form of Terror, Poison), Spell Focus
Environment: Any
Organization: Solitary, Pair, Group (3-6)
Challenge Rating: 13
Treasure: Double Standard
Alignment: Always Chaotic Evil
Advancement: 11+ HD (Large)
Level Adjustment: ---

"Look, it's night. I don't go into the local graveyards at night. I'm not ending up like the towns last gravedigger, I don't care if you need to find somebody's headstone. You look for it. I'll stay here and continue living."

This version of the Rakshasa are the graveyard haunting demons who drink the blood of the living, and possess them to cause trouble.

Spells: Rakshasa can cast spells as a 10th level Sorcerer, usually from the Enchantment, Illusion, and Necromancy schools.

Poison (Ex) Injury, DC 22 Fortitude Save, Initial and Secondary Damage 1d6 Constitution. Save DC is Constitution based.

Blood Drain (Ex): If the Rakshasa can successfully Pin it's opponent in a Grapple it Drains 1d4 points of Constitution each turn the pin is maintained.

Form of Beauty (Su): As a Standard Action the Rakshasa can assume the form of an incredibly beautiful member of the opponents species (this is usually done before the opponent notices the Rakshasa is there). Any living creature within 60' that can see the Rakshasa (that would reasonably find it attractive) must make a DC 24 (Save DC is Charisma Based) Willpower Save, or be Fascinated for 2d6 rounds or Charmed (as per the Charm Monster spell), the Rakshasa chooses when deciding to use this ability. If the Save is successful, the opponent is immune to this Rakshasa's Form of Beauty ability for 24 hours.

Form of Terror (Su): As a Standard Action the Rakshasa can assume a shape it's opponents find terrifying. Any living creature that can see it within 60' must make a DC 24 (Save DC is Charisma Basd) Willpower Save or be Frightened for 2d6 rounds. If the Save is successful the opponent is Shaken instead, but is immune to further uses of this Rakshasa's Form of terror for 24 hours.

Stench (Ex): Unless it is using it's Form of Beauty the Rakshasa smells like rotting meat. Any living creature with a sense of smell within 30' must make a DC 20 Fortitude Save or be Nauseated fro 1d6 rounds. A successful Save means that opponent is immune to this Rakshasa's Stench ability for 24 hours.

Possesssion (Su: This is identical to the Malevolence ability used by Ghosts on page 118 of the MM.

Power of the New Moon (Su): All spells cast by the Rakshasa at the time of the New Moon are at +2 Caster Level.

Dark Power (Su):The Rakshasa has a Profane Bonus to it's Armor Class and Saving Throws equal to it's Charisma Modifier.

Weakness: Rakshasa vanish at the coming of the morning sun as it rises over the horizon. They reappear at the same spot when the sun goes down.

Combat: Rakshasas usually try to seduce lone opponents using their Form of Beauty, or terrify groups using their Form of Terror. Judicious use of their spells are then used to whittle the group down, before closing in for the kill with it's poison. Curious Rakshasa will use their possession ability ot hitch a ride in someone.

Bhu
2009-06-07, 02:03 AM
Kirby
Small Aberration
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 20 ft. (4 squares), Climb 20 ft., Fly 20 ft. (Clumsy)
Armor Class: 12 (+1 Size, +1 Dex), touch 12, flat-footed 11
Base Attack/Grapple: +0/-5
Attack: By weapon +1 melee
Full Attack: By weapon +1 melee
Space/Reach: 5 ft./5 ft.
Special Attacks: Inhale, Copy Abilities, Spit, Air Blast
Special Qualities: Dark Vision 60', Inflated Flight, Invisible Hands
Saves: Fort +0, Ref +1, Will +2
Abilities: Str 8, Dex 12, Con 10, Int 8, Wis 10, Cha 12
Skills: Balance +2, Climb +7, Jump +7, Swim +7, Tumble +3
Feats: Weapon Finesse
Environment: Any
Organization: Solitary
Challenge Rating: 1/2
Treasure: Standard
Alignment: Chaotic Good
Advancement: by Character Class
Level Adjustment: +2


Abner...whut the hell is this thing? And why is it smiling?"

Kirby's are a strange race of round, pastel colored beings who are surprisingly good warriors despite their appearance. Favored Class is Fighter, Ranger, Scout, Warblade, or Swordsage.

Inhale (Su): As a Full Round Action a Kirby can inhale (Swallow Whole) any creature it's own Size Class or smaller within 10'. The opponent must make a DC 12 Reflex Save (Save DC is Constitution Based with a +2 Racial Bonus), or be swallowed whole. No harm can be done to it while it is swallowed unless the Kirby is killed (and the Kirby then promptly spits it out), and it cannot harm the Kirby. While a Kirby has swallowed a creature it cannot use it's Air Blast or Inflated Flight abilities.

Copy Abilities (Su): When a Kirby has swallowed a creature it may use any one Ex or Su ability the creature has, but the Saving Throw and Caster Level are based upon the Kirby's Hit Dice and stats, not the opponents.

Spit (Su): A Kirby may spit a swallowed opponent as a Standard Action. Spat opponents are Ranged Attacks with no Range increment, and a Range of 10'. Damage depends on Size: Small=1d6, Tiny= 1d3, Diminutive or Smaller=1 point. Spat opponents also take the same amount of damage.

Air Blast (Su): As a Standard Action a Kirby can inhale , and then exhale a powerful blast of air. This is a ranged attack with a Range Increment of 10 feet that does 2d6 bludgeoning damage.

Inflated Flight (Ex): As a Standard Action a Kirby may inhale enough air to become buoyant. He may then fly by flapping his arms. He may not use his Inhale, Spit, or Air Blast powers while flying.

Invisible Hands (Ex): Despite having no visible hands or fingers this does not seem to hinder Kirby's in any way, and they can perform as though they had them.

Skills: Kirby's have a +8 Racial Bonus to all Climb, Jump, and Swim Checks. They may always take 10 on a Climb Check. Kirby's are proficient with all Simple and Martial weapons and with all Shields except Tower Shields.

Combat: Kirby's prefer to fight with weapons as normal, reserving their Inhale/Spit attacks for troublesome foes. It's always good if your enemy underestimates you.

DracoDei
2009-06-07, 10:13 AM
Graveyard Rakashasa:
The "Weakness" thing could allow smart PCs with good Divination (Clairvoyance and Prying Eyes come to mind), an owl familiar or Druid who can turn into something appropriate, or just a good stealth focus character to set up a really nasty ambush... in fact, depending on how canny the Rakashasa is, this would be a good adventure for a party about 4 levels under the CR... dig a pit as fast as possible... put in some spikes (poisoned if their alignment allows it... have a few barrels worth of lamp oil under the spikes... Fire Trap if possible... then come up with some REALLY nasty stuff... (Note that this is also my answer to the problem of the "5 minute work-day", although in that case it may require care to hide the ambush/booby-traps)

Are ongoing effects "on pause" while it is faded out? If so, then it would probably spell itself up a bit just before sun-rise.


Kirbys:
Giving them 5 choices for favored class is a bold move... I like it.

I would make the DC for Inhale scale with level.

Don't know THAT much about the games.

Copy Abilities is going to require frequent GM fiat to keep under control, but... I like that sort of thing.

You have a type on Spit giving it no range.

Bhu
2009-06-08, 05:11 AM
Kirby and Rakshasa fixeded :smallbiggrin:


Every so often a Rakshasa finds enlightenment, and becomes a holy being, usually a servitor of the Buddha or one of the Hindu deities.

Enlightened Rakshasa

Enlightened Rakshasa is an Acquired Template that can be applied to any Rakshasa.

Size and Type: Loses Evil Subtype and gains Good Subtype.

Hit Dice: Unchanged

Speed: Unchanged.

Armor Class: Any Profane Bonuses to AC become Sacred Bonuses instead.

Attacks: Unchanged

Damage: Unchanged

Special Attacks: Retains all Special Attacks except Stench, Poison, Form of Terror, and Possession, and gains the following abilities instead:

Form of Divinity (Su): As a Standard Action the Rakshasa can assume the form of a Buddha, emanating an Aura of Calm. This is identical to the Calm Emotions spell in effect.

Smite Evil (Su): Your attacks do +1d6 damage to Evil beings.

Divine Aura (Su): Evil beings that approach within 30' must make a Willpower Save (DC is 10 plus half Hit Dice plus Wisdom Modifier) or be Shaken for the duration of the encounter. If the Save is successful the opponent is immune to your Divine Aura for 24 hours.

Spells: Instead of casting spells as a Sorcerer the Rakshasa now casts spells as a Favored Soul

Expel (Su): The Rakshasa can expel a possessing entity from it's victim (i.e. ghosts, other Rakshasas, etc) by making an opposed level check.

Special Qualities: Retains all Special Qualities of the Base Creature, but all Profane Bonuses become Sacred Ones instead. It also gains the following:

Aura of Protection (Su): All allies within 30' of the Rakshasa gain a +2 Sacred Bonus on all Saving Throws.

Saves: Any Profane Bonuses to Saves become Sacred Bonuses instead.

Abilities: +4 Wis, -4 Cha

Skills: Unchanged.

Feats: Any Feats requiring an Evil Alignment are replaced with Feats requiring a Good Alignment. Similarly Vile Feats are replaced with Exalted Feats. Ability Focus with abilities the Rakshasa no longer has may be swapped out for other Feats it qualifies for.

Environment: Unchanged

Organization: Usually Solitary. Enlightened Rakshasas are pretty rare.

Challenge Rating: Unchanged.

Treasure: Unchanged, unless the Rakshasa takes Vow of Poverty.

Alignment: Alignment changes to Neutral Good.

Advancement: Unchanged.

Level Adjustment: +1


Example of creature using template here:


Ajita
Large Outsider (Native, Chaotic, Good), Enlightened Rakshasa Template
Hit Dice: 10d8+50 (95 hp)
Initiative: +5
Speed: 30 ft. (6 squares), Climb 30 ft.
Armor Class: 24 (-1 Size, +5 Dex, +5 Sacred, +5 Natural), touch 19, flat-footed 19
Base Attack/Grapple: +10/+19
Attack: Claw +15 melee (1d8+5)
Full Attack: 2 Claws +15 melee (1d8+5) and 1 Bite +10 melee (1d8+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spells, Blood Drain, Form of Beauty, Form of Divinity, Smite Evil, Divine Aura, Expel
Special Qualities: Dark Vision 60', Weakness, Power of the New Moon, Aura of Protection
Saves: Fort +19, Ref +19, Will +26
Abilities: Str 20, Dex 20, Con 20, Int 20, Wis 34, Cha 20
Skills: Bluff +14, Climb +13, Concentration +13, Diplomacy +13, Disguise +13, Hide +9, Intimidate +13, Jump +13, Knowledge (Arcana, History, Religion) +13, Listen +20, Move Silently +13, Search +13, Sense Motive +20, Sleight of Hand +13, Spellcraft +13, Spot +20, Survival +20, Swim +13, Use Magic Device +13
Feats: Consecrate Spell, Improved Smiting, Spell Focus (Good), Spontaneous Healer
Environment: Any
Organization: Solitary
Challenge Rating: 13
Treasure: Double Standard
Alignment: Always Neutral Good
Advancement: 11+ HD (Large)
Level Adjustment: ---

Bhu
2009-06-08, 05:18 AM
For the Dire Lemur: Which version of the Lemur do you want a dire version for? They have quite the size range...

DracoDei
2009-06-08, 05:58 AM
Err... I LIKED the way the graveyard Rakashasa worked... anything that gets the PCs out of "Hit it with a bigger hammer" mode is something I am all for... that requires scouting and designing a good trap. And you can still use them for random encounters later in the same campaign perfectly well.

And it STILL has no range increment... you have division by zero!

Bhu
2009-06-09, 04:31 AM
Damn sneaky them Kirby's...

OK I fixed Kirby (again). Sorry bout the Rakshasa I thought you meant it needed tweaking :smalleek:

Shall I change back?

Bhu
2009-06-09, 04:41 AM
Dire Lemur
Tiny Animal
Hit Dice: 1/2d8 (2 hp)
Initiative: +2
Speed: 15 ft. (15 squares), Climb 15 ft.
Armor Class: 16 (+2 Size, +3 Dex, +1 Natural), touch 15, flat-footed 13
Base Attack/Grapple: +0/-12
Attack: Nibble +3 melee (1d2-4)
Full Attack: Nibble +3 melee (1d2-4)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Enhanced Low Light Vision, Scent
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 3, Dex 17, Con 10, Int 2, Wis 14, Cha 7
Skills: Balance +11, Climb +11, Hide +11, Jump +4, Listen +4, Spot +8
Feats: Weapon Finesse, Brachiation (B)
Environment: Warm Forest
Organization: Solitary, Pair, or Group (3-6)
Challenge Rating: 1/3
Treasure: None
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---

"Bert...Bert wake up!"

"Zzzznerk..whut? Whut's happenin'?"

"Lil' critters Bert. They're everywhere..."

"Is that one holding your bag of smoke powder and matches?"

"AAAAAAAAAAAAAAAHHHHHH!"

BOOM!

Dire Lemurs are larger versions of smaller Lemur species such as the Pygmy Mouse Lemur.

Enhanced Low Light Vision (Ex): Lemurs can see 6 times as far as humans in shadowy illumination.

Skills: Dire Lemurs have a +8 Racial Bonus to Balance, Climb, and Jump Checks. They also have a +4 Racial Bonus to Spot Checks. They may always Take 10 on a Climb Check, and may use their Dex or Strength Modifier for Climb Checks, whichever is better.

Combat: Dire Lemurs use pack tactics to swipe food and run. If cornered they will bite.

Epic Lemur
Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +3
Speed: 30 ft. (6 squares), Climb 30 ft.
Armor Class: 15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Munch +4 melee (1d4+1)
Full Attack: Munch +4 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Enhanced Low Light Vision, Scent
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 12, Dex 16, Con 12, Int 2, Wis 14, Cha 12
Skills: Balance +11, Climb +11, Hide +5, Jump +9, Listen +4, Spot +6
Feats: Weapon Finesse, Brachiation (B)
Environment: Warm Forest
Organization: Solitary, Pair, or Group (3-6)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: 3-4 HD (Medium)
Level Adjustment: ---

"Ah can't believe that happened."

"Damn jungle critters. Break out that bag of fruit Ah'm hungry."

"Uh Bert...they got relatives...big relatives. And I think they want the fruit."

Epic Lemurs are merely Dire versions of the larger Lemur species such as the Ring Tailed Lemur.

Enhanced Low Light Vision (Ex): Lemurs can see 6 times as far as humans in shadowy illumination.

Skills: Dire Lemurs have a +8 Racial Bonus to Balance, Climb, and Jump Checks. They also have a +4 Racial Bonus to Spot Checks. They may always Take 10 on a Climb Check, and may use their Dex or Strength Modifier for Climb Checks, whichever is better.

Combat: Epic Lemurs use pack tactics to swipe food and run. If cornered they will bite.

Bhu
2009-06-09, 05:00 AM
http://www.geocities.com/area51/vault/6990/namer.html

http://www.palmtreegarden.org/fp/2007/06/07/kushtaka-alaskas-otter-hominid/

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

http://www.bigfootforums.com/index.php?showtopic=2074&pid=47293&mode=threaded&show=&st=&

http://www.monstropedia.org/index.php?title=Arulataq


Kushtaka
Medium Fey (Shapechanger)
Hit Dice: 6d6+6 (27 hp)
Initiative: +3
Speed: 30 ft. (6 squares), Swim 30 ft.
Armor Class: 15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
Base Attack/Grapple: +3/+4
Attack: By weapon +6
Full Attack: By weapon +6
Space/Reach: 5 ft./5 ft.
Special Attacks: Otter Curse, Illusions
Special Qualities: Low Light Vision, Wild Empathy, Immune to Cold, Otter Form, Read Thoughts, Hold Breath
Saves: Fort +5, Ref +5, Will +7
Abilities: Str 12, Dex 16, Con 12, Int 14, Wis 15, Cha 19
Skills: Hide +12, Knowledge (Nature, Local) +11, Listen +13, Move Silently +12, Search +11, Spot +11, Survival +11, Swim +9
Feats: Ability Focus (Otter Curse), Great Fortitude, Weapon Finesse
Environment: Cold or temperate aquatic
Organization: Solitary, Pair, or Group (4-8)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually Chaotic
Advancement: By character class
Level Adjustment: ----


"Beware of the Otter People. There are stories of them being helpful, but they are not always merciful."

This version of the Kushtaka are the shape shifting otter tricksters from Inuit legend.
Otter Curse (Su): 3 times per day the Kushtaka may cast Baleful Polymorph as a Supernatural ability, but can only use the spell to turn it's victim into an otter.

Illusions (Su): The Kushtaka can cast Major Images at will as a Supernatural Ability.

Read Thoughts (Su): The Kushtaka can continuously use Detect Thoughts as the spell (caster level 18th, Will Save DC 17 negates).

Otter Form (Su): At will the Kushtaka can assume the form of an otter. This works like Alternate Form, but the Kushtaka can only assume the form of an Otter (see Stormwrack page 167).

Wild Empathy (Ex): This works like the Druids class ability except the Kushtaka has a +6 Racial modifier.

Hold Breath (Ex): A Kushtaka may hold it's breath underwater for 8 times it's COnstitution modifier in rounds before it risks drowning.

Skills: Kushtaka have a +8 Racial Bonus on Swim checks, and may always Take 10 on Swim checks even if threatened or endangered. It may use the Run action while swimming in a straight line.

Combat: Kushtaka use their Illusions to save lost people, or (more likely) to send them to their death. Many save lost tribesmen by turning them into otters.

DracoDei
2009-06-09, 05:38 AM
Shall I change back?
Yes, I think you should change it back. Sorry for the confusion.

EDIT: Regarding the Enlightened Rakshasa, the Buddha takes many forms, but is a Rakshasa one of them? Or does that ability only last a split second? Because otherwise it seems like that is going to cause loss of claw attacks (not likely to come up) and climb speed, if any (slightly more likely).

EDIT^2: I would like to see an alternate version of Kushtaka as a theranthrope, but with a onset time for the curse measured in rounds, and no ties to the lunar cycle. I could use it for my wereworld setting fragment, where I have had had them slotted into that role since the beginning.

Bhu
2009-06-10, 05:20 AM
Yeah I can do a were otter.

Bur first:

Kushtaka
Large Monstrous Humanoid
Hit Dice: 6d8+24 (51 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 14 (-1 Size, +1 Dex, +4 Natural), touch 10, flat-footed 13
Base Attack/Grapple: +4/+12
Attack: Claw +7 melee (1d6+4)
Full Attack: 2 Claws +7 melee (1d6+4) and 1 Bite +2 melee (1d4+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Whistle Lure, Howl, Steal Soul
Special Qualities: Low Light Vision, Immune to Cold, Dark Vision 60'
Saves: Fort +6, Ref +6, Will +7
Abilities: Str 18, Dex 12, Con 18, Int 14, Wis 15, Cha 19
Skills: Hide +3, Knowledge (Nature, Local) +6, Listen +7, Move Silently +6, Search +6, Spot +7, Survival +7
Feats: Alertness, Ability Focus (Whistle Lure, Howl)
Environment: Cold or temperate aquatic
Organization: Solitary, Pair, or Group (4-8)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: ----

"Do not listen to any sounds you may here at night. And if anything whistles, bar your doors, and do not let anyone go outside..."

This is the sasquatch like clawed Kushtaka.

Whistle Lure (Su): Any creature within 100' of the Kushtaka when it whistles must make a DC 19 Will Save or immediately cease what they are doing and head towards the sound. They regain control once attacked (which usually means by the Kushtaka) or something prevents the Kushtaka from whistling. Whistling is a Standard action.

Howl (Su): The Kushtaka may cast Fear at will as a Standard action.

Steal Soul (Su): The Kushtaka may cast Finger of Death 3 times per day as a Supernatural ability.

Combat: Usually the Kushtaka will use it's whistle to lure victims to it before using it's Steal Soul ability. If approached by groups it will Howl, and then attempt to Steal Souls.

Bhu
2009-06-10, 05:44 AM
Were Otters

Were Otter is an Acquired or Inherited Template that can be applied to any Humanoid.

Size and Type: Type remains the same, and the Base Creature gains the Shapechanger Subtype. Size in Otter form is Tiny, Size in Hybrid form is Small. Size in humanoid form is unchanged.

Hit Dice: Unchanged.

Speed: Land speed is 20 in Hybrid and Otter forms, otherwise unchanged. May not use any alternate movement forms the humanoid form possesses in the Otter or Hybrid Forms. All 3 forms have a Swim speed equal to their Land Speed (unless they have a higher racial Swim Speed).

Armor Class: Use the humanoid forms Natural Armor bonus for all 3 forms. Natural Armor bonus increases by +1.

Attacks: Use the humanoids BAB for all 3 forms (Grapple bonus will change due to Size penalties in Hybrid and Otter forms). The Hybrid and Otter Forms have a Bite attack that does 1d3 damage (1d4 in Hybrid Form) plus Strength Modifier.

Damage: Unchanged.

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

Otter's Curse (Su): As a Standard Action the Were Otter may curse any Humanoid within 60' if they fail a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier). If they fail the Saving Throw, they become Were Otters.

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

Low Light Vision

Scent

Hold Breath (Ex): A Were Otter can hold it's breath for (4 times it's Constitution Modifier) rounds before it risks drowning.

Alternate Form (Su):Identical to the Alternate Form ability listed in the Monster Manual for Lycanthropes.

Otter Empathy (Su): Can communicate with Otters and has a +4 Racial bonus on Charisma based checks to influence them.

Damage Reduction 5/Silver (except in humanoid form)

Saves: Increase Base creatures Fortitude and Reflex Saves by +2.

Abilities: Were Otters gain +2 Wis. Physical Stats in Otter Form are -8 Str, +8 Dex, Con unchanged. Physical Stats in Hybrid Form are -4 Strength, +4 Dex.

Skills: Were Otters gain a +8 Racial Bonus on Swim Checks, and may Always Take 10 on a Swim Check. They can use the Run Action while swimming in a straight line. They also gain a +4 Racial Bonus on Balance and Climb Checks, and may use their Strength or Dexterity Modifier for Climb Checks, whichever is better.

Feats: Gains Weapon Finesse and Iron Will as Bonus Feats.

Environment: Unchanged, but Were Otters prefer to move near water.

Organization: Solitary (Unchanged if there are enough other Were Otters about, or in squads of 5-10 if working for the Lycanthrope Goddess).

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Usually Neutral with some tendencies towards Chaos.

Advancement: Unchanged, usually by Character Class

Level Adjustment: +2


Were Otters are minions of the Goddess of Lycanthropes, as are most weres. Since Otters are playful, and people seem to adore them she thought they'd make perfect spies. She was right. Unfortunately their preferences for water don't make them wide ranging spies. But since city ports are where much activity and business happens, they are still quite useful. And Otters are soft fuzzy critters. People find it hard to kill soft fuzzy critters.

Example of creature using template here:

Piggie Faced Bob (Human Form)
Medium Humanoid (Human, Shapechanger) Expert 1
Hit Dice: 1d6+1 (4 hp)
Initiative: +1
Speed: 30 ft. (6 squares), Swim 30 ft.
Armor Class: 12 (+1 Dex, +1 Natural), touch 11, flat-footed 11
Base Attack/Grapple: +0/+2
Attack: By weapon +2 melee
Full Attack: By weapon +2 melee
Space/Reach: 5 ft./5 ft.
Special Attacks: Otter's Curse
Special Qualities: Alter Form, Low Light Vision, Hold Breath, Scent, Otter Empathy
Saves: Fort +1, Ref +1, Will +5
Abilities: Str 14, Dex 13, Con 12, Int 10, Wis 17, Cha 8
Skills: Balance +5, Climb +7, Knowledge (Local, Nature) +1, Profession (Fisherman, Sailor) +4, Spot, Swim +11
Feats: Alertness, Iron Will (B), Rapidstrike (B), Weapon Finesse (B)
Challenge Rating: 2
Alignment: Neutral
Advancement: By Character Class
Level Adjustment: +2


Piggie Faced Bob (Hybrid Form)
Small Humanoid (Human, Shapechanger) Commoner 1
Hit Dice: 1d6+1 (4 hp)
Initiative:
Speed: 20 ft. (4 squares), Swim 20 ft.
Armor Class: 15 (+1 Size, +3 Dex, +1 Natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/-4
Attack: Bite +3 melee (1d4)
Full Attack: Bite +3 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Otter's Curse
Special Qualities: Alter Form, Low Light Vision, Hold Breath, Scent, Otter Empathy, DR 5/Silver
Saves: Fort +1, Ref +3, Will +5
Abilities: Str 10, Dex 17, Con 12, Int 10, Wis 17, Cha 8
Skills: Balance +7, Climb +9, Knowledge (Local, Nature) +1, Profession (Fisherman, Sailor) +4, Spot, Swim +9
Feats: Alertness, Iron Will (B), Rapidstrike (B), Weapon Finesse (B)
Challenge Rating: 2
Alignment: Neutral
Advancement: By Character Class
Level Adjustment: +2


Piggie Faced Bob (Otter Form)
Tiny Humanoid (Human, Shapechanger) Expert 1
Hit Dice: 1d6+1 (4 hp)
Initiative: +5
Speed: 20 ft. (4 squares), Swim 20 ft.
Armor Class: 18 (+2 Size, +5 Dex, +1 Natural), touch 27, flat-footed 13
Base Attack/Grapple: +0/-10
Attack: Bite +5 melee (1d3-2)
Full Attack: Bite +5 melee (1d3-2)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Otter's Curse
Special Qualities: Alter Form, Low Light Vision, Hold Breath, Scent, Otter Empathy, DR 5/Silver
Saves: Fort +1, Ref +5, Will +5
Abilities: Str 6, Dex 21, Con 12, Int 10, Wis 17, Cha 8
Skills: Balance +9, Climb +11, Knowledge (Local, Nature) +1, Profession (Fisherman, Sailor) +4, Spot, Swim +7
Feats: Alertness, Iron Will (B), Rapidstrike (B), Weapon Finesse (B)
Challenge Rating: 2
Alignment: Neutral
Advancement: By Character Class
Level Adjustment: +2


Piggie Faced Bob is a local fisherman and sailor. Hanging out fishing by the docks it was inevitable he'd end up becoming a Were Otter. Guess they felt it was payment for all the free fish he gives them.

Bhu
2009-06-11, 05:33 AM
Dinosaur Satan
Gargantuan Outsider (Chaotic, Evil, Fire, Extraplanar)
Hit Dice: 30d8+510 (645 hp)
Initiative: +5
Speed: 50 ft. (10 squares), Fly 150 ft. (Good)
Armor Class: 37 (-4 Size,+1 Dex, +30 Natural ), touch 7, flat-footed 36
Base Attack/Grapple: +30/+62
Attack: Claw +46 melee (2d8+20 plus 2d6 fire)
Full Attack: 2 Claws +46 melee (2d8+20 plus 2d6 fire), and 1 Bite +41 melee (4d6+10 plus 2d6 fire and 1d6 acid), and 1 Tail Lash +41 melee (2d8+10 plus 2d6 fire)
Space/Reach: 20 ft./20 ft.
Special Attacks: Spells, Flame Sheath, Call Horde, Reptile Mind
Special Qualities: Damage Reduction 15/ Good and Epic, Immunities, Telepathy 100 ft., True Seeing, Energy Resistance 50 (Electricity)
Saves: Fort +34, Ref +18, Will +27
Abilities: Str 50, Dex 12, Con 45, Int 24, Wis 30, Cha 30
Skills: Bluff +43, Concentration +50, Diplomacy +43, Intimidate +43, Knowledge (Arcana, History, Nature, Religion, The Planes) +40, Listen +43, Search +40, Sense Motive +43, Spellcraft +40, Spot +43, Use Magic Device +43
Feats: Awesome Blow, Corrupt Spell, Improved Bull Rush, Improved Initiative, Improved Snatch, Multisnatch, Power Attack, Rend, Snatch, Spell Focus (Evil), Transdimensional Spell
Environment: Any
Organization: Unique
Challenge Rating: 30?
Treasure: Triple Standard
Alignment: Chaotic Evil
Advancement: 31+HD (Gargantuan)
Level Adjustment: ----

"Something is behind these dinosaur attacks. Something...Evil..."

Those of you who collected the old Dinosaurs Attack cards will recognize this one.

Spells: Dinosaur may cast spells as a Wizard equal to his Hit Dice Level (however he requires no spell book).

Flame Sheath (Su): Dinosaur Satan is surrounded by flames. They add 2d6 fire damage to his grapple attacks and unarmed strikes. In addition anyone attacking him with a grapple, unarmed strike, or natural weapon takes 2d6 fire damage.

Immunities: Dinosaur Satan is Immune to Cold, Fire, and Acid Damage. he is also immune to poison, polymorph, sleep effects, paralysis, and stunning.

True Seeing (Su): Dinosaur Satan has a continually operating True Seeing spell (20th level caster).

Call Horde (Su): Once per day Dinosaur Satan may call up to 100 Hit Dice worth of Dinosaurs. They remain with him permanently until destroyed. This otherwise works like Summon Monster IX. He cannot have more than 100 Hit Dice present at any one time.

Reptile Mind (Su): Any dinosaur or prehistoric reptile coming within sight of Dinosaur Satan must make a DC 35 Willpower save or permanently become his servant (Save DC is Charisma Based). Servants will do anything he commands, up to and including taking their own lives.

Combat: Dinosaur Satan prefers to use summoned Dinosaurs and remain behind the scenes. If confronted he actually likes physical combat as opposed to spells, and unless he believes the opponent is a threat he will attempt a Grapple.

The Tygre
2009-06-11, 05:18 PM
http://www.bobheffner.com/dinosaursattack/df47.jpghttp://www.bobheffner.com/dinosaursattack/db47.jpg

F*ck yes.

Bhu
2009-06-12, 06:43 AM
Devil Beast

Devil beast is an Inherited Template that can be applied to any Animal that is herbivorous and Medium or larger.

Size and Type: Unchanged

Hit Dice: Unchanged

Speed: Unchanged

Armor Class: Natural AC Bonus increases by +1.

Attacks: The Base Creature gets a bite attack as a Primary Attack (Secondary if it already has a weapon other than a Slam that it uses already such as the Stegosaurs tail attack). Damage depends on Size. Medium=1d6, Large= 1d8, Huge= 2d6, Gargantuan=3d6, Collosal=3d6 (plus one and a half times Str Modifier).

Damage: Unchanged

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

Special Qualities: Retains all Special Qualities of the Base Creature and gains Scent.

Saves: Unchanged

Abilities: +4 Str, +4 Con

Skills: Unchanged

Feats: Doesn't gain new Feats, but may swap out Feats from the Base Creature's entry for more appropriate ones.

Environment: Unchanged

Organization: Unchanged

Challenge Rating: +1

Treasure: Unchanged

Alignment: Always Neutral Evil.

Advancement: Unchanged

Level Adjustment: ---


Devil Beasts are strange offshoots of normal animals that dwell in dark places. In some dark corner of the world death is so common that the ground is cursed, and all the animals there are bloodthirsty carnivores. This seems particularly common in primitive worlds (remember those old dinosaur comics where they were all meat eaters). While no more intelligent than the average animal they are quite crafty.

Example of creature using template here:


Triceratops
Huge Animal
Hit Dice: 16d8+144 (216 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 19 (-2 Size, -1 Dex, +12 Natural), touch 7, flat-footed 19
Base Attack/Grapple: +12/+32
Attack: Bite +22 melee (2d6+18) or Gore +22 melee (2d8+19)
Full Attack: Bite +22 melee (2d6+18) or Gore +22 melee (2d8+19)
Space/Reach: 15 ft./10 ft.
Special Attacks: Powerful Charge, Trample (2d12+18)
Special Qualities: Low Light Vision, Scent
Saves: Fort +21, Ref +9, Will +6
Abilities: Str 34, Dex 9, Con 29, Int 1, Wis 12, Cha 7
Skills: Listen +13, Spot +12
Feats: Alertness, Great Fortitude, Toughness x4
Environment: Temperate Plains
Organization: Solitary, Pair, or Herd (5-8)
Challenge Rating: 10
Treasure: None
Alignment: Neutral Evil
Advancement: 17-32 HD (Huge), 33-48 HD (Gargantuan)
Level Adjustment: ---

Powerful Charge (Ex): On a successful charge the Triceratops does 4d8+24 damage.

Trample (Ex): DC 30 Reflex Save for half damage (Save DC is Strength based).

Bhu
2009-06-12, 06:46 AM
hey Draco, you want the curse o lycanthropy to be bite based or more like a spell like ability?

DracoDei
2009-06-12, 07:30 AM
Short story: Do it as a spell-like ability. I suggest making it as hard to get rid of as standard theranthropy.

Long version: An SLA is closer to the legends. Were-world would have it as bite infection, but it is easier to substitute in the standard curse of theranthropy than it is to make up an SLA. This is on top of the fact that in were-world it doesn't really matter what the vector WAS because 95% of the humanoid population were born that way, and another 4% are the older elves. The last 1% don't want to be theranthropes, and thus are probably pretty heavily isolated.

Bhu
2009-06-13, 04:00 AM
Dire Ankylosaur
Colossal Animal
Hit Dice: 45d8+585 (945 hp)
Initiative: -3
Speed: 30 ft. (6 squares)
Armor Class: 30 (-8 Size, -3 Dex, +31 Natural), touch 0, flat-footed 30
Base Attack/Grapple: +33/+66
Attack: Tail Slap +43 melee (4d6+34/19-20)
Full Attack: Tail Slap +43 melee (4d6+34/19-20)
Space/Reach: 30 ft./20 ft.
Special Attacks: Trample 8d6+34 (DC 49), Spiny Shell, Tail Slap
Special Qualities: Dark Vision, Low Light Vision, Scent, Thick Armor
Saves: Fort +42, Ref +21, Will +27
Abilities: Str 45, Dex 5, Con 35, Int 2, Wis 10, Cha 10
Skills: Listen +24, Spot +24
Feats: Awesome Blow, Brutal Strike, Cleave, Devastating Critical, Diehard, Epic Fortitude, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (Tail Slap), Improved Toughness, Large and in Charge, Power Attack, Power Critical (Tail Slap), Steadfast Determination, Weapon Focus (Tail Slap)
Environment: Warm Hills and Plains
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Always Neutral
Advancement: 46-92 HD (Colossal)
Level Adjustment: ---

"The good news is it's not a Tarrasque. The bad news is it still looks pretty darn mean..."


Dire Ankylosaurs are pretty rare, and the occasion when two individuals of the opposite sex meet to mate are even rarer. So the good thing is the world isn't exactly overrun with them. On the other side they're just to darn stubborn to die.

Thick Armor (Ex): Dire Ankylosaurs are immune to criticals and may not be flanked. They also gain maximum hit points per hit die.

Trample (Ex): 8d6+34 (DC 49).

Spiny Shell (Ex): The armored shell of the Dire Ankylosaur is covered in bony spikes, and opponents of Gargantuan Size Class or bigger that attack them with an unarmed strike or a natural weapon take 1d6 plus their own Strength Modifier in damage.

Tail Slap (Ex): Any living creature that is not immune to criticals struck by the Dire Ankylosaurs tail must make a DC 49 Fortitude Save (Save DC is Strength based) or be Stunned for 1d3 rounds.

Combat: Ankylosaurs immediately wade in with the tail if surprised, otherwise they wait for an opponent to charge and lash out.

Bhu
2009-06-13, 04:16 AM
The Juggernaut

Juggernaut is an Inherited or Acquired Template that can be applied to any corporeal creature whose intelligence is 9 or less, and Size Class Large of bigger.

Size and Type: Unchanged

Hit Dice: Unchanged

Speed: -10 from all movement rates, minimum of 10 ft. If the Base Creature has Flight its maneuverability Rating becomes clumsy.

Armor Class: The Base Creatures Natural Armor Class Bonus increases by +5 per Size Class over Medium (Minimum Natural Armor Bonus of +20).

Attacks: Unchanged

Damage: Unchanged

Special Attacks: The Juggernaut retains all Special Attacks of the Base Creature.

Special Qualities: The Juggernaut retains all Special Qualities of the Base Creature and gains the following:

Energy Resistance (Ex): The Juggernaut has Energy Resistance 20 to all energy types.

Damage Reduction (Ex): The Juggernaut has Damage Reduction 15/-.

Immunities (Ex): The Juggernaut is immune to being stunned, poisoned, critical hits, disease, death effects, nonlethal damage, and any effect requiring a Fortitude Save.

Saves: Note any changes in Saving throws due to new bonuses or penalties, or if they must be recalculated because the creature has changed type.

Abilities: +4 Str, +4 Con, -4 Dex (Maximum possible Dex is 6). It also gains an additional +2 Con per Size Class above Medium.

Skills: Unchanged

Feats: Unchanged

Environment: Unchanged

Organization: Usually Solitary

Challenge Rating: +3

Treasure: Unchanged

Alignment: Unchanged

Advancement: Unchanged

Level Adjustment: +5

Example of creature using template here:

Seismosaurus Juggernaut
Colossal Animal
Hit Dice: 32d8+512 (656 hp)
Initiative: -3
Speed: 10 ft. (2 squares)
Armor Class: 29 (-8 Size, -3 Dex, +30 Natural), touch 0, flat-footed 29
Base Attack/Grapple: +24/+57
Attack: Tail Slap +34 melee (4d10+25/19-20)
Full Attack: Tail Slap +34 melee (4d10+25/19-20)
Space/Reach: 30 ft./20 ft. (30 ft. with Tail)
Special Attacks: Trample (10d10+25, Save DC 45)
Special Qualities: Energy Resistance 20 (All types), Damage Reduction 15/-, Immunities, Low Light Vision, Scent
Saves: Fort +33, Ref +15, Will +12
Abilities: Str 44, Dex 5, Con 41, Int 1, Wis 14, Cha 14
Skills: Listen +19, Spot +20
Feats: Ability Focus (Trample), Awesome Blow, Cleave, Devastating Critical (Tail Slap), Great Cleave, Improved Critical (Tail Slap), Improved Toughness, Large and In Charge, Overwhelming Critical (Tail Slap), Power Blow, Weapon Focus (Tail Slap)
Environment: Warm Forests, Hills, Plains, and Marsh
Organization: Solitary
Challenge Rating: 15
Treasure: None
Alignment: Always Neutral
Advancement: 33-64 HD (Colossal)
Level Adjustment: ---

"The guns have no effect sir!"

"Just keep firing dammit!"

Juggernauts are those hapless huge mountains of muscle and bone so beloved in dinosaur fantasy films and books. The heavily armored behemoths that can absorb round after round without taking more than a moments annoyance from it.

Bhu
2009-06-13, 04:22 AM
The fluff for the Were Otter is for my campaign (which I'm sure you'll find easy to switch out for your own fluff). Think the CR/LA is okies?

DracoDei
2009-06-13, 07:39 AM
Well, once you put in the DR /silver it should be very close to the normal "lycanthrope" template... or do you not use that for some reason?

It certainly looks to be in the ball-park, but without even "Always" in the alignment line the curse doesn't seem to have enough drawbacks to it to add to the CR. I would also give them a monk's basic flurry ability with the bite. (RL otters "bite like a machine gun" according to my expert).

Kellus
2009-06-13, 10:19 AM
Oh DEAR. I don't think you understand just how happy Dinosaur Satan makes me. Thank you so much! That ROCKS! :smallbiggrin:

Bhu
2009-06-13, 06:47 PM
Oh DEAR. I don't think you understand just how happy Dinosaur Satan makes me. Thank you so much! That ROCKS! :smallbiggrin:

If you want more dino stuff try the Dinosaur Menageri Thread at Wizards:

http://forums.gleemax.com/showthread.php?t=422781

Page 60 has a list somewhere of all the critters with hotlinks to them,

Bhu
2009-06-13, 06:50 PM
Well, once you put in the DR /silver it should be very close to the normal "lycanthrope" template... or do you not use that for some reason?

It certainly looks to be in the ball-park, but without even "Always" in the alignment line the curse doesn't seem to have enough drawbacks to it to add to the CR. I would also give them a monk's basic flurry ability with the bite. (RL otters "bite like a machine gun" according to my expert).

Omg how could i have forgotten the DR? When I set down to work tonight I'll edit some stuff in. Maybe give them Rapidstrike as a Bonus Feat?

DracoDei
2009-06-13, 06:58 PM
Sounds good. Although the +0/-5 is arguably worse than -2/-2... I guess it is mechanically simpler since it is pre-existing.

Bhu
2009-06-15, 06:49 AM
Were Otter is fixed


Dire Kangaroo
Large Animal
Hit Dice: 5d8+15 (37 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 16 (-1 Size, +3 Dex, +4 Natural), touch 12, flat-footed 13
Base Attack/Grapple: +3/+10
Attack: Paw +9 melee (1d8+6)
Full Attack: 2 Paws +9 melee (1d8+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab, Spring Kick
Special Qualities: Low Light Vision, Short Term Speed
Saves: Fort +7, Ref +7, Will +2
Abilities: Str 22, Dex 16, Con 16, Int 2, Wis 12, Cha 10
Skills: Jump +14, Listen +5, Spot +5
Feats: Improved Bull Rush, Power Attack, Flying Kick (B)
Environment: Warm Plains
Organization: Solitary, Pair, Troop (5-12)
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: 6-10 HD (Large)
Level Adjustment: ---

"You hired us ta fight mice? Bert we can't fight mice. The other adventurers will make fun of us. Wtf man?"

"No no, I said they look like mice. Kind of. But not really."

"We're fightin' some horrifyin' abomination of nature agin aren't we?"

Dire Kangaroos are mischievous roos about 13' tall that like to grapple and box the humanoid races for sport. They're kinda mean. But the locals say they taste pretty good. Of course the locals may be biased because the roos beat the crap out of them on a daily basis.

Improved Grab (Ex): If a Dire Kangaroo hits with it's Paw attack, it can immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it does it's Paw damage each round as it continues to wail on it's grappled victim.

Spring Kick (Ex): As a Standard Action the kangaroo jumps up and slams both back claws into it's opponents mid section. It does 4d6+6 damage.

Skills: Dire Kangaroos have a +8 Racial Bonus to Jump Checks.

Combat: Dire Kangaroos open with a charge if the opponent isn't close, and immediately close to begin grappling if they are.

Bhu
2009-06-16, 07:19 AM
KING

King is an Inherited or Acquired Template that can be applied to any Dinosaur, Dire Animal, or Vermin that is Large or bigger, and has Advanced Hit Dice (remember to recalculate stats before applying template).

Size and Type: Unchanged.

Hit Dice: Unchanged, but Kings get maximum hit points per Hit Die.

Speed: Unchanged.

Armor Class: Base Creatures Natural Armor Class increases by +6.

Attacks: The Base Creatures Natural Attacks gain a competence bonus to all attack rolls equal to their Charisma Bonus (minimum of +1).

Damage: The Base Creatures Natural Attacks gain a competence bonus to all damage rolls equal to their Charisma Bonus (minimum of +1).

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

Ferocity (Ex): King creatures may fight normally even when disabled or dying.

Veteran Combatant (Ex): A roll of 1 is not an automatic failure when making to hit rolls or trying to confirm criticals.

Veteran Killer (Ex): All the Kings natural attacks have their threat range increased by 2 (i.e. if their bite normally criticals on a 20, it now criticals on an 18-20). This does not stack with other effects that increase critical threat range.

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

Wily (Ex): You have a 50% chance of negating any critical hit.

Uncanny Dodge (Ex): See PHB page 50.

Improved Uncanny Dodge (Ex): See PHB page 50.

Saves: Base Creature gains a +4 Racial Bonus on all Saving Throws.

Abilities: +4 Str, +4 Dex, +4 Con, +1 Int (unless it is Mindless), +4 Wis, +8 Cha

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unique

Challenge Rating: +3

Treasure: Unchanged

Alignment: Unchanged

Advancement: Unchanged

Level Adjustment: ---

Example of creature using template here:

King T-Rex
Gargantuan Animal
Hit Dice: 54d8+495 (927 hp)
Initiative: +7
Speed: 40 ft. (8 squares)
Armor Class: 18 (-4 Size, +3 Dex, +9 natural), touch 9, flat-footed 15
Base Attack/Grapple: +40/+67
Attack: Bite +56 melee (4d6+29/18-20)
Full Attack: Bite +56 melee (4d6+29/18-20)
Space/Reach: 20 ft./15 ft.
Special Attacks: Improved Grab, Swallow Whole, Ferocity, Veteran combatant, Veteran Killer
Special Qualities: Low Light Vision, Scent, Wily, Uncanny Dodge, Improved Uncanny Dodge
Saves: Fort +42, Ref +36, Will +26
Abilities: Str 40, Dex 16, Con 29, Int 3, Wis 19, Cha 18
Skills: Hide +8, Listen +28, Spot +28
Feats: Alertness, Awesome Blow, Cleave, Combat Reflexes, Great Cleave, Devastating Critical, Improved Bull Rush, Improved Critical (Bite), Improved Initiative, Improved Natural Attack (Bite), Improved Snatch, Large and in Charge, Multisnatch, Overwhelming Critical, Power Attack, Run, Snatch, Toughness (x3), Track, Weapon Focus (Bite)
Environment: Warm Plains
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always Neutral
Advancement: --
Level Adjustment: ---


Kings are the last or greatest or most powerful of their race. Subject of many bad films. Really really bad films. Hopefully it makes for a neat template tho :D Despite it's bonus to Intelligence a King cannot take class levels. It's still an animal, just a very intelligent one.

The Mentalist
2009-06-16, 08:38 AM
Somewhere in the back of my head a little man is saying "Department of Redundancy Department" in Latin.

Bhu
2009-06-17, 04:24 AM
Hey Draco, the stuff I've read suggests that Wallaby is a fairly broad term encompassing several types of critters. I was gonna go with a Dire Rock Wallaby unless there was another species you had in mind.

Also a Dire Zebra would seem to be mechanically roughly the same as a Dire Horse.

DracoDei
2009-06-17, 04:40 AM
I honestly don't remember suggesting those, but it sounds fine to me...

Bhu
2009-06-17, 06:21 AM
I honestly don't remember suggesting those, but it sounds fine to me...

Most of the Dire animals Ive been doing lately have been from your request list on page 18 :smallbiggrin:

Bhu
2009-06-18, 05:45 AM
Dire Rock Wallaby
Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +3
Speed: 30 ft. (6 squares), Climb 30 ft.
Armor Class: 15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
Base Attack/Grapple: +1/+3
Attack: Paw +4 melee (1d6+2)
Full Attack: 2 Paws +4 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab
Special Qualities: Low Light Vision
Saves: Fort +4, Ref +6, Will +1
Abilities: Str 14, Dex 16, Con 12, Int 2, Wis 12, Cha 5
Skills: Climb +11, Jump +6, Listen +6, Spot +5
Feats: Alertness, Weapon Finesse (B)
Environment: Warm Hills or Mountains
Organization: Solitary, Pair, or Colony (6-100)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: 3-4 HD (Medium)
Level Adjustment: ---

"These lil not mouse critters seem nicer than the bigger ones."

"Uh...Abner the tall male is lookin' at you kinda funny like...like he's mad or somethin'..."

Dire Rock Wallabies are almost the size of regular kangaroos. Meaning they look like...kangaroos. Kangaroos with attitude who look like they want to kick your behind. For no better reason than that you're there.

Improved Grab (Ex): If a Dire Wallaby hits with it's Paw attack, it can immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it does it's Paw damage each round as it continues to wail on it's grappled victim.

Skills: Dire Rock Wallabies gain a +8 Racial Bonus to Climb Checks and a +4 Racial Bonus to Jump Checks. Wallabies can always Take 10 on a Climb Check, and can use their Str or Dex modifier for Climb Checks (whichever is higher).

Combat: unexpectedly feistier than their larger kin, Wallabies charge en masse and begin wailing on everything in their path.

Bhu
2009-06-18, 05:50 AM
http://en.wikipedia.org/wiki/Umdhlebi

http://adsabs.harvard.edu/abs/1882Natur..27....7P

this is the tree version
Umdhlebi
Gargantuan Plant
Hit Dice: 24d8+288 (396)
Initiative: +0
Speed: 0 ft. (0 squares)
Armor Class: 16 (-4 Size, +10 Natural), touch 6, flat-footed 16
Base Attack/Grapple: -/-
Attack: -
Full Attack: -
Space/Reach: 20 ft./20 ft.
Special Attacks: Poison Aura
Special Qualities: Blind, Plant Traits, Mindless, Lifesense, Weaknesses, Damage Reduction 10/Slashing, Immobile
Saves: Fort +26, Ref +0, Will +10
Abilities: Str -, Dex -, Con 35, Int -, Wis 14, Cha 4
Skills: -
Feats: -
Environment: Any Warm except Aquatic
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Always Neutral
Advancement: 25-30 HD (Gargantuan) 31-36 HD (Colossal)
Level Adjustment: ---

"Do not approach any trees that grow where no trees should grow. Especially trees with corpses growing around them like a profane garden."

This is the large treelike version of the Umhdlebi.

Poison Aura (Ex): As a standard action the Umhdlebi can release a colorless and scentless gas covering a 30' area centered on itself. The Poisons is Inhaled, DC 34 Fortitude Save (Save DC is Con based), Initial Damage is 1d6 Int and Wis, Secondary Damage is 2d6 Constitution.

Mindless (Ex): The Umdhlebi has no Intelligence Score, and is immune to all Mind-Affecting Effects.

Lifesense (Ex): The Umdhlebi can sense any movement within 120' of itself similar to having Blindsense.

Weaknesses (Ex): Due to their immobile nature the Umdhlebi they automatically fail all Reflex Saves, and are always considered to be Flat-Footed. They do not have a Strength or Dex score. They take double damage from fire.

Combat: If the Umdhlebi sense anything with their Lifesense they begin releasing a poisonous invisible gas into the air. This is their only method of defense against predators, and the only way they can feed.

wip

Bhu
2009-06-19, 05:03 AM
http://en.wikipedia.org/wiki/Umdhlebi

http://adsabs.harvard.edu/abs/1882Natur..27....7P

this is the shrub version
Umdhlebi
Small Plant
Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: 0 ft. (0 squares)
Armor Class: 16 (+1 Size, +5 Natural), touch 11, flat-footed 16
Base Attack/Grapple: -/-
Attack: -
Full Attack: -
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison Aura
Special Qualities: Blind, Plant Traits, Mindless, Lifesense, Weaknesses, Damage Reduction 5/Slashing, Immobile
Saves: Fort +5, Ref +0, Will +2
Abilities: Str -, Dex -, Con 14, Int -, Wis 14, Cha 4
Skills: -
Feats: -
Environment: Any Warm except Aquatic
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Always Neutral
Advancement: 25-30 HD (Gargantuan) 31-36 HD (Colossal)
Level Adjustment: ---

"Do not approach any shrubs that grow where no shrubs should grow. Especially shrubs with corpses growing around them like a profane garden."

This is the small shrubbery version of the Umhdlebi.

Poison Aura (Ex): As a standard action the Umhdlebi can release a colorless and scentless gas covering a 20' area centered on itself. The Poisons is Inhaled, DC 13 Fortitude Save (Save DC is Con based), Initial Damage is 1d6 Int and Wis, Secondary Damage is 2d6 Constitution.

Mindless (Ex): The Umdhlebi has no Intelligence Score, and is immune to all Mind-Affecting Effects.

Lifesense (Ex): The Umdhlebi can sense any movement within 60' of itself similar to having Blindsense.

Weaknesses (Ex): Due to their immobile nature the Umdhlebi they automatically fail all Reflex Saves, and are always considered to be Flat-Footed. They do not have a Strength or Dex score. They take double damage from fire.

Combat: If the Umdhlebi sense anything with their Lifesense they begin releasing a poisonous invisible gas into the air. This is their only method of defense against predators, and the only way they can feed.

wip

Bhu
2009-06-20, 05:11 AM
Okay, I's sure everyone is burning out on the Dire Critters a bit, so it's time for something else:


GAK, SPAAAAAAAAAAAAACE CHIIIIIIIIIIIIIIIIIIIIICKEEEEEEEEEEEEENNNNNNNN
Colossal Outsider
Hit Dice: 70d8+1260 (1575 hp)
Initiative: +4
Speed: 60 ft. (12 squares), Fly 240' (Clumsy)
Armor Class: 56 (-8 Size, +4 Dex, +30 Natural, +20 Deflection), touch 26, flat-footed 52
Base Attack/Grapple: +70/+104
Attack: Peck +80 melee (6d6+18)
Full Attack: 1 Peck +80 melee (6d6+18) and 2 Scratches +75 melee (4d6+9)
Space/Reach: 40 ft./40 ft.
Special Attacks: Planetfall, Nonstop Squawking, Trample (4d12+36), Frightful Presence, Ultimate Bawk
Special Qualities: Dark Vision 240', Flight, Immunities, SR 45, DR 40/Epic, Fast Healing 20, Energy Resistance 50 (Cold, Fire, Sonic)
Saves: Fort +59, Ref +41, Will +44
Abilities: Str 46, Dex 18, Con 46, Int 5, Wis 24, Cha 35
Skills: Climb +57, Intimidate +51, Jump +57, Knowledge (Geography) +36, Listen +46, Search +36, Spot +46, Survival +46, Swim +56
Feats: Adroit Flyby Attack, Awesome Blow, Cleave, Combat Reflexes, Devastating Critical (Peck), Dodge, Epic Fortitude, Flyby Attack, Great Cleave, Great Flyby Attack, Hover, Improved Bull Rush, Improved Critical (Peck), Improved Flyby Attack, Improved Snatch, Large and in Charge, Mobility, Multisnatch, Overwhelming Critical (Peck), Power Attack, Power Critical (Peck), Snatch, Weapon Focus (Peck), Wingover
Environment: Any
Organization: Unique
Challenge Rating: 34
Treasure: Triple Standard
Alignment: Neutral
Advancement: 71+ HD (Colossal)
Level Adjustment: ---


"Bert...Bert a giant meteor crushed that town over yonder!"

"You woke me up for that?

"Well it ain't every night a giant space rock destroys a city. What if there are more. Wait...is it movin'?"

"Go back to sleep Abner."

"BAWK! BAWK BAWK BAWK BAWK BAAAAAAAAAAAAAWK!"

"Saddle the horse Abner. Sleep doesn't look like it's waitin' for us tonight..."

The being known as Gak! Spaaaace Chiiiiiiickkkeeeeeeeeeeeennn (insert echo effect here), is an odd being traveling through space visiting planets looking for something. At least it appears to be that way. He (everyone calls Gak a him) always makes scratching and nosing about as if looking for something his first priority after he falls from the sky. Gak appears as a vaguely chickenlike entity with leathery grey hide as opposed to feathers, stubby wings that shouldn't support it's body weight, deely bobber antennae, and an odd crest that runs from the top of it's head down it's back. It also has huge glowing eyes, and screams and babbles almost nonstop, causing instant hatred in all who encounter it as they pray for it to just shut up. While Gak appears to be speaking a language, no one has yet deciphered what it is (although no one has used magical means of communicating yet either).

Planetfall (Ex): When Gak initially visits a planet, he simply falls from the sky doing 40d6 damage in a 500' area. It can honestly be said that this is a lot more fun for Gak than anyone in the vicinity.

Nonstop Squawking (Ex): Gak never shuts up. Ever. As long as he is conscious, so is everything else within the next few miles. Anything within 120' of Gak must make a DC 63 Listen check to hear anything that is said, possibly ruining any language dependent effects as you simply cant hear them (Save DC is Con based, and the DC is lowered by -5 for every 10' past the normal 120' range). Bards must make a Level Check against Gak for their Bardic Music to work. Anything failing the Save once is permanently deafened as well.

Ultimate Bawk (Su): Gak unleashes a horrifyingly loud bawk that can be heard over an area of roughly 50 miles. It may do this once per day. The Ultimate Bawk does 35d6 Sonic damage in an area of 50'. For every 5' past the initial 50' area damage drops by 1d6. Opponents in this area can make a DC 67 Reflex Save (Save DC is Charisma based) for half damage. Opponents who fail the Save are also permanently deafened.

Trample (Ex): DC 63 Reflex Save for half damage (Save DC is Strength Based).

Frightful Presence (Ex): Any creature who has less Hit Dice than Gak and is within 240' of him when he lands, attacks, or flies overhead must make a DC 57 Willpower Save or be Panicked for 2d6 rounds. If the Save is Successful the opponent is Shaken for the duration of the encounter instead.

Immunities (Ex): Gak is immune to Mind Influencing Effects, poison, sleep effects, paralysis, disease, and ability drain/damage.

Combat: Gak normally planetfalls to enter the atmosphere, leaving an enormous burning crater which it rises up from and begins flying about squawking it's darn fool head off. Every day at daybreak it unleashes the Ultimate Bawk as the sun rises, though if it is suspecting an attack or oversleeps it may have it ready for attack. Otherwise it makes judicious use of Flyby attacks to whittle the enemy down.

work in progress

DracoDei
2009-06-20, 07:33 AM
Don't forget to specify which languages it speaks/understands so as to know what languages it might be babbling in and which ones the less "kill everything" type of parties might at least get some XPs for TRYING to communicate with it in. Even if such an effort is doomed to failure, it should be interesting.

Bhu
2009-06-21, 08:09 AM
http://www.meta-religion.com/Paranormale/Cryptozoology/Other/minhocao.htm

http://en.wikipedia.org/wiki/Minhoc%C3%A3o

Minhocao
Colossal Animal
Hit Dice: 35d8+350 (507 hp)
Initiative: -2
Speed: 30 ft. (6 squares), 30 feet burrowing, 40 feet swim
Armor Class: 20 (-8 Size, -2 Dex, +20 Natural), touch 0, flat-footed 20
Base Attack/Grapple: +25/+58
Attack: Bite +35 (3d6+17)
Full Attack: Bite +35 (3d6 +17)
Space/Reach: 30 ft./20 ft.
Special Attacks: -
Special Qualities: Amphibious, Blindsense 60', Tremor Sense 60'
Saves: Fort +35, Ref +17, Will +10
Abilities: Str 45, Dex 6, Con 30, Int 1, Wis 8, Cha 8
Skills: Listen +32, Swim +30
Feats: Awesome Blow, Cleave, Improved Bull Rush, Power Attack,
Weapon Focus (Bite), Snatch, Improved Snatch,Crush,
Multisnatch, Epic Fortitude, Great Fortitude, Lunging Strike
Environment: Warm Aquatic, Underground, Forest, or Swamp
Organization: Solitary
Challenge Rating: 18?
Treasure: None
Alignment: Always Neutral
Advancement: 36-50 (Collosal)
Level Adjustment: ---

"From what subterranean hell it crawled in the long ago I know not, nor what black age it represented. But it was not a beast, as humanity knows beasts. I call it a worm for lack of a better term. There is no earthly language that has a name for it."

The Minhocao are giant wormlike cryptids.

Skills: The Minhocao has a +8 racial bonus on swim checks, and may always take 10 on a swim check even if distracted or endangered. It may use the run action if swimming in a straight line.

Combat: The Minhocao prefers to snatch it's prey and drag it underwater to drown it.

Debihuman
2009-06-21, 09:22 AM
It's clear to me that chicken's are HILARIOUS. Bhu's Gak and NewbDM's She Who Clucks and somwhere there was a Halfling Chicken Wrangler Prestige class. Yeppers, hens are a riot. Makes me almost want to resurrect that thread on Abyysal Demon Chickens.

Debby

sigurd
2009-06-21, 10:43 AM
The Chicken-Orc

The poor chicken-orc was bred by a mad wizard to belittle and embarrass orc kind.

These neurotic terrified creatures are bred and kept by enterprising trainers as a 'test of valour' for graduating students.

- Chicken Orcs are actually made by a flesh warping spell cast upon giant birds. Only the best truly resemble orcs, or other brutish races. Many birds are left lame and damaged by this magic. The most compelling creatures are sold to freak shows and noble menageries.
- They are usually sterile and never breed true.

Sigurd

* The first and most famous Chicken Orcs were made by the gnome wizard Falby for the King of Ghent. Twelve birds were fashioned after famous Orc Chieftains and dispatched to Ghent's major cities and courts. The sign above their pens bore the Chieftian's names and the words 'Watch our enemies run!'

Debihuman
2009-06-21, 11:07 AM
Chicken-orc pot pie. Favored by orcs everywhere. Made only after the chicken-orc has lost its match in a fight. It probably has a drunken orc toast to go along with it. Now, that's what you see in a tavern! A bunch of drunken orcs eating chicken-pie and reminiscing about the good battles it had before it met its superior in combat.

Debby

Bhu
2009-06-22, 03:47 AM
http://en.wikipedia.org/wiki/Beast_of_Busco
http://www.everything2.com/index.pl?node_id=1782670

Beast of Busco
Large Animal
Hit Dice: 8d8+40 (76 hp)
Initiative: -1
Speed: 30 ft. (6 squares), Swim 20 ft.
Armor Class: 16 (-1 Size, -1 Dex, +8 Natural), touch 8, flat-footed 16
Base Attack/Grapple: +6/+18
Attack: Bite +13 melee (2d6+8/18-20)
Full Attack: Bite +13 melee (2d6+8/18-20)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab
Special Qualities: Low Light Vision, Scent, Hold Breath
Saves: Fort +11, Ref +5, Will +3
Abilities: Str 26, Dex 8, Con 21, Int 1, Wis 12, Cha 2
Skills: Hide +4, Listen +3, Spot +3, Survival +3, Swim +16
Feats: Improved Natural Attack (Bite), Skill Focus (Hide), Track
Environment: Temperate Aquatic
Organization: Unique??
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment: ---

"Where's your brother Bobby?"

"He went fishin' down ta the lake."

"WHAT!!"

The Beast of Busco is an enormous legendary Snapping Turtle.

Improved Grab (Ex): If the Beast hits successfully with it's Bite attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If it succeeds in it's grapple it may do Bite damage each round, or attempt to pin it's victim underwater.

Hold Breath (Ex): The Beast may hold it's Breath for 8 times it's Constitution modifier before it risks drowning.

Skills: The Beast of Busco has a +8 Racial Bonus on Swim checks. It also has a +4 Racial Bonus on Hide checks in the water. When submerged with only it's nostrils and eyes above water it gains a +10 Cover Bonus to Hide checks.

Combat: The Beast of Busco prefers to grab it's opponent and drag it into the lake.

Bhu
2009-06-22, 04:04 AM
It's clear to me that chicken's are HILARIOUS. Bhu's Gak and NewbDM's She Who Clucks and somwhere there was a Halfling Chicken Wrangler Prestige class. Yeppers, hens are a riot. Makes me almost want to resurrect that thread on Abyysal Demon Chickens.

Debby

I think I have a Combustible CHicken statted up somewhere too.

Rappy
2009-06-22, 09:34 PM
Ahhh, the Beast of 'Busco, I remember it well. I'm still glad you made stats for it, since I prefer it for nonmagical purposes as opossed to the giant bog turtle from the Tome of Horrors series (since it's a magical beast).

Bhu
2009-06-23, 05:00 AM
I'm still doing critters in the SPec and Crypto threads over on Wizards.

We miss you :smallwink:

Rappy
2009-06-23, 05:42 AM
What on earth do you mean? I just posted there this morning. :smallwink:

Bhu
2009-06-24, 07:05 AM
Nice to see you back Rap :smallbiggrin:

Anyone think Gak needs anything else other than a CR?



Tiger Spirit of the Sundarbans

Tiger Spirit is a template that can be applied to any Tiger that has passed on due to being trapped and killed by hunters who have disrespected the tiger in some way (i.e. killed it for reasons other than self defense, made it die slowly, mutilated the body, taking trophies, etc).

Size and Type: Size is unchanged, Type becomes Undead with the Incorporeal subtype.

Hit Dice: All current and future Hit Dice become d12's, and hit points must be recalculated.

Speed: The Base Creature gains a Flight Speed equal to it's land speed with Perfect Maneuverability.

Armor Class: Unchanged for encounters on the Ethereal Plane. When the Ghost Tiger Manifests in the Material Plane it's Natural Armor Bonus becomes a Deflection Bonus instead, and it's Deflection Bonus to AC improves by an amount equal to it's Charisma Modifier (minimum +1).

Attacks: Unchanged, but those relying on physical damage cannot effect corporeal creatures that aren't also on the Ethereal Plane. Base Attack Bonus remains the same despite the Type Change.

Damage: Unchanged, but the Ghost Tigers physical attacks cannot effect non ethereal beings (although it still has it's Special Attacks.

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

Horrific Appearance (Su): Identical to Ghost ability on page 118 of the MM.

Malevolence (Su): Identical to Ghost ability on page 18 of the MM, but it can only be used on Tigers.

Influence (Su): All Tigers within 10 miles of the Tiger Ghost are always hostile to human beings. Handle Animal checks and Wild Empathy cannot change this, spells are required. This only works against animals, so Were Tigers or Awakened Tigers are immune, as are undead. If the Tiger in question is a Class Feature such as an Animal Companion it gains a Willpower Save (DC is 10 plus Half Hit Dice plus Charisma Modifier) to avoid this ability for as long as it remains within range.

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

Manifestation (Su): This is identical to the ability on MM page 118.

Rejuvenation (Su): This is identical to the ability on MM page 118. Generally removing a Ghost Tiger is pretty straightforward: capture and sacrifice to it everyone involved in it's killing, or who made a profit from it, or who received pieces of the tigers body (such as the fur) as a gift.

Turn Resistance (Ex): +4

Unnatural Aura (Su): Animals other than Tigers will not come within 60' of a Tiger Ghost, and Panic if forced to do so (they remain Panicked so long as the Tiger Ghost is within Range).

Lifesense (Su): Tiger Ghosts may automatically sense Living creatures within 60' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Tracking (Su): Tiger Ghosts always know the general direction of their killers, even if they are on another plane of existence.

Saves: Unchanged, despite the change in Type.

Abilities: The Base Creature no longer has a Constitution Score, and effectively has no Strength Score against non ethereal creatures. +3 Int, +8 Charisma.

Skills: +8 Racial Bonus to Hide, Listen, Move Silently, Search, and Spot Checks. These Bonuses stack with any gained from being a tiger.

Feats: Unchanged.

Environment: Unchanged.

Organization: Solitary, but usually found in the company of one or more living tigers. Sometimes a mated pair is encountered as they were slain together, but this is rare.

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Always Neutral Evil.

Advancement: Unchanged, but Hit Dice have no theoretical upper limit. The Spirit becomes more powerful over time.

Level Adjustment: ---


The Tigers of the Sundarbans marsh have always been known for going out of their way to kill humans. The reason is the Ghost Tigers. Something in the Sundarbans returns tigers who have been slain in an inappropriate manner to torment the living.


Example of creature using template here:


Tiger Ghost of the Sundarbans
Large Undead
Hit Dice: 6d12 (39 hp)
Initiative: +2
Speed: Fly 40 ft. (8 squares), Perfect
Armor Class: 16 (-1 Size, +2 Dex, +5 Deflection), touch 16, flat-footed 14
Armor Class Ethereal: 14 (-1 Size, +2 Dex, +3 Natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/- (+14 Ethereal)
Attack (ethereal only): Claw +9 melee (1d8+6)
Full Attack (ethereal only): 2 Claws +9 melee (1d8+6), and 1 Bite (2d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab, Pounce, Rake 1d8+3, Horrific Appearance, Malevolence, Influence
Special Qualities: Low Light Vision, Scent, Manifestation, Rejuvenation, Turn Resistance +4, Unnatural Aura, Lifesense, Tracking
Saves: Fort +5, Ref +7, Will +3
Abilities: Str - (23 ethereal), Dex 15, Con -, Int 5, Wis 12, Cha 14
Skills: Balance +6, Hide +11, Listen +11, Move Silently +17, Search +5, Spot +11, Swim+11
Feats: Alertness, Improved Natural Attack (Bite, Claw)
Environment: Warm Forest or Marsh
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Always Neutral Evil
Advancement: 7+ HD (Large)
Level Adjustment: ---

Improved Grab (Ex): Against ethereal opponents, if the Ghost Tiger hits with it's Claw Attack, it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it may rake.

Pounce (Ex): The Ghost Tiger can make a Full Attack (including Rakes) against an ethereal opponent on a successful charge.

Rakes (Ex): In a charge or Grapple the Ghost Tiger gets 2 additional Rake attacks at +9 melee doing 1d8+3 damage.

Skills: Ghost Tigers have a +4 Racial Bonus on Balance Checks. They also have a +8 Racial Bonus on Listen, Search, and Spot Checks; and a +12 Racial Bonus on Hide and Move Silently Checks. In areas of tall grass or heavy undergrowth the Hide Bonus raises to +16.

Combat: Ghost Tigers possess living tigers to attack human beings. Usually they use this ability to gain revenge after it has found it's killers.

Bhu
2009-06-25, 06:17 AM
Gak and thte Tiger Spirit just need CR, and I've had a request for another Dire Critter believe it or not:

Dire Penguin
Gargantuan Animal
Hit Dice: 12d8+96 (150 hp)
Initiative: -1
Speed: 20 ft. (4 squares), Swim 80 ft.
Armor Class: 20 (-4 Size, -1 Dex, +15 natural), touch 5, flat-footed 20
Base Attack/Grapple: +9/+33
Attack: Beak +17 melee (2d6 +12)
Full Attack: 1 Beak +17 melee (2d6+12) and 2 Flipper Slaps +12 melee (1d8+6)
Space/Reach: 20 ft./20 ft.
Special Attacks: Belly Flop
Special Qualities: Low Light Vision, Hold Breath
Saves: Fort +16, Ref +7, Will +5
Abilities: Str 35, Dex 9, Con 26, Int 2, Wis 12, Cha 18
Skills: Listen +8, Spot +9, Swim +20
Feats: Cold Endurance, Endurance, Improved Cold Endurance, Large and in Charge, Swim By Attack
Environment: Cold Aquatic
Organization: Solitary, Pair, Flock (11-30), or Colony (31-100)
Challenge Rating: 6
Treasure: None
Alignment: Always Neutral
Advancement: 13-24 HD (Gargantuan)
Level Adjustment: ---

"Screw this Bert. It's cold, Ah'm hungry, and you didn't tell me we wuz goin' after birds agin. Ah'm beginnin' to develop a complex bout birds dammit."

Dire Penguins are simply enormous versions of their more traditional cousins. They're loud, stinky, and wonderful to watch. As long as you're far away. Especially during mating or nesting season.

Belly Flop (Ex): The Dire Penguin can fall on any creature two sizes smaller than itself doing 2d8+24 damage (DC 28 Reflex Save for half Damage, Save DC is Strength Based). This works like Trample in every way but one: If the opponent fails to make his Saving Throw, he is considered Pinned in a Grapple. Each round the DP can make a Grapple Check to successfully move him 10', simultaneously doing 1d8+12 damage as it grinds it's opponent into the ground.

Skills: Dire Penguins have a +8 Racial Bonus to Swim Checks, and may Always Take 10 on a Swim Check. They may use the Run Action when swimming in a straight line.

Combat: Dire Penguins will bite and slap opponents of similar size. Against smaller opponents, they fall on them pinning them to the ground before dragging them across the ice.

The Mentalist
2009-06-25, 10:07 AM
The dire penguin promises to be awesome.

Debihuman
2009-06-25, 11:33 AM
Why is the Dire Penguin Gargantuan when the Dire Kangaroo is Large? I would think it would be simply Large as well. Most penguins are Small. Emperor Penguins can be as big as 4 feet tall but probably should be considered Small. If you are basing it on the Nordenskjold's Giant Penguin, the largest have been well under six feet, placing them squarely in the Medium category.

Bit of Trivia: apparently these were the inspiration for the 6-foot tall blind penguins in H.P. Lovecraft's story, At The Mountains of Madness.

Debby

Bhu
2009-06-26, 06:35 AM
Dire Animals are unusually twitchy. Dire Turtles are pretty darn big too, but most turtles wouldnt be any bigger than small. Even tortoises would be medium.


And really big Pengies seemed extra funny :smallbiggrin:

Bhu
2009-06-27, 07:18 AM
OK the kitties and Gak have their CR, and the Dire Pengie is almost done. After him I shall be doing more weird critters.

Bhu
2009-06-29, 04:47 AM
Or not. Guess I have a few more birdie requests:

Dire Pigeon
Large Animal
Hit Dice: 4d8+8 (26 hp)
Initiative: +2
Speed: 20 ft. (4 squares), Fly 70 ft. (average)
Armor Class: 14 (-1 Size, +2 Dex, +3 Natural), touch 11, flat-footed 12
Base Attack/Grapple: +3/+10
Attack: Beak +6 melee (1d8+3)
Full Attack: 1 Beak +6 melee (1d8+3) and 2 Claws +1 melee (1d6+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Wing Slap, Pigeon Bomb
Special Qualities: Low Light Vision, Hold Breath
Saves: Fort +6, Ref +7, Will +2
Abilities: Str 16, Dex 14, Con 14, Int 2, Wis 12, Cha 7
Skills: Balance +10, Listen +4, Spot +5
Feats: Flyby Attack, Wingover
Environment: Any Warm or Temperate except Aquatic
Organization: Solitary, Pair, or Flock (11-30)
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: 5-8 HD (Large)
Level Adjustment: ---

"Okay Sally. This here bein' you first run with Uncle Abner n' me we need to make sure you know whats going on. You know what we need to do right?"

"Uh-huh."

"Now when Uncle Abner and Ah chase the birdies off the roof, what do you do?"

"Ah whack em wif mah sling."

"Good."

"Then Ah takes 'em home ta snuggle, cuz theys mah pet now."

"Ah told you she wasn't ready for this yet."

Dire Pigeons are loud, obnoxious, incredibly stupid birds who crap everywhere. They also bring down property values by nesting on the roofs of houses (usually caving them in at times under their weight). Few Dire Species have achieved such nuisance levels as the Pigeon. Adventurers willing to face them are scarce. Not because they're powerful, but because no sane adventurer wants to be thrown off roofs and pooped on to earn a living.

Wing Slap (Ex): As a Standard Action the Dire Pigeon may do a quick and unexpected wing slap against an opponent, usually when they are somewhere high. This does 1d6+1 damage, and the Pigeon gets an Immediate Trip Attack as a Free Action without provoking an Attack of Opportunity. If it successfully trips it's opponent the opponent may risk falling from the roof or tower the pigeon is on. It's surprising how otherwise incredibly stupid animals know this.

Pigeon Bomb (Ex): While in Flight the Pigeon may as a Standard Action poop on gawkers below. Treat this as a ranged grenade like weapon, and if it hits it covers a 5' area in foul smelling poo. Opponents who have the Scent ability lose it until they wash, and must make a DC 14 Fortitude Save (Save DC is Constitution Based) or be Nauseated for 1d3 rounds. Should the Pigeon critically hit with the poop attack it gets in it's victims eyes blinding it for 1d3 rounds. Basically pigeons are evil bastards.

Skills: Dire Pigeons gain a +8 Racial Bonus on Balance Checks.

Combat: If a Dire Pigeons foes do not have ranged weapons (yes, some players are this stupid), they will patiently wait for them to climb the house to reach them before using a quick Wing Slap to Knock them off the roof. They will repeat until the PC's get tired of this. Should they change tactics or have range, they will Bomb the PC's or their mounts.

Bhu
2009-06-29, 04:57 AM
http://www.trueauthority.com/cryptozoology/buru.htm

http://www.newanimal.org/buru.htm

Buru
Large Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +1
Speed: Swim 40 ft. (8 squares)
Armor Class: 17 (-1 Size, +1 Dex, +7 Natural), touch 10, flat-footed 16
Base Attack/Grapple: +4/+14
Attack: Claw +9 melee (1d6+6) or Tail Slap +9 melee (1d8+6)
Full Attack: Claw +9 melee (1d6+6) or Tail Slap (1d8+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Hold Breath, Low Light Vision
Saves: Fort +11, Ref +6, Will +3
Abilities: Str 23, Dex 12, Con 18, Int 1, Wis 12, Cha 2
Skills: Listen +7, Spot +8, Swim +14
Feats: Alertness, Great Fortitude, Power Attack
Environment: Warm Swamps
Organization: Solitary, Pair, or Family (3-6)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 7-8 HD (Large), 9-12 HD (Huge)
Level Adjustment: ----

"I travel hundreds of miles to Tibet to hunt down Yeti, and here it looks like I'm going to be killed by a friggin' lake monster..."

The Buru are aquatic reptile cryptids in TIbet.

Hold Breath (Ex): The Buru can hold it's breath a number of rounds equal to 6 times it's Constitution score before it risks drowning.

Skills: The Buru has a +8 racial modifier to it's Swim checks and it can always take 10 on a swim check, even if endangered or threatened.

Combat: Buru are Ambush predators who prefer hit and run tactics. Biting an opponent, and then taking off waiting for blood loss to weaken it before they return.

Bhu
2009-06-30, 06:35 AM
http://en.wikipedia.org/wiki/Canvey_Island_Monster

http://istina.rin.ru/eng/ufo/text/139.html




Canvey Island Monster
Small Animal
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 15 ft. (3 squares), Swim 20 ft.
Armor Class: 12 (+1 Size, +1 Natural), touch 11, flat-footed 12
Base Attack/Grapple: +0/-6
Attack: Bite +0 melee (1d4-2)
Full Attack: Bite +0 melee (1d4-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Amphibious, Low Light Vision
Saves: Fort +2, Ref +2, Will +1
Abilities: Str 6, Dex 10, Con 11, Int 1, Wis 12, Cha 2
Skills: Listen +3, Spot +3, Swim +6
Feats: Weapon Focus
Environment: Temperate Aquatic
Organization: Solitary
Challenge Rating: 1/4
Treasure: None
Alignment: ALways Neutral
Advancement: 2-3 HD (Medium)
Level Adjustment: ----

"Good evening sir. Can we interview about the bodies being found on Canvey Island?"

"No. And if you know whats good for you , you won't be interviewing anyone else either."

The Canvey Island Monster is a cryptid known mostly as a series of corpses.

Skills: Canvey Island Monsters have a +8 Racial bonus to Swim checks, and may always take 10 on a swim check even if threateened or endangered.

Combat: Canvey Island Monsters tend to nip and run. They aren't built or extended fighting.

Bhu
2009-06-30, 06:50 AM
Dire Chicken
Large Animal
Hit Dice: 5d8+15 (37 hp)
Initiative: +2
Speed: 40 ft. (8 squares), Fly 60 ft. (Clumsy)
Armor Class: 15 (-1 Size, +2 Dex, +4 Natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+11
Attack: Peck +6 melee (1d8+4)
Full Attack: 1 Peck +6 melee (1d8+4) and 2 Claws +6 melee (1d6+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Flying Charge
Special Qualities: Low Light Vision, Short Term Flight
Saves: Fort +7, Ref +6, Will +2
Abilities: Str 18, Dex 15, Con 16, Int 2, Wis 12, Cha 7
Skills: Listen +4, Search +6, Spot +4
Feats: Improved Multiattack, Multiattack
Environment: Any Temperate or Warm except Aquatic
Organization: Solitary or Flock (10-30)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 6-10 HD (Large)
Level Adjustment: ---

"YAY!!! CHIKINS!!!

"Much as our niece enjoys this here farm Abner, Ah can't trust a man raises giant chikins."

"Yup."

Dire Chickens were a once rare farm animal escaped into the wild. Subsequently they bred out of control and are now massive pests.

Flying Charge (Ex): When the Dire Chicken charges it uses it's Flight Speed to gain momentum, launching itself onto it's opponent in the air. It makes a Full Attack with the charge, and it's opponent must make a DC 12 Willpower Save (Save DC is 10 plus half Hit Dice plus Cha Modifier plus a +2 Racial Bonus) or be Shaken for 1d6 rounds.

Short Term Flight (Ex): A Chicken can fly for (3 plus Constitution Modifier) rounds before it must land and rest. It gains altitude half as quickly as other fliers do as well, but it may subtract 20' from any fall before calculating damage.

Skills: Dire Chickens gain a +8 Racial Bonus to Search Checks.

Combat: Dire Chickens usually fly sharp-bits-first right into opponents. Many adventurers refer to them as "the worlds tastiest flying saw".

DracoDei
2009-06-30, 07:14 AM
This isn't the first place I have seen the concept of a Dire Pidgeon... remind me to see if I can get the other guy to post his version...

Bhu
2009-07-02, 06:13 AM
I think I have the idea for a revised version of the Kaiju template that will be easier to use as it will require no base creature. You're making the whole thing up from scratch. Anyone curious or shall I work on the smaller critters a bit.

DracoDei
2009-07-02, 07:54 AM
The Kaiju thing sounds interesting. I am surprised that you are saying it is EASIER. That will be interesting to see.

Bhu
2009-07-03, 07:28 AM
Well by easier I mean you don't have to deal with adding the Template to an existing critter and the headaches that involves. It'll still take time to make a Kaiju, but with luck it will be smoother.

Bhu
2009-07-04, 06:39 AM
Dire Turkey
Huge Animal
Hit Dice: 10d8+50 (95 hp)
Initiative: +2
Speed: 40 ft. (8 squares), Fly 60 ft. (Clumsy)
Armor Class: 20 (-2 Size, +2 Dex, +10 Natural), touch 10, flat-footed 18
Base Attack/Grapple: +7/+22
Attack: Peck +12 melee (2d6+7)
Full Attack: 1 Peck +12 melee (2d6+7)
Space/Reach: 15 ft./10 ft.
Special Attacks: Blind Panic
Special Qualities: Low Light Vision, Short Term Flight
Saves: Fort +11, Ref +9, Will +4
Abilities: Str 24, Dex 15, Con 18, Int 2, Wis 12, Cha 12
Skills: Listen +9, Spot +8
Feats: Alertness, Endurance, Improved Toughness, Reckless Charge
Environment: Temperate Forest
Organization: Solitary or Flock (4-6)
Challenge Rating: 5
Treasure: None
Alignment: Always Neutral
Advancement: 11-20 HD (Huge)
Level Adjustment: ---


"We're gonna eat good t'night Abner..."


Dire Turkeys are massive gobbling fiends who actively repress the local peasants by chasing them about when they gather nuts in the forest. Or at least that's what the local peasants claim. The starving, slightly wounded peasants carrying bird hunting bows...

Blind Panic (Ex): Whenever a Dire Turkey is subject to a Fear effect or Morale Penalty it completely freaks out and runs down the source of the fear. This is a charge Attack doing 4d6+14 damage if it is successful. If it hits the victim must make a DC 22 Fortitude Save (Save DC is 10 plus half HD plus Str Modifier) or be knocked Prone and Dazed 1 round.

Short Term Flight (Ex): A Dire Turkey can fly for (3 plus Constitution Modifier) rounds before it must land and rest. It gains altitude half as quickly as other fliers do as well, but it may subtract 20' from any fall before calculating damage.

Combat: Dire Turkeys usually charge in an attempt to back opponents off. Or they go screeching into the forest. One of the two.

Bhu
2009-07-04, 07:03 AM
The Terichik
Colossal Magical Beast
Hit Dice: 50d10+900 (1175 hp)
Initiative: +4
Speed: 50 ft. (10 squares), burrow 50 ft.
Armor Class: 37 (-8 Size, +35 Natural ), touch 2, flat-footed 37
Base Attack/Grapple: +50/+50
Attack: Bite +62 melee (6d6+40/19-20)
Full Attack: Bite +62 melee (6d6+40/19-20)
Space/Reach: 30 ft./20 ft.
Special Attacks: Improved Grab, Swallow Whole
Special Qualities: Low Light Vision, Dark Vision 60 ft., Tremor Sense 120', Enhanced Scent, Immunities, Damage Reduction 20/Epic, Damage Reduction 10/-, Energy Resistance 30 (Acid, Fire, Electricity, Sonic)
Saves: Fort +42, Ref +27, Will +17
Abilities: Str 50, Dex 10, Con 40, Int 2, Wis 12, Cha 20
Skills: Listen +29, Swim +45
Feats: Blind Fight, Cleave, Great Cleave, Defensive Sweep, Devastating Critical (Bite), Epic Toughness x5, Improved Critical (Bite), Improved Initiative, Improved Natural Attack (Bite), Large and In Charge, Overwhelming Critical (Bite), Power Attack, Power Critical (Bite)
Environment: Any Cold
Organization: Unique
Challenge Rating: 32
Treasure: None
Alignment: Chaotic Evil
Advancement: 51+ HD (Colossal)
Level Adjustment: ---

"Another village gone due to your son Suinnak. We must move again before he regains his hunger. Except for you. We will stake you out on the ice so you can be reunited with your son..."

The Terichik is a giant earthworm or caterpillar from Inuit myth that hides in the earth, periodically surfacing to devour villages. Originally born to a human Inuit couple who left it to die in the snow, it was rescued and nursed by a pregnant woman who it subsequently devoured. No known weapons, poison, or spells have ever been successfully used against the Terichik. The best way to survive encountering it is to flee before it arrives (which is usually known well in advance due to tremors).

Improved Grab (Ex): If the Terichik successfully bites a creature up to 1 Size Class smaller than itself it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can Swallow its opponent the next round.

Swallow Whole (Ex): The Terichick can swallow an opponent 2 size classes smaller than itself with a Grapple check. Swallowed opponents take 6d6+20 bludgeoning damage and 20 points of acid damage per round. A swallowed creature can cut it's way out with a light slashing or piercing weapon by doing 50 points of damage to the Terichik's stomach (AC 27). Once the creature exits muscular action closes the hole, and other swallowed opponents must cut their own way out. The Terichiks stomach can hold 2 Gargantuan, 8 Huge, 32 Large, or 128 Medium or smaller creatures.

Enhanced Scent (Ex): This is similar to the normal Scent ability, but the Terichik can also smell blood at a range of 10 miles, even while underground.

Immunities (Ex): The Terichik is immune to poison, paralysis, polymorph, disease, sleep effects, death effects, stunning, critical hits, energy drain, ability damage or drain, and mind affecting effects. It is also immune to cold damage, and any spell that allows Spell Resistance.

Combat: The Terichik charges and attempts to swallow everything in sight, biggest opponents first.

DracoDei
2009-07-04, 08:05 AM
Your usual set of links would be nice. Also you need to put a return before the word "Environment" and bold it. Also, it looks like at level 32 this thing would go down to a few well placed Dominate Monsters slung from out of reach (and since you mention tremors announcing its presence, Epic PCs would take to the air).

Bhu
2009-07-05, 04:23 AM
Fixed the environment. I couldn't include links. Despite there being numerous books mentioning the terichik, a google search for it only brings up the wizards boards where i initially posted it, and another site where it was reposted. I'm thinking of remaking it someday soon.

Kaiju post will begin as soon as I finish a few requests I've had.

Jayngfet
2009-07-05, 05:35 AM
Dire turkey. That is just pure awesome.

Shademan
2009-07-05, 06:21 AM
ever considered makin' MOSS or MUSHROOM dryads?

Bhu
2009-07-05, 06:42 AM
ever considered makin' MOSS or MUSHROOM dryads?

No but if you want some I can make 'em :smallbiggrin:

Shademan
2009-07-05, 06:53 AM
that would be great :D

and just for the sake of being disturbing: banana-dryads D8

Bhu
2009-07-05, 07:32 AM
Dire Parrot
Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 20 ft. (4 squares), Fly 80 ft. (Average)
Armor Class: 16 (+1 Size, +2 Dex, +3 Natural), touch 13, flat-footed 13
Base Attack/Grapple: +1/+2
Attack: Bite +3 melee (1d6+1/18-20)
Full Attack: 1Bite +3 melee (1d6+1/18-20) and 2 Talons -2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Cracking Beak
Special Qualities: Low Light Vision
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 12, Dex 15, Con 12, Int 2, Wis 12, Cha 12
Skills: Listen +3, Spot +4
Feats: Weapon Finesse
Environment: Warm Forest or Plains or Hills
Organization: Solitary, Pair, or Flock (4-10)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: 3-4 HD (Medium)
Level Adjustment: ---

"RAWK! Polly wants a cracker!"

"How much we bein' paid to catch these things Abner? Ah like money an' all but damn these birds are annoying."

"RAWK! Polly wants some gold pieces!"

"Thats why we're fetchin' em. Don't know whut them boys have in mind, but it's worth it for 20 GP a bird."

"RAWK! Polly bein' used!"

"Yeah but Ah think they go out of their way to be jerks y'know."

"RAWK! Polly knows about Bert's gay experience at camp!"

"THAT'S IT! Ah've taken all the ____ Ah'm gonna take from birds! Open that cage and give him an axe, we'll settle this now!"

".....um...Bert...you been eating the local berries? Birds can't hold axes."

"Good! That'll make this easier!"

Dire Parrots are incredibly large parrots who not only can repeat what they've heard, the can expand upon it, and almost seem to do so somewhat maliciously.

Cracking Beak (Ex): Parrots beaks are incredibly powerful for their size, and can even crack nuts. They threaten a Critical on a successful 18-20.

Combat: Parrots go straight for the bite before flying off. They know better than to hang around.

Bhu
2009-07-05, 07:33 AM
that would be great :D

and just for the sake of being disturbing: banana-dryads D8

Lemme finish teh batch of cire critter requests i got earlieri in the week and they shall be yours.

Bhu
2009-07-05, 07:43 AM
http://en.wikipedia.org/wiki/Gazeka

http://www.cryptomundo.com/cryptozoo-news/moncktons-gazeka/

http://strangeark.com/reprints/hunting-live-monsters.html

Gazeka
Gargantuan Animal
Hit Dice: 24d8+267 (375 hp)
Initiative: -1
Speed: 40 ft. (8 squares)
Armor Class: 20 (-4 Size, -1 Dex, +15 Natural), touch 5, flat-footed 19
Base Attack/Grapple: +18/+40
Attack: Claw +29 melee (2d6+15)
Full Attack: 2 Claws +29 melee (2d6+15)
Space/Reach: 20 ft./15 ft.
Special Attacks: -
Special Qualities: Low Light Vision, Scent, DR 5/-
Saves: Fort +24, Ref +13, Will +9
Abilities: Str 41, Dex 8, Con 30, Int 2, Wis 12, Cha 9
Skills: Listen+15, Spot +14
Feats: Power Attack, Improved Bull Rush, Awesome Blow, Toughness,
Pain Mastery, Improved Toughness, Great Fortitude,
Endurance, Diehard
Environment: Warm Forest or Plains
Organization: Solitary, Pair
Challenge Rating: 10
Treasure: None
Alignment: Always Neutral
Advancement: 25-42 HD (Gargantuan), 43-60 HD (Colossal)
Level Adjustment: -----

"Devil Pig? Why would I be afraid of something called a Devil Pig. It's probably just an hallucination brought on by liquor. If you want to stay here at camp that's fine, but I'm heading out."

The Gazeka is an odd cryptid supposed to be living in the wilds of New Guinea.

Combat: The Gazeka seems to be a little shy, but if provoked would likely have no problem clawing to death whatever upset it.

Bhu
2009-07-05, 09:42 PM
Dire Pika
Tiny Animal
Hit Dice: 1/2d8 (2 hp)
Initiative: +2
Speed: 15 ft. (3 squares), either Climb 15 ft. or Burrow 5 ft.
Armor Class: 15 (+2 Size, +2 Dex, +1 Natural), touch 14, flat-footed 13
Base Attack/Grapple: +0/-
Attack: Nibble +4 melee (1 point)
Full Attack: Nibble +4 melee (1 point)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Low Light Vision, Poison Tolerance
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 8
Skills: Listen +7, Spot +3
Feats: Weapon Finesse
Environment: Cold or Temperate Plains or Mountains
Organization: Solitary, Pair, or Family (4-10)
Challenge Rating: 1/4
Treasure: None
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---

"We really should'na brought Sally along fer this. Cold as a witches behind on this mountain."

"We'll think of something Abner. We always do."

"Unca Bert! Unca Abner! Ah found shelter!"

"Really? lead on Sally!"

moments later

"Whut the hell? This cave is full of lil furry critters."

"Uh huh, and they says we can spend tha night long as we cause no trouble or squish the lil baby ones."

"How does she do this?"


Dire Pikas are among the worlds cutest furry critters, and come in mountain climbing or plains burrowing varieties. Despite being huge for Pikas, they're still pretty darn small.

Poison Tolerance (Ex): Pikas eat many plants that are poisonous, and thus have a +4 Racial Bonus on Fortitude Saves against ingested poisons.

Skills: Burrowing Pikas have a +4 Racial Bonus on Climb, Hide, Move Silently, and Jump checks.

Climbing Pikas have a +8 Racial Bonus on Climb Checks, and a +4 Racial Bonus on Balance and Jump Checks.

Both types have a +4 Racial Bonus to Listen Checks.

Combat: Pikas are aggressive for their size, but not stupid. They flee anything bigger than themselves. At least until the adventurers go to sleep.

Bhu
2009-07-05, 10:03 PM
Dire Elephant
Gargantuan Animal
Hit Dice: 24d8+192 (300 hp)
Initiative: -1
Speed: 40 ft. (8 squares)
Armor Class: 25 (-4 Size, -1 Dex, +20 Natural), touch 5, flat-footed 25
Base Attack/Grapple: +18/+45
Attack: Gore +29 melee (4d6+22)
Full Attack: 1 Slam +29 melee (3d6+15) and 2 Stamps +24 melee (3d6+7) or Gore +29 melee (4d6+22)
Space/Reach: 20 ft./15 ft.
Special Attacks: Trample (4d6+30), Do Not Taunt Happy Fun Tantor
Special Qualities: Low Light Vision, Scent
Saves: Fort +22, Ref +13, Will +9
Abilities: Str 40, Dex 8, Con 26, Int 2, Wis 13, Cha 12
Skills: Listen +20, Spot +16
Feats: Alertness, Endurance, Improved Bull Rush, Improved Snatch, Iron Will, Multisnatch, Power Attack, Skill Focus (Listen), Snatch, Awesome Blow (B)
Environment: Warm Plains
Organization: Solitary, or Herd (3-15)
Challenge Rating: 12
Treasure: None
Alignment: Always Neutral
Advancement: 25-36 HD (Gargantuan), 37-48 HD (Colossal)
Level Adjustment: ---

"Abner...Ah don't wanna here any more complaints bought chasin' birds."

Dire Elephants are like regular elephants, except maybe if they were armored and twitchy from a steady diet of black coffee and spoiled bananas. In other words you reeeeally don't wanna make em angry.

Trample (Ex): DC 37 Reflex Save for half Damage. Save DC is Str Based.

Do Not Taunt Happy Fun Tantor (Ex): If the Dire Elephant has successfully grabbed an opponent with it's Snatch Feat (A Dire Elephant threatens a Snatch Attack after using it's Slam Attack), it may squeeze them doing 2d6+15 damage per round the Grapple is maintained, or throw them away.

Combat: Dire Elephants fight in much the same way as regular elephants do, they just tend to be meaner and put in the extra shot to make sure you're dead. Plus they love to grab people with their trunks and throw them around.

Bhu
2009-07-05, 10:33 PM
Dire Squirrel
Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +4
Speed: 40 ft. (8 squares), Climb 40 ft.
Armor Class: 16 (+4 Dex, +2 Natural), touch 14, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Nom +5 melee (1d4+1) or Nut +5 Ranged (1d4)
Full Attack: 1 Nom +5 melee (1d4+1) and 2 Claws +0 melee (1d4) or Nut +5 Ranged (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: SQEEE!
Special Qualities: Low Light Vision, Scent
Saves: Fort +3, Ref +7, Will +1
Abilities: Str 12, Dex 18, Con 12, Int 2, Wis 12, Cha 8
Skills: Balance +12, Climb +12, Jump +9, Listen +3, Search +5, Spot +4
Feats: Weapon Finesse, Brachiation (B) *
Environment: Cold or Temperate Forests
Organization: Solitary, Pair, or Family (4-10)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: 3-4 HD (Medium)
Level Adjustment: ---

* Brachiation is in Complete Adventurer

"Unca Bert? Unca Abner? Can Ah keep 'im? His name is Goober."

"Sally, honey, we're s'posed ta whup the critters not adopt them."

Dire Squirrels are cute fuzzy abominations of nature who like to pelt adventurers with nuts and rocks. Sometimes they play whats known as "Adventurer tag" by leaping on them from the trees, and then running away in some bizarre form of counting coup.

SQEEE! (Ex): As a Standard Action the Dire Squirrel can leap from the trees pouncing on an unsuspecting victim below. The attack does 2d6+2 damage, and the victim must make 2 separate DC 14 Fortitude Saves (Save DC is Strength Based with a +2 Circumstance Bonus). If the first is failed the victim is knocked prone. If the second is failed he is also Stunned for 1 round.

Skills: Dire Squirrels have a +8 Racial Bonus on all Balance, Climb, Jump, an Search checks. They may always take 10 on a Balance or Climb check, and may use their Dex or Str mod for Climb checks, whichever is better.

Combat: Dire Squirrels usually launch themselves at opponents out of the trees before scampering away out of reach. Then they repeat. Sometimes they throw small rocks and nuts.

Bhu
2009-07-05, 11:07 PM
Main Lobster
Large Vermin
Hit Dice: 6d8+12 (39 hp)
Initiative: +0
Speed: 30 ft. (6 squares), Swim 60 ft.
Armor Class: 18 (-1 Size, +9 Natural), touch 9, flat-footed 18
Base Attack/Grapple: +4/+14
Attack: Pincer +9 melee (1d8+6)
Full Attack: 2 Pincers +9 melee (1d8+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab, Constrict (2d8+12), Territorial
Special Qualities: Dark Vision 60', Mindless, Vermin Traits, Blindsense 60'
Saves: Fort +7, Ref +2, Will +3
Abilities: Str 22, Dex 11, Con 14, Int -, Wis 12, Cha 2
Skills: -
Feats: -
Environment: Any Aquatic
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always Neutral
Advancement: 7-12 HD (Large), 13-24 HD (Huge)
Level Adjustment: ---

"Awright! Been a long time since we been crawfishin'!"

"Um...these ain't exactly crawdads Abner..."

Main Lobsters are gigantic lobsters that are almost psychotically obsessive about protecting their personal space. Which is a small area of about 60' centered on their current position. Anything entering that area gets attacked suicidally until it dies.

Improved Grab (Ex): If the Main Lobster successfully hits with it's Claw attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If it is successful it may constrict.

Constrict (Ex): A Main Lobster does 2d8+12 damage with a successful Grapple Check.

Territorial (Ex): Once any living being gets within 60' of the Lobster underwater (or within 60' out of the water, and is seen) the Lobster goes into a homicidal fury and attacks, gaining a +2 Racial Bonus on all rolls for the duration of the encounter.

Blindsense (Ex): The Main Lobster can sense all beings within 60' as long as it is underwater.

Combat: Main Lobsters tend to rush forward and go straight for the claw attack almost mindlessly, regardless of what they are facing. It's amazing their species lives to reproduce.

Debihuman
2009-07-05, 11:17 PM
" Brachiation (from "limb" or "branch") is a form of arboreal locomotion in which primates swing from tree limb to tree limb using only their arms."
Why in the lower planes should squirrels be able to do this? Squirrels cannot brachiate, they can leap from branch to branch and should have Legendary Leaper Feat not Brachiation.

Maine Lobster (just like the state).

Okay, I promise to stop being the evil grammar queen now.

Debby

DracoDei
2009-07-05, 11:19 PM
Going to do Auxillary Lobsters some time?

Bhu
2009-07-05, 11:47 PM
" Brachiation (from "limb" or "branch") is a form of arboreal locomotion in which primates swing from tree limb to tree limb using only their arms."
Why in the lower planes should squirrels be able to do this? Squirrels cannot brachiate, they can leap from branch to branch and should have Legendary Leaper Feat not Brachiation.

Maine Lobster (just like the state).

Okay, I promise to stop being the evil grammar queen now.

Debby

The feat allows them to travel from tree to tree, so mechanically its about the same.

Main Lobster was sort of a pun on their testosterone laden territorial nature.

Bhu
2009-07-05, 11:57 PM
Dire Keet
Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: 10 ft. (2 squares), Fly 60 ft. (Average)
Armor Class: 14 (+1 Size, +2 Dex, +1 Natural), touch 13, flat-footed 12
Base Attack/Grapple: +0/-6
Attack: Peck +2 melee (1d3-2)
Full Attack: 1 Peck +2 melee (1d3-2) and 2 Claws -3 melee (1d2-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Annoy
Special Qualities: Low Light Vision
Saves: Fort +3, Ref +4, Will +2
Abilities: Str 6, Dex 15, Con 12, Int 2, Wis 14, Cha 7
Skills: Listen +4, Spot +4
Feats: Weapon Finesse
Environment: Any Warm except Aquatic
Organization: Solitary, Pair, or Flock (10-30)
Challenge Rating: 1/4
Treasure: None
Alignment: Always Neutral
Advancement:
Level Adjustment: ---

"SCREEEEEEEEEEEEEEEEE"

"Bert I swear ta gawd Ah'm gonna kill this damn thing if it don't stop squawkin'."

Dire Parakeets are even more annoyingly screechy than the regular kind. Even worse they're smart enough to know it. Many is the Keet who has perched next to a sleeping adventurer and screeched the night away.

Annoy (Ex): As a Swift Action the Keet may screech each round, delivering a nails on a chalkboard sensation to any poor bystanders. Any round in which it screeches within 30' of another being, that being must make a DC 13 Willpower Save (Save DC is Con Based with a +2 Racial Bonus) or any action requiring concentration becomes a Full Round Action, and he receives a -4 penalty on all Concentration checks for the round.

Combat: Keets aren't warriors. They screech a lot, but they rarely full out attack anyone.

Debihuman
2009-07-06, 12:05 AM
The feat allows them to travel from tree to tree, so mechanically its about the same.

Main Lobster was sort of a pun on their testosterone laden territorial nature.

As to the brachiate feat---aaaarrrrrgggghhhh! [There, now I feel much better]. So if I see a brachiating squirrel and I tickle it under the armpits it will fall like George of the Jungle. Oh, I am so loving that imagery.

Here's the picture: http://i.pbase.com/u39/lambsfeathers/large/25354799.Brachiating2.jpg

I'd love to see a squirrel do this.

Debby

p.s. I've removed the original spoiler picture and put it as a link. If that doesn't work, I'll see about getting a different picture.

Bhu
2009-07-06, 12:28 AM
The picture in the spoiler isn't showing :(

Okay I have skeletal entries for the requested Dryads made up. let me work them out and they'll be up soon.

Bhu
2009-07-06, 12:35 AM
http://www.newanimal.org/buru.htm

http://www.angelfire.com/bc2/cryptodominion/cryptosaurs.html


Mountain Boomer
Medium Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (+5 Natural), touch 10, flat-footed 15
Base Attack/Grapple: +2/+6
Attack: Bite +6 melee (1d8+4)
Full Attack: Bite +6 melee (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low Light Vision
Saves: Fort +8, Ref +3, Will +2
Abilities: Str 19, Dex 10, Con 17, Int 2, Wis 12, Cha 10
Skills: Listen +7, Spot +7
Feats: Alertness, Great Fortitude
Environment: Temperate Mountains
Organization: Solitary or Pair
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 4-5 HD (Medium)
Level Adjustment: ---

"Man all them people saying hey seen lizards are fulla crap. Ah'm gonna go prove 'em all fools this weekend, you'll see."

The Mountain Boomer appears to be a bipedal lizard or dinosaur living in West Texas.

Combat: Mountain Boomers generally rush in and bite over and over until driven off. They're fairly single minded and easy to predict.

Bhu
2009-07-06, 06:03 AM
Dryad, Moss
Medium Fey
Hit Dice: 4d6+8 (22 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 16 (+3 Dex, +3 Natural), touch 13, flat-footed 13
Base Attack/Grapple: +2/+2
Attack: Weapon +5 melee
Full Attack: Weapon +5 melee
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-Like Abilities
Special Qualities: DR 5/Cold Iron, Moss Dependent, Wild Empathy, Fast Healing 5
Saves: Fort +5, Ref +7, Will +7
Abilities: Str 10, Dex 16, Con 14, Int 14, Wis 16, Cha 17
Skills: Escape Artist +8, Hide +9, Intimidate +8, Knowledge (Dungeoneering, Nature) +7, Listen +9, Move Silently +9, Spot +9, Survival +9, Use Rope +9
Feats: Great Fortitude, Weapon Finesse
Environment: Any Warm except Desert
Organization: Solitary or Clump (3-6)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually Neutral
Advancement: By Character Class
Level Adjustment: ---

"Are you the Moss Dryad known as Sibyl of the Frothing Marsh?"

"Maybe. Who wants ta know."

"My name is unimportant at this time. I have been sent by my Lord Pelor on a mission most urgent."

"Oh great. A Paladin. As if life in a swamp doesn't suck enough now."

"Excuse me?"

"I spend all my time in this dreary swamp hoping to get some, and who is the first man I see in months? An Elf Paladin. A gay Elf Paladin."

"I AM NOT GAY!"

"Feh. You haven't ogled me once."

"YOUR A PLANT! HOW MANY TIMES MUST I HAVE THIS CONVERSATION WITH YOU PEOPLE?"

"That doesn't stop the Paladins of the other Gawds y'know."

"You know being as Pelor is technically the Sun God, and he's what allows your people to grow I'd think you'd be a little more respectful."

Moss Dryads appear to be completely green women with moss for hair. They are unusual for Dryads in that they appear to have an unusual amount of body hair (moss). This combined with their incredibly antisocial nature, the fact that they live in remote areas, and the shallowness of men regarding body hair ensure they live fairly lonely lives. It also makes them assume any men not interested in them are homosexual, which leads to many frustrating conversations with the occasional stray Paladin on a mission from his thankless Deity.

Spell-Like Abilities (Sp): At will: Horrible Taste (DC 14), One With the Land, Vine Mine. 3/day: Plant Body, Speak With Plants, Wood Wose. 1/day: Contagious Fog (DC 16). Caster Level 6. Save DC's are Wisdom based.

Moss Dependent (Su): This works exactly like the Dryad ability on page 90 of the MM, except the Moss Dryad is tied to a large clump of moss.

Wild Empathy (Ex): This works like the Druid's Class Ability of the same name except the Dryad has a +6 Racial Bonus on the Check.

Combat: Moss Dryads engage opponents with sarcastic banter (preferable from a distance) before coordinating attacks with their sisters. usually they lead off with spells before pelting them with rocks.

Bhu
2009-07-07, 06:08 AM
Dryad, Mushroom
Medium Fey
Hit Dice: 4d6+8 (22 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 16 (+3 Dex, +3 Natural), touch 13, flat-footed 13
Base Attack/Grapple: +2/+2
Attack: Weapon +5 melee
Full Attack: Weapon +5 melee
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-Like Abilities
Special Qualities: DR 5/Cold Iron, Mushroom Dependent, Wild Empathy, These Mushrooms are Not For Eating
Saves: Fort +5, Ref +7, Will +7
Abilities: Str 10, Dex 16, Con 14, Int 10, Wis 17, Cha 20
Skills: Craft (Poison) +5, Escape Artist +7, Hide +8, Intimidate +9, Knowledge (Dungeoneering, Nature) +4, Listen +7, Move Silently +7, Spot +7, Survival +7
Feats: Great Fortitude, Weapon Finesse
Environment: Any Warm except Desert
Organization: Solitary or Clump (3-6)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually Neutral
Advancement: By Character Class
Level Adjustment: ---

"I'm going to choose my words carefully madam. Are you...or are you not...the Mushroom Dryad known as Butter Gills of the Frothing Marsh. Please just say yes or no. I'm on a mission from Pelor and I'm in a hurry."

"Aren't you that gay Elf Paladin all the girls are talking about.

(expletive tirade deleted)

"Wow you are tense. Y'know if you were into women I could do something about that."

"So this is what Hell is like..."

Mushroom Dryads appear to be women with odd skin color/textures, who appear to be wearing an odd hat (i.e. they have a shroom head). They are well known for their love of Badgers, and they often keep them as pets. An easy way to tell a Mushroom Dryad is in the neighborhood is that you now have Badgers out the behind. And they are allowed to dig up your flower beds and poop on your doorstep. Seriously. Or your getting a knife in the dark. Cause momma doesn't let anyone touch her babies.

Spell-Like Abilities (Sp): At Will: Phantasmal Assailants (DC 15), Poison (DC 16), Summon Nature's Ally I (badgersbadgersbadgers). 3/day: Breath of the Jungle (DC 14), Major Image (DC 16), Memory Rot (DC 18). 1/day: Nauseating Breath (DC 16). Caster Level 6. Save DC's are Wisdom Based.

Mushroom Dependent (Su): This works exactly like the Dryad ability on page 90 of the MM, except the Mushroom Dryad is tied to a large clump of Mushrooms.

Wild Empathy (Ex): This works like the Druid's Class Ability of the same name except the Dryad has a +6 Racial Bonus on the Check.

These Mushrooms are Not For Eating (Ex): Anyone attacking a Mushroom Dryad with a Bite Attack must make a DC 14 Fortitude Save or be mildly poisoned. Initial and Secondary Damage is 1d4 Wisdom. If a Mushroom Dryad is Swallowed Whole, the opponent must Save each round the Dryad is in it's stomach. Even if the Dryad is dead. Don't eat mushrooms kids.

Combat: Aside from daring their opponents to lick them, Mushroom Dryads generally rely on their Spell-Like Abilities fro combat. And their beloved badgers. Many a minor adventurer has fallen victim to the furry force field living within the Mushroom Dryads vicinity.

Bhu
2009-07-07, 06:10 AM
Dryad, Banana
Medium Fey
Hit Dice: 4d6+8 (22 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 18 (+5 Dex, +3 Natural), touch 15, flat-footed 13
Base Attack/Grapple: +2/+2
Attack: Weapon +7 melee
Full Attack: Weapon +7 melee
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-Like Abilities
Special Qualities: DR 5/Cold Iron, Moss Dependent, Wild Empathy, Banana Dance
Saves: Fort +5, Ref +9, Will +7
Abilities: Str 10, Dex 20, Con 10, Int 11, Wis 16, Cha 20
Skills: Bluff +9, Diplomacy +10, Hide +9, Knowledge (Nature) +4, Listen +7, Move Silently +9, Perform (Dance) +10, Spot +7, Survival +7, Use Rope +9
Feats: Great Fortitude, Weapon Finesse
Environment: Warm Forests
Organization: Solitary or Grove (4-7)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually Neutral
Advancement: By Character Class
Level Adjustment: ---

"So these are the bananas you people described. Is the Dryad near here?"

"Yes. Yes I am. Would you mind letting go of that."

"Sorry I didn't relize that banana was part of your skirt."

"I'm not wearing a skirt, and that isn't a banana."

"I really hate having to qualify for Atonement spells..."

"So would you say you're open to new experiences?"

"I AM NOT GAY!!"

Food bananas are an odd organism. They're all quite literally clones of each other. This has led to some odd qualities among Banana Dryads, and many consider them the spooky incest victims of the Dryad family. There are certainly among the most attractive Dryads with their bright yellow leathery skin (it's almost like pleather, fetishists love them). Mutations are common however, and some...well some of them have certain mental and physical oddities. They also seem to have a weird affinity for Enchantment magics.

Spell-Like Abilities (Sp): At Will: Charm Person (DC 14), Entice Gift (DC 15), Mesmerizing Glare (DC 16). 3/day: Feeblemind (DC 18), Goodberry, Suggestion (DC 16). 1/day: Hold Person (DC 16) . Caster Level 6. Save DC's are Wisdom based.

Banana Tree Dependent (Su): This works exactly like the Dryad ability on page 90 of the MM, except the Banana Dryad is tied to a banana tree.

Wild Empathy (Ex): This works like the Druid's Class Ability of the same name except the Dryad has a +6 Racial Bonus on the Check.

Banana Dance (Su): By making a Perform (Dance) Check the Banana Dryad can Fascinate all Living Beings within 60' unless they make a Willpower Save (Save DC is equal to the Perform Check).

Combat: Banana Dryads usually open with their Banana Dance while their partners sneak up on their opponents and bash them over the head.

Shademan
2009-07-07, 09:14 AM
the banana was just a joke man!
XD
Oh the mental image!