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Debihuman
2009-07-08, 12:56 AM
Do mushroom dryads have badger companions?

Debby

Bhu
2009-07-08, 06:16 AM
Do mushroom dryads have badger companions?

Debby

OMG i cant believe i originally missed out on an opportunity for that one. I'll work it in somehow...

TSED
2009-07-08, 10:03 PM
I don't really see how a banana dryad would work, wouldn't it just be a regular dryad with a banana tree?

And for the dire parrot, I can't help but think you should bump the int up to 3. To make them really nasty and stuff, but then you might need to make them a Magical Beast. :(

Grass Dryads?
Shrub Dryads?
Heck, since you have mushroom dryads and fungus is closer related to animals than it is plants, you should totally make an elephant dryad! [Not really, I don't think that would be as interesting so nevermind.]
Mold dryads? Algae? Vines? Conifer dryads (assuming that deciduous dryads are the 'standard')? Don't mind me and take your time for them, but they'd be nice to see eventually. I really enjoy your dryad series.

I would suggest for Mushroom Dryads to give them hallucinogen-based SLAs, like Hallucinatory Terrain or whatnot.


And if you want to get really bizarre dryads going, how about a Scrapmetal Dryad? Big chunk (300+ lbs?) of worthless metal left out in the woods somehow (statues, cars, farm equipment, dead golem, etc.) that somehow got its own dryad. Despite not being remotely close to a plant. Nature's weird like that.

Debihuman
2009-07-09, 12:11 AM
Of course Banana dryads would work. They wrote a book, "Why Bananas Are Better Than Men" but were successfully sued by the authors of "Why Cucumbers Are Better Than Men" for copyright infringment and are currently appealing that case. In the meantime, they've been recording the newest version of the "Chiquita Banana" song and a remake of "Monkey" to help defray their legal costs.

Debby

P.S. Yes, "Why Cucumbers Are Better Than Men" is real book.
P.P.S. I really do need to get out more. Sigh

Bhu
2009-07-09, 06:10 AM
finished up the 3 new dryads

http://en.wikipedia.org/wiki/Man-eating_tree

Dunak
Huge Plant
Hit Dice: 12d8+84 (138 hp)
Initiative: +0
Speed: 0 ft. (0 squares)
Armor Class: 20 (-2 Size, +12 Natural), touch 8, flat-footed 20
Base Attack/Grapple: +9/+27
Attack: Vines +17 melee (1d6+10)
Full Attack: 6 Vines +17 melee (1d6+10)
Space/Reach: 15 ft./15 ft.
Special Attacks: Improved Grab, Constrict (1d6+10)
Special Qualities: Mindless, Immobile, Weakness (Fire), DR 10/Slashing,
Saves: Fort +15, Ref +0, Will +5
Abilities: Str 30, Dex -, Con 24, Int -, Wis 12, Cha 2
Skills: -
Feats: -
Environment: Warm Forest
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral
Advancement: 13-24 HD (Gargantuan)
Level Adjustment: ---


"If you must go out tonight, stay away from the trees. Not all trees grow from sunlight. Some require blood, and it is best that it not be yours."

Dunaki are man eating trees.

Improved Grab (Ex): If a Dunak successfully hits with it's vine attack it may immediately make a Grapple Check without provoking an Attack of Opportunity. If it is successful it may Constrict.

Constrict (Ex): The Dunak does 1d6+10 damage with a successful Grapple Check.

Mindless (Ex): The Dunak has no Intelligence Score, and is immune to all Mind-Affecting Effects.

Weaknesses (Ex): Due to their immobile nature the Dunak they automatically fail all Reflex Saves, and are always considered to be Flat-Footed. They do not have a Dex score. They take double damage from fire.

Combat: The Dunak pretends to be a regular tree until prey gets within range, and then it grapples and constricts it.

Bhu
2009-07-10, 06:47 AM
http://en.wikipedia.org/wiki/Veo

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

Veo
Large Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: -1
Speed: 25 ft. (5 squares), 25 ft climb
Armor Class: 16 (-1 Size, -1 Dex, +8 Natural), touch 8, flat-footed 18
Base Attack/Grapple: +3/+12
Attack: Claw +7 melee (1d8+4)
Full Attack: 2 Claws +7 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Low Light Vision, Scent
Saves: Fort +7, Ref +3, Will +2
Abilities: Str 20, Dex 8, Con 17, Int 2, Wis 13, Cha 4
Skills: Balance +8, Climb +13, Listen +3, Search +3, Spot +3
Feats: Power Attack, Cleave
Environment: Warm Forest
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 5-10 HD (Large)
Level Adjustment: ----

"It's a good thing this critter only eats ants."

The Veo is a giant Pangolin.

Skills: Veo have a +8 Racial bonus on Balance and Climb checks.

Combat: The Veo generally don't initiate combat, and the size of their claws dissuades most attackers.

Bhu
2009-07-11, 05:19 AM
Dire Flamingo
Huge Animal
Hit Dice: 10d8+30 (75 hp)
Initiative: +2
Speed: 40 ft. (8 squares), Fly 100 ft. (Average)
Armor Class: 14 (-2 Size, +2 Dex, +4 Natural), touch 10, flat-footed 12
Base Attack/Grapple: +7/+23
Attack: Bite +13 melee (2d6+7)
Full Attack: Bite +13 melee (2d6+7)
Space/Reach: 15 ft./15 ft.
Special Attacks: Swallow Whole
Special Qualities: Low Light Vision, Hold Breath
Saves: Fort +10, Ref +9, Will +5
Abilities: Str 26, Dex 15, Con 16, Int 2, Wis 14, Cha 10
Skills: Listen +6, Search +5, Spot +6
Feats: Alertness, Endurance, Multisnatch, Snatch
Environment: Warm Marshes
Organization: Solitary, Pair, or Flock (10-100)
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral
Advancement: 11-20 HD (Huge)
Level Adjustment: ---

"More friggin' birds...whut the hell are they doin' anyways?"

"They's eatin' the shrimp in this here marsh were wadin' in. It's how they get their pink feathers.

"WHUT? Lookit the size of them things! How big are the shrimp theys eatin?"

"...uuhh..."

Let's git tha hell outta this water Bert!"

Swallow Whole (Ex): If a Dire Flamingo successfully uses it's Snatch Feat it may attempt to Swallow Whole it's victim the next round with a successful Grapple Check. A swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage each round it remains swallowed. It can escape by doing 25 points of damage to the Flamingos stomach (AC 12) wit ha light piercing or slashing weapon. Once the victim exits muscular action closes hte hole, and additional swallowed opponents must cut their own way out.

Hold Breath (Ex): A Dire Flamingo can hold it's breath for (Constitution Modifier times 6) turns before it risks drowning.

Combat: Dire Flamingos rarely attack in flight. Usually they land to peck, and take off only if they're losing or their opponents can fly.

Bhu
2009-07-11, 05:31 AM
Dire Moose
Huge Animal
Hit Dice: 18d8+90 (171 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 20 (-2 Size, +12 Natural), touch 8, flat-footed 20
Base Attack/Grapple: +13/+30
Attack: Gore +22 melee (3d6+22)
Full Attack: Gore +22 melee (3d6+22)
Space/Reach: 15 ft./10 ft.
Special Attacks: Dancing (4d8+22), Powerful Charge (6d6+22)
Special Qualities: Low Light Vision
Saves: Fort +16, Ref +11, Will +7
Abilities: Str 32, Dex 10, Con 20, Int 2, Wis 12, Cha 10
Skills: Listen +12, Spot +11
Feats: Cold Endurance, Endurance, Greater Powerful Charge, Improved Bull Rush, Power Attack, Powerful Charge, Reckless Charge
Environment: Cold or Temperate Forest
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral
Advancement: 19-24 HD (Huge), 25-36 HD (Gargantuan)
Level Adjustment: ---

"Ah don't think that huntin' bows gonna do us a lotta good Bert..."

Dire Moose are easily spooked despite their size, and will often be seen raining death down on some poor soul who happened to simply stand next to them without being noticed for a few moments.

Dancing (Ex): Dire Moose like to stand over foes and do what looks like a little dance on them. In reality they are slowly trampling them to death. This works like Trample except the Moose can end movement in it's opponents square, and the opponent gets no save for half damage.

Powerful Charge (Ex): When performing a charge attack a Dire Moose does 6d6+22 damage. Opponents must also make an opposed Strength Check or be knocked Prone.

Combat: Dire Moose usually charge, and then dance.

Bhu
2009-07-11, 05:49 AM
just a few more critters and the kaiju begins


Firespitter

Firespitter is an Inherited or Acquired Template that can be applied to any corporeal creature with an Int of 9 or less, and Size Class Large or bigger.

Size and Type: Unchanged. Animals and Vermin become Magical Beasts.

Hit Dice: Unchanged, recalculate hp if Base Creature was Animal or Vermin.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Unchanged, recalculate Base Attack Bonus if Base Creature was an Animal or Vermin.

Damage: Unchanged

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

Flamethrower (Su): The Firespitter has a Cone Shaped Breath weapon it can use every 1d4 rounds. The Size of the Cone is 40', plus 10' for every Size Class above Large. Opponenets in the Area can make a Reflex Save (DC is 10 plus half the Firespitters Hit Dice plus it's Constitution modifier) for half damage. Damage depends on the Base Creatures Size Class. Large=6d6, Huge=10d6, Gargantuan=15d6, Colossal=22d6.


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

Immunities (Ex): Firespitters are immune to non magical fire and cold.

Saves: Unchanged.

Abilities: Unchanged.

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged

Challenge Rating: +1

Treasure: Unchanged

Alignment: Unchanged

Advancement: Unchanged

Level Adjustment: +1


"I never expected to bury my friends. I never expected them to be charred mockeries of humanity when I found them either..."

Seen in many of the worse dino movies, these are the lovely critters that for some reason are capable of spitting fire (and sometimes they eat coal!). In some cases it's claimed their inner fires make them immune to cold so they can live in the arctic. God bless the 50's huh?

Firespitter Quetzalcoatlus
Huge Magical Beast
Hit Dice: 10d10+50 (105 hp)
Initiative: +1
Speed: 20 ft. (4 squares), Fly 100 ft. (Poor)
Armor Class: 17 (-2 Size, +1 Dex, +8 natural), touch 9, flat-footed 16
Base Attack/Grapple: +10/+26
Attack: Bite +16 melee (2d10+8)
Full Attack: 1 Bite +16 melee (2d10+8) and 2 Wings +11 melee (2d6+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Swallow Whole, Flamethrower
Special Qualities: Low Light Vision, Dark Vision 60', Immunities
Saves: Fort +12, Ref +8, Will +6
Abilities: Str 26, Dex 13, Con 20, Int 2, Wis 17, Cha 11
Skills: Listen +5, Spot +15
Feats: Alertness, Fly-By Attack, Hover, Snatch
Environment: Warm Forests, Hills, and Mountains
Organization: Solitary, Pair, or Covey
Challenge Rating: 9
Treasure: None
Alignment: Always Neutral
Advancement: 11-20 HD (Huge), 21-30 HD (Gargantuan)
Level Adjustment: ---

Flamethrower (Su): 50' Cone of fire, 10d6, DC 20 Reflex Save for 1/2 damage.

Bhu
2009-07-13, 06:32 AM
Titan Budgie (aka the Dire Dire Pigeon)
Colossal Animal
Hit Dice: 36d8+360 (522 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 22 (-8 Size, +20 Natural), touch 2, flat-footed 22
Base Attack/Grapple: +27/+58
Attack: Bite +35 melee (4d6+22/19-20)
Full Attack: Bite +35 melee (4d6+22/19-20)
Space/Reach: 30 ft./30 ft.
Special Attacks: Trample (4d6+30)
Special Qualities: Low Light Vision, DR 5/-
Saves: Fort +30, Ref +20, Will +12
Abilities: Str 40, Dex 10, Con 30, Int 1, Wis 10, Cha 14
Skills: Listen +13, Search +8, Spot +13
Feats: Awesome Blow, Cleave, Great Cleave, Greater Mighty Roar, Improved Bull Rush, Improved Critical (Bite), Mighty Roar, Multisnatch, Overwhelming Critical (Bite), Power Attack, Snatch, Stamp, Weapon Focus (Bite)*
Environment: Warm or Temperate Plains
Organization: Solitary, Pair, or Flock (3-6)
Challenge Rating: 11
Treasure: None
Alignment: Always Neutral
Advancement: 37-72 HD (Colossal)
Level Adjustment: ---

* All feats not found in the PHB are from Savage Species or the Draconomicon.

"Screw this Bert. Lets just refund their money."

PEEEEP!!!


Titan Budgies are the unfortunate side effect of a prank at a wizards college. Superficially they resemble baby chicks, or songbirds who have grown so massive that their wings have atrophied and they can no longer fly. They spend much of their time pecking about for food or peeping in a surprisingly loud bass voice. Titan Budgies are also notoriously territorial and will crush or run off anything larger than Medium Size class that gets in their domain (medium size critters are for light snacking). It is highly rumored that the mages responsible died or fled the Plane. Many locals whose farms the Titan Budgies have uprooted would very desperately like to know the truth of this. And it's not because they expect to sodomize them with a pitchfork or something cliche. Really, they swear.

Trample (Ex): DC 43 Reflex Save for Half Damage.

Combat: Titan Budgies normally use their Trample attacks against annoying small critters unless they're feeling hungry. Then they peck.

Bhu
2009-07-14, 05:40 AM
Kaiju, Lesser

Unlike normal Templates, Lesser Kaiju is not applied to a Base Creature. lesser Kaiju are little more than gigantic Animals or primitive Humanoids with few if any special powers other than their incredible toughness.

Size: Lesser Kaiju are Colossal.

Type: Type is Kaiju.

Kaiju Type
A Kaiju is a gigantic living creature of varying appearance and abilities.
Features: A Kaiju has the following features unless mentioned otherwise in it's entry:

-d12 Hit Dice (Kaiju have maximum Hit Points per Die)
-Base Attack Bonus equal to it's Hit Dice (as Fighter)
-Skill Points equal to (2+Int modifier, minimum 1) per Hit Die, with Quadruple points for the first Hit Die.
Traits: All Kaiju possess the following traits unless it mentions otherwise in their entry:
-Low Light Vision
-Treasure: Usually None
-Proficient with Natural Weapons and any weapons or armor in it's entry.


Hit Dice: All Lesser Kaiju begin with 40d12 Hit Dice, giving them 480 hit points (plus their Constitution Modifier times 40).

Speed: Base Land Speed is 30'.

Armor Class: All Lesser Kaiju have a +30 Natural Armor Class Modifier.

Attacks: Lesser Kaiju have a BAB of +40, and one Primary Natural Attack doing 4d6 damage plus Strength Modifier (one and a half times Str Mod if this is it's only attack). Additional Primary or Secondary Attacks can be purchased through Special Attacks or Kaiju Feats.

Special Attacks: All Lesser Kaiju gain a Trample Attack and Frightening Presence:

Trample (Ex): As a standard action during its turn a Kaiju may Trample a Gargantuan or smaller opponent. It does 4d12 plus the kaiju's Strength modifier. If the Kaiju has 4 or more legs add double the Strength modifier. If the Kaiju has no legs or many legs (a snake or centipede) do not add the Strength modifier. Victims can attempt a Reflex Save for Half Damage. DC is 10 + 1/2 Hit Dice + Strength modifier.

Frightful Presence (Ex): Any creature within a 360 foot radius of a Kaiju that have less Hit Dice than the it does are subject to its Frightening Presence. Victims in this range must make a Will Save DC (10 + 1/2 Kaiju's Hit Dice + Charisma modifier). If a save is successful that creature is immune to this Kaiju's frightful presence for 24 hours. Creatures with 4 HD or less who fail the Save are Panicked for 4d6 rounds, those with 5 HD or more are instead Shaken for 4d6 rounds. Kaiju are immune to this effect.

Lesser Kaiju also get 3 choices from the following list:

Acid Spray (Ex): Once every 1d4 turns you can spray acid in either an 80' Cone or a 10' by 150' line. The opponent gets a Reflex Save for half damage (Save DC is 10 + 1/2 Hit Dice + Constitution Modifier), and the attack does 20d6 Acid damage.

Acid Sting (Ex): The Lesser Kaiju's Primary Natural Attack injects acid instead of poison. In addition to the attacks regular damage it also does 4d6 Acid damage. On each subsequent turn the victim takes Acid damage again, but it lowers 1 die each turn (1.e. 3d6 on the second turn, 2d6 on the 3rd, etc).

Attach (Ex): The Lesser Kaiju can Attach itself to an opponent by making a Melee Touch Attack. While Attached it is considered to be Grappling it's opponent, but loses it's Dexterity Bonus to AC. To remove it requires the opponent to successfully Pin it in a Grapple.

Augmented Criticals (Ex): This may be taken multiple times. Choose one of the following: A) All the Kaiju's regular attacks have their critical threat range increased by 2 (i.e. if their claws normally critical on a 20, now they critical on an 18-20). B) One of the Kaiju's Special Attacks has it's critical threat range increased by 1 (assuming it actually does critical damage such as a ray, area effects don't count). C) All of the Kaiju's regular attacks have their critical damage multiplier increased by 1 (i.e. if they normally do x2 damage with a critical, they now do x3. D) You have a +4 Racial bonus on rolls to confirm Criticals. You must choose a different option whenever you pick this Special Attack.

Battle Frenzy (Ex): Choose either the Power, Speed, or Defense option when picking this ability. Power: Once per fight the Kaiju may go into Battle Frenzy gaining an ability exactly the same as the Barbarians Mighty Rage ability listed in the Players Handbook page 26. Speed:As Power except you use the Whirling Frenzy variant found on page 66 of Unearthed Arcana (kaiju is assumed to get the version of Whirling Frenzy used by a 2oth level barbarian). Defense: As Power except you get the Berserker Strength variant listed on page 33 of Players Handbook 2. You must fall below (5 x HD) hit points to get these bonuses (and are assumed to be a 20th level barbarian for purposes of the benefits received). If you choose this special attack for your Kaiju (regardless which of the 3 options you choose), you may take any Feat that requires Rage or Frenzy as a Prerequisite. This ability may only be chosen once.

Blood Drain (Ex): The Lesser Kaiju does 2d4 temporary Constitution damage each round it has it's opponent Pinned in a Grapple Check, or if it has Attach each round it remains attached, beginning with the first round it which it starts attached to it's victim.

Chemical Spray (Ex): Once every 1d4 rounds you can unleash a bitter irritating chemical spray that sticks to your opponents and burns them. This is an 80' Cone that does 3d6 Acid damage, and the opponent must make a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier) or be Sickened for 2d4 minutes. Opponents with the Scent ability take a -4 Penalty on this roll. If the opponent rolls a Natural '1' on his Save, he is also Blinded for 1d6 rounds.

Constriction (Ex): If the Kaiju succeeds in a grapple check it can constrict its opponent for 4d6+one and a half times Strength bonus. If the Constriction is instead based on pincers/claws it does double the claws regular damage plus Strength bonus.

Extending Limbs (Ex): Your main limbs have double the normal reach. This can be arms, tentacles, or even a tongue or tail. You must choose at creation.

Ink Cloud (Ex): Once per minute the Lesser Kaiju can emit a cloud of Ink while it's underwater as a Free Action. This Cloud is 60' by 60' by 60' and provides total concealment. Vision within the cloud is completely obscured. The cloud lasts for 1d6 minutes before currents begin to break it apart.

Lightning Strike (Ex): You may strike incredibly quickly and faster than you appear to be capable of moving. If you have the initiative over your opponent he is considered Flat-Footed.

Pin Down (Ex): If your opponent is Pinned in a Grapple he takes damage equal to your Trample damage each Turn (he gets no Save for half damage).

Poison Attack (Ex): One of your natural attacks (usually a bite or sting) is envenomed. If this attack hits and does damage, your opponent must make a Fortitude Save to avoid the venom's effects (DC is 10 +1/2 Hit Dice + Constitution Modifier). Initial and Secondary damage is 2d6, you choose whether or nor Damage is done to Strength, Dexterity, or Constitution at Creation. Or optionally Initial damage is Paralysis for 2d4 rounds, secondary damage is none.

Poison Flesh (Ex): If your opponent bites you he may be poisoned if he fails a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier plus a +4 Racial Bonus). Initial and Secondary damage is 2d6, you choose whether or nor Damage is done to Strength, Dexterity, or Constitution at Creation. Or optionally Initial damage is Paralysis for 2d4 rounds, secondary damage is none.

Poison Spittle (Ex):You may spew a gob of caustic poison into your opponents face possibly blinding them. Every 1d4 rounds you may spew a gob of venom as a touch attack with a range of 150 feet. If it hits the victim is allowed a Reflex Save (DC is 10 + 1/2 Hit Dice + Constitution modifier). If he fails he is blinded for 1d6 rounds (eyeless creatures are immune to this effect), and takes acid damage equal to half your total Hit Dice (i.e. if you have 40 Hit Dice it takes 20 damage).

Poison Spray (Ex):You can spew a cloud of venom once every 1d4 rounds in a 80 foot cone. Anyone in its area of effect must make a Fortitude Save ( Dc is 10 + 1/2 Hit Dice + Constitution modifier) or take the poisons effects. Intital and secondary damage is 1d6, you may choose to damage either Strength, Dexterity, or Constitution at creation. Or optionally you may choose to make initial damage Paralysis for 1d4 rounds, secondary damage none.

Rock Throwing/Catching (Ex): You receive a +1 Racial bonus on attack rolls when throwing rocks. You can throw up to Huge sized rocks (1 ton in weight). Damage is 4d6 + Strength Bonus. Once a round, if you would normally be hit by a rock you can make a Reflex Save to catch it (DC is 15 for Small, 20 for Medium, 25 for Large, or 30 for Huge, if the projectile has a magical bonus the Save DC is increased by that amount). You must be ready for and aware of the attack to make this attempt.

Shockwave (Ex):As a standard action the Kaiju can make a localized quake. Any being within 100 feet of it on the ground must make a Reflex Save or be knocked prone and take 4d6 damage ( Save DC is 10 + 1/2 Hit Dice + Strength Modifier).

Stench (Ex): Rotting garbage smells better than this Kaiju. Any living being with a sense of smell coming within 60 feet of the Kaiju must make a Fortitude Save (DC is 10 + 1/2 Hit Dice +Constitution modifier) or be Nauseated for 1d6+4 minutes. If the opponents save successfully they are immune to the effects of the Stench for 24 hours.

Stunning Blow (Ex): If you succeed with your Primary Natural Attack your opponent must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Str Modifier) or be Stunned for 1d3 rounds.

Swallow Whole (Ex): The Kaiju can try to swallow any opponent of Huge Size or smaller by making a successful Grapple check (Gargantuan or smaller if you take the Titanic Size Class ability). Once swallowed the opponent takes crushing damage equal to 2d8 + the Kaiju's Strength bonus and 3d6 acid damage per round. A swallowed creature can cut its way out using claws or a light piercing or slashing weapon and doing 50 points of damage to the Kaiju's digestive tract. The digestive tracts AC is equal to 10 + half the Kaiju's natural armor bonus. Once the swallowed creature exits muscular action closes the hole and any other swallowed creatures must cut their own way out.

Webbing (Ex):The Kaiju may spit webbing or some sort of adhesive in an 80'Cone or a 10'x150' Line or an Explosive Blast with a range of 200' and an area of effect of 60'. All creatures in the area of effect must make a Reflex Save (DC: 10 + 1/2 Hit Dice + Constitution modifier) or be held fast by it. The opponent cannot move and must escape using an Escape Artist check (DC same as Reflex Save) or Strength Check (DC same as Reflex Save +4, has a +4 Racial bonus. The webbing has 1 hit point per Hit Die of the Kaiju, Hardness 5, and takes double damage from fire.

Windstorm (Ex):As a standard action the Kaiju can create 100 foot long cone of hurricane force winds by flapping its wings (or optionally as a breath weapon). All flames in this area are extinguished, and ranged weapon attacks are impossible except for Siege engines which take a -8 penalty. Listen checks are impossible in this area, and suffer a -8 penalty within 100 feet of the wind. If the area is dusty enough Spot checks will likewise suffer the same penalties. Anything in the cone of effect must make a Fortitude Save (DC is 20) or be subjected to the affects of Hurricane winds described on page 93 of the DMG.

Special Qualities: All Lesser Kaiju begin with the following:

Damage Reduction (Ex): A Lesser Kaiju gains Damage Reduction 25/Epic.

Dark Vision (Ex): Range is 120 feet.

Energy Resistance (Ex): The Lesser Kaiju gains Energy Resistance 20 to Acid, Cold, Fire, Electricity, and Sonic damage.

Invulnerability (Ex): Lesser Kaiju have Invulnerability 10. Invulnerability works similar to Damage Reduction or Energy Resistance except you ignore the first x points of hit point damage (in this case 10) from all sources. This does not stack with Damage Reduction or Energy Resistance. If an attack could be stopped by either of these abilities use the higher of the two values. For example if you have Damage Reduction 25/EPic, and Invulnerability 10 and are hit with a sword attack, use the DR's higher value. But if the sword is Epic, and ignores Damage Reduction you may use your Invulnerability instead.

Immune to Mind Influencing Effects (Ex): Lesser Kaiju are immune to mind influencing effects (including Morale Effects and Fear).

Spell Resistance (Su): The Lesser Kaiju gains Spell Resistance equal to 10 + it's CR.

Overnight Healing (Ex): Kaiju are notoriously difficult to hurt, and keep hurt. 8 hours of rest completely heals any hit point or ability damage a Kaiju has taken.

It also gains 3 choices from the following list:

Additional Movement Type (Ex): The Kaiju gains a land, swim, fly, climb, or burrow speed. The new movement types speed is equal to the Kaiju's base speed. This can be chosen multiple times. If the Kaiju gains a Swim move it may also gain the Aquatic subtype if you wish. You may also make it amphibious. If you gain a Flight move your maneuverability is initially Poor.

Blindsense (Ex): While in the water the Kaiju can sense all other beings within 240'.

Chameleon (Ex): The Kaiju can change colors and blend in with it’s background. It does not receive a Size penalty to Hide checks.

Enhanced Ability Score (Ex): You may add +4 to any one ability score after all the other modifiers for this template have been added.

Enhanced Movement (Ex): One of the Kaiju's movement types is increased by +20 feet. This may be taken multiple times. Optionally if the Kaiju has a Flight speed, it can increase its maneuverability 2 levels higher.

Fast Healing (Ex): The Kaiju gains Fast Healing 20.

Heavy Armor (Ex):The Kaiju has incredibly thick armor plating, even for one of it's kind. It's Invulnerability increases to 15.

Hold Breath (Ex): The Lesser Kaiju may hold it's Breath for a number of hours equal to it's Constitution Modifier before it risks drowning.

Jet (Ex): Once per round as a Full Round Action the Kaiju can jet backwards, increasing it's swim move to six times normal. It must move in a straight line, but does not provoke attacks of opportunity.

Immunity (Ex):The Kaiju is completely immune to one form of energy damage (see the Energy Attack Special Attack in the Forthcoming Kaiju Template), or immune to poison and disease. This Special Quality may be taken multiple times.

Regeneration (Ex): The Lesser Kaiju gains Regeneration 10. You must decide what type of damage it cannot regenerate upon creation of the Kaiju.

Spines (Ex): The Kaiju is covered in spines. Anything hitting it with an unarmed strike or a natural attack takes 1d6 damage plus its Strength bonus.

Sonar (Ex): The Kaiju gains Blindsight 240'.

Sprint (Ex): Once per hour the Kaiju can move up to 5 times it's normal Speed when performing a Charge attack.

Tremorsense (Ex): The Lesser Kaiju has Tremorsense with a range of 240'.

Saves: Base Saving Throws are all +22 (plus the appropriate Stat Modifier).

Abilities: Lesser Kaiju begin with the following Stats: Str 40, Dex 10, Con 40, Int 3, Wis 14, Cha 30. The Lesser Kaiju also has 10 points to distribute among it's Stats as you see fit.

Skills: Choose up to any 6 skills as your Lesser Kaiju's class skills.

Feats: A Lesser Kaiju gets 14 Feats, 7 of which may be Epic Feats, and any of which may be Kaiju Feats. It also gets 4 Bonus Feats which must be Kaiju Feats.

Environment: Any

Organization: Solitary or Unique

Challenge Rating: 25

Treasure: None

Alignment: Usually Chaotic Neutral, but can be any Alignment.

Advancement: 41-50 HD (Colossal)

Level Adjustment: ---

Example of creature using template here:


Snookums (Kaiju Kitty)
Colossal Kaiju
Hit Dice: 40d12+640 (1120 hp)
Initiative: +2
Speed: 50' ft. (10 squares), Climb 50'
Armor Class: 34 (-8 Size, +2 Dex, +30 Natural), touch 4, flat-footed 32
Base Attack/Grapple: +40/+72
Attack: Claw +47 melee (4d6+15,8-20)
Full Attack: 2 Claws +47 melee (4d6+15, 18-20) and 1 Bite +42 melee (2d8+7)
Space/Reach: 30 ft./20 ft.
Special Attacks: Trample, Frightful Presence, Kaiju Attacks (Battle Frenzy: Speed Variant, Augmented Criticals, Pin Down), Pounce, Rake (+47 melee, 4d6+7), Improved Grab
Special Qualities: DR 25/Epic, Low Light Vision, Dark Vision 120', Energy Resistance 20, Invulnerability 10, Immune to Mind Affecting Effects, SR 35, Overnight Healing, Kaiju Abilities (+20 Land Move, Climb Speed, Sprint)
Saves: Fort +38, Ref +24, Will +25
Abilities: Str 40, Dex 14, Con 40, Int 3, Wis 16, Cha 34
Skills: Balance +10, Climb +23, Hide +10, Jump +23, Listen +13, Move Silently +9, Spot +13
Feats: Extra Attack x2 (Bite, +1 Claw), Improved Grab, Pounce, Racial Skill Bonus x8 (+8 Balance, Climb and Jump, +4 on Hide and Move Silently), Rake, Scent
Environment: Any
Organization: Unique
Challenge Rating: 25
Treasure: None
Alignment: Chaotic Neutral
Advancement: 41-50 HD (Colossal)
Level Adjustment: ---


Tsuyoi Ari (Kaiju Ant)
Colossal Kaiju
Hit Dice: 40d12+720 (1200 hp)
Initiative: +4
Speed: 50 ft. (10 squares), Climb 50'
Armor Class: 47 (-8 Size, +45 Natural), touch 2, flat-footed 47
Base Attack/Grapple: +40/+73
Attack: Bite +49 melee (4d6+25 plus 4d6 acid, 18-20)
Full Attack: Bite +49 melee (4d6+25 plus 4d6 acid, 18-20)
Space/Reach: 30 ft./20 ft.
Special Attacks: Trample, Frightful Presence, Kaiju Attacks (Acid Sting, Augmented Criticals, Swallow Whole)
Special Qualities: DR 25/Epic, Low Light Vision, Dark Vision 120', Energy Resistance 20, Invulnerability 15, Immune to Mind Affecting Effects, SR 35, Overnight Healing, Kaiju Abilities (Additional Movement Type:Climb, Enhanced Movement, Heavy Armor)
Saves: Fort +39, Ref +22, Will +25
Abilities: Str 44, Dex 10, Con 44, Int 3, Wis 16, Cha 30
Skills: Climb +27, Listen +13, Spot +13, Survival +16
Feats: Blind-Fight, Cleave, Close-Quarters Fighting, Diehard, Endurance, Great Cleave, Improved Grab, Improved Initiative, Improved Toughness, Increased Toughness x5, Keen Scent, Power Attack, Scent, Track
Environment: Any
Organization: Unique
Challenge Rating: 25
Treasure: None
Alignment: Chaotic Neutral
Advancement: 41-50 HD (Colossal)
Level Adjustment: ---




Ika (Kaiju Squid)
Colossal Kaiju
Hit Dice: 40d12+640 (1120 hp)
Initiative: +4
Speed: Swim 50' ft. (10 squares)
Armor Class: 32 (-8 Size, +30 Natural), touch 2, flat-footed 32
Base Attack/Grapple: +40/+76
Attack: Tentacle +52 melee (4d6+20)
Full Attack: 10 tentacles +52 melee (4d6+20) and 1 Bite +52 melee (4d6+10)
Space/Reach: 30 ft./20 ft. (40 ft. with Tentacles)
Special Attacks: Trample, Frightful Presence, Kaiju Attacks (Constrict, Extended Reach: Tentacles, Ink Cloud), Improved Grab
Special Qualities: DR 25/Epic, Low Light Vision, Dark Vision 120', Energy Resistance 20, Invulnerability 10, Immune to Mind Affecting Effects, SR 35, Overnight Healing, Kaiju Abilities (Enhanced Movement, Jet, Regeneration: Vulnerable to Electricity)
Saves: Fort +37, Ref +22, Will +24
Abilities: Str 50, Dex 10, Con 40, Int 3, Wis 14, Cha 30
Skills: Search +16, Spot +15, Swim +38
Feats: Extra Attack x10 (9 tentacles and 1 Bite), Improved Grab, Improved Initiative, Improved Multiattack, Improved Natural Attack (Bite), Improved Toughness, Multiattack, Multigrab, Swim-By Attack
Environment: Any Aquatic
Organization: Unique
Challenge Rating: 25
Treasure: None
Alignment: Chaotic Neutral
Advancement: 41-50 HD (Colossal)
Level Adjustment: ---


Camazotz (Kaiju Bat)
Colossal Kaiju
Hit Dice: 40d12+600 (1080 hp)
Initiative: +7
Speed: 30' ft. (6 squares), Fly 50' (Poor)
Armor Class: 35 (-8 Size, +3 Dex, +30 Natural), touch 5, flat-footed 32
Base Attack/Grapple: +40/+71
Attack: Bite +57 melee (4d6+15, x3)
Full Attack: Bite +57 melee (4d6+15, x3)
Space/Reach: 30 ft./20 ft.
Special Attacks: Trample, Frightful Presence, Kaiju Attacks (Augmented Criticals, Blood Drain, Windstorm)
Special Qualities: DR 25/Epic, Low Light Vision, Dark Vision 120', Energy Resistance 20, Invulnerability 10, Immune to Mind Affecting Effects, SR 35, Overnight Healing, Kaiju Abilities (Additional Movement: Flight, Enhanced Movement: Flight, Sonar)
Saves: Fort +37, Ref +31, Will +26
Abilities: Str 40, Dex 16, Con 40, Int 3, Wis 18, Cha 30
Skills: Hide +0, Listen +18, Move Silently +13, Spot +18
Feats: Ability Focus (Frightful Presence), Dodge, Epic Reflexes, Eyes in the Back of your Head, Flyby Attack, Great Flyby Attack, Hover, Improved Flyby Attack, Improved Grab, Improved Initiative, Keen Scent, Large and in Charge, Lightning Reflexes, Mobility, Racial Skill Bonus x2 (+4 Spot and Listen), Scent, Wingover
Environment: Any
Organization: Unique
Challenge Rating: 25
Treasure: None
Alignment: Chaotic Neutral
Advancement: 41-50 HD (Colossal)
Level Adjustment: ---



KAIJU FEATS

Extra Attack (Prerequisites: Kaiju):The Kaiju possesses an attack it does not normally have. You may define this attack as you will (bite, gore, stinger, tail club, claw, etc). If it becomes the Kaiju's new Primary attack it does 4d6 damage. if it is another secondary attack it does 2d8 damage. Optionally you get an additional attack with a Natural Weapon you already have on a Full Attack. For example if you normally did one Slam Attack, this Feat would give you an additional Slam Attack when you made a Full Attack each time you took it.

Improved Grab (Prerequisites: Kaiju): You gain the ability listed on page 310 of the Monster Manual.

Increased Toughness (Prerequisites: Kaiju, Con 42+): You Natural Armor Bonus increases by +3. This may be taken multiple times, and it stacks.

Keen Scent (Ex) (Prerequisites: Kaiju, Scent): You can detect creatures by Scent in a 180' Radius, and can smell blood from ranges of up to 1 mile.

Pounce (Prerequisites: Kaiju, appropriate movement type higher than 20', Dex 15+): The Kaiju gains the Pounce attack listed on page 313 of the MM.

Powerful Charge (Prerequisites: Kaiju): When the Kaiju charges, it's primary attack does double normal damage plus double it's Strength bonus.

Racial Skill Bonus (Prerequisites: Kaiju): You gain a +4 Racial Bonus to 1 skill. This may be taken twice to gain up to a +8 Racial Bonus to one skill. Or it may be taken multiple times to gain skill bonuses to as many skills as you're willing to spend Feats on. Optionally you may use this to gain a Racial Bonus with one combat maneuver such as Grapple Checks, Trip Attempts, or Bull Rushes.

Rake (Prerequisites: Kaiju, Claw natural attack): The Kaiju gains the Rake attack listed on page 313 of the MM. Damage is teh same as its claw attack plus half its Strength modifier.

Rend (Prerequisites: Kaiju. Claw natural attack): If all of the Kaiju's claw attacks hit it may automatically rend for extra damage. Damage is equal to double the normal claw damage (i.e. 2d6 if the claw does 1d6) plus one and a half times Strength modifier.

Scent (Prerequisites: Kaiju): You gain the Scent Ability.

Swat: (Prerequisite: Kaiju): If you are standing firmly on the ground and successfully attack a flying opponent, it must make a Reflex Save (Save DC is 10 plus 1/2 HD plus whichever Stat Modifier was used in the attack, Str in the case of Natural Weapons) or be knocked from the sky. It falls to the ground taking normal falling damage, and is prone.

Trip (Prerequisites: Kaiju): If you successfully make an attack with your Primary Natural Attack, you may immediately make a Trip Attack as a Free Action without provoking an Attack of Opportunity. If you fail your opponent does not receive a Trip attempt against you in return.


KAIJU FLAWS

These can be taken to gain an additional Kaiju Feat.

WEAKNESS (Prerequisites: Kaiju): The Kaiju takes double damage from one specific source, such as an energy or alignment type. Alternatively it takes 2d6 damage per round in contact with some specific substance or thing, and it's Fast Healing and/or Regeneration do not work against this damage.

Bhu
2009-07-15, 07:19 AM
Okay I basically have to add in the Special Attacks/Qualities and Kaiju Feats, but it should be pretty clear right now what I'm up to.

Any thoughts so far on the Lesser Kaiju?

DracoDei
2009-07-15, 09:53 AM
Give spell resistance to all but one class (not necessarily a school) of spells? That would reproduce the "secret weakness that must be researched" feel... then again King Kong's weakness was psychological rather than some special sort of attack.

Bhu
2009-07-16, 05:34 AM
I had intended to add Weakness as a Kaiju only Flaw that was usable to gain additional Kaiju Feats.

Also, I got a lil more template work done

DracoDei
2009-07-16, 10:42 AM
I had intended to add Weakness as a Kaiju only Flaw that was usable to gain additional Kaiju Feats.

That works.

Debihuman
2009-07-16, 11:29 AM
The titan budgie is great.

Would the Lesser Kaiju just be a template that can only be added to Animals and Humanoid (Humans)? It seems to work like a standard template only with a limited applicability.

Debby

Bhu
2009-07-17, 05:03 AM
The titan budgie is great.

Would the Lesser Kaiju just be a template that can only be added to Animals and Humanoid (Humans)? It seems to work like a standard template only with a limited applicability.

Debby

The Lesser Kaiju Template isn't added to anything. The idea is that you make their appearance whatever you want it to be and then use the Special Attacks/Qualities and Kaiju Feats to create the abilities that go along with that vision. Thats why they all have the same beginning stats/abilities.

Bhu
2009-07-18, 05:45 AM
Okay I think I have most of the Special Attacks/QUalities up. Have some Feats too. Anythng you think I'd miss you'd like me to add?

DracoDei
2009-07-18, 08:59 AM
I assume that things with breathweapons would be greater kaiju?

Also, I still don't see any rules for "secret weakness" type stuff.

Bhu
2009-07-19, 03:17 AM
I assume that things with breathweapons would be greater kaiju?

Also, I still don't see any rules for "secret weakness" type stuff.

There will be Lesser Kaiju (giant animals and insects or unintelligent humanoids), Kaiju (most giant monsters, energy powers begin here), and Greater kaiju (the most powerful of Kaiju who have many powers such as Legion, Space Godzilla, Mecha-Godzilla, etc).

I'll be working out the weakness thing as soon as I finish the Feats and such. I need to peak at the animal/vermin entries i nthe monster manuals and see if theres something you cant recreate in giant form with this template first.

Edit: I should have at least the names of all the various abilities and most of the Feats up. Can anyone think of an animal/vermin ability Ive missed?

Bhu
2009-07-20, 05:34 AM
Okay I think I have the Lesser Kaiju Template done except for CR, and anything people would like to see added.

So what animal/vermin/humanoid would you like to see used for the example critters? :smallbiggrin:

Longtime readers will also remember the Primordial Ghost Template waaay back on page 5. I'm pretty close to having it done but it's a little more Epic level than I thought. It may need rethinking.

Bhu
2009-07-21, 06:29 AM
quicky critter whilst i work o nthe template


http://www.newanimal.org/conrit.htm

http://www.cryptozoology.com/glossary/glossary_topic.php?id=226

http://en.wikipedia.org/wiki/Many-finned_sea_serpent


Con Rit version 1
Gargantuan vermin
Hit Dice: 12d8+24 (78 hp)
Initiative: +1
Speed: Swim 40 ft. (8 squares)
Armor Class: 17 (-4 Size, +1 Dex, +10 Natural), touch 7, flat-footed 16
Base Attack/Grapple: +9/+29
Attack: Bite +13 melee (2d8+8)
Full Attack: Bite +13 melee (2d8+8)
Space/Reach: 20 ft./ 15 ft.
Special Attacks: -
Special Qualities: Dark Vision 60' vermin traits
Saves: Fort +10, Ref +5, Will +4
Abilities: Str 27, Dex 13, Con 15, Int -, Wis 10, Cha 2
Skills: Hide -3, Spot +4, Swim +16
Feats: -
Environment: Temperate or Warm Aquatic
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always Neutral
Advancement: 17-23 HD (Gargantuan), 24-48 HD (Colossal)
Level Adjustment: ----

"This is only a very small centipede sirs. The largest here live in the water. And I do not recommend looking for them."

This will be the centipede or giant chilopod version.

Skills: The Con Rit has a +4 Racial bonus on Spot checks and a + 8 Racial bonus on Hide and Swim checks. It may always take 10 on a Swim check even if distracted or endangered, and may use the Run action while swimming as long as it moves in a straight line.

Combat: The Great Sea Centipede prefers hit and run tactics, attacking the occasional small boat and then running away.

Bhu
2009-07-22, 06:15 AM
I guess I'll do a range of critters for the template to see if it's okay, starting wi th the first one tonight. In the meantime:

Con Rit version 2
Gargantuan Animal
Hit Dice: 12d8+96 (150 hp)
Initiative: +0
Speed: Swim 40 ft. (8 squares)
Armor Class: 26 (-4 Size, +20 Natural), touch 6, flat-footed 26
Base Attack/Grapple: +9/+34
Attack: Bite +18 melee (2d6+13)
Full Attack: Bite +18 melee (2d6+13)
Space/Reach: 20 ft./15 ft.
Special Attacks: -
Special Qualities: Hold Breath, Low Light Vision, Blindsight 120'
Saves: Fort +15, Ref +8, Will +6
Abilities: Str 36, Dex 10, Con 24, Int 2, Wis 14, Cha 6
Skills: Listen +14, Spot +14, Swim +21
Feats: Alertness, Diehard, Endurance. Improved Toughness, Power Attack
Environment: Temperate or Warm Aquatic
Organization: Solitary or pod (3-5)
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral
Advancement: 13-18 HD (Gargantuan), 19-36 HD (Collosal)
Level Adjustment: ----

"You should probably leave our whales alone too sirs."

This is the ancient armored whale version.

Hold Breath: Whales can hold their breath for (8 times it's Constitution Modifier) before it risks drowning.

Skills: Whales have a +4 Racial bonus on Spot and Listen checks, and a +8 Racial bonus on Swim checks. They may always take 10 on a swim check even if endangered or distracted. They may use hte run action while swimming if they move in a straight line.

Combat: The Con Rit attack almost like sharks or killer whales.

Bhu
2009-07-23, 06:54 AM
Con Rit version 3
Gargantuan Dragon (Water)
Hit Dice: 12d12+84 (162 hp)
Initiative: +4
Speed: Swim 60 ft. (12 squares)
Armor Class: 39 (-4 Size, +33 Natural), touch 6, flat-footed 39
Base Attack/Grapple: +12/+36
Attack: Bite +20 melee (4d6+12)
Full Attack: 1 Bite +20 melee (4d6+12) and 1 Tail Lash +15 melee (2d8+6)
Space/Reach: 20 ft./15 ft.
Special Attacks: Capsize
Special Qualities: Dark Vision 60', Low Light Vision, Immune to Sleep/Fire/ Paralysis, Scent, DR 20/Magic, Spell Resistance 16
Saves: Fort +15, Ref +8, Will +12
Abilities: Str 35, Dex 10, Con 25, Int 18, Wis 18, Cha 18
Skills: Hide +3, Intimidate +19, Knowledge (Arcana, History, Local, Nature) +14, Listen +19, Move Silently +15, Search +14, Sense Motive +14, Spot +19, Survival +14, Swim +25
Feats: Power Attack, Cleave, Great Cleave, Improved Toughness, Improved Initiative
Environment: Temperate or Warm Aquatic
Organization: Solitary
Challenge Rating: 11?
Treasure: Double Standard
Alignment: Chaotic Neutral
Advancement:
Level Adjustment: ---

"Boats? Oh no sirs, we cannot recommend taking boats out onto the water, The dragons do not like it."

This is the Oriental Dragon version.

Skills: Con Rit have a +8 Racial Bonus to Swim checks. They may always take 10 on swim checks even if endangered or distracted, and may use the Run action while swimming as long as they move in a straight line.

Capsize (Ex): If a submerged Con Rit surfaces under a boat less than 20' long it has a 95% chance of capsizing it. The chance drops to 50% for boats 20 to 60 feet long, and drops to 20% for boats over over 60 feet.

Combat: The Con Rit dragon prefers to capsize boats, and then attack the drowning crew one by one.

Bhu
2009-07-25, 07:29 AM
http://en.wikipedia.org/wiki/Chupacabra

El CHupacabra has a lot of stories associated with it so there will be a couple of versions:

El Chupacabra Version 1
Small Monstrous Humanoid
Hit Dice: 5d10+35 (62 hp)
Initiative: +2
Speed: 40 ft. (8 squares), Fly 60 ft. (Good)
Armor Class: 21 (+1 Size, +2 Dex, +8 Natural), touch 13, flat-footed 19
Base Attack/Grapple: +5/+15
Attack: Claw +12 melee (1d4+6)
Full Attack: 2 Claws +12 melee (1d4+6) and 1 Bite +7 melee (1d6+3 plus Blood Drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Grappler, Stench, Frightening Presence, Blood Drain
Special Qualities: Damage Reduction 5/Magic, Scent, Dark Vision 60'
Saves: Fort +11, Ref +6, Will +3
Abilities: Str 22, Dex 15, Con 24, Int 4, Wis 14, Cha 12
Skills: Hide +8, Listen +5, Move Silently +4, Spot +4, Survival +4
Feats: Alertness, Track
Environment: Warm Desert, Forest, Marsh, or Plains
Organization: Solitary
Challenge Rating: 6?
Treasure: None
Alignment: Always Neutral
Advancement: 6-8 HD (Medium)
Level Adjustment: ---

"I don't know whats on the roof, but it's glowing eyes just made me crap myself."

This version of the Chupacabra is a feral humanoid covered in glossy, matted hair and sporting a pair of batlike wings. It has enormous claws and fangs, and glowing red eyes.

Grappler (Ex): Chupacabra do not take a Size penalty to Grapple checks, and have a +4 Racial Bonus to Grapple checks.

Stench (Ex): Living creatures within 10' must make a DC 19 Fortitude Save or be sickened for 1d6+4 minutes. A successful save makes hte opponent immune to this Chupacabra's Stench for 24 hours. Creatures immune to poison are immune to this ability, and Delay Poison or Neutralize Poison removes the effect from a sickened creature. Save DC is Constitution based.

Frightening Presence (Su): The Chupacabras glowing red eyes and horrific demeanor frightens its opponents. Living creatures within 20' that have Hit Dice less than the Chupacabras must make a DC 13 Willpower Save or be Shaken for 1d6 minutes. Save DC is Charisma based.

Blood Drain (Ex): If a Chupacabra Successfully pins a foe in a grapple, it does 1d4 Constitution damage every round the pin is maintained.

Combat: Chupacabras go immediately for the grapple trusting in their strength and size to surprise enemies.

Bhu
2009-07-25, 07:51 AM
I got the 1st example Kaiju up. More to come.

Shademan
2009-07-26, 07:43 AM
you know the Abeil? the bee-people from MM2?
Could you make a bumblebee and hornet version of those?
and dont forget to call if ye need any drawings

DracoDei
2009-07-26, 09:13 AM
Snookums has SR xx. You need to replace xx with a number.

Bhu
2009-07-27, 03:45 AM
Snookums has SR xx. You need to replace xx with a number.

The Kaiju Spell Resistance is based off CR. I need to do CR before I put up the SR.

Bhu
2009-07-28, 07:12 AM
you know the Abeil? the bee-people from MM2?
Could you make a bumblebee and hornet version of those?
and dont forget to call if ye need any drawings

I just statted out the Abeil Workers as a player race on the BG forums a while back so I guess I can do some variants.

Bhu
2009-07-28, 07:19 AM
added another example kaiju


El Chupacabra Version 2
Small Monstrous Humanoid
Hit Dice: 5d10+35 (62 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 21 (+1 Size, +2 Dex, +8 Natural), touch 13, flat-footed 19
Base Attack/Grapple: +5/+15
Attack: Claw +12 melee (1d4+6)
Full Attack: 2 Claws +12 melee (1d4+6) and 1 Bite +7 melee (1d6+3 plus Blood Drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Grappler, Stench, Red Eyes, Blood Drain
Special Qualities: Damage Reduction 5/Magic, Scent, Dark Vision 60'
Saves: Fort +11, Ref +6, Will +3
Abilities: Str 22, Dex 15, Con 24, Int 4, Wis 14, Cha 12
Skills: Hide +8, Jump + 14, Listen +5, Move Silently +4, Spot +4, Survival +4
Feats: Alertness, Track
Environment: Warm Desert, Forest, Marsh, or Plains
Organization: Solitary
Challenge Rating: 6?
Treasure: None
Alignment: Always Neutral
Advancement: 6-8 HD (Medium)
Level Adjustment: ---

"That...is not...a lizard on the roof."

This version is the reptilian alien with quills running down its back

Grappler (Ex): Chupacabra do not take a Size penalty to Grapple checks, and have a +4 Racial Bonus to Grapple checks.

Stench (Ex): Living creatures within 10' must make a DC 19 Fortitude Save or be sickened for 1d6+4 minutes. A successful save makes hte opponent immune to this Chupacabra's Stench for 24 hours. Creatures immune to poison are immune to this ability, and Delay Poison or Neutralize Poison removes the effect from a sickened creature. Save DC is Constitution based.

Red Eyes (Su): Gaze Attack, Nausea for 1d6+4 rounds, 30', Fortitude Save DC 13 negates, Save DC is Charisma based.

Blood Drain (Ex): If a Chupacabra Successfully pins a foe in a grapple, it does 1d4 Constitution damage every round the pin is maintained.

Skills: Chupacabra have a +8 Racial bonus to Jump checks, and no limit on the height of their jumps other than what they can roll.

Combat: As before, the Chupacabra tends to go straight for the Grapple.

Bhu
2009-07-29, 06:15 AM
added another example Kaij, and have one more to go. As soon as i ifnish the template and the chupacabras work will begin o nthe Abeil.

El Chupacabra Version 3
Small Magical Beast
Hit Dice: 2d10+4 (15 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 21 (+1 Size, +2 Dex, +8 Natural), touch 13, flat-footed 19
Base Attack/Grapple: +2/+9
Attack: Claw +6 melee (1d3+3)
Full Attack: 2 Claws +6 melee (1d3+3) and 1 Bite +1 melee (1d4+1 plus Blood Drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Grappler, Blood Drain
Special Qualities: Damage Reduction 5/Magic, Scent, Dark Vision 60'
Saves: Fort +5, Ref +5, Will +2
Abilities: Str 16, Dex 15, Con 14, Int 3, Wis 14, Cha 8
Skills: Hide +6, Jump + 11, Listen +3, Move Silently +4, Spot +3, Survival +5
Feats: Alertness, Track
Environment: Warm Desert, Forest, Marsh, or Plains
Organization: Solitary
Challenge Rating: 2?
Treasure: None
Alignment: Always Neutral
Advancement: 3-5 HD (Medium)
Level Adjustment: ---

"Rats are not your problem Mr. Guzman. Rats are not big enough to kill goats. Rats do not travel by hopping."

This version is the bipedal dog/rat/kangaroo creature.

Grappler (Ex): Chupacabra do not take a Size penalty to Grapple checks, and have a +4 Racial Bonus to Grapple checks.

Blood Drain (Ex): If a Chupacabra Successfully pins a foe in a grapple, it does 1d4 Constitution damage every round the pin is maintained.

Skills: Chupacabra have a +8 Racial bonus to Jump checks, and no limit on the height of their jumps other than what they can roll.

Combat: As per usual the Chupacabra tries to close the deal by moving in for the grapple.

Debihuman
2009-07-29, 07:01 AM
Three chupacabras for the price of one!


Debby

When I eat goats, they call me chupacabra
I'sm so stealthy that I never have to go far

I'm so sneaky, you never see me
Hey chupacabra! [sung to The Marcarena]

Bhu
2009-07-30, 04:28 AM
Last of the Lesser Kaiju samples is up. CR is coming up soon.


El Chupacabra Version 4
Medium Magical Beast
Hit Dice: 3d10+12 (28 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 20 ( +2 Dex, +8 Natural), touch 12, flat-footed 18
Base Attack/Grapple: +3/+10
Attack: Claw +6 melee (1d3+4)
Full Attack: 2 Claws +6 melee (1d4+4) and 1 Bite +1 melee (1d6+2 plus Blood Drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Grappler, Blood Drain
Special Qualities: Damage Reduction 5/Magic, Scent, Dark Vision 60'
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 18, Dex 15, Con 18, Int 3, Wis 14, Cha 8
Skills: Hide +6, Listen +4, Move Silently +5, Spot +4, Survival +5
Feats: Alertness, Track
Environment: Warm Desert, Forest, Marsh, or Plains
Organization: Solitary
Challenge Rating: 2?
Treasure: None
Alignment: Always Neutral
Advancement: 3-5 HD (Medium)
Level Adjustment: ---

"That...is truly the ugliest dog I have ever seen...ever...oh crap I think it noticed us!"

This version is the hairless canine/mammal like reptile.

Grappler (Ex): Chupacabra do not take a Size penalty to Grapple checks, and have a +4 Racial Bonus to Grapple checks.

Blood Drain (Ex): If a Chupacabra Successfully pins a foe in a grapple, it does 1d4 Constitution damage every round the pin is maintained.

Combat: Unsurprisingly despite not being humanoid, this version of the Chupacabra still goes for the grapple.

Bhu
2009-07-31, 05:29 AM
El Chupacabra Version 5
Small Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 30 ft. (8 squares)
Armor Class: 15 (+1 Size, +2 Dex, +2 Natural), touch 13, flat-footed 13
Base Attack/Grapple: +1/+1
Attack: Bite +1 melee (1d4)
Full Attack: Bite +1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Scent, Low Light Vision
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 8
Skills: Hide +6, Listen +4, Move Silently +5, Spot +4, Survival +4
Feats: Alertness, Track
Environment: Warm Desert, Forest, Marsh, or Plains
Organization: Solitary or Pack (2-4)
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: 3-4 HD (Medium)
Level Adjustment: ---

"I'm not going out there till it leaves. I don't care what they're paying us."

This is the small grey dog thing you've seen on Monster Quest and on videos.

Combat: Chupacabra's pretty much attack like any other dog.

Bhu
2009-07-31, 05:35 AM
Think CR 25 is okay for the Lesser Kaiju?

Bhu
2009-08-03, 04:20 AM
winner of GitP Monster Competition XXXV


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

False God
Large Outsider (Evil, may also be Lawful or Chaotic, Abomination)
Hit Dice: 40d8+360 (680 hp)
Initiative: +15
Speed: 50 ft (10 squares), Climb 50 ft., Swim 50 ft., Burrow 50 ft., Fly 50 ft. (Perfect)
Armor Class: 45 (-1 Size, +7 Dex, +13 natural, +16 Deflection), touch 32, flat-footed 38
Base Attack/Grapple: +40/+50
Attack: Annihilate +46 Melee or Ranged Touch (Annihilation, see below)
Full Attack: Annihilate +46 Melee or Ranged Touch (Annihilation, see below)
Space/Reach: 10 ft./10 ft.
Special Attacks: Annihilation, Spell-Like Abilities, Domain, Divine Aura
Special Qualities: Abomination Traits, Fast Healing 20, Regeneration 20, SR 42, DR 40/Epic, Energy Resistance (Acid, Cold, Electricity, Fire, and Sonic) 20, Dark Vision 240’, Divine Power
Saves: Fort +47, Ref +45, Will +47
Abilities: Str 22, Dex 25, Con 29, Int 26, Wis 28, Cha 43
Skills: Bluff +50, Concentration +45, Diplomacy +50, Gather Information +50, Intimidate +50, Knowledge (Arcane, Geography, History, Local, Religion, The Planes) +42, Listen +43, Search +42, Sense Motive +43, Spellcraft +42, Spot +43, Use Magic Device +50, any three other skills at 36 ranks
Feats: Blind-Fight, Blinding Speed, Boost Spell-Like Ability, Combat Reflexes, Empower Spell-Like Ability, Heighten Spell-Like Ability, Improved Combat Reflexes, Improved Initiative, Intimidating Strike, Master Manipulator, Maximize Spell-Like Ability, Quicken Spell-Like Ability, Superior Initiative, Violate Spell-Like Ability
Environment: Any
Organization: Solitary
Challenge Rating: 30
Treasure: Standard
Alignment: Any Evil
Advancement: 41+ HD (Large)
Level Adjustment: -----

” The Gods visit the sins of the fathers upon the children.“

Occasionally a Deity mates with another powerful Outsider, or being of some power. Or perhaps if it is powerful enough it's dreams and emotions take up a life of their own. There are many theories on the origins of the False Gods, but there are only 2 consistencies to all of them:

The Gods are responsible for their creation, and their continued existence.

They are irredeemably vain, sociopathic, and without mercy.

A False God wanders the Planes until it finds a suitable niche somewhere far from the attentions of it's Divine parent, and begins to try to set itself up as a God by the use of it's magical abilities. It is believed they wish to convert worshipers away from the true Gods in a bid to usurp their power, although it isn't likely they have a real chance of doing this. At least it's widely assumed that this or just a blatant attempt to grab power in the material world is their goal.

Of equal concern and controversy is why their parents do nothing to stop them. At least not directly. Some Gods have subtly backed mortal champions who have undertaken missions to defeat their more evil progeny. Some have been spectacularly less than subtle. But none of them have ever personally raised a hand to smite one of their children despite their being so viciously sadistic.

it is also unknown exactly why their progeny are so vile. For Evil deities their children being murdering, manipulative monsters comes as no surprise. But what cause the children of Good deities (and whatever they mated with) to be so unconscionably foul? There are even rumors of a seductress of some power who personally hopes to defeat the Gods with their own sons and daughters.

False Gods can generally appear as almost anything they like with their ability to Shapechange. They often appear as a member of whatever race they are attempting to influence, or at least in a form that they would find attractive or comfortable. But in moments of great anger or frustration their true nature bubbles to the surface, and they momentarily lose control and appear as some sort of ever shifting monstrosity. False Gods speak all known languages.

Annihilation (Ex): Mortal beings cannot withstand the assaults of a False God. As a Standard Action the False God can make a Melee or Ranged Touch Attack (range is 240’). If the attack is successful, and the victim has no Divine Rank, he must make a DC 46 Willpower Save or Die. If the Save is successful he instead takes 10d6 untyped damage. If the opponent has Divine Rank and the attack is successful it instead does 3d6 plus the False Gods Charisma Modifier. The exact appearance of the attack varies from False God to False God, and can look like virtually anything (however they all operate the same mechanically).

Spell Like Abilities (Sp): False Gods may cast the following at will as Spell-Like Abilities: Heal, Limited Wish, Mass Charm Monster, Mass Cure Serious Wounds, Shapechange. Caster Level is equal to Hit Dice.

Domain (Su): False Gods have access to one Domain associated with their Divine Parent. They may cast any Domain spell of 6th level or lower at will as a Spell-Like Ability. 7-8th level Domain spells can be cast 3/day as a Spell-Like ability, and 9th level spells 1/day. Caster Level is equal to Hit Dice. It can use the Domain Ability at will, Cleric Level is equal to it’s Hit Dice.

Divine Aura (Su): Any being within 100' is affected by the False Gods Divine Aura if they fail a DC 46 Willpower Save (Save DC is Charisma Based). If they succeed they are immune to this False Gods Aura for 24 hours. If they fail they are subject to the Aura's effects for the duration of the encounter and for 1 hour after. The False God can use one of the following effects. It is born able to use this effect and cannot change it later:

Fear: All beings in the Area of Effect are Shaken.

Love: All beings in the Area are Charmed as if by a Charm Person spell.

Bedazzlement: Opponents are Fascinated.

This is a Mind-Affecting Effect. Beings with a Divine Rank or more Hit Dice than the False God are immune to this ability.

Abomination Traits False Gods are immune to Death by Massive Damage, Polymorph, Petrification, Energy Drain, Ability Drain/Damage, or Mind-Affecting Effects. They also have Blindsight 500’, Telepathy 1000’, Nondetection, and True Seeing at will.

Regeneration (Ex): False Gods cannot Regenerate damage done by weapons of opposing alignments. For example a Lawful Evil False God cannot regenerate Chaotic or Good damage. It also cannot regenerate damage done by the spells cast by Clerics of it's Divine Parent.

Immunities : Immune to disease, stunning, sleep effects, poison, Death Effects, and Disintegration.

Divine Power (Su): False Gods get a Deflection Bonus to their AC, and a Profane Bonus to their Saving Throws equal to their Charisma Modifier.

Skills: The False God has a +12 Racial Bonus on any 3 Skills associated with it’s Divine Parents Domains or Portfolio.

Combat: False Gods attempt to hide their nature as long as possible using their spell like abilities to pretend to be priests or wizards. But if something should actually harm them or upset their plans, they will be quick to use their Annihilation ability.


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

Lore
Characters with ranks in Knowledge (Religion) may have heard the stories about the False Gods. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

{table]DC|Lore
50| The False Gods are Abominations, children of a Deity and a Lesser (possibly mortal) being (this reveals all Abomination traits). False Gods are incredibly powerful and can kill with a gesture if necessary.
55| The False Gods are utterly Evil, and driven to destroy their parents by trying to replace them in the hearts of their worshipers. They are vulnerable to the Clerics patronized by their Divine Parent.
60| The Gods themselves will not personally attack the False Gods, but they will back mortal champions who do so. [/table]

Plot Hook
The PC's have been asked to find out what's behind raids in the local desert. Defeating the bandits, they stealthily follow them to their lair, and find a camp built around an oasis on no maps they know of. What lurks in the pool can only be called an abomination before the Gods. A monstrous violation of nature. Fleeing back to their city bound employers they make ready to lead an assault that may well be the death of them all.
Animals in a nearby forest have been somehow picking off the villages one by one. Eventually the PC's find a deserted town filled with the staring malignant eyes of what should be dumb beasts gazing at them from every cranny. After enduring countless assaults from animals far craftier than they should be, the PC's venture into the forest to find the source of their discomfort, and find waiting for them a thing that demands to be worshiped on pain of their deaths.
The High Temple of Pelor has been destroyed by what appears to be a rival God. A God with...less than benevolent intentions. A God who claims to have defeated Pelor and replaced him as deity of the Sun. All of the priests are dead so there is no one to say otherwise. The PC's have been asked to find out what has happened. If they can escape the city.
The PC's rescue what appears to be a lone woman surrounded by a gathering of Druids. The Druids seem to give up a little too easily, perhaps even without combat. And long after they have left the forest, the PC's new traveling companion begins to exhibit certain powers. Powers that suggest that perhaps she never needed the PC's help. Powers that suggest they may have been wrong in 'rescuing' her. But how can they find out what her intentions are now?

Bhu
2009-08-03, 04:40 AM
Abeil Vassal, Debarta
Large Monstrous Humanoid
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 40 ft. (8 squares), Fly 60 ft. (Average)
Armor Class: 12 (-1 Size, +1 Dex, +2 Natural), touch 10, flat-footed 11
Base Attack/Grapple: +2/+9
Attack: Claw +4 melee (1d6+3)
Full Attack: 2 Claws +4 melee (1d6+3) and 1 Sting -1 melee (1d6+1 plus poison)
Space/Reach: 10 ft./10 ft.
Special Attacks: Drone, Improved Grab, Poison
Special Qualities: Dark Vision 60', Cold Resistance 20, Hive Mind
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 16, Dex 13, Con 16, Int 9, Wis 13, Cha 10
Skills: Craft (Any 1) +0, Knowledge (any 1) +0, Listen +4, Search +4, Spot +3, Survival +6
Feats: Alertness, Skill Focus (choose 1 skill)
Environment: Any Plains or Hills
Organization: Solitary, Pair, Team (4-8), or Crew (10-40)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually Lawful
Advancement: By Character Class (usually Scout)
Level Adjustment: +3


"Aww they look like giant fwuffy bee critters. Can we take one home?"

"Seriously, what the hell is wrong with you?"

The Debarta are a tribe of the Abeil living in temperate or cold weather conditions. They resemble Bumblebees more than Honeybees, and have thick coats of fur to protect them. They are also more massive than regular Abeil, and somewhat more primitive. They speak Common and Sylvan.

Drone (Su): As a Full Round Action an Vassal can beat it's wings creating a buzzing drone that puts any living creature in a 60' spread to sleep (as per the Sleep spell) if it fails a DC 11 Willpower Save (Save DC is Charisma Based). This ability does not effect Vassal's, nor does it have a HD limit.

Improved Grab (Ex): If the Vassal 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 does its claw and sting damage each round.

Poison (Ex): Injury, DC 14 Fortitude Save, Initial and Secondary Damage is 2d4 Strength.

Hive Mind (Ex): All Vassals within 25 miles of their Queen are in constant communication, and if one of them is aware of a particular danger they all are. If one in a particular group isn't flat-footed or threatened, none of them are.

Skills: Vassals have a +4 Racial Bonus to Search and Survival Checks.

Combat: Vassals prefer to avoid combat as the Hive's Soldiers usually perform those duties. But if they are required to the Vassals make decent hit and run fighters.

Bhu
2009-08-04, 06:19 AM
While I'm at it does anyone know if there are differences between honeybee and bumblebee venoms?


http://www.newanimal.org/biggrayman.htm

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

http://www.pantheon.org/articles/f/fear_liath_more.html

http://www.ghostclub.org.uk/summer2000.htm#Macdhui


Fear Liath Mor version one
Large Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 13 (-1 Size, +4 Natural), touch 9, flat-footed 13
Base Attack/Grapple: +4/+14
Attack: Claw +9 melee (1d6+6)
Full Attack: 2 Claws +9 melee (1d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: -
Special Qualities: Low-Light Vision, Scent
Saves: Fort +9, Ref +5, Will +3
Abilities: Str 23, Dex 10, Con 18, Int 2, Wis 12, Cha 8
Skills: Climb +12, Intimidate +5, Listen +5, Spot +5
Feats: Alertness, Endurance, Track
Environment: Temperate Mountains
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually Neutral
Advancement: 7-10 HD (Large)
Level Adjustment: ----

"If you want to find the Gray Man I guess I can't stop you, but don't think I'm going up there with you."

This is the cryptozoological primate version.

Skills: Fer Liath Mor have a +8 Racial Bonus to Climb checks, and can always take 10 on Climb checks even if endangered or threatened.

Combat: The Gray Man claws wildly at opponents unlike most large apes.

Bhu
2009-08-05, 04:32 AM
Fear Liath Mor version 2
Huge Fey
Hit Dice: 20d6+120 (190 hp)
Initiative: +3
Speed: 40 ft. (8 squares), Climb 40 ft
Armor Class: 23 (-2 Size, +3 Dex, +12 Deflection), touch 23, flat-footed 20
Base Attack/Grapple: +10/+30
Attack: Claw +20 melee (1d10+12)
Full Attack: 2 Claws +20 melee (1d10+12)
Space/Reach: 15 ft./15 ft.
Special Attacks: Spell Like Abilities
Special Qualities: Low Light Vision, Wild Empathy, Damage Reduction 10/Cold Iron
Saves: Fort +14, Ref +15, Will +19
Abilities: Str 35, Dex 16, Con 23, Int 13, Wis 20, Cha 20
Skills: Hide +26, Intimidate +30, Knowledge (Nature)+24, Listen +27, Move Silently +26, Spot +27, Survival +27
Feats: Empower Spell-Like Ability (Scare, Crushing Despair), Snatch, Great Fortitude, Iron Will, Skill Focus (Intimidate), Intimidating Strike
Environment: Temperate Mountains
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: 21-30 HD (Huge)
Level Adjustment: ---

"We don't go into the mountain passes. Not for you. Not even for money. Keep the daughter you kidnapped. Getting her back isn't worth going up there."

This is the huge shadowy sometimes insubstantial Fear Liath Mor.

Spell Like Abilities (Sp): The Fear Liath Mor's Caster Level is the same as a 20th level Sorcerer. At Will: Obscuring Mist, Fog Cloud, Gaseous Form, Scare. 3 times per day: Crushing Despair, Mind Fog.

Wild Empathy (Ex): This is the same as the Druid class ability except the Fear Liath Mor has a +6 racial bonus to the check.

Combat: The Fear Liath Mor usually appears in Gaseous Form and uses its Spell Like abilities to scare victims into killing themselves.
Will return to finish soon

Bhu
2009-08-05, 04:44 AM
The bumblebee Abeil Vassal is almost done, I just need to think of a name.

Shademan
2009-08-06, 05:00 AM
how about the Bumbeil and the frigginbigwaspsRUN!
?
Or we can be lazy an just go for this:
Bumblebee: Humle
Wasp: Veps

Bhu
2009-08-06, 07:10 AM
Abeil is apparently a Hebrew name, so I'm asking around for the Hebrew words for hornets and bumblebees. Should have something soon.

Shademan
2009-08-06, 07:38 AM
well fancy that.
the above, that i used up there, is norwegian

Bhu
2009-08-07, 06:32 AM
http://www.newanimal.org/salaman.htm

http://www.angelfire.com/bc2/cryptodominion/invertebrates.html


Mulilo salamander version
Medium Animal (aquatic)
Hit Dice: 3d8+6 (19 hp)
Initiative: -1
Speed: Swim 30 ft. (6 squares)
Armor Class: 11 (-1 Dex, +2 Natural), touch 9, flat-footed 11
Base Attack/Grapple: +2/+5
Attack: Bite +5 melee (1d6+3)
Full Attack: Bite +5 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low Light Vision
Saves: Fort +5, Ref +2, Will +2
Abilities: Str 16, Dex 8, Con 15, Int 1, Wis 12, Cha 2
Skills: Hide +1, Listen +5, Spot +5, Swim +11
Feats: Alertness, Endurance
Environment: Warm Marsh or Aquatic
Organization: Solitary or Pair
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: 4-6 HD (Medium)
Level Adjustment: ---

"Reports of gigantic salamanders in the Congo are being brought back by refugees fleeing the fighting in the area."

This version of the Mulilo is either a Caecillian or a large legless salamander.

Combat: Mulilo are rarely encountered and their methods of attack are similar to alligators and other water based ambush predatores.

Bhu
2009-08-09, 06:38 AM
Mulilo Slug Version
Medium Vermin (Aquatic)
Hit Dice: 3d8+3 (16 hp)
Initiative: -2
Speed: Swim 15 ft. (3 squares)
Armor Class: 9 (-2 Dex, +1 Natural), touch 8, flat-footed 9
Base Attack/Grapple: +2/+7
Attack: Grapple +7 melee (grapple)
Full Attack: Grapple +7 melee (grapple)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Radula
Special Qualities: Dark Vision 60 ft, Vermin traits
Saves: Fort +4, Ref -1, Will +1
Abilities: Str 13, Dex 6, Con 12, Int -, Wis 10, Cha 1
Skills: -
Feats: -
Environment: Warm Marsh or Aquatic
Organization: Solitary, Pair, or Swarm (3-10)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: 4-6 HD (Large)
Level Adjustment: ---

"Do not go into the river or play by it's edge. Ever. If the Mulilo comes for you we will not be able to get to you in time from the fields."

This is the giant slug version of Mulilo.

Skills: Mulillo have a +4 Racial bonus on grapple checks due to their sticky slime. They also have a +8 racial bonus on swim checks, and a +8 Racial bonus when hiding in the muddy bottoms of their native riverbeds. They may always take 10 on swim checks even when rushed or threatened.

Improved Grab (Ex): Mulilo may initiate grapple checks without provoking attacks of opportunity. If they can pin their opponents they can use their radula attack.

Radula (Ex): The tongue of the Mulilo is like a grinding buzzsaw. It does 1d6 damage and criticals on a 20 doing triple damage. Each round the mulilo maintains the pin, the critical threat range increases by 1 (i.e. 19-20 the second round, 18-20 the third round, etc).

Combat: Mulilos go straight for the grapple so they can get to work with their radula.

Bhu
2009-08-09, 06:45 AM
OK I'm calling the Bumblebee Abeils 'Debarta', it's as close as I could get to hebrew for bee

Bhu
2009-08-11, 06:53 AM
http://en.wikipedia.org/wiki/Tatzelwurm

http://www.newanimal.org/tatzel.htm

http://www.cryptomundo.com/cryptozoo-news/txwurm-ia/

http://www.unexplained-mysteries.com/forum/lofiversion/index.php/t35852.html


Tatzelwurm
Small Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Size, +2 Dex, +2 Natural), touch 13 , flat-footed 13
Base Attack/Grapple: +1/-3
Attack: Bite +2 melee (1d4 plus poison)
Full Attack: Bite +2 melee (1d4 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Low Light Vision
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 10, Dex 15, Con 12, Int 2, Wis 12, Cha 2
Skills: Listen +2, Spot +3
Feats: Weapon Finesse
Environment: Temperate Mountains
Organization: Solitary
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: 3-4 HD (Medium)
Level Adjustment: ----

[I]"My fathers leg was lost to the Wurms in the hills. We had to amputate it to keep their poison from claiming him.

This is the cryptozoological version of a poisonous lizard as opposed to the mythological cat faced reptile.

Poison (Ex): Injury, Fort Save DC 12, Initial and Secondary Damage 1d6 Con. Save DC is Constitution Based.

Combat: Tatzelwurms charge and bite. After that they trust to their venom to bring down most opponents.

The Mentalist
2009-08-11, 09:23 AM
You forgot the closing brackets for the fluff text.

The monster seems all in order though.

Bhu
2009-08-12, 07:29 AM
Thanks Mentalist

Abeil Soldier, Debarta
Huge Monstrous Humanoid
Hit Dice: 14d8+90 (153 hp)
Initiative: +0
Speed: 40 ft. (8 squares), Fly 60 ft. (Average)
Armor Class: 13 (-2 Size, +5 Natural), touch 8, flat-footed 13
Base Attack/Grapple: +10/+28
Attack: Claw +18 melee (1d8+10) or Longspear +18 melee (3d6+10/x3)
Full Attack: 2 Claws +18 melee (1d8+10) and 1 Sting +13 melee (1d8+5 plus poison) or Longspear +18/+13 melee (3d6+10/x3)
Space/Reach: 15 ft./15 ft.
Special Attacks: Drone, Improved Grab, Poison, Favored Enemy, Buzzing Fury
Special Qualities: Dark Vision 60', Cold Resistance 25, Hive Mind, DR 10/Magic
Saves: Fort +9, Ref +9, Will +9
Abilities: Str 30, Dex 11, Con 20, Int 8, Wis 11, Cha 12
Skills: Knowledge (any one) +2, Intimidate +10, Listen +7, Spot +7, Survival +3
Feats: Awesome Blow, Flyby Attack, Hover, Improved Bull Rush, Power Attack
Environment: Any Plains or Hills
Organization: Solitary, Pair, Team (4-8), or Troop (10-20)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually Lawful
Advancement: By Character Class (usually Ranger)
Level Adjustment: +5

"Omg the fluffy bee critters come in ginormagantuan size! GLEE!"

"How am I related to you?"

The Debarta are a tribe of the Abeil living in temperate or cold weather conditions. They resemble Bumblebees more than Honeybees, and have thick coats of fur to protect them. They are also more massive than regular Abeil, and somewhat more primitive. They speak Common and Sylvan.

Drone (Su): As a Full Round Action a Soldier can beat it's wings creating a buzzing drone that puts any living creature in a 60' spread to sleep (as per the Sleep spell) if it fails a DC 18 Willpower Save (Save DC is Charisma Based). This ability does not effect Abeil's, nor does it have a HD limit.

Improved Grab (Ex): If the Soldier 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 does its claw and sting damage each round.

Poison (Ex): Injury, DC 22 Fortitude Save, Initial and Secondary Damage is 2d4 Strength.

Favored Enemy (Ex): This is identical to the Ranger ability of the same name, and stacks with it. The Soldier gets a +4 Favored Enemy Bonus against one type of enemy.

Buzzing Fury (Su): As a Swift Action the Soldier can begin a high pitched keening sound that disturbs opponents. Whichever opponent it attacks in melee that round must make a DC 18 Willpower Save (Save DC is Charisma based) or be Shaken for the duration of the encounter. If the Save is successful the opponent is immune to this Soldiers Buzzing Fury for 24 hours. The Soldier may use this ability once every 1d4 rounds.

Hive Mind (Ex): All Soldiers within 25 miles of their Queen are in constant communication, and if one of them is aware of a particular danger they all are. If one in a particular group isn't flat-footed or threatened, none of them are.

Skills: Soldiers have a +4 Racial Bonus to Intimidate, Listen, and Spot checks.

Combat: Soldiers usually charge en masse performing Flyby Attacks in conjunction with their Buzzing Fury ability. Once they've injured opponents or slowly whittled them down they close for the grapple and sting.

Bhu
2009-08-13, 05:14 AM
Okay the new Abeil Vassal is done, and the Soldier is done except for Combat and CR. Think Spirit Shaman is an okay Favored Class for the Queens? Ive changed the Favored Class for the Vassals and Soldiers.

Shademan
2009-08-14, 05:10 AM
glee!
Yes, I love it! oh my players are gonna have their hands full with these!

Bhu
2009-08-15, 05:40 AM
Abeil Queen, Debarta
Large Monstrous Humanoid
Hit Dice: 20d8+80 (170 hp)
Initiative: +0
Speed: 40 ft. (8 squares), Fly 60 ft. (Good)
Armor Class: 12 (-1 Size, +3 Natural), touch 9, flat-footed 12
Base Attack/Grapple: +15/+26
Attack: Claw +21 melee (1d6+7)
Full Attack: 2 Claws +21 melee (1d6+7) and 1 Sting +16 melee (1d8+3 plus poison)
Space/Reach: 10 ft./10 ft.
Special Attacks: Drone, Improved Grab, Poison, Spells
Special Qualities: Dark Vision 60', Cold Resistance 25, Hive Mind,SR 25
Saves: Fort +9, Ref +9, Will +9
Abilities: Str 24, Dex 11, Con 18, Int 12, Wis 20, Cha 14
Skills: Concentration +11, Diplomacy +9, Intimidate +12, Knowledge (any two) +8, Listen +12, Sense Motive +12, Spot +12, Survival +12
Feats: Combat Casting, Create Wondrous Item, Dodge, Flyby Attack, Great Fortitude, Hover, Improved Initiative
Environment: Any Plains or Hills
Organization: Solitary, or Hive (1 Queen plus 20-100 vassals and 5-30 Soldiers)
Challenge Rating: 20
Treasure: Double Standard
Alignment: Usually Lawful
Advancement: By Character Class (usually Spirit Shaman)
Level Adjustment: ---

"HOW DARE YOU INVADE MY DOMAIN!"

"Holy crap that's the fuzziest rack I've ever seen!"

"Uh, dude, we're in enough trouble..."

"Do those things shoot royal jelly?"

"You'll pardon my companion ma'am he suffers from several curses..."

"He's just gained several more for his trouble."

The Debarta are a tribe of the Abeil living in temperate or cold weather conditions. They resemble Bumblebees more than Honeybees, and have thick coats of fur to protect them. They are also more massive than regular Abeil, and somewhat more primitive. They speak Common and Sylvan.

Drone (Su): As a Full Round Action a Queen can beat her wings creating a buzzing drone that puts any living creature in a 60' spread to sleep (as per the Sleep spell) if it fails a DC 22 Willpower Save (Save DC is Charisma Based). This ability does not effect Abeil's, nor does it have a HD limit.

Improved Grab (Ex): If the Queen hits with her claw attack she may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful she does her claw and sting damage each round.

Poison (Ex): Injury, DC 24 Fortitude Save, Initial and Secondary Damage is 2d4 Strength.

Spells: A Queen may cast spells as a Spirit Shaman whose caster level is equal to her hit Dice (this stacks with levels she may gain in the Spirit Shaman class).

Hive Mind (Ex): All Abeil within 25 miles of their Queen are in constant communication, and if one of them is aware of a particular danger they all are. If one in a particular group isn't flat-footed or threatened, none of them are.

Combat: Queens are rarely called upon to fight as they are necessary for their tribes survival. If they are required to they rely upon their Soldiers to defend them while they cast spells.

Bhu
2009-08-17, 05:11 AM
http://en.wikipedia.org/wiki/Wolpertinger

http://www.museumofhoaxes.com/hoax/animals/comments/4289/

Promised someone on the crypto thread id do one of thses and this seemed to be the most logical place to post it

Wolpertinger
Tiny Magical Beast
Hit Dice: 1d8+1 (5 hp)
Initiative: +4
Speed: 30 ft. (6 squares), Fly 40 ft. (Good)
Armor Class: 17 (+2 Size, +4 Dex, +1 Natural) touch 13, flat-footed 16
Base Attack/Grapple: +0/-11
Attack: Bite +4 melee (1d6-3)
Full Attack: 1 Bite +4 melee (1d6-3) and 2 Claws (1d6-3)
Space/Reach: 2 1/2 ft./ 0 ft.
Special Attacks: Rake 1d6-3, Pounce
Special Qualities: Low Light Vision, Scent
Saves: Fort +3, Ref +6, Will +2
Abilities: Str 4, Dex 18, Con 12, Int 6, Wis 14, Cha 10
Skills: Hide +12, Listen +6, Move Silently +8, Spot +6
Feats: Weapon Finesse
Environment: Temperate Forest
Organization: Solitary, Pair, Pack (6-10), or Troupe (11-40)
Challenge Rating: 1/3?
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: ---

"OMG! I think that bunny thing just bit off Johnson's toe!"

Wolpertingers are odd little beasts thought to be legendary rabbit monsters, but actually just hoaxes.

Skills: Wolpertingers have a +4 Racial Bonus on Spot and Listen checks.

Combat: Charge and nibble. Fly away if there is resistance. Swoop down from the skies and nibble. Repeat till human becomes lunch.

Bhu
2009-08-18, 06:19 AM
Any thoughts on the Debarta Queens CR? Technically she casts as a 20th level Shaman but they aren't the greatest of casters.

Shademan
2009-08-18, 04:44 PM
hot damn they are powerful! me like!
but shouldn't they have a burn ability? like real bumblebees?
...
nah, they kill good enuff' with them those claws
:D

I like the way the red-text talking guy is thinking....

Bhu
2009-08-19, 03:23 AM
Burn ability?

Errant_Polearm
2009-08-19, 11:44 AM
You do great work, Bhu. I especially like the descriptive text you come up with, both the interactions (like Bubba the Headless Chicken, and all the Bert & Abner ones) as well as those of the more serious creatures. How do you come up with all this terrifically creative stuff?

Also, I think a Rose Dryad would be both appropriate and potentially funny.

Shademan
2009-08-19, 11:55 AM
Burn ability?

yeah. have you never grabbed a handful of bumblebees? they BURN. like, make your skin feel aflame.

I second the notion of guyabovehere^
ROSE DRYADS!

Bhu
2009-08-20, 06:28 AM
yeah. have you never grabbed a handful of bumblebees? they BURN. like, make your skin feel aflame.

I second the notion of guyabovehere^
ROSE DRYADS!

The only thing I could find on that online was that they had to heat themselves up to 86 degrees to fly. Unsure how I'd work that into a racial ability (it actually sounds like more of a disadvantage).

Bhu
2009-08-20, 06:29 AM
You do great work, Bhu. I especially like the descriptive text you come up with, both the interactions (like Bubba the Headless Chicken, and all the Bert & Abner ones) as well as those of the more serious creatures. How do you come up with all this terrifically creative stuff?

Also, I think a Rose Dryad would be both appropriate and potentially funny.

A Rose Dryad shall be in the works then :smallbiggrin: (Also the Gaborah , or Hornet Abeils)

Believe it or not with the exception of my contest entries and a few other creations most of this is ad lib. Which is why some of the entries seem so lopsided.

Thank you very much btw!

Shademan
2009-08-20, 07:05 AM
http://www.bumblebee.org/bodySting.htm
yeah ok maybe its more like stingers... but here in norway we call it "getting burned by bumblebees"

Errant_Polearm
2009-08-20, 01:21 PM
You're welcome, and ad-libbing it just makes it all the more impressive.

You're the homebrewer, of course, but I had a couple of thoughts last night. Since saying "rose" makes people think of the flowers (rather than the bush itself), you could probably associate them with your Hebrew bee-people, or maybe hummingbirds. The other thought was that they should have thorns (of course), but that they shouldn't be featured too prominently, as that would kinda step on the toes of the Cactus Dryads.

Also, about the Mushroom Dryads being associated with badgers: given your reaction to Debihuman's comment, that seems like it's a reference to something, but I have no idea what. Could you point me to what it references?

Debihuman
2009-08-20, 02:16 PM
The mushroom/badger association came from an animated video that came out in 2003 called "Badger, Badger, Badger." It became an internet fad for a while. See it here: http://www.albinoblacksheep.com/flash/badgers.

P.S. I think Rose Dryads are a terrific idea.

Debby

Errant_Polearm
2009-08-20, 11:54 PM
Pretty weird. Well, now I know. Thanks, Debihuman.

The Mentalist
2009-08-21, 12:18 AM
I still chant that sometimes...

Bhu
2009-08-21, 06:46 AM
Rosebush Dryad
Medium Fey
Hit Dice: 4d6 (14 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: By Weapon +7 melee
Full Attack: By Weapon +7 melee
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-Like Abilities, Luv Advice
Special Qualities: DR 5/Cold Iron, Bush Dependent, Wild Empathy
Saves: Fort +1, Ref +9, Will +6
Abilities: Str 10, Dex 20, Con 10, Int 13, Wis 14, Cha 20
Skills: Bluff +10, Diplomacy +10, Gather Information +10, Hide +10, Knowledge (Nature) +5, Listen +7, Move Silently +10, Sense Motive +7, Spot +7, Survival +7
Feats: Ability Focus (Luv Advice), Weapon Finesse
Environment: Any Warm or Temperate (except Aquatic and Desert)
Organization: Solitary or Garden (5-10)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually Chaotic Good
Advancement: By Character Class
Level Adjustment: ---

"Quarion? Quarion Goldpetal what are you doing sleeping naked out here in the woods alone?"

"Snnnzrrrk...huh? Where am I?"

"You're in the Woods of Ill Repute you fool! Wake up and dress yourself! Don't you know there may be Dryads about? Dryads partial to making Paladins break their vows?"

"I know about the evils of Dryads better than any Paladin Xanaphia. Fear not, Pelor is still with me."

"Good maybe he can find your pants. Why are you covered in scratches, were you sleeping in the rose bushes?"

"I...can't seem to remember most of last night. Hey...where's my coinpurse..."

"Hey baby, thanks for the GP! Here's your pants."

"Aw crap...now I'm beginning to remember a little..."

"Congratulations. It would seem you spent the night learning of the evils of prostitution."

"Nah, I stole his money. In his defense the Knightly Order he belongs to does call itself the Order of the Rose."

"YOU HAVE BEEN A BAD, BAD PALADIN!"

"Did you drug me? My mouth feels like it's full of cotton?"

"Naw I just convinced you to suck my toes after you got drunk. Must be Hell having that Elven penalty to Constitution. Hehehehehehe..."

"A BAD...BAD PALADIN!"

"Xanaphia we aren't prohibited in having sex before marriage. Besides I was drunk. Obviously it had to be against my will."

"WERE THROUGH! I AM NEVER MARRYING A PERVERT LIKE YOU!"

"Ouch. Sorry bout that."

"Don't be she's been my stalker for the last hundred years. There are days I look out my window and see her standing in the street staring up at me while giggling."

"Aren't you afraid she'll snap and kill you?."

"No she'll come after you first. Now where the Hell is that artifact you promised me if I took you drinking last night?"

Rosebush Dryads are greenish Dryads with red rose petals for hair. They tend to be somewhat snarky, and specialize in giving mischievous love advice to people who should know better than to listen to them. Many a transvestite has gotten dates with the local nobility due to them. They also tend to hoard shiny things like jewelry and gold if they can get their hands on them. Accent on the word if. Most people don't trust their personal shinies near the local Dryads. Or their sons and daughters for that matter. Rosebush Dryads speak Common, Elven, and Sylvan.

Spell-Like Abilities (Sp): At will: Briarweb, Camouflage, Thornskin. 3/day: Charm Person (DC 16), Mind Fog (DC 20), Speak With Plants. 1/day: Hold Person (DC 18). Caster Level 6.

Luv Advice (Su): If the Rosebush Dryad can con it's opponent into discussing their love life, she can give out Luv Advice as a Full Round Action. This effect is identical to the Suggestion spell but the Rosebush Dryad can only use it to give suggestions on an opponents romantic ideas or sex life. She can however use it to give suggestions that aren't entirely reasonable ("Women love it when you call them fat, and lather them in butter. Yup yup."). She still can't suggest anything immediately harmful or suicidal ("Women love it when you run up to the King naked and stab him with a spear."). DC 19 Willpower Save negates.

Bush Dependent (Su): This works exactly like the Dryad ability on page 90 of the MM, except the Rosebush Dryad is tied to a large rosebush.

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: Rosebush Dryads are lovers, not fighters. If their spell-like abilities don't suffice they generally try seducing their would-be opponent, or chatting with him until they can manipulate the conversation into talking about his love or sex life which is generally when they tend to be their most dangerous.

Shademan
2009-08-21, 05:18 PM
HAH! Oh I just love reading those dialogues you make. they're a blast!
oh, and if you ever find time, how about statting out Santa? I believe he is a fey or something...

Bhu
2009-08-22, 02:40 AM
Which version of Santa? There are devil santas too.

Shademan
2009-08-22, 11:05 AM
Santa AND anti-clause.
so they can fight each other :D

Errant_Polearm
2009-08-22, 04:35 PM
:smallbiggrin: All campaign worlds should feature a [Terrain] of Ill Repute on their map. Already another great critter, Bhu.

Bhu
2009-08-23, 04:38 AM
Santa AND anti-clause.
so they can fight each other :D

Modern or older versions

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

Shademan
2009-08-23, 05:35 AM
Modern or older versions

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

surprise me

Bhu
2009-08-23, 05:36 AM
surprise me

eheheheheheehehe :belkar:

Bhu
2009-08-24, 05:19 AM
WHilst I research Santas abilities:


Abeil Vassal, Gaborah
Medium Monstrous Humanoid
Hit Dice: 2d8+2 (11 hp)
Initiative: +1
Speed: 30 ft. (6 squares), Fly 60 ft. (Average)
Armor Class: 15 (+1 Dex, +4 Natural), touch 11, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Claw +2 melee (1d4+3) or Scimitar +2 melee (1d6+3/18-20) or Sling +2 Ranged (1d4)
Full Attack: 2 Claws +2 melee (1d4+3) and 1 Sting -3 melee (1d4+1 plus poison) or Scimitar +2 melee (1d6+3/18-20) or Sling +2 Ranged (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Drone, Improved Grab, Poison
Special Qualities: Dark Vision 60', Hive Mind
Saves: Fort +1, Ref +4, Will +4
Abilities: Str 12, Dex 13, Con 12, Int 10, Wis 13, Cha 8
Skills: Craft (any one) +6, Knowledge (any one) +2, Listen +3, Search +6, Survival +3
Feats: Heat Endurance
Environment: Warm Plains or Hills
Organization: Solitary, Pair, Team (4-8), or Crew (10-40)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Lawful
Advancement: By Character Class (usually Scout)
Level Adjustment: +3


"Is it wrong that I find tall armor plated bee women hot?"

"Ostensibly I'd say yes. Yes it is."

The Gaborah are a tribe of the Abeil living in harsh deserts and tropical conditions. They resemble Hornets more than Honeybees, and have thick armored skin. They are roughly as advanced as the more common Abeil, but rarer due to producing less young. They speak Common, Elven, and Sylvan.

Drone (Su): As a Full Round Action an Vassal can beat it's wings creating a buzzing drone that puts any living creature in a 60' spread to sleep (as per the Sleep spell) if it fails a DC 10 Willpower Save (Save DC is Charisma Based). This ability does not effect Vassal's, nor does it have a HD limit.

Improved Grab (Ex): If the Vassal 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 does its claw and sting damage each round.

Poison (Ex): Injury, DC 12 Fortitude Save, Initial and Secondary Damage is 1d3 Constitution.

Hive Mind (Ex): All Vassals within 25 miles of their Queen are in constant communication, and if one of them is aware of a particular danger they all are. If one in a particular group isn't flat-footed or threatened, none of them are.

Skills: Vassals have a +4 Racial Bonus to Craft and Search Checks.

Combat: Vassals prefer to avoid combat as the Hive's Soldiers usually perform those duties. But if they are required to the Vassals make decent hit and run fighters.

Errant_Polearm
2009-08-24, 09:25 AM
I think you meant Weapon Finesse rather than Weapon Focus for the Rosebush Dryad (what with that +7 modifier rather than BAB 2 + Focus 1).

Also, I know the latest Abeil is still a work in progress and that it can get cold in the desert, but you should probably go ahead and exchange/get rid of the Cold Resistance.

Bhu
2009-08-25, 06:25 AM
Whoops!

Thanks EP!

Bhu
2009-08-26, 05:56 AM
Abeil Soldier, Gaborah
Large Monstrous Humanoid
Hit Dice: 8d8+90 (153 hp)
Initiative: +0
Speed: 40 ft. (8 squares), Fly 80 ft. (Average)
Armor Class: 15 (-1 Size, +6 Natural), touch 9, flat-footed 15
Base Attack/Grapple: +6/+17
Attack: Claw +12 melee (1d6+7) or Scimitar +12 melee (1d8+7/18-20)
Full Attack: 2 Claws +12 melee (1d6+7) and 1 Sting +7 melee (1d8+3 plus poison) or Scimitar +12/+7 melee (1d8+7/18-20)
Space/Reach: 10 ft./10 ft.
Special Attacks: Drone, Improved Grab, Poison, Painful Sting
Special Qualities: Dark Vision 60', Hive Mind, DR 5/Magic, Fire Resistance 20
Saves: Fort +6, Ref +6, Will +7
Abilities: Str 24, Dex 10, Con 18, Int 9, Wis 12, Cha 10
Skills: Knowledge (any one) +1, Intimidate +5, Listen +5, Sense Motive +5, Spot +5, Survival +5
Feats: Ability Focus (Poison), Flyby Attack, Hover
Environment: Warm Plains or Hills
Organization: Solitary, Pair, Team (4-8), or Troop (10-20)
Challenge Rating: 6?
Treasure: Standard
Alignment: Usually Lawful
Advancement: By Character Class (usually Warblade)
Level Adjustment: +6

"Hmm....we still got them Potions of Enlarge Person?"

"Maybe one of the bee women has a Remove Curse spell I can use on you. Now I just have to figure out how to convince her to use it before you speak..."

"Dude...seriously I needs me them potions so I can snuggle me some Bee Woman..."

The Gaborah are a tribe of the Abeil living in harsh deserts and tropical conditions. They resemble Hornets more than Honeybees, and have thick armored skin. They are roughly as advanced as the more common Abeil, but rarer due to producing less young. They speak Common, Elven, and Sylvan.

Drone (Su): As a Full Round Action a Soldier can beat it's wings creating a buzzing drone that puts any living creature in a 60' spread to sleep (as per the Sleep spell) if it fails a DC 14 Willpower Save (Save DC is Charisma Based). This ability does not effect Abeil's, nor does it have a HD limit.

Improved Grab (Ex): If the Soldier 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 does its claw and sting damage each round.

Poison (Ex): Injury, DC 20 Fortitude Save, Initial and Secondary Damage is 1d4 Constitution.

Painful Sting (Ex): Each time an opponent fails to make a Saving Throw against the Gaborah's poison it takes a cumulative -1 penalty to all rolls for 24 hours. Opponents who are not alive or who are immune to poison or pain are immune to this effect.

Hive Mind (Ex): All Soldiers within 25 miles of their Queen are in constant communication, and if one of them is aware of a particular danger they all are. If one in a particular group isn't flat-footed or threatened, none of them are.

Skills: Soldiers have a +4 Racial Bonus to Intimidate, Listen, and Spot checks.

Combat: Soldiers tend to sting opponents and fly away to let hte venom take effect before closing to sting again. They will repeat this pattern, abandoning it only if opponents seem immune to their venom.

work in progress

Shademan
2009-08-26, 08:25 AM
the worst thing about this is that when I read the above dialogues I go "HAHA! oh what a silly adventurer! 'snuggle me some bee...' HAHAHAA-thats what I would have done too.
..."
the conversation only goes downhill from there

Bhu
2009-08-27, 06:26 AM
Abeil Queen, Gaborah
Medium Monstrous Humanoid
Hit Dice: 16d8+64 (136 hp)
Initiative: +5
Speed: 40 ft. (8 squares), Fly 70 ft. (Good)
Armor Class: 15 (+1 Dex, +4 Natural), touch 11, flat-footed 14
Base Attack/Grapple: +12/+26
Attack: Claw +17 melee (1d6+5)
Full Attack: 2 Claws +17 melee (1d6+5) and 1 Sting +12 melee (2d4+1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Drone, Improved Grab, Poison, Spells
Special Qualities: Dark Vision 60', Fire Resistance 25, Hive Mind,SR 25
Saves: Fort +9, Ref +11, Will +15
Abilities: Str 20, Dex 12, Con 18, Int 14, Wis 20, Cha 14
Skills: Concentration +12, Diplomacy +10, Intimidate +10, Knowledge (any two) +10, Listen +13, Sense Motive +13, Spellcraft +6, Spot +13, Survival +13
Feats: Combat Casting, Dodge, Flyby Attack, Great Fortitude, Hover, Improved Initiative
Environment: Warm Plains or Hills
Organization: Solitary, or Hive (1 Queen plus 20-100 vassals and 5-30 Soldiers)
Challenge Rating: 18
Treasure: Double Standard
Alignment: Usually Lawful
Advancement: By Character Class (usually xx)
Level Adjustment: ---

"I understand you molested one of my soldiers."

"Wow your bosoms look like they could deflect spears."

"Dude...please stop talking..."

"Can you poop honey?"

"Before you kill us, please understand one of your relatives up North cursed him."

"I understand how she feels..."

The Gaborah are a tribe of the Abeil living in harsh deserts and tropical conditions. They resemble Hornets more than Honeybees, and have thick armored skin. They are roughly as advanced as the more common Abeil, but rarer due to producing less young. They speak Common, Elven, and Sylvan.

Drone (Su): As a Full Round Action a Queen can beat her wings creating a buzzing drone that puts any living creature in a 60' spread to sleep (as per the Sleep spell) if it fails a DC 20 Willpower Save (Save DC is Charisma Based). This ability does not effect Abeil's, nor does it have a HD limit.

Improved Grab (Ex): If the Queen hits with her claw attack she may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful she does its claw and sting damage each round.

Poison (Ex): Injury, DC 22 Fortitude Save, Initial and Secondary Damage is 1d4 Constitution.

Spells: A Queen may cast spells as an 18th level Clerics with access to the Community, Law, and Planning Domains. This stacks with any levels they may have in the Cleric class.

Hive Mind (Ex): All Abeil within 25 miles of their Queen are in constant communication, and if one of them is aware of a particular danger they all are. If one in a particular group isn't flat-footed or threatened, none of them are.

Combat: Queens are rarely called upon to fight as they are necessary for their tribes survival. If they are required to they rely upon their Soldiers to defend them while they cast spells.

Bhu
2009-08-30, 06:27 AM
http://en.wikipedia.org/wiki/Gorgon

http://www.pantheon.org/articles/g/gorgons.html

http://www.britannica.com/EBchecked/topic/239265/Gorgon

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

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

http://www.theoi.com/Pontios/Gorgones.html

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

http://www.perseus.tufts.edu/classes/finALp.html

http://www.webwinds.com/thalassa/medusa.htm

STHENO
Demigod
Symbol: Gorgon's Face
Home Plane: Prime Material Plane.
Alignment: Chaotic Neutral
Portfolio: Women, the Sea, warfare
Worshipers: Women, soldiers, sailors, some monsters (usually Magical Beasts of Monstrous Humanoids)
Cleric Alignments: CE, CG, CN
Domains: Retribution, Storm, War
Favored Weapon: Natural Weapon (or Unarmed Strike if the worshiper has no Natural Weapons)

Stheno is depicted as a large ugly woman with a round face, boars tusks, serpents for hair, and scaly skin. She also has golden birds wings, brass claws, and a protruding tongue. Occasionally she is pictured as having a beard.

Dogma
Stheno's followers are expected to solve their problems through combat. Particularly if those problems involve men...

Clergy and Temples
Stheno's clergy are strictly female. Most live near the sea or on islands, or in pristine forest groves near a source of water. They are fairly warlike, and resentful of the Patriarchy which has deposed and sullied their Goddess.

Medium Outsider (Chaotic)
Divine Rank: 3
Hit Dice: 60d8+600 (1080 hp)
Initiative: +8
Speed: 60 ft. (12 squares), Fly 200 ft. (Good)
Armor Class: 49 (+8 Dex, +16 Natural, +3 Divine, +12 Deflection), touch 33, flat-footed 41
Base Attack/Grapple: +60/+68
Attack: Claw +71 melee (1d6+10)
Full Attack: 2 Claws +71 melee (1d6+10) and 1 Bite +66 melee (1d6+6) and 1 Snakes +66 melee (1d4+3 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Poison
Special Qualities: Divine Immunities, DR 15/Epic, Fire Resistance 8, Spell Resistance 35, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 15 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (30', DC 25)
Saves: Fort +45, Ref +43, Will +45
Abilities: Str 26, Dex 24, Con 30, Int 24, Wis 30, Cha 36
Skills: Climb +58, Concentration +62, Intimidate +66, Jump +62, Knowledge (Arcane, Architecture & Engineering, History, Local, Nature, Nobility, Religion, War) +57, Listen +60, Search +57, Spellcraft +61, Spot +50, Survival +64, Swim +58, Tumble +54, Use Magic Device +63 (+67 w/scrolls)
Feats: Combat Expertise, Combat Reflexes, Defensive Throw, Dodge, Earth's Embrace, Flyby Attack, Great Flyby Attack, Hover, Improved Flyby Attack, Improved Grapple, Improved Trip, Improved Unarmed Strike, Irresistible Gaze, Mobility, Narrowed Gaze, Pain Touch, Pervasive Gaze, Piercing Gaze, Stunning Fist, Swimby Attack, Weakening Touch
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Petrifying Gaze, Gorgon's Blood, Power of Nature Domain Powers: 1/day if you have been harmed by someone your next attack against them does maximum damage if it is successful
Spell-Like Abilities: Stheno can cast the following spells at will as Spell-Like abilities: Banishment, Bear's Endurance, Blade Barrier, Call Lightning, Control Weather, Discern Location, Divine Power, Entropic Shield, Fire Shield, Flame Strike, Gust of Wind, Ice Storm, Magic Vestment, Magic Weapon, Mark of Justice, Power Word Blind/Kill/Stun, Shield of Faith, Sleet Storm, Speak With Dead, Spell Turning, Spiritual Weapon, Storm of Vengeance, Summon Monster VI, Whirlwind. Caster Level is 13. Save DC is 26 plus the spell level.
Possessions: No unique items.

Other Divine Powers
As a Demigod, Stheno treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure. She is immortal.
Senses: Stheno can see, hear, touch, and smell at a distance of 3 miles. As a Standard Action he can perceive anything within 3 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 2 locations at once. She can block the sensing power of deities of his rank or lower at up to two remote locations at once for 3 hours.
Portfolio Powers: Stheno sense any act involving revenge, storms, or warfare the instant it happens and retains the sensation for up to 3 weeks after the event occurs.
Automatic Actions: Stheno can use as a Free Action if the DC for the task is 15 or lower. She can perform up to 2 Free Actions each round. Create Magic Items: Stheno can create magic items related to storms or warfare as long as the items market price does not exceed 4,500 GP.


Petrifying Gaze Nothing can withstand the power of your Gaze. Prerequisites: Cha 36 Benefits: Gaze Attack, Petrification, Range 120', Save DC is Charisma Based. It may petrify beings normally immune to petrification unless they have Divine Rank.

Gorgon's Blood Your blood can give life or death. Prerequisites: Con 30 Benefits: Gorgons blood is especially powerful. A vial of blood from her right side given to any dead being will return it to life as per the spell True Resurrection. However a vial of blood from her left side kills anyone failing a Fortitude Save (Save DC is Constitution based, if it is successful the victim only takes 3d6 temporary Constitution damage). If she is wounded and her blood spills on the ground it gives birth to a monster of some sort. Usually a unique Magical Beast or Outsider.

Bhu
2009-08-30, 06:37 AM
Hmm...the older Santa myths don't really give him anything in the way of powers other than saying he's a Christian Saint. I suppose I could make him a Cleric or soemthing?

Bhu
2009-09-01, 08:08 AM
http://i212.photobucket.com/albums/cc70/bhutastan/monsters/resurrection.jpg


The Resurrection Women
Medium Aberration (Evil)
Hit Dice: 10d8+40 (85 hp)
Initiative: +5
Speed: 30 ft (6 squares)
Armor Class: 23 (+5 Dex, +8 Deflection), touch 23, flat-footed 18
Base Attack/Grapple: +7/+8
Attack: Dagger +8 melee (1d4+1)
Full Attack: Dagger +8/+3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Charming Smile, Necrotic Touch, Aura of Profanity
Special Qualities: Profane Grace, Immunities, Necrotic Healing, Medium, Allure of the Grave
Saves: Fort +15, Ref +16, Will +20
Abilities: Str 12, Dex 20, Con 18, Int 16, Wis 20, Cha 26
Skills: Bluff +15, Concentration +14, Diplomacy +15, Gather Information +15, Hide +10, Intimidate +15, Knowledge (History, Local, Nobility, Religion) +3, Listen +10, Move Silently +10, Sense Motive +15, Spot +10, Use Magic Device +15
Feats: Corpsecrfter, Necromantic Might, Necromantic Presence, Nimble Bones *
Environment: Any
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Any Evil (usually Chaotic)
Advancement: By Character Class
Level Adjustment: -----

*Feats are from Libris Mortis. If the Resurrection Woman doesn't have Class Levels allowing her access to spells that will let her create Undead, she can use the Feats to grant the Bonuses to Undead she creates with her Racial Abilities instead.

”Things in the kingdom weren’t always so bad. We didn’t always live in despair. Count Zamfirescu wasn’t always the most pleasant man, but he was a much less harsh ruler than the neighboring nobles. Things were tough, but we were happy. Until he married the Countess.

He came back from travels abroad with a wife. Her face was never seen, and her name was never spoken. She was referred to only as the Countess, and all were forbade to enter her rooms except the Count himself. Not long after the young men of the village began disappearing. It got worse and worse until a mob formed and rioted through the city streets into the palace where it was rumored one of the missing boys had been seen.

The scene waiting for us was…awful. The countess was a raging hag, a monstrous old woman who had bewitched the Count. She used her powers to seduce the villages men, and so besotted was the Count that he did not raise a hand against her, but had her amours murdered instead, and thrown into a mass grave. We burned her alive, and the Count was to be imprisoned for life. He swore at us that things were not over, and that the fruit of his loins would avenge him.

15 years later a young woman who looked very much a member of his family came to our village and announced she was his daughter, and heir to his estate. We were skeptical, but when she produced proof as well as a ring with the Counts seal she was taken to his cell where he admitted he had a daughter. This was not welcome news. It meant by legal right she had right to rule in his stead, and she deposed the Regent who had been ruling since the Counts fall from grace.

The rumors began almost immediately. Rumors of the dead rising from their graves. Rumors of men disappearing again, and worst of all rumors of an unholy relationship with her imprisoned father. Eventually we had had enough and marched on the palace again, but this time we were not met by a few loyal palace guards. The palace was surrounded by corpses who immediately began attacking the crowd. We could do nothing against them. She’s up there still. Feeding on us. And that’s why no one must know you are not a girl my son. Or she will feed on you, and the worms will finish what she leaves behind. “

The Resurrection Women are curses by the Gods. Hellish mutations of nature that thrive on death as opposed to life. Their close link to death gives them great power over the Undead and makes them immune to things like aging or disease. Their feel compelled to seduce and destroy whomever has offended the Gods, as well as anyone that crosses their path. It is this lack of any form of morality that makes it possible to spot them. They are a very blunt instrument of terror, and are rarely used because of the havoc they create. In some cases a powerful dying curse by a powerful evil being can change a female child into one of these creatures.

Resurrection Women set themselves up as the power behind some sort of throne, whether that throne is literal or metaphorical. They then corrupt whatever men come in contact with them and see to the murder of any women who can reveal her secrets. Undead enable them to heal themselves and gain power, and they begin to make as many of them as they can, eventually ruling over a town of corpses if they cannot be stopped.

Charming Smile (Su): Resurrection Women can cast Charm Person at will as a Supernatural Ability, and Charm Monster once per day.

Necrotic Touch (Ex): The Resurrection Women can slowly corrupt men (or women) they seduce with their touch. Any mortal being they remain in "intimate" contact with for at least 1 minute takes 1 point of either Wisdom or Constitution Drain (a maximum of 1 point per day can be taken in this manner). Despite the Drain, the victim remains unaffected by it and is able to perform as though his Ability score was normal. If Wisdom is being drained his behavior will become more and more erratic, and his peers will begin to think he is going mad. Once his Wisdom becomes 0, he still can act as though he had his full Wisdom score, but is under the complete mental control of the Resurrection Woman (as per the Dominate Monster spell but with a permanent duration). Only restoring his full Wisdom score or killing the Resurrection Woman will release him from her control. If Constitution is being drained the victim will appear sickly, and once his Constitution is 0 he will die, only to rise again as some form of corporeal Undead whose CR is half or less the Resurrection Woman's. This new undead will have all the memories and abilities it had in life unlike usual, and is fanatically loyal to the Resurrection Woman.

Aura of Profanity (Su): Any corpse within 120' of the Resurrection Woman becomes cursed, and animates as an Undead within 1d6 days. If it isn't a fresh corpse (i.e. has been dead more than a week) it becomes either a Skeleton or a Zombie. These Undead are under the control of the Resurrection woman who can control up to (her Hit Dice times 5) Hit Dice worth of Undead at any one time.

Mindless Undead feel a perverse attraction for the Resurrection Women, and will never attack them, even if they are not controlled. Intelligent Undead who enter her Aura must make a DC 23 Willpower Save to avoid falling under the Resurrection Woman's control if they are not under it already. A Resurrection Woman instantly knows of any Undead within the Area of Effect of her Aura and can decide whether to attempt control or not. Once controlled an Undead does not need to remain within the Resurrection Woman's Aura to remain controlled, she can control it from any distance and order it telepathically to do as she wants.

Undead touching her feel alive again, and can remember the passions of the flesh they once had. This is instantly addictive to them (i.e. no Saving Throw), and they cannot 'live' (for lack of a better word) without it. If using the addiction rules in the Book of Vile Darkness it uses these stats: Addiction Rating (Vicious), No Save, Satiation (3 days), Damage (1d4 Wisdom and Charisma). The magical addiction overcomes the Undead's normal immunity to Ability damage. Resurrection women use this to convince intelligent Undead to do their bidding.

Once per week a Resurrection Woman can 'awake' a fresh corpse (i.e. less than a week old) by touching it as a Standard Action. This corpse becomes any form of corporeal undead whose CR is half or less the Resurrection Woman's. Normally this corpse is either intended to be her lover or her bodyguard, so whichever she intends it to be will usually decide what template it gets. In addition this aura grants the Resurrection Woman herself the benefits of a permanent Magical Circle Against Good.

Profane Grace (Su): The Resurrection Women gain a Deflection Bonus to AC and a Profane Bonus to all Saves equal to their Charisma Bonus.

Immunities : The Resurrection Women are immune to Mind-Affecting Effect, poison, sleep effects, paralysis, aging, stunning, disease, death effects, fatigue/exhaustion, Ability Drain/Damage, Energy Drain, and non lethal damage. They are also immune to all Spell-Like or Supernatural abilities that are used by Undead.

Necrotic Healing (Su): Resurrection Women heal from negative energy just like undead do, but are unaffected by positive energy (i.e. they aren't healed by Cure spells, but they don't take damage from them either). They heal 1d6 damage for each pound of dead, rotten flesh they consume, or gain Fast Healing 1 while in "intimate" contact with the Undead.

Medium (Su): Resurrection Women can permanently See Invisible, but only if the invisible creature is Undead. Their ability to see Undead extends partly into the Ethereal Plane, and they can see Ghosts or other Incorporeal Undead that have chosen not to Manifest. They may communicate telepathically with any Undead within 120' (further if they control it).

Allure of the Grave (Su): The Resurrection Woman gains a temporary +1 Bonus to Charisma for every 5 HD of Undead she controls (round down).

Skills: The Resurrection Women gain a +4 Racial Bonus to all skills based on Charisma.

Combat: The Resurrection Women prefer to leave combat to their Undead minions. They seduce men and eventually turn them into undead monsters so they always have plenty of soldiers to surround them, all of whom adore her. Many have levels in Sorcerer, and if they do they attack with spells.


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

Lore
Characters with ranks in Knowledge (Religion) may have heard the stories about the Resurrection Women. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

{table]DC|Lore
10| Resurrection Women are corrupted human children created when someone has greatly offended the Gods, or spawned by a powerful dying curse.
15| The Resurrection Women cannot be healed normally, but thrive on death and corruption instead. While they appear as normal human women otherwise, they are immune to many things that would kill mortals. Their charms are very difficult to resist, and it is said they can seduce any man and corrupt him.
20| The Resurrection Women awaken any corpse in their vicinity as Undead servants. The Undead appear ot be smitten by Resurrection Women and will not allow them to come to harm.
20| Those who lie with a Resurrection Woman eventually become her Undead lovers.[/table]

Plot Hook
A young girl in the village has suddenly changed, and the men can’t seem to keep their eyes off her or say no to her. Marriages are ending, and many of the men thrown form their houses by their wives have gone to live with the girl in a relationship widely regarded as blasphemous. As the days go by they look worse and worse, and eventually all of them are found dead with the girl missing. You are hired to find out what has happened. And when the mens bodies begin walking, you’ll also be hired to stop them.
Years after burning a witch at the stake the villages female children show signs of magical talent themselves. When a Wizard stops by the villagers ask him to look at their daughters, and if they do have talent how to best channel it away from unwholesome activities. Upon seeing the girls the Wizard turns pale, and leaves the village without saying a word. After he leaves the girls begin a reign of terror, committing acts of lewdness that break their parents hearts and throw the village into chaos. It all comes to a boil when you’re assaulted by corpses one night after refusing one of the girls.
The local priestess has hired you to find out why the dead won’t stay in their graves. Rumor has it a woman is seen dancing through the graveyards at midnight, and she wants this woman stopped if she is the cause of things.
Stopping by a gypsy encampment one of the adventurers is surprised to find out an old lover is dead, and that she bore him a daughter. A daughter whose a bit of a strange girl…

Shademan
2009-09-01, 04:37 PM
Hmm...the older Santa myths don't really give him anything in the way of powers other than saying he's a Christian Saint. I suppose I could make him a Cleric or soemthing?

bah, go back in the real deal! the pagan stuff!
havnt you seen that pic by O? the one with a green dressed santa with a sword? protecting a child?

Bhu
2009-09-02, 04:40 AM
bah, go back in the real deal! the pagan stuff!
havnt you seen that pic by O? the one with a green dressed santa with a sword? protecting a child?

I...don't think I have. Besides if I go back to the pagan stuff, he becomes Odin :D

Shademan
2009-09-03, 03:28 AM
yeah I know... hm.
well ok, Santa. medium fey, he should have several spell like abilities or generally be able to cast spells. one of which should be "summon elf" which summon 1d6 of his worker elfs.

Bhu
2009-09-03, 06:11 AM
Why Fey?

I was thinking maybe Outsider due to him being a Saint and all

Shademan
2009-09-03, 01:55 PM
saint?
... oh st.nicholas! yeah he's totally made up to cover over the pagan santa.
Did you see that episode of supernatural with the killer santa?

Bhu
2009-09-04, 05:28 AM
Alas I have not a converter box, and I work nights...

Debihuman
2009-09-04, 10:55 AM
Hey Bhu--Remember Nicholas the Gift Giver on WotC's site? http://www.wizards.com/default.asp?x=dnd/dnd/20011222x

Stheno is terrific. Another domain you could give her would be Scalykind Domain (it's open content)

Scalykind Domain
Granted Power
Rebuke or command animals (reptilian creatures and snakes only) as an evil cleric rebukes or commands undead.

Use this ability a total number of times per day equal to 3 + Charisma modifier.

Scalykind Domain Spells

Magic fang
Animal trance†
Greater magic fang
Poison
Animal growth†
Eyebite
Creeping doom (composed of tiny snakes)
Animal shapes†
Shapechange

†Affects ophidian or reptilian creatures only.

Bhu
2009-09-05, 04:25 AM
http://www.cryptomundo.com/cryptozoo-news/navy-seals-video/

from-the-shadows.blogspot.com/2007/03/un...

www.monstropedia.org/index.php?title=Kal...

Kalanoro
Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 Dex, +3 Natural), touch 12, flat-footed 13
Base Attack/Grapple: +1/+3
Attack: Slam +3 melee (1d6+2)
Full Attack: 2 Slams +3 melee (1d6+2) and 1 Bite +0 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Rend (2d6+2)
Special Qualities: Low Light Vision
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 15, Dex 14, Con 14, Int 2, Wis 12, Cha 7
Skills: Climb +6, Listen +4, Spot +3, Swim +6
Feats: Combat Reflexes, Multiattack
Environment: Warm Forest
Organization: Solitary, or Group (3-6)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: 3-4 HD (Medium), 5-8 HD (Large)
Level Adjustment: ---

"Day four of my life among the chimps. Things seemed surprisingly normal until a small group of apes with spiny fur down their backs and odd looking hands and feet appeared. The chimps seem nervous to say the least. So am I..."

Kalanoro are 4 foot tall apes with bluish-grey fur, and spines running down their backs. They have 3 toes and fingers and appear to be good swimmers, and pack hunters.

Improved Grab (Ex): If the Kalanoro hits with it's Slam Attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can Rend. Kalanoro may use this ability on creatures of their own Size Class or Smaller.

Rend (Ex): The Kalanoro does 2d6+2 damage with a successful Grapple Check.

Skills: Kalanoro gain a +4 Racial Bonus to Climb and Swim Checks.

Combat: Kalanoro ted to ambush their prey when outnumbering it, Grapple it to the ground, and then tear it to pieces.

Bhu
2009-09-05, 04:57 AM
EURYALE
Demigod
Symbol: Gorgon's Face
Home Plane: Prime Material Plane.
Alignment: Chaotic Neutral
Portfolio: The sea, wrath, traveling.
Worshipers: Women, soldiers, sailors, some monsters (usually Magical Beasts of Monstrous Humanoids)
Cleric Alignments: CE, CG, CN
Domains: Ocean, Travel, Wrath
Favored Weapon: Natural Weapon (or Unarmed Strike if the worshiper has no Natural Weapons)

Euryale is depicted as a large ugly woman with a round face, boars tusks, serpents for hair, and scaly skin. She also has golden birds wings, brass claws, and a protruding tongue. Occasionally she is pictured as having a beard.

Dogma
Euryale's followers are expected to be well traveled and educated, and to never forgive an insult or a slight.

Clergy and Temples
Euryale's clergy are strictly female. Most live near the sea or on islands, or in pristine forest groves near a source of water. They are fairly warlike, and resentful of the Patriarchy which has deposed and sullied their Goddess.

Medium Outsider (Chaotic)
Divine Rank: 3
Hit Dice: 60d8+600 (1080 hp)
Initiative: +12
Speed: 60 ft. (12 squares), Fly 200 ft. (Good)
Armor Class: 49 (+8 Dex, +16 Natural, +3 Divine, +12 Deflection), touch 33, flat-footed 41
Base Attack/Grapple: +60/+68
Attack: Claw +71 melee (1d6+10)
Full Attack: 2 Claws +71 melee (1d6+10) and 1 Bite +66 melee (1d6+6) and 1 Snakes +66 melee (1d4+3 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Poison
Special Qualities: Divine Immunities, DR 15/Epic, Fire Resistance 8, Spell Resistance 35, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 15 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (30', DC 25)
Saves: Fort +45, Ref +43, Will +45
Abilities: Str 26, Dex 24, Con 30, Int 24, Wis 30, Cha 36
Skills: Climb +58, Concentration +62, Intimidate +66, Jump +62, Knowledge (Arcane, Architecture & Engineering, Geography, History, Local, Nature, Nobility, Religion) +57, Listen +60, Search +57, Spellcraft +61, Spot +50, Survival +64, Swim +58, Tumble +54, Use Magic Device +63 (+67 w/scrolls)
Feats: Ability Focus (Poison), Bounding Assault, Combat Expertise, Combat Reflexes, Danger Sense, Deft Opportunist, Dodge, Flyby Attack, Great Flyby Attack, Hover, Improved Flyby Attack, Improved Initiative, Irresistible Gaze, Mobility, Narrowed Gaze, Pervasive Gaze, Piercing Gaze, Rapid Blitz, Spring Attack, Swimby Attack, Whirlwind Attack
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Petrifying Gaze, Gorgon's Blood, Frightful Presence
Domain Powers: Can Breathe Water as per the spell up to 15 minutes per day, 1/day can take up to a -14 to her Wisdom to gain +7 Strength for 15 rounds, Can use Freedom of Movement as per the spell for up to 15 rounds per day.
Spell-Like Abilities: Euryale can cast the following spells at will as Spell-Like abilities: Astral Projection, Bull's Strength, Dimension Door, Elemental Swarm, Endure Elements, Find the Path, Fly, Freedom of Movement, Greater Shout, Greater Teleport, Locate Object, Longstrider, Maelstrom, Otiluke's Freezing Sphere, Phase Door, Rage, Rhino's Rush, Righteous Might, Shout, Song of Discord, Sound Burst, Storm of Vengeance, Teleport, Wall of Ice, Water Breathing, Waterspout. Caster Level is 13. Save DC is 26 plus the spell level.
Possessions: None
Other Divine Powers
As a Demigod, Euryale treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure. She is immortal.
Senses: Euryale can see, hear, touch, and smell at a distance of 3 miles. As a Standard Action she can perceive anything within 3 miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 2 locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 3 hours.
Portfolio Powers: Euryale sense any act involving the sea, wrath, or traveling the instant it happens and retains the sensation for up to 3 weeks after the event occurs.
Automatic Actions: Euryale can use Intimidate, Knowledge: Nature, or Swim as a Free Action if the DC for the task is 15 or lower. She can perform up to 2 Free Actions each round.
Create Magic Items: Euryale can create magic items related to the sea, wrath, or traveling as long as the items market price does not exceed 4,500 GP.

Petrifying Gaze Nothing can withstand the power of your Gaze. Prerequisites: Cha 36 Benefits: Gaze Attack, Petrification, Range 120', Save DC is Charisma Based. It may petrify beings normally immune to petrification unless they have Divine Rank.

Gorgon's Blood Your blood can give life or death. Prerequisites: Con 30 Benefits: Gorgons blood is especially powerful. A vial of blood from her right side given to any dead being will return it to life as per the spell True Resurrection. However a vial of blood from her left side kills anyone failing a Fortitude Save (Save DC is Constitution based, if it is successful the victim only takes 3d6 temporary Constitution damage). If she is wounded and her blood spills on the ground it gives birth to a monster of some sort. Usually a unique Magical Beast or Outsider.

Bhu
2009-09-05, 05:23 AM
Catfish God
Large Animal (Aquatic)
Hit Dice: 8d8+24 (60 hp)
Initiative: +1
Speed: Swim 50 ft. (10 squares)
Armor Class: 16 (-1 Size, +1 Dex, +6 Natural), touch 10, flat-footed 15
Base Attack/Grapple: +6/+14
Attack: Bite+9 melee (1d8+4)
Full Attack: Bite+9 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab, Swallow Whole, Spine Lash
Special Qualities: Low Light Vision, Blindsense
Saves: Fort +9, Ref +7, Will +4
Abilities: Str 18, Dex 13, Con 16, Int 2, Wis 14, Cha 2
Skills: Listen +4, Search +3, Spot +4, Swim +12
Feats: Ability Focus (Poison), Endurance, Swim-By Attack
Environment: Warm Aquatic
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always Neutral
Advancement: 9-12 HD (Large), 13-16 HD (Huge)
Level Adjustment: ---

"YOU WILL BOW!! YOU WILL BOW TO THE GREAT CATFISH GAWD!!"

"Abner the locals appear to be a might retarded."

"YOU WILL BOW NOW!"

"Bert, if'n he doesn't stop a'spittin' on me when he screams ah want you to hit him in his 'quiet area' with thet axe of yours..."

Catfish Gods are enormous river catfish that grow larger and larger with time, and are worshiped by some primitives as gods. Many feed them sacrifices after they grow too big to move anymore (though that can take generations). They are, in fact, Dire Catfish.

Improved Grab (Ex): If the Catfish Gawd successfully hits with it's Bite Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it may then Swallow it's victim or deal it's bite damage.

Swallow Whole (Ex): The Catfish Gawd can Swallow an opponent up to 3 Size Classes smaller than itself with a successful Grapple Check. The swallowed opponent takes 1d8+4 bludgeoning damage and 1d8 acid damage per round inside the stomach. It may escape by doing 15 points of damage to the stomach (AC 13) with a light slashing or piercing weapon. Once it exits, muscular action closes the hole and other swallowed creatures must find their own way out.

Poison Lash (Ex): As a Full Round Action the Catfish can lash it's head back and forth while twisting it's powerful body, possibly hitting everyone in the squares in front of it and to either side. Every creature in that area must make a DC 18 Reflex Save (Save DC is Strength Based) or take 2d6+4 piercing damage from the Catfish Gawds barbels. If it is successfully damaged it must also make a DC 19 Fortitude Save (Save DC is Constitution Based) or be poisoned (Initial and Secondary damage is 2d4 Strength).

Blindsense (Ex): While underwater the Catfish God can sense any creature within 30'.

Skills: Catfish Gods have a +8 Racial Bonus on all Swim Checks, and can Always Take 10 on a Swim Check. They may use the Run Action while swimming in a straight line.

Combat: Catfish Gawds use their Poison Lash on bigger creatures, or on threats they can't simply swallow.

Bhu
2009-09-05, 05:26 AM
It would appear Wizards has beaten me to official Santa stats.

Oh well, I still have the anti-santa to do :belkar:

My PC is crapping out on me btw, but I'm getting the money shortly to make a new one. So there may be a small gap in my posting here.

Shademan
2009-09-05, 11:14 AM
well, Anti-claus is the fun part anyways >;D

Rappy
2009-09-05, 12:13 PM
Well, bhu, since I cannot seem to access the new (and unimproved, in my honest opinion) WoTC boards, you might as well move any of our WIP projects over here too. Good to see some of the old standards here already.

Bhu
2009-09-07, 06:26 AM
Well, bhu, since I cannot seem to access the new (and unimproved, in my honest opinion) WoTC boards, you might as well move any of our WIP projects over here too. Good to see some of the old standards here already.

Seriously? You can't see them at all?

:mad: This is why I haven't seen you in the Cryptid and Spec threads. Damn you Wizards!!

If you wanna restart the threads here I'll post at Wizards and let people know it's moving and begin reposting stuff to them as fast as I can. At least as long as the PC holds up. I'm hoping to make a new one this weekend.

Debihuman
2009-09-07, 10:01 PM
The wizards boards are really a pain to access with the new and "improved" access. I hate them. Glad to see you are moving stuff here.

Debby

Rappy
2009-09-08, 07:45 PM
Seriously? You can't see them at all?

:mad: This is why I haven't seen you in the Cryptid and Spec threads. Damn you Wizards!!

If you wanna restart the threads here I'll post at Wizards and let people know it's moving and begin reposting stuff to them as fast as I can. At least as long as the PC holds up. I'm hoping to make a new one this weekend.
It's an interesting idea, although it might be more worthwhile to just keep most of the creatures in this thread. Then again...who knows how it'll end up?

The Tygre
2009-09-09, 02:32 AM
If you want my help in posting stuff, just let me know. These new boards... ugh. Swine Flu is easier to live with than this.

Bhu
2009-09-09, 05:21 AM
It's an interesting idea, although it might be more worthwhile to just keep most of the creatures in this thread. Then again...who knows how it'll end up?

Well initially we did have some participation in the Spec and Cryptid threads, and if I included all that here it'd get mighty crowded. Plus I need to contat those people and see if they mind their stuff being reposted.

And adding other threads might encourage others to participate :smallsmile:

Bhu
2009-09-10, 06:19 AM
http://en.wikipedia.org/wiki/Krampus#Krampus

http://www.bunitedint.com/portfolios/producers/birrificio_ducato/krampus/overview.php

Krampus
Medium Outsider (Chaos, Evil, Extraplanar)
Hit Dice: 12d8+60 (114 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 25 (+4 Dex, +6 Natural, +5 Profane), touch 19, flat-footed 21
Base Attack/Grapple: +12/+15
Attack: Claw +17 melee (1d6+5) or Switch +17 melee touch (1d3+5 plus pain)
Full Attack: 2 Claws +17 melee (1d6+5) and 1 Bite +12 melee (1d6+2) or Switch +17/+12/+7 melee touch (1d3+5 plus pain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Frightful Presence, Improved Grab, Embarrass Maiden, Switch
Special Qualities: Hard Drinker, Damage Reduction 10/Cold Iron or Good, Dark Vision 60', Bag of Child Holding, Homeward Bound, Improved Detect Evil, The Knowledge, Immunities, See in Darkness, Telepathy 100', SR 17
Saves: Fort +11, Ref +9, Will +11
Abilities: Str 20, Dex 18, Con 20, Int 16, Wis 16, Cha 20
Skills: Bluff +20, Climb +17, Intimidate +20, Jump +17, Knowledge (Arcana, Geography, Local, Religion, The Planes) +15, Listen +15, Search +15, Sense Motive +18, Spot +15
Feats: Ability Focus (Frightful Presence, Switch), Blind-Fight, Combat Reflexes, Intimidating Strike
Environment: Any Cold
Organization: Unique
Challenge Rating: 9
Treasure: Standard
Alignment: Chaotic Evil
Advancement: 13+ HD (Medium)
Level Adjustment: ---


"Let me get this straight, you're an Incubus? And you hang with Santa?"

"Yup."

"And everyone lets you grope their possibly virginal women, and gives you free booze?"

"Yup."

"And they actually gave you your own holiday as opposed to arresting you?"

"Yup."

"And they let you beat their children and occasionally kidnap one and throw it in the Pits of Hell?"

"Yup."

"WTF man? How come no one tells me about these jobs?" I'd do that."

"Well brother in my defense I do have connections to the Devil."

The Krampus is a furry, horned, long tongued devil figure who accompanies Saint Nicholas in Europe to punish the naughty children (and sometimes the hawt women).

Frightful Presence (Su): The Krampus is a terrifying figure, and any living creature within 60' seeing him attack someone or charge must make a DC 23 (Save DC is Charisma Based) Willpower Save or be Frightened for 1d6 rounds if they have less HD than the Krampus. Creatures whose Hit Dice are equal to his must make the Save or be Shaken instead. Creatures whose Save is successful are immune to the Krampus' Frightful Presence for 24 hours.

Improved Grab (Ex): If the Krampus successfully hits with his Claw Attack he may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful he may do his claw damage each round, or use his Embarrass maiden ability. It is rumored the Krampus' incredibly long and agile tongue grants him a +4 Racial Bonus to Grapple Checks if he uses it. Most likely the source of these rumors is the Krampus himself.

Embarrass Maiden (Su): Any attractive young woman (DM's discretion as to what attractive means in this case) successfully hit by the Krampus' switch, or successfully Grappled by him takes a -2 Morale penalty on all rolls for the next 24 hours out of shame, embarrassment, and feelings less discussable on forums.

Switch (Su): The Krampus' switch is terrifying to evil children (and some adults as well). It does damage as a whip (except it doesn't provoke attacks of opportunity, and doesn't have reach). If the opponent is Evil, then it must make a DC 23 Willpower Save (Save DC is Charisma based) or suffer the effects of a Symbol of Pain for 1 hour. Each successful hit with the switch increases the duration for 1 hour, to a maximum of 12 hours. It's rumored to have additional effects on young maidens, and again this rumor is assumed to have been started by the Krampus himself.

Hard Drinker (Ex): The Krampus is immune to the effects of alcohol, as well as poison and disease.

Bag of Child Holding (Ex): The Krampus carries a bag sack, barrel, basket, or some other implement designed for carrying things with him. The bags real purpose is for carrying children. It works in all ways like a Type IV with the following exceptions: It will only hold children (children being defined as any Humanoid the equivalent of a human child 12 or younger). The child cannot be of Good Alignment, or must have committed an act evil enough for it to have risked changing alignment within the last year. It also has sufficient air for them to breath until they are released (however it doesn't provide food or water).

Homeward Bound (Su): The Krampus can Plane Shift between Hell and the Prime Material at will as a Standard Action. If there are any children within his Bag of Child Holding they go with him when he changes Planes.

Improved Detect Evil (Su): The Krampus permanently has the benefits of the Detect Evil spell on at all times with an added bonus: On the 4th round the Krampus learns the details of any evil acts the subject has committed within the last year. Sorry kids. No fibbing to the Devil.

The Knowledge (Ex): The Krampus can make a d20+15 check against a DC of 25 to know the home address of any humanoid on earth who has kids, because he visits their houses yearly (he also remembers the houses he has visited in the past as well). By making a DC 35 check he can remember various (usually embarrassing) bits of their personal life (he does keep track of whos been naughty after all).

Immunities: The Krampus is immune to Cold, Fire, Poison, and Aging Effects.

Combat: Against children the Krampus will use his switch (although he makes the occasional exception for attractive young maidens). Adult men and women (if unattractive) get to feel his claws, although few people willingly stand in the Krampus' way. He does know where they live...

Rappy
2009-09-10, 02:44 PM
True, it would be more open, and I'd have a chance to remove/redo some of my eldest works. I'll make the cryptid thread when I get done with my late lunch.

Also, huzzah for the Krampus! I always felt it was more of a sadistic fey, but outsider works great.

Bhu
2009-09-11, 05:13 AM
I'd thought he was some sort of representation of the Devil so Outsider seemed appropriate. I'll peek around more and see what I can find.

Rappy
2009-09-11, 08:12 PM
No, outsider makes sense in light of things. I just often take personal liberties with legends that made me think of the Krampus more as something of the Unseelie. Straight up legend he's supposedly an incubus, though, so you're on the right track.

Bhu
2009-09-13, 06:54 AM
An incubus?? Really?
omg they have Krampus plushies... http://www.xmaswithkrampus.com/


So does anyone know what the heck this thing can do besides send bad dreams, kidnap kids, get drunk, and threaten them with switches? Cause thats all I'm finding so far.

The Tygre
2009-09-13, 08:46 PM
He's also rather fond of pinching young women on the arse.

Rappy
2009-09-13, 10:22 PM
According to Wikipedia (not the most reliable source, true), yes, he is an incubus.

Also, you could always imbellish with fluff a bit. For instance, the d20 title Night of the Krampus had the Krampus giving presents to orc, goblinoid, and other "monster race" children.

Bhu
2009-09-14, 05:12 AM
He's also rather fond of pinching young women on the arse.

Now how can I work that into a Special Attack...

Shademan
2009-09-15, 07:21 AM
*sings*
aaand thats what christmas's all about!
*sing, end*

srsly, tho' Yule is better. haha.


this anti-clause is getting better and better XD

Bhu
2009-09-15, 07:44 AM
SLight update. Should he be Tanar'ri do you think?

The Tygre
2009-09-15, 10:02 AM
I'd keep him more a gneralist if he's unique. If it's a whole species thought, then I might slap on the good ol' tanar subtype.

Debihuman
2009-09-15, 06:29 PM
Hey Bhu,

Take a look at this: http://www.somethingpositive.net/krampus-d20.jpg


Debby

Shademan
2009-09-15, 06:35 PM
OH NO THEY DI'INT!

...yes they did... time...WASTED!

The Tygre
2009-09-16, 09:13 AM
Yeah, but I still wanna' see Bhu's. His looks like it would be a lot more fun.

Bhu
2009-09-17, 05:53 AM
Why thank you :smallbiggrin:

I was gonna quit but now I guess I shall finish it. I also peeked at wizards Santa. 15th level Druid? Seriously?

Also does anyone know of any basis for the tongue choking in the other version? I cant find a reference to it anywhere.

Rappy
2009-09-18, 05:28 AM
Also does anyone know of any basis for the tongue choking in the other version? I cant find a reference to it anywhere.
As far as I can tell, it's an improvised ability.

Shademan
2009-09-18, 06:44 AM
thats the spirit! never give up! (me, a hypocrite?) "those other guy's version" is there solely to be bested!

Debihuman
2009-09-18, 07:13 AM
Yeah, but I still wanna' see Bhu's. His looks like it would be a lot more fun.

I concur completely. Besides, I wanna see a Bag of Child Holding!

Debby

Rappy
2009-09-19, 04:20 AM
That's the great thing about myths and folkore. You can have hundreds of interpretations of them, meaning that no stat is the "true" stat (for instance, I'd argue that Wizards of the Coast was off-base with their hydra not starting out with 3 heads and moving up, but that's an argument for another day).

So, bhu, just forge on ahead. :smallbiggrin:

Bhu
2009-09-19, 05:34 AM
I got the parts to rebuild my PC. Hopefully it will only take one day...

Back soon.

Bhu
2009-09-20, 05:41 AM
I need to move my cryptid stuff from Wizards so they'll be popping up a lot this week. I'll be working on krampus too.

http://theshadowlands.net/jd.htm

http://www.elktownship.com/myth.html

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

http://www.strangemag.com/jerseydevil1.html

http://www.prairieghosts.com/jerseydevil.html

Well the Jersey Devil should be fun. Size and description varies more than the Chupacabra. Here's a nice sample:

"I looked out upon the Delaware and saw flying diagonally across what appeared to be a large crane, but which was emitting a glow like a fire-fly. Its head resembled that of a ram, with curled horns, and its long thick neck was thrust forward in flight. It had long thin wings and short legs, the front legs shorter than the hind."

It was three feet high... long black hair over its entire body, arms and hands like a monkey, face like a dog, split hooves [...] and a tail a foot long

In general appearance it resembled a kangaroo... It has a long neck and from what glimpse I got of its head its features are hideous. It has wings of a fairly good size and of course in the darkness looked black. Its legs are long and somewhat slender and were held in just such a position as a swan's when it is flying...It looked to be about four feet high

"As nearly as I can describe the terror, it had the head of a horse, the wings of a bat and a tail like a rat's, only longer

“about three and a half feet high, with a face like a collie and a head like a horse. It had a long neck, wings about two feet long and its back legs were like those of a crane and it had horse’s hooves. It walked on its back legs and held up two short front legs with paws on them

He described it as being about six-feet tall with horns and matted black fur. Could this have been the reported Jersey Devil - or some other creature altogether? Irwin stated that he and the creature stared at one another for several minutes before the monster finally turned and ran into

room erupted with screams as the child grew at an enormous rate, becoming taller than a man and changing into a beast which resembled a dragon, with a head like a horse, a snake-like body and bat's wings.
As soon as it was full-grown, the monster began beating all the woman (including his mother) with its thick, forked tail. With a harsh cry, it flew through the chimney and vanished into the storm.

Mr. Evans gave the following account: "It was about three feet and a half high, with a head like a collie dog and a face like a horse. It had a long neck, wings about two feet long, and its back legs were like those of a crane, and it had horse's hooves. It walked on its back legs and held up two short front legs with paws on them. It didn't use the front legs at all while we were watching. My wife and I were scared, I tell you, but I managed to open the window and say, 'Shoo!' and it turned around, barked at me, and flew away".

The Jersey Devil of lore does not look like anything humanoid. It is a creature with the head of a horse, large wings and claws, and has a roughly four-foot-long serpentine body. When a person sees the Devil, he or she sees an omen of disaster to come. According to early legends, its appearances have come before

While the descriptions vary, several factors remain fairly constant. It is commonly described as having a long neck, with wings and hooves. It is often said to have a horse-like head and a tail. The height of the creature varies among sightings from about three feet to more than seven feet. Most sightings also report that the creature has glowing bright red eyes and emits a high, human-like scream

its also been described as a 7 foot tall hairy man

Despite being an outsider (?) it apparently requires food but doesnt age. It apparently moves faster than possible for an animal and despite its slight size is strong enough to shake cars and fight rooms full of people. Seems immune to the problems of being exposed to the elements.

Jersey Devil version 1
Small Magical Beast
Hit Dice: 5d10+20 ( 47 hp)
Initiative: +7
Speed: 50 ft. (10 squares), 80 ft. Flight (average)
Armor Class: 18 (+1 Size, +3 Dex, +4 Natural), touch 14, flat-footed 15
Base Attack/Grapple: +5/+5
Attack: Bite +10 melee (1d4+4)
Full Attack: Bite +10 melee (1d4+4) and 2 Hooves (1d3+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Dark Vision 60', Damage Reduction 3/-, Regeneration
2
Saves: Fort +8, Ref +7, Will +4
Abilities: Str 18, Dex 16, Con 20, Int 3, Wis 16, Cha 12
Skills: Climb +5, Hide +8, Intimidate +4, Move Silently +5,
Spot +5
Feats: Alertness, Improved Initiative
Environment: Temperate Forest
Organization: Unique
Challenge Rating: 3
Treasure: None
Alignment: Chaotic Neutral?
Advancement: 6+ HD
Level Adjustment: ---

"You can laugh all you want! Ah saw it! It pooped on mah haid! It pooped on mah wife too!

Honestly ah wasn't so upset 'bout thet last part."

This is one of the cryptid versions of the Jersey Devil. The one most commonly described as hooved and winged with a vaguely horselike head and a thin tail.

Combat: The Jersey Devil only attacks small prey unless provoked. Even then it often simply attacks once before flying away.

Bhu
2009-09-20, 05:49 AM
Jersey Devil version 2
Medium Outsider (Native, Evil)
Hit Dice: 10d8+40 (95 hp)
Initiative: +7
Speed: 40 ft. (8 Squares), 60 ft. Flight (average)
Armor Class: 21 (+3 Dex, +8 Natural), touch 13, flat-footed 18
Base Attack/Grapple: +10/+14
Attack: Tail Smash +14 melee (1d6+4)
Full Attack: 1 Tail Smash +14 melee (1d6+4), 1 Bite +12 melee (1d6+2),
and 2 Claws +12 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Glow, Fiery Aura, Dark Vision 60', Damage Reduction 5/Magic,
Immune to Poison, Resistance to Acid/Cold/Electricity/Fire 10,
Harbinger
Saves: Fort +11, Ref +10, Will +10
Abilities: Str 20, Dex 17, Con 19, Int 6, Wis 16, Cha 12
Skills: Climb +15, Intimidate +11, Jump +15, Move Silently +13,
Spot +13, Survival +8, Listen +13, Search +6
Feats: Alertness, Dodge, Improved Initiative, Multiattack
Environment: Temperate Forest
Organization: Unique
Challenge Rating: 5
Treasure: Standard
Alignment: Neutral Evil
Advancement: 11+ HD
Level Adjustment: ---

"Oy! You th' Devil?"

"I've been called that yes."

"Yer boy bin settin' fire to mah chikins again. Reckon you know why ah'm here."

"Some pathetic, ill-advised attempt at revenge?."

"Nope. Ah'm here t'set YOR chikins on fire."

"Oh this should be good..."

This is the serpent bodied, ram-horned Jersey Devil with a forked tail. A Devils son.

Glow (Su): The Jersey Devil gives off a bright glow effectively as bright as a Daylight spell permanently centered on it. It automatically fails all Hide checks.

Fiery Aura (Su): Once per week the Devil can use the warm flames version of the
spell Fire Shield as an 8th level Sorcerer.

Harbinger (Su): The Devil is a Harbinger of disaster. Anyone encountering it must
make a DC 16 Willpower Save or take a -2 Profane bonus to all
rolls for 24 hours. Successful Saves render the opponent
immune to this effect for 24 hours.

Combat: The Jersey Devil in this incarnation is much more powerful, leaving burning houses and destruction in it's wake. It often lights fires as a means of dsicouraging pursuit before fleeing to fight another day.

Bhu
2009-09-20, 05:57 AM
Jersey Devil version3
Medium Monstrous Humanoid
Hit Dice: 5d8+20 (42 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
Base Attack/Grapple: +5/+12
Attack: Slam +12 melee (1d6+7)
Full Attack: 2 Slams +12 melee (1d6+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Dark Vision 60', Powerful Build, Fast Healing 1, Damage
Reduction 1/-
Saves: Fort +7, Ref +6, Will +6
Abilities: Str 25, Dex 14, Con 19, Int 14, Wis 14, Cha 19
Skills: Climb +10, Hide +7, Jump +10, Move Silently +7, Spot +7,
Survival +9, Listen +6
Feats: Great Fortitude, Power Attack
Environment: Temperate Forest
Organization: Unique
Challenge Rating: 5
Treasure: None
Alignment: Neutral
Advancement: 6+ HD
Level Adjustment: ---

"You tha one bin eatin' mah cows boy?"

"RROOOAAARR!"

"You owe me munny hairball. I kin take it out a'yer pockets, or outta yer ___. "Whut's it gonna be?"

about 50 yards away:

"I say isn't that our cattle wrangler Puddlefoot? What do you suppose he's doing over there?"

"Off hand I'd say he's stumbled upon a creative form of suicide old chum."

This is the bigfoot like Devil. A shaggy black furred humanoid with horns.

Combat: This version of the Devil tends to loom menacingly at great distances or simply pummel any foes coming close to it.

Bhu
2009-09-21, 06:10 AM
http://www.meta-religion.com/Paranormale/Cryptozoology/Snakes/lau_and_lukwata.htm
http://americanmonsters.com/monsters/lakemonsters/index.php?detail=article&idarticle=154
http://www.angelfire.com/bc2/cryptodominion/lakebeasts.html beware popup
http://www.meta-religion.com/Paranormale/Cryptozoology/african_mystery_beasts.htm http://paranormal.about.com/od/sealakemonsters/Sea_Lake_Monsters.htm

Okay apparently there are several concepts for the Lukwata. The first is an Elasmosaur (which is already statted out). The second is a 100 foot long serpent. it would basically be the constrictor snake upsized to Colossal size without the constriction attack and about 40 Hit Dice. The third is 12 foot long catfish which you could use the stats for a Large Shark for. The fourth is a gigantic serpent with fire flashing from its eyes that snares people from boats with the tentacles sprouting from its muzzle. Apparently it spends much of its time hunting crocs and lives in swamps, lakes, and rivers.

Lukwata version 3, the Big Snake

Lukwata
Colossal Animal
Hit Dice: 40d8+218 (398 hp)
Initiative: +7
Speed: 30 ft. (6 squares), 30 ft. climb, 30 ft. swim
Armor Class: 18 (-8 Size, +3 Dex, +13 Natural), touch 13, flat-footed
15
Base Attack/Grapple: +30/ +61
Attack: Bite +37 melee (3d6+15)
Full Attack: Bite +37 melee (3d6+15)
Space/Reach: 30 ft./20 ft.
Special Attacks: ---
Special Qualities: Scent
Saves: Fort +27, Ref +25, Will +14
Abilities: Str 41, Dex 17, Con 21, Int 2, Wis 12, Cha 2
Skills: Balance +18, Climb +30, Hide -1, Listen +14, Spot +14,
Swim +30
Feats: Alertness, Endurance, Improved Critical (Bite), Improved
Initiative, Power Attack, Skill Focus (Hide), Snatch,
Toughtness x6
Environment: Warm Swamp
Organization: Solitary
Challenge Rating:
[B]Treasure: None
Alignment: Always Neutral
Advancement: 41+ HD
Level Adjustment: ----


"I say Alfred why do you suppose those gibbering native types are screaming at us and waving their arms?"

"If I'm translating what they're saying correctly sir it appears to be 'Get away from the water you ignorant fools'."

"Well! Quite cheeky of the likes of them to be calling us ignorant eh wot?"

This version of the Lukwata is an enormous serpent that hides in the rivers in Uganda.

Skill Bonuses: Lukwata have a +4 Racial bonus on Hide, Spot, and Listen checks. They also have a +8 Racial Bonus on Balance, Climb, and Swim checks. The Lukwata may always take 10 on climb and swim checks even if distracted, rushed, or endangered. It may use the Run action while swimming if moving in a straight line.

Combat: The Lukwata is an ambush predator, attacking and swimming away. It returns to pick off victims one by one.

Bhu
2009-09-21, 06:17 AM
Lukwata version 4, the Thing

Lukwata
Colossal Aberration
Hit Dice: 40d8+218 (398 hp)
Initiative: +7
Speed: 30 ft. (6 squares), 30 ft. climb, 30 ft. swim
Armor Class: 18 (-8 Size, +3 Dex, +13 Natural), touch 13, flat-footed
15
Base Attack/Grapple: +30/ +61
Attack: Tentacle +37 melee (grapple)
Full Attack: 6 Tentacles +37 melee (grapple), and 1 Bite +32 melee (3d6+6)
Space/Reach: 30 ft./20 ft.
Special Attacks: Improved Grab
Special Qualities: Scent
Saves: Fort +18, Ref +16, Will +23
Abilities: Str 41, Dex 17, Con 21, Int 2, Wis 12, Cha 2
Skills: Balance +18, Climb +30, Hide -1, Listen +14, Spot +14,
Swim +30
Feats: Alertness, Endurance, Improved Critical (Bite), Improved
Initiative, Multigrab, Improved Multigrab,Skill Focus (Hide),
Toughness x6
Environment[/B]: Warm Swamp
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Always Neutral
Advancement: 41+ HD
Level Adjustment: ----

"Quite stirring our encounter with that giant snake, eh Alfred?"

"I'm sorry Sir I couldn't hear you over the sound of my bowels voiding."


"I beg your pardon!?!"


"Please look behind you sir."

This version of the Lukwata is the fiery eyed tentacled monstrosity.

Skill Bonuses: Lukwata have a +4 Racial bonus on Hide, Spot, and Listen checks. They also have a +8 Racial Bonus on Balance, Climb, and Swim checks. The Lukwata may always take 10 on climb and swim checks even if distracted, rushed, or endangered. It may use the Run action while swimming if moving in a straight line.

Improved Grab (Ex): Whenever the Lukwata hits with a Tentacle attack it may initiate a grapple as a free attack without provoking an attack of opportunity. If it wins the Grapple and manages to pin its opponent it automatically does bite damage as long as the grapple is held successfully.

Combat: This version of the Lukwata is more of a Grappler than it's Serpent version.

Bhu
2009-09-21, 06:30 AM
updating Krampus after posting this:

MEDUSA
Quasi-Deity
Symbol: Gorgon's Face
Home Plane: Prime Material Plane.
Alignment: Chaotic Neutral
Portfolio: Women, the Sea, misfortune
Worshipers: Women, soldiers, sailors, some monsters (usually Magical Beasts of Monstrous Humanoids)
Cleric Alignments: CE, CG, CN
Domains: None
Favored Weapon: Natural Weapon (or Unarmed Strike if the worshiper has no Natural Weapons)

Sometimes Medusa is pictured similarly to her other sisters as a large ugly woman with a round face, boars tusks, serpents for hair, and scaly skin. She also has golden birds wings, brass claws, and a protruding tongue. Occasionally she is pictured as having a beard.

More often Medusa is a beautiful woman with serpents for hair.

Sometimes on rare occasions she has been pictured as winged horse similar to her offspring Pegasus, or as a woman with horses legs and wings upon her head.


Dogma
Medusa's followers are to oppose the followers of Athena at every turn, and also the Patriarchy as well.

Clergy and Temples
Medusa's clergy are strictly female. Most live near the sea or on islands, or in pristine forest groves near a source of water. They are fairly warlike, and resentful of the Patriarchy which has deposed and sullied their Goddess.

MEDUSA
Medium Outsider (Chaotic)
Divine Rank: 0
Hit Dice: 20d8+160 (320 hp)
Initiative: +11
Speed: 60 ft. (12 squares)
Armor Class: 42 (+7 Dex, +13 Natural, +12 Deflection), touch 29, flat-footed 36
Base Attack/Grapple: +20/+27
Attack: Claw +27 melee (1d6+7)
Full Attack: 2 Claws +27 melee (1d6+7) and 1 Bite +22 melee (1d6+3) and 1 Snakes +66 melee (1d4 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, Petrifying Gaze, Gorgon's Blood, Frightful Presence
Special Qualities: Divine Immunities, DR 10/Epic, Fire Resistance 5, Spell Resistance 12
Saves: Fort +20, Ref +19, Will +22
Abilities: Str 24, Dex 24, Con 26, Int 26, Wis 30, Cha 35
Skills: Climb +25, Concentration +28, Intimidate +32, Jump +25, Knowledge (Arcane, Architecture & Engineering, History, Local, Nature, Nobility, Religion, War) +26, Listen +28, Search +26, Spellcraft +26, Spot +28, Survival +28, Swim +25, Tumble +25, Use Magic Device +30 (+32 w/scrolls)
Feats: Ability Focus (Poison), Combat Reflexes, Improved Initiative, Irresistible Gaze, Narrowed Gaze, Pervasive Gaze, Piercing Gaze,
Divine Immunities: Ability Damage, Ability Drain, Energy Drain, Mind-Affecting Effects,Transmutation.
Possessions: No unique items.


Other Divine Powers
As a Quasi Deity, Medusa is immortal (but may still be killed).
Poison (Ex): Injury Fortitude Save DC 29 (Save DC is Constitution Based), Initial and Secondary damage is 1d6 Constitution.
Petrifying Gaze (Su): Petrification, 30', Fortitude Save DC 34 negates.
Gorgon's Blood (Ex): Gorgons blood is especially powerful. A vial of blood from her right side given to any dead being will return it to life as per the spell True Resurrection. However a vial of blood from her left side poisons anyone failing a DC 27 Fortitude Save (Save DC is Constitution based). Initial and Secondary Damage is 1d6 Constitution. If she is wounded and her blood spills on the ground it gives birth to 1d3 monsters of some sort. Usually unique Magical Beasts or Outsiders. These monsters form entirely within 1 round.
Frightful Presence (Ex): Whenever Medusa attacks all opponents within 60' with less HD than herself must make a DC 32 Willpower Save or be Frightened for 2d4 rounds. If the Save is successful the opponent is immune to Medusa's Frightful Presence for 24 hours.

Debihuman
2009-09-21, 09:43 AM
Your name for Medusa's rank is off. Quasi-deities are Rank 0 and Demigods are rank 1.
http://www.d20srd.org/srd/divine/divineRanksAndPowers.htm#divineRanks

Also, her portfolio would be much like her sisters' portfolios: Women, The Sea, Misfortune.

I like misfortune because what happened in Athena's temple was not Medusa's fault, and yet she was the one to suffer the consequences. In modern psychology, this would be blaming the victim.

What do you think?

Debby

Bhu
2009-09-22, 05:44 AM
I like it.

Bhu
2009-09-22, 06:18 AM
http://www.newanimal.org/gbats.htm

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

http://www.paraview.com/shuker/shuker_excerpt.htm


Ahool
Small Animal
Hit Dice: 1d8 (4 hp)
Initiative: +2
Speed: 5 ft. (1 square), Fly 40 ft. (good)
Armor Class: 13 (+1 Size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple: +0/-4
Attack: Bite +1 melee (1d4)
Full Attack: Bite +1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Blindsense, Lowlight Vision
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 10, Dex 15, Con 10, Int 2, Wis 14, Cha 4
Skills: Hide +7, Listen +9, Move Silently +3, Spot +9
Feats: Alertness
Environment: Warm Forest
Organization: Solitary or colony (5-8)
Challenge Rating: 1/3
Treasure: None
Alignment: Always Neutral
Advancement:
Level Adjustment: ---


"Okay so what attacked you three gentlemen?"

"It was a giant bat!"

"It was a flying monkey!"

"It was a weird freaky reptile critter!"

"Great. 3 drunks in the entire kingdom and I get them on my shift..."

"Hey screw you buddy! Some flying thing just bit off my ear and pooped down my neck. I'm entitled to some whiskey..."

The Ahool is either a large bat, a flying primate, or a pterosaur. Stats should be similar just remove the Blindsense if its not a bat.

Blindsense (Ex): The Ahool can notice and locate all creatures within 30 feet. This does not negate concealment.

Skills: The Ahool has a +4 Racial bonus on Spot and Listen checks. This bonus is lost if its Blindsense is negated.

Combat: Ahool prefer smaller prey, and usually bite and retreat against larger critters.

Bhu
2009-09-22, 06:24 AM
http://www.flatwoodsmonster.com/

http://www.wvculture.org/goldenseal/Fall02/legend.html

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

http://www.csicop.org/si/2000-11/i-files.html

http://research.umbc.edu/~frizzell/flatwoods.html


Flatwoods Monster
Large Construct
Hit Dice: 10d10+30 (85 hp)
Initiative: +2
Speed[/B]: Fly 40 ft. (8 squares), Perfect
Armor Class: 19 (-1 Size, +2 Dex, +8 Natural), touch 11, flat-footed 17
Base Attack/Grapple: +7/+15
Attack: Retractable Claw +10 melee (1d6+4)
Full Attack: 2 Retractable Claws +10 melee (1d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Mist Spray
Special Qualities: Limited Flight, Dark Vision 60'
Saves: Fort +3, Ref +5, Will +5
Abilities: Str 18, Dex 15, Con -, Int 10, Wis 15, Cha 15
Skills: Hide +5, Intimidate +5, Listen +5, Jump +15, Spot +5,
Search +3
Feats: Ability Focus (Mist Spray), Dodge, Improved Initiative,
Mobility
Environment: Any
Organization: Usually Solitary
Challenge Rating: 7?
Treasure: Standard
Alignment: Usually Neutral
Advancement: 11-15 HD (Large)
Level Adjustment: ----


"No one goes into the woods there anymore. Something inhuman haunts them, and it does terrible things to anyone going inside. Strange lights and sounds are heard there, and some who have gone to investigate do not come back..."

This is the infamous robotic alien monster of ufology fame (often listed erroneously as a cryptid).

Mist Spray (Ex): Three times per day the Flatwoods monster may generate a 20 foot cone of irritating mist. Victims inside it must make a Fortitude Save DC=19 or be Sickened for as long as they are in the cone effect and for 1d6+6 minutes after (Save is Charisma based, cone effect remains for 1d6 rounds before dispersing ). Victime who fail the save by more than 5 are also blinded for 1d6 rounds.

Limited Flight (Ex): The Flatwoods Monster levitates naturally. It always remains 2 feet off the ground. It may not gain height, and if thrown off a cliff it automatically is considered to have an always on personal range Feather Fall spell.

Combat: The Lake Flatwood Monster usually blasts it's victims with mist before disappearing. Anyone attempting to get closer to it must face it's claw.

Bhu
2009-09-24, 05:41 AM
http://en.wikipedia.org/wiki/Emela-ntouka

http://www.genesispark.org/genpark/emela/emela.htm

http://www.cryptomundo.com/cryptozoo-news/emela-ntouka/

http://www.newanimal.org/emela.htm

Emela-ntouka
Huge Animal
Hit Dice: 14d8+112 (175 hp)
Initiative: -1
Speed: 30 ft. (6 squares), Swim 30 ft.
Armor Class: 18 (-2 Size, -1 Dex, + 11 Natural), touch 7, flat-footed 18
Base Attack/Grapple: +10/+28
Attack: Gore +18 melee (2d8+15)
Full Attack: Gore +18 melee (2d8+15)
Space/Reach: 15 ft./10 ft.
Special Attacks: Powerful Charge
Special Qualities: Low Light Vision, Trample (2d10+15)
Saves: Fort +18, Ref +8, Will +5
Abilities: Str 30, Dex 9, Con 25, Int 1, Wis 12, Cha 7
Skills: Listen +11, Spot +12
Feats: Alertness, Great Fortitude, Improved Toughness, Power Attack, Improved Bull Rush
Environment: Warm Swamp
Organization: Solitary, Pair, or Family (3-4)
Challenge Rating: 9??
Treasure: None
Alignment: Always Neutral
Advancement: 15- 30 HD (Huge)
Level Adjustment: ----


"So whats this thing were huntin' called?"

"It is called the Emela-ntouka effendi."

"Wassat mean in mah language?"

"Elephant killer."

"Bert...ah think we're gettin' screwed on this deal..."

The Emela-ntouka is a swamp dwelling cryptid that makes life interesting for the Central African pygmy tribes.

Powerful Charge (Ex): When the Emela-ntoka charges it's Gore attack does 4d8+20 damage.

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

Combat: The Emela-ntouka usually charge and tramples opponents underfoot.

Bhu
2009-09-24, 05:51 AM
http://istina.rin.ru/eng/ufo/text/152.html

http://web.ncf.ca/bz050/mamlam.html

http://www.xprojectmagazine.com/archives/cryptozoology/lmattack.html

Mamlambo
Gargantuan Animal
Hit Dice: 12d8+72 (126 hp)
Initiative: +1
Speed: 30 ft. (6 squares), Swim 50 ft.
Armor Class: 16 (-4 Size, +1 Dex, +9 Natural), touch 7, flat-footed 15
Base Attack/Grapple: +9/+31
Attack: Bite +15 melee (2d8+10)
Full Attack: Bite +15 melee (2D8+10)
Space/Reach: 20 ft./15 ft. (20 ft with Bite)
Special Attacks: Improved Grab
Special Qualities: Low Light Vision, Hold Breath
Saves: Fort +13, Ref +9, Will +6
Abilities: Str 30, Dex 12, Con 20, Int 2, Wis 14, Cha 6
Skills: Hide +2, Listen +8, Spot +8, Swim +18
Feats: Skill Focus (Hide), Alertness, Endurance, Improved Toughness, Power Attack
Environment: Warm Aquatic
Organization: Solitary
Challenge Rating: 6??
Treasure: None
Alignment: Always Neutral
Advancement: 13-18 HD (Gargantuan)
Level Adjustment: ----

"Why are the natives so damned afraid of this thing? It's just some sort of reptile or archaic cetacean. It's not like it's a supernatural entity."

The Mamlambo is a feared African cryptid said to devour brains.

Skills: Mamlambo have a +8 racial skill bonus to Swim checks, and may always take 10 on a swim check even if threatened or distracted.

Hold Breath (Ex): A Mamlambo can hold it's breath for 8 times it'sc Constitution modifier in rounds before it risks drowning.

Improved Grab (Ex): If the Mamlambo hits with it's bite attack it may attempt a Grapple check as a Free Action without provoking an attack of opportunity. If successful it attempts to drag it's prey into the water and pin it on the bottom.

Combat: Mamlambo are ambush predators who try to pull their prey into the river to drown it.

Bhu
2009-09-24, 05:59 AM
Mamlambo Supernatural version
Gargantuan Magical Beast
Hit Dice: 12d10+72 (138 HP)
Initiative: +1
Speed: 30 ft. (6 squares), Swim 50 ft.
Armor Class: 16 (-4 Size, +1 Dex, +9 Natural), touch 7, flat-footed 15
Base Attack/Grapple: +12/+34
Attack: Bite +18 melee (2D8+10)
Full Attack: Bite +18 melee (2D8+10)
Space/Reach: 20 ft./15 ft. (20 ft with Bite)
Special Attacks: Hypnotic Gaze, Improved Grab
Special Qualities: Low Light Vision, Hold Breath
Saves: Fort +13, Ref +9, Will +6
Abilities: Str 30, Dex 12, Con 20, Int 2, Wis 14, Cha 16
Skills: Hide -1, Listen +6, Spot +6, Swim +18
Feats: Alertness, Endurance, Improved Toughness, Power Attack, Ability Focus (Hypnotic Gaze)
Environment: Warm Aquatic
Organization: Solitary
Challenge Rating: 7??
Treasure: None
Alignment: Always Neutral
Advancement: 13-18 HD (Gargantuan)
Level Adjustment: ----


"Another tribesman with no face or brain. I don't know how many more of these we can find before people start to snap."

This is the supernatural Mamlambo.

Skills: Mamlambo have a +8 racial skill bonus to Swim checks, and may always take 10 on a swim check even if threatened or distracted.

Hold Breath (Ex): A Mamlambo can hold it's breath for 8 times it'sc Constitution modifier in rounds before it risks drowning.

Hypnotic Gaze (Su): 30 foot gaze attack, Willpower Save DC: 20 (Save DC is Charisma based). Victims of the Gaze attack are affected as by a Hypnotism spell (caster level is equal to half mamlambo's Hit Dice). The Mamlambo than attempts to convince them to come near to the water.

Improved Grab (Ex): If the Mamlambo hits with it's bite attack it may attempt a Grapple check as a Free Action without provoking an attack of opportunity. If successful it attempts to drag it's prey into the water and pin it on the bottom.

Combat: The Mamlambo uses it's hypnotic powers to get prey to come within the waters edge, and then pulls it in to drown it.

Bhu
2009-09-24, 06:19 AM
krampus updated

Bhu
2009-09-25, 05:03 AM
Ye Generic Lake Monster (Medium Sized)
Medium Animal
Hit Dice: 3d8+6 (13 hp)
Initiative: +4
Speed: Swim 40 ft. (8 squares)
Armor Class: 17 (+4 Dex, +3 Natural), touch 14, flat-footed 13
Base Attack/Grapple: +2/+3
Attack: Bite +3 melee (1d8+1)
Full Attack: Bite +3 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Hold Breath
Saves: Fort +5, Ref +7, Will +4
Abilities: Str 12, Dex 18, Con 14, Int 2, Wis 14, Cha 10
Skills: Listen +7, Spot +7, Swim +9
Feats: Alertness, Endurance
Environment: Any Aquatic
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 4 HD (Medium)
Level Adjustment: ----


Ye Generic Lake Monster (Large Sized)
Large Animal
Hit Dice: 5d8+20 (42 hp)
Initiative: +3
Speed: Swim 40 ft. (8 squares)
Armor Class: 17 (-1 Size, +3 Dex, +5 Natural), touch 12, flat-footed 14
Base Attack/Grapple: +3/+11
Attack: Bite +6 melee (1d10+6)
Full Attack: Bite +6 melee (1d10+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Hold Breath
Saves: Fort +8, Ref +6, Will +3
Abilities: Str 18, Dex 16, Con 18, Int 2, Wis 14, Cha 10
Skills: Listen +8, Spot +8, Swim +12
Feats: Alertness, Endurance
Challenge Rating: 3
Advancement: 6-9 HD (Large)
Level Adjustment: ----

Ye Generic Lake Monster (Huge Sized)
Huge Animal
[B]Hit Dice: 10d8+70 (115 hp)
Initiative: +2
Speed: Swim 40 ft. (8 squares)
Armor Class: 17 (-2 Size, +2 Dex, +7 Natural), touch 10, flat-footed 15
Base Attack/Grapple: +7/+23
Attack: Bite +13 melee (2d6+12)
Full Attack: Bite +13 melee (2d6+12)
Space/Reach: 15 ft./10 ft.
Special Attacks: -
Special Qualities: Hold Breath
Saves: Fort +14, Ref +9, Will +5
Abilities: Str 26, Dex 14, Con 22, Int 2, Wis 14, Cha 10
Skills: Listen +8, Spot +9, Swim +16
Feats: Alertness, Endurance, Improved Toughness, Swim-By Attack
Challenge Rating: 5
Advancement: 11-14 HD (Huge)
Level Adjustment: ----




Ye Generic Lake Monster (Gargantuan Sized)
Gargantuan Animal
Hit Dice: 15d8+120 (187 hp)
Initiative: +2
Speed: Swim 40 ft. (8 squares)
Armor Class: 17 (-4 Size, +2 Dex, +9 Natural), touch 8, flat-footed 15
Base Attack/Grapple: +11/+36
Attack: Bite +19 melee (2d8+18)
Full Attack: Bite +19 melee (2d8+18)
Space/Reach: 20 ft./15 ft.
Special Attacks: -
Special Qualities: Hold Breath
Saves: Fort +17, Ref +11, Will +7
Abilities: Str 34, Dex 14, Con 26, Int 2, Wis 14, Cha 10
Skills: Listen +11, Spot +11, Swim +20
Feats: Alertness, Cleave, Endurance, Improved Toughness, Power Attack, Swim-By Attack
Challenge Rating: 7
Advancement: 16-28 HD (Gargantuan)
Level Adjustment: ----

"I say Alfred, our boat seems to be getting attacked by some sort of generic lake monster."

"I must say I've always rather preferred the more specific lake monsters sir."

"Yes, quite."

While doing up cryptid lake monsters I realized most of them are either snake or elasmosaur like, with pretty much similar abilities. Hence the Generic Lake Monster Template above. Add weird abilities as necessary.

Skills: Lake Monsters have a +8 racial skill bonus to Swim checks, and may always take 10 on a swim check even if threatened or distracted.

Hold Breath (Ex): A Lake Monster can hold it's breath for 8 times it's Constitution modifier in rounds before it risks drowning.

Combat: Most Lake Monsters appear, and then simply go away after being seen. Some are more bitey though...

Bhu
2009-09-25, 05:12 AM
http://en.wikipedia.org/wiki/Tsuchinoko

http://www.youkaimura.org/tsuchinoko.htm

http://farshores.org/c04snake.htm


Tzuchinoko cryptid version
Tiny Animal
Hit Dice: 1/2d8 (2 hp)
Initiative: +3
Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.
Armor Class: 17 (+2 Size, +3 Dex, +2 Natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/-10
Attack: Bite +5 melee (1 plus poison)
Full Attack: Bite +5 melee (1 plus poison)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Poison
Special Qualities: Scent
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 6, Dex 17, Con 12, Int 2, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +15, Jump +10, Listen +5, Spot +5, Swim +6
Feats: Weapon Finesse
Environment: Temperate Forest
Organization: Solitary
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: ----

"Abner...there's a snake on our foodpack smilin' Abner..."


Tzuchinoko are odd snakelike cryptids from Japan.

Skills: Tzuchinoko have a +4 Racial Bonus on Hide, Listen, and Spot checks. They also have a +8 Racial Bonus on Balance, Climb, Jump, and Swim checks. They may use their Strength or Dexterity bonus for Climb checks whichever is better. They may always take 10 on a Swim check even if threatened or distracted, and may use the Run action while swimming in a straight line.

Poison(Ex): Injury, DC 11 Fortitude Save, Initial and Secondary Damage is 1d6 Con

Combat: Tzuchinoko fight a lot like any other poisonous snake, albeit perhaps with more jumping.

Bhu
2009-09-27, 05:10 AM
http://www.mokelembembe.com/

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

Mokele-Mbembe
Huge Animal
Hit Dice: 16d8+144 (216 hp)
Initiative: -1
Speed: 20 ft. (4 squares), Swim 20 ft.
Armor Class: 18 (-2 Size, -1 Dex, +11 Natural), touch 7, flat-footed 18
Base Attack/Grapple: +12/+30
Attack: Bite +20 melee (2d4+10) or Tail +20 melee (1d12+10)
Full Attack: Bite +20 melee (2d4+10) or Tail +20 melee (1d12+10)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample 2d10+15
Special Qualities: Low Light Vision, Scent
Saves: Fort +18, Ref +9, Will +6
Abilities: Str 30, Dex 9, Con 26, Int 2, Wis 12, Cha 12
Skills: Listen +11, Spot +10, Swim +18
Feats: Alertness, Endurance, Improved Toughness, Power Attack, Awesome Blow
Environment: Warm Swamps
Organization: Solitary or Pair
Challenge Rating: 7
Treasure: none
Alignment: Always Neutral
Advancement: 17-31 HD (Gargantuan), 32-64 HD (Collosal)
Level Adjustment: ----

"THERE IT IS SIRS!!! THE MOKELE-MBEMBE!! THE MOST FEARED MONSTER IN ALL CREATION!"

"Ummm....it's a baby dinosaur..."

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH!!!!!! !!!!!!!

"Can we not do that when you're standing next to me."

"FLEEEEEEEEEEEEEEEEE!! FLEE FOR YOUR VERY LIIIIIIIIIIIIIIIIIIIIIIIIIIVESSSSS!!"

"Dude, seriously...it' just sitting there eating weeds..."

"IT WILL DESTROY US AAAAAAAAAAAAAALLLL!!"

"Are you perhaps due for any medications I should nknow about?"


The Mokole-Mbembe is one of the most feared cryptids in all of Africa. Odd considering it looks like a really small Sauropod.

Trample (Ex): Reflex Save DC 28 for 1/2 damage, Save DC is Strength based.

Combat: The Mokele-Mbembe likes to trample natives underfoot if you listen to them. Others say it's pretty peaceful as long as you leave it alone.

Bhu
2009-09-27, 05:20 AM
Super Worm Nessie Alternate 1
Huge Vermin (Aquatic)
Hit Dice: 6d8+18 (45 hp)
Initiative: +2
Speed: 10 ft. (2 squares), Swim 40 ft
Armor Class: 16 (-2 Size, +2 Dex, +6 Natural), touch 10, flat-footed 14
Base Attack/Grapple: +4/+15
Attack: Bite +5 melee (2d6+3)
Full Attack: Bite +5 melee (2d6+3)
Space/Reach: 15 ft./10 ft. (15 ft. with Bite)
Special Attacks: -
Special Qualities: Amphibious, Blindsense 30', Tremor Sense 40', vermin traits
Saves: Fort +9, Ref +7, Will +2
Abilities: Str 17, Dex 15, Con 15, Int -, Wis 10, Cha 2
Skills: Hide +4, Listen +3, Search +2, Swim +11
Feats: Skill Focus (Hide), Great Fortitude, Improved Toughness
Environment: Any Aquatic
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 7-11 HD (Huge)
Level Adjustment: ---


"There's worms in them thar Lochs."

This is the giant worm variant of Nessie.

Blindsense (Ex): This ability is identical to Blindsight, but only works underwater.

Skills: Super Worms gain a +4 Racial Bonus on Hide and Search checks.

Combat: The giant worm version of the Loch Ness monster...pretty much attacks like other worms.

Bhu
2009-09-27, 05:40 AM
Okay I jut have to figure out how to script the last Krampus ability in a way that cant violate teh code of conduct and the Krampus is done :smallbiggrin:


Dire Stingray
Huge Animal (Aquatic)
Hit Dice: 12d8+72 (126 hp)
Initiative: +2
Speed: Swim 50 ft. (10 squares)
Armor Class: 18 (-2 Size, +2 Dex, +8 Natural), touch 10, flat-footed 16
Base Attack/Grapple: +8/+23
Attack: Tail Lash +21 melee (1d8+11 plus poison)
Full Attack: Tail Lash +21 melee (1d8+11 plus poison)
Space/Reach: 15 ft./10 ft.
Special Attacks: Poison Sting
Special Qualities: Low Light Vision, Blindsense
Saves: Fort +14, Ref +12, Will +6
Abilities: Str 32, Dex 14, Con 22, Int 2, Wis 14, Cha 2
Skills: Hide -2 (+2 underwater), Listen +6, Search +3, Spot +6, Swim +19
Feats: Ability Focus (Poison), Alertness, Blind-Fight, Combat Reflexes, Lightning Reflexes
Environment: Warm Aquatic
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral
Advancement: 13-19 HD (Huge), 20-24 HD (Gargantuan)
Level Adjustment: ---

"What fool through a perfectly good tent in the river?"

"Abner! Abner that ain't no tent! Abner!!"

Dire Stingrays are unusually large stingrays that are much of concern to any tribes dependent on the jungle rivers they occupy.

Poison Sting (Ex): The sting in a Dire Stingrays tail is far more deadly than it's smaller cousins. Injury, DC 24 Fort Save (Save DC is Constitution based), Initial Damage is 2d4 Constitution and Secondary Damage is Paralysis for 2d4 rounds. Probably not a good thing since you'll be in the water.

Blindsense (Ex): While underwater the Dire Stingray can sense any creature within 30'.

Skills: Dire Stingrays have a +8 Racial Bonus on all Swim Checks, and can Always Take 10 on a Swim Check. Due to being largely the same color as the muddy river waters they live in, Dire Stingrays gain a +4 Racial Bonus to Hide Checks underwater.

Combat: Dire Stingrays attack pretty much the way regular Stingrays do, by charging and lashing with their tail. Well okay usually regular Stingrays are more subtle or likely to swim away, but these suckers are huge.

The Dark Fiddler
2009-09-27, 05:46 AM
Trample (Ex): Reflex Save DC 28 for i/2 damage, Save DC is Strength based.

Nothing like making a reflex save and taking imaginary damage. :smallamused:

DracoDei
2009-09-27, 10:38 AM
Isn't that what Shadow Evocation does?

Also, find another word than "Blindsense" since it works like blindSIGHT and those are two different abilities.... "aquasense"? I have actually seen something like that in "Dreadmire" but I don't have access to my copy right now.

Yora
2009-09-27, 10:53 AM
No, there's an actual ability Blinsense. It allows you to pinpoint the location of a creature, but it still retains the benefits of concealment. You just know where it is currently standing.

DracoDei
2009-09-27, 12:03 PM
That is exactly why I am saying he shouldn't use the word, because it already means something different, and thus would cause confusion.

Bhu
2009-09-27, 06:04 PM
Peek at the Shark entry in the MM. It has the same Blindsense I am referring to.

Bhu
2009-09-30, 02:28 AM
Nessie Alternate 2: Giant Eel
Huge Animal (Aquatic)
Hit Dice: 10d8+20 (65 hp)
Initiative: +9
Speed: Swim 60 ft. (12 squares)
Armor Class: 17 (-2 Size, +5 Dex, +4 natural), touch 13, flat-footed 12
Base Attack/Grapple: +7/+19
Attack: Bite +10 melee (2d6+4)
Full Attack: Bite +10 melee (2d6+4)
Space/Reach: 15 ft./10 ft. (15 ft with Bite)
Special Attacks: -
Special Qualities: Low Light Vision, Blindsense
Saves: Fort +11, Ref +12, Will +4
Abilities: Str 18, Dex 21, Con 15, Int 1, Wis 12, Cha 2
Skills: Hide +7, Listen +6, Spot +6, Swim +12
Feats: Alertness, Improved Initiative, Skill Focus (Hide)Weapon Finesse
Environment: Any Aquatic
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 11-17 HD (Huge)
Level Adjustment: ---

"There's Eels in them that Lochs..."

Blindsense (Ex): This ability is identical to Blindsight, but only works underwater.

Skills: Giant Eels gain a +8 Racial Bonus to Swim skill checks and may always take 10 on a swim check, even if distracted or endangered. They may also use the Run action while swimming in a straight line.

Combat: Giant Eels fight pretty much like any other eels: biting.

Bhu
2009-09-30, 02:40 AM
Nessie Alternate 3: Long Necked Seal
Large Animal
Hit Dice: 5d8+15 (37 hp)
Initiative: +2
Speed: 10 ft. (2 squares), Swim 40 ft.
Armor Class: 15 (-1 Size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+12
Attack: Bite +7 melee (1d8+5)
Full Attack: Bite +7 melee (1d8+5)
Space/Reach: 10 ft./5 ft. (10 ft with Bite)
Special Attacks: -
Special Qualities: Low Light Vision, Hold Breath
Saves: Fort +9, Ref +6, Will +2
Abilities: Str 21, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Skills: Listen +5, Spot +5, Swim +13
Feats: Alertness, Endurance, Great Fortitude
Environment: Any Aquatic
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 6-8 HD (Large)
Level Adjustment: ---

"Thars Seals in them thar Lochs..."

Hold Breath (Ex):Giant Seals can hold their breath for a number of rounds equal to 6 times their Constitution score before they risk drowning.

Skills: Giant Seals gain a +8 Racial Bonus to Swim skill checks and may always take 10 on a swim check, even if distracted or endangered. They may also use the Run action while swimming in a straight line.

Combat: Giant seals tend to fight like regular seals, by swimming away from any danger bigger than themselves. Unless maybe it's mating season and they're feeling territorial.

Bhu
2009-09-30, 05:22 AM
http://www.sacred-texts.com/neu/celt/phy/phy19.htm http://www.isle-of-man.com/manxnotebook/fulltext/mnq1904/n091.htm
http://www.geocities.com/Athens/Forum/4611/fairyP.html see Phynodoree
http://faerie.monstrous.com/faerie_n-z.htm http://www.tartanplace.com/faery/gobln.html
http://www.isle-of-man.com/manxnotebook/fulltext/wc1912/ch02.htm http://www.economicexpert.com/a/Buggane.htm


Buggane
Large Fey (Aquatic)
Hit Dice: 10d6+30 (65 hp)
Initiative: +6
Speed: 40 ft. (8 squares), burrow 20 ft., swim 30ft.
Armor Class: 21 (-1 Size, +2 Dex, +10 Natural), touch 11, flat-footed
19
Base Attack/Grapple: +5/+18
Attack: Claw + 13 melee (1d6+9)
Full Attack: 2 Claws +13 melee (1d6+9) and Bite + 8 melee(1d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Horrifying Appearance, +3d6 Sneak Attack
Special Qualities: Low-Light Vision, Alter Appearance
Saves: Fort +6, Ref +9, Will +9
Abilities: Str 28, Dex 15, Con 16, Int 14, Wis 14, Cha 16
Skills: Bluff +16, Climb +22, Hide +15, Intimidate +16, Listen +15,
Move Silently +15, Spot +15, Swim +30
Feats: Alertness, Improved Initiative, Power Attack, Staggering Strike
Environment: Temperate Forest or Aquatic or Underground
Organization: Solitary or (rarely) a group (3-6)
Challenge Rating: 7 0r 8?
Treasure: Standard
Alignment: Chaotic Evil
Advancement: 11-18 HD (Large)
Level Adjustment: ----

"We avoid the old waterfall at night. If you have any sense you'll do the same."[/I]

This is the Celtic version of the Buggane before Christian interference (or as close as I got at the time).

[B]SKills: Bugganes have a +8 Racial Bonus to Swim checks.

Alter Appearance (Su): Bugganes can use glamer to alter their appearance. They can appear to be anything of Small to Large Size. This is effectively similar to the spell Persistent Image (Caster Level is equal to Bugganes Hit Dice, Will Save DC=18, Save is Cha based), except that it only effects the Bugganes appearance, and can be turned on and off at will. This is used to fool or scare opponents (see below).

Horrifying Appearance (Su): The Buggane can use its Alter Appearance ability to change into particularly terrifying imaginary forms. If it's opponent fails the Will Save to disbelieve the Bugganes Alter Appearance the Buggane may try using Horrifying Appearance to scare him. If it is successful the Bugganes opponent must flee in Fear for 1d6 rounds if it is 5 Hit Dice or less, or it is Dazed for 2 rounds if it is 6-10 HD. Creatures with 10 or more Hit Dice are unaffected. Creatures who save successfully are immune to this Bugganes Horrifying Appearance ability for 24 hours.

Sneak Attack (Ex): Works exactly like the Rogue's ability of the same name, and Sneak Attack damage gained from Rogue levels stacks with this.

Combat: Bugganes prefer to pretend to use their Alter Appearance ability to pretend to be a dead or lame humanoid or animal, and try to lull opponents into lowering their defenses before they attack. Or it jumps from the shadows using its Horrifying Appearance to frighten victims and then pick them off.

Bhu
2009-09-30, 05:33 AM
Think CR 9 is okay for the Krampus?

Bhu
2009-10-01, 04:57 AM
Dire Pirhana
Small Animal (Aquatic)
Hit Dice: 2d8+4 (13 hp)
Initiative: +1
Speed: Swim 40 ft. (8 squares)
Armor Class: 14 (+1 Size, +1 Dex, +2 Natural), touch 12, flat-footed 13
Base Attack/Grapple: +1/-4
Attack: Bite +2 melee (1d6-1)
Full Attack: Bite +2 melee (1d6-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Shearing Bite
Special Qualities: Low Light Vision, Blindsense
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 8, Dex 13, Con 14, Int 1, Wis 14, Cha 2
Skills: Hide +6, Listen +4, Spot +4, Swim +7
Feats: Weapon Finesse
Environment: Warm Aquatic
Organization: Solitary or School (2-4)
Challenge Rating: 1/3
Treasure: None
Alignment: Always Neutral
Advancement: 3-4 HD (Medium)
Level Adjustment: ---

"Ah don't like this river Bert."

"Oh quit complainin' and help me look fer that missin' woman..."

"The waters too dark. I can't see whats swimmin' in it with us. It makes me feel all twitchy like..."

"Just relax Abner."

"Bert...something has my toe...and not in a good way..."

Dire Pirhana are perhaps more vicious than their smaller brethren. Thankfully there aren't quite as many of them, or the rivers would be stripped of life...

Shearing Bite (Ex): The Bite of a Pirhana does x4 damage on a successful critical hit.

Blindsense (Ex): While underwater the Dire Pirhana can sense any creature within 30'.

Skills: Dire Pirhanas have a +8 Racial Bonus on all Swim Checks, and can Always Take 10 on a Swim Check. They may use the Run Action while swimming in a straight line.

Combat: Dire Pirhanas tend to bite and retreat, repeating until their victim is dead.

Bhu
2009-10-02, 05:00 AM
http://www.joanocean.com/sasquatch.html
Bigfoot, Star People
Large Monstrous Humanoid
Hit Dice: 10d8+70 (115 hp)
Initiative: +2
Speed: 50 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 (1d4+10)
Full Attack: 2 Slams +19 melee (1d4+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell Like Abilities, Rock Throwing
Special Qualities: Low Light Vision, Dark Vision 60', Scent, Damage Reduction 5/-, Spirit Rocks, Near Immortality, Infrasound Communication, Sonar, Telepathy 60', Medicine Wheels
Saves: Fort +12, Ref +9, Will +11
Abilities: Str 30, Dex 14, Con 24, Int 15, Wis 15, Cha 24
Skills: Concentration +13, Diplomacy +12, Heal +7, Hide +7, Jump +15, Knowledge (Arcane, Nature) +5, Listen +7, Spot +7, Survival +7, Swim +15 Feats: Endurance, Great Fortitude, Improved Toughness, Iron Will Environment: Temperate Forest or Underground
Organization: Solitary, Pair, Group (3-6), or City (100+)
Challenge Rating: 10
Treasure: None
Alignment: Neutral Good
Advancement: 11-20 HD (Large)
Level Adjustment: ---

"Wow...wow your a ... niiiiiice bigfooooot (Jimmy get the shotgun)...."

This is the version of Sasquatch from Joan Ocean's website.

Spell Like Abilities (Sp): At Will: Alter Self, Augury, Calm Emotions, Chain of Eyes, Dancing Lights, Ghost Sound, Messin' with Humans (see below), Stinking Cloud, Ventriloquism 3 times per day: Fear, Divination, Dimension Door once per day: Ethereal Jaunt, Teleport

Rock Throwing (Ex): Bigfoot may throw and catch rocks as a Large Giant (see MM page 119).

Spirit Rocks (Su): The Sasquatch can create spirit rocks that facilitate telepathic communication between themselves and others. Anyone holding a Spirit Rock can initiate telepathic communication with any one other individual holding a Spirit Rock within 1 mile as a Standard Action.

Medicine Wheels (Su): Once per month the Sasquatch can make permanent gates between planes from shells, rocks, and wood and bones. This takes 1d4 days to complete construction and costs 1000 XP. It resembles the Gate spell in all respects but it can only be used for Planar Travel not for calling creatures, and can only be used to travel to the alternate Prime Material Plane where the Sasquatch originate from.

Near Immortality: The Sasquatch are immune to aging effects.

Infrasound Communication (Ex): Sasquatch may communicate with sound outside the normal range of hearing for most species. Only creatures with Blindsight based on Sonar (bats, dolphins, etc) can pick this communication up, and unless they're intelligent (Int 3 or more) and speak Sasquatch they can't really understand it.

Sonar (Ex): Sasquatch have Blindsight 60' as long as they can hear. Any effect that deafens them negates their Blindsight.

Combat: The Sasquatch prefer not to fight, and will usually use their Spell Like Abilities to scare off opponents, or throw rocks till they go away.


Messin' With Humans
Conjuration (Teleportation)
Level: Sorcerer/Wizard 2
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: Any small, non-magical unattended object weighing 5 pounds or less
Duration: Instantaneous You may teleport any one non living object weighing 5 pounds or less that you can see, that is within the Range of this spell to any other point within range of this spell that you can see. By making a DC 20 Caster level check you can actually teleport it onto someone. If you can make a DC 30 Caster level check you can teleport it onto them without their knowledge.

Bhu
2009-10-02, 05:04 AM
http://www.joanocean.com/sasquatch.html
Bigfoot, Star People, Wise Ones
Large Monstrous Humanoid
Hit Dice: 15d8+105 (172 hp)
Initiative: +2
Speed: 50 ft. (8 squares)
Armor Class: 21 (-1 Size, +2 Dex, +10 Natural), touch 11, flat-footed 19
Base Attack/Grapple: +15/+24
Attack: Slam +24 melee (1d4+10)
Full Attack: 2 Slams +24 melee (1d4+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell Like Abilities, Rock Throwing, Erase Memory, Crow Form
Special Qualities: Low Light Vision, Dark Vision 60', Scent, Damage Reduction 5/-, Spirit Rocks, Near Immortality, Infrasound Communication, Sonar, Telepathy 100', Medicine Wheels
Saves: Fort +11, Ref +11, Will +13
Abilities: Str 30, Dex 14, Con 24, Int 18, Wis 18, Cha 24
Skills: Concentration +13, Diplomacy +16, Heal +12, Hide +7, Jump +15, Knowledge (Arcane, Nature) +12, Listen +12, Search +14, Sense Motive +14, Spot +12, Survival +12, Swim +15
Feats: Endurance, Great Fortitude, Improved Toughness, Iron Will Environment: Temperate Forest or Underground
Organization: Solitary, Pair, Group (3-6)
Challenge Rating: 12
Treasure: None
Alignment: Neutral Good
Advancement: 15-24 HD (Large)
Level Adjustment: ---

"OMG!!! OMG That critter has a face!!"

This is the advanced version of Sasquatch from Joan Ocean's website.

Spell Like Abilities (Sp): At Will: Alter Self, Augury, Calm Emotions, Chain of Eyes, Dancing Lights, Ghost Sound, Messin' with Humans (see page 20), Stinking Cloud, Ventriloquism 5 times per day: Fear, Divination, Dimension Door 3 times per day: Ethereal Jaunt, Teleport

Rock Throwing (Ex): Bigfoot may throw and catch rocks as a Large Giant (see MM page 119).

Erase Memory (Su): As a Standard Action a Wise One may alter the memory of anyone within 60' if they fail a DC 24 Willpower Save. This only erases the memories of the presence of the Wise One.

Crow Form (Su): At will as a Standard Action a Wise One may assume Crow Form. It's Str becomes a 1, and it's Dex increases by +2. It gains a 1d2 claw attack (2 claw attacks with a Full Attack), a Land Speed of 10', and a Fly Speed of 40' (average). It may remain in Crow Form for 1 hour per point of Constitution Modifier.

Spirit Rocks (Su): The Sasquatch can create spirit rocks that facilitate telepathic communication between themselves and others. Anyone holding a Spirit Rock can initiate telepathic communication with any one other individual holding a Spirit Rock within 1 mile as a Standard Action.

Medicine Wheels (Su): Once per month the Sasquatch can make permanent gates between planes from shells, rocks, and wood and bones. This takes 1d4 days to complete construction and costs 1000 XP. It resembles the Gate spell in all respects but it can only be used for Planar Travel not for calling creatures, and can only be used to travel to the alternate Prime Material Plane where the Sasquatch originate from.

Near Immortality: The Sasquatch are immune to aging effects.

Infrasound Communication (Ex): Sasquatch may communicate with sound outside the normal range of hearing for most species. Only creatures with Blindsight based on Sonar (bats, dolphins, etc) can pick this communication up, and unless they're intelligent (Int 3 or more) and speak Sasquatch they can't really understand it.

Sonar (Ex): Sasquatch have Blindsight 60' as long as they can hear. Any effect that deafens them negates their Blindsight.

Combat: The Sasquatch prefer not to fight, and will usually use their Spell Like Abilities to scare off opponents, or throw rocks till they go away.

Bhu
2009-10-02, 05:09 AM
BIG Sasquatch
Colossal Monstrous Humanoid
Hit Dice: 40d8+400 (580 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 28 (-8 Size, +1 Dex, +25 Natural), touch 3, flat-footed 27
Base Attack/Grapple: +40/+73
Attack: Slam +49 melee (2d6+17/19-20) or Rock +33 Ranged (6d6+17)
Full Attack: 2 Slams +49 melee (2d6+17/19-20) and 1 Bite (2d6+9) or Rock +33 Ranged (6d6+17)
Space/Reach: 30 ft./30 ft.
Special Attacks: Improved Grab, Rock Throwing, Frightful Presence, Trample (4d12+17)
Special Qualities: Rock Catching, Low Light Vision, Dark Vision 120', Damage Reduction 10/-
Saves: Fort +23, Ref +23, Will +24
Abilities: Str 45, Dex 12, Con 30, Int 6, Wis 15, Cha 20
Skills: Climb +24, Jump +24, Listen +9, Spot +9, Survival +10, Swim +24
Feats: Awesome Blow, Cleave, Devastating Critical (Slam), Great Cleave, Greater Mighty Roar, Greater Multigrab. Improved Bull Rush, Improved Critical (Slam), Mighty Roar, Multigrab,Overwhelming Critical (Slam), Power Attack, Power Critical, Weapon Focus (Slam)
Environment: Any Temperate or Cold (except Aquatic/Desert) Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Usually Neutral
Advancement: 41-80 HD (Colossal)
Level Adjustment: ---

"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH!!!"

"BOB! SHUT THE HELL UP BEFORE THE DAR NGIANT CRITTER HERE"S US!"

Ive seen Bigfoot/Yeti Kaiju a few times and couldn't resist...

Improved Grab (Ex): If the Sasquatch successfully hits with it's Slam Attack it may immediately attempt a Grapple Check as a Free Action without provoking an Attack of Opportunity.

Rock Throwing (Ex): Identical to the Giant Ability listed on page 119 of the Monster Manual.

Frightful Presence (Ex): Any creature within a 360 foot radius of a Big Sasquatch that has less Hit Dice than the Kaiju is subject to its Frightening Presence. Victims in this range must make a DC 35 Will Save DC (Save DC is Charisma Based). If a save is successful that creature is immune to this Big Sasquatches frightful presence for 24 hours. Creatures with 4 HD or less are Panicked for 4d6 rounds, those with 5 HD or more are instead Shaken for 4d6 rounds.

Trample (Ex): DC 47 Reflex Save for half damage.

Rock Catching (Ex): Identical to the Giant Ability listed on page 119 of the Monster Manual, catching a Huge Rock is DC 30.

Combat: Pretty much like any Giant...

Bhu
2009-10-03, 06:08 AM
http://www.newanimal.org/howlersnake.htm

Guariba-boia Cryptid version
Medium Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 20 ft. (4 squares), Swim 40 ft.
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +2/+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 +5, Ref +5, Will +3
Abilities: Str 14, Dex 14, Con 14, Int 2, Wis 14, Cha 6
Skills: Listen +7, Spot +7, Swim +10
Feats: Alertness, Endurance
Environment: Warm Aquatic
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: 4-6 HD (Medium)
Level Adjustment: ---

"That is the ugliest otter I ever did see."

"Uh...Abner I think it heard you..."

This is the odd mammalian cryptid version of the Howler Monkey Snake.

Hold Breath (Ex): The Guariba-boia can hold it's breath for 6 times it's Constitution Modifier before it risks drowning.

Skills: The Guariba-boia has a +8 Racial Bonus on all Swim Checks, and may Always Take 10 on a Swim Check. It may use the Run Action while swimming in a straight line.

Combat: if anything enters the water the Guariba-boia will attempt to bite, but otherwise it's left alone.

Bhu
2009-10-03, 06:15 AM
http://www.newanimal.org/howlersnake.htm

Howler Monkey Snake legendary version
Medium Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 20 ft. (4 squares), Swim 40 ft.
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +2/+5
Attack: Bite +5 melee (1d6+2 plus Poison)
Full Attack: Bite +5 melee (1d6+2 plus Poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Howl, Poison
Special Qualities: Low Light Vision, Hold Breath
Saves: Fort +5, Ref +5, Will +3
Abilities: Str 14, Dex 14, Con 14, Int 2, Wis 14, Cha 6
Skills: Listen +5, Spot +5, Swim +10
Feats: Ability Focus (Poison), Endurance, Improved Grapple (B) Environment: Warm Aquatic
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 4-6 HD (Medium), 7-12 HD (Large), 13-24 (Huge) Level Adjustment: ---

"Bert...whut the hell is wrong with this snakes face?"

This is the more mythical version of the Howler Monkey Snake.

Howl (Ex): Any creature within 10' of the Howler Monkey Snake when it howls must make a DC 13 Fortitude Save or be Deafened 1d6 rounds (Save DC is Constitution Based).

Poison (Ex): Injury, DC 15 Fortitude Save (Save DC is Constitution Based), Initial and Secondary Damage 1d4 Constitution.

Hold Breath (Ex): The Howler Monkey Snake can hold it's breath for (8 times it's Constitution Modifier rounds) before it begins to risk drowning.

Skills: The Howler Monkey Snake has a +8 Racial Bonus on all Swim Checks, and may Always Take 10 on a Swim Check. It may use the Run Action while swimming in a straight line.

Combat: Howler Monkey Snakes usually bite and let their poison do it's work to soften the victim up so they can pull him into the water.

Bhu
2009-10-03, 06:19 AM
http://en.wikipedia.org/wiki/Batsquatch
http://www.unknown-creatures.com/batsquatch.html http://www.batsquatch.com/batsquatch/batsquatch.html oh dear god
http://www.wunderkabinett.co.uk/damndata/index.php?/archives/1738-The-Mount-Shasta-Batsquatch.html http://www.americanmonsters.com/monsters/avian/index.php?detail=article&idarticle=218
Batsquatch
Large Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +0
Speed: 30 ft. (6 squares), Fly 50' (Average)
Armor Class: 14 (-1 Size, +5 Natural), touch 9, flat-footed 14
Base Attack/Grapple: +4/+14
Attack: Slam +9 melee (1d8+6)
Full Attack: 2 Slams +9 melee (1d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved Grab
Special Qualities: Low Light Vision
Saves: Fort +9, Ref +5, Will +4
Abilities: Str 22, Dex 11, Con 18, Int 6, Wis 14, Cha 8
Skills: Listen +6, Spot +7
Feats: Flyby Attack, Hover, Wingover
Environment: Cold or Temperate Mountains
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: 7-12 HD (Large)
Level Adjustment: ---

"Bert...ah don't like this here mountain..."

Batsquatch are large batlike creatures or flying primates.

Improved Grab (Ex): A Batsquatch that successfully hits with it's Slam attack can make a Grapple Check as Free Action without provoking an Attack of Opportunity. If successful it usually flies upwards, and then drops it's victim.

Combat: Batsquatch rely on flyby attacks to whittle foes down, before grabbing them, flying as high as they can, and then dashing them to the ground.

Bhu
2009-10-04, 05:36 AM
www.helium.com/items/1220686-vampire-myt...

http://books.google.com/books?id=H1axCZifXdwC&pg=PA7&lpg=PA7&dq=adze+vampire+universe&source=bl&ots=UQ2xe_kRAi&sig=Q3Ha-Hzg0qTq6V-bAPHF_8KNLss&hl=en&ei=_3vISprHJ8KYlAeb95SSAw&sa=X&oi=book_result&ct=result&resnum=1#v=onepage&q=&f=false


http://en.wikipedia.org/wiki/Adze_%28folklore%29


www.trueghosttales.com/paranormal/the-va...



Adze
Small Outsider (Native, Evil)
Hit Dice: 5d8+10 (32 hp)
Initiative: +6 (+9 as Fly)
Speed: 30 ft. (6 Squares)
Armor Class: 13 (+1 Size, +2 Dex), touch 13, flat-footed 11
Armor Class as Fly: 23 (+8 Size, +5 Dex), touch 23, flat-footed 18
Base Attack/Grapple: +5/+0 (-4 as Fly)
Attack: By weapon +7 melee
Attack as Fly: Touch +18 melee (attach)
Full Attack: By weapon +7/+2 melee
Full Attack as Fly: Touch +18 melee (attach)
Space/Reach: 5 ft./5 ft.
Special Attacks: Alternate Forms, Possession, Disease, Feeding Frenzy, Attach, Blood Drain
Special Qualities: The Blood is the Life, Dark Vision 60', Immunities
Saves: Fort +6, Ref +6 (+9 as Fly), Will +7
Abilities: Str 8, Dex 14 (20 as Fly), Con 14, Int 16, Wis 16, Cha 18
Skills: Bluff +11, Concentration +9, Hide +10 (+20 as Fly), Intimidate +12, Knowledge (Arcana, Nature) +10, Listen +11, Move Silently +10 (+13 as Fly), Spellcraft +10, Spot +10, Survival +10, Use Magic Device +11
Feats: Improved Initiative, Weapon Finesse
Environment: Warm Plains, Marsh or Hills
Organization: Unique
Challenge Rating: 6
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: By Character Class (usually Sorcerer)
Level Adjustment: +8

"Who is that horrible looking blackened midget outside the village? Is he one of your men?"

"No. And we do not speak of him. If you have seen him it would be wise you do not speak of him either or he will come for you."

The Adze is a small jet-black malformed humanoid, often with a hunched back and skin that seems ill fitting. It often possesses men or other creatures in it's search for food, or attacks them to drain their blood. So long as it has it's fill of coconut milk, fruit juice, and palm oil (and occasionally some blood from the local children) all is well. But in times of famine, it begins to take a turn and possesses the local villagers making them into witches, and hunting down children or sleeping adults for blood.

Alternate Forms (Su): At will as a Swift Action the Adze can assume the form of a firefly or any biting insect of Size Class Fine. It's abilities are unchanged except as follows: It's Str becomes drops to -, it's Dex increases to 20, and it gains a Fly Speed of 40 (Good). The legends kinda argue about whether the bug or humanoid form is the real one, so I went with humanoid for now.

Possession (Su): This is identical to the Malevolence Ability listed on page 118 of the MM. It may only be used to possess Humanoids or Vermin. Humanoids that this ability is used upon must make a DC 16 Willpower Save (Save DC is Charisma Based) or gain the Witch Template once the Adze is expelled (see below).

Disease (Ex): While in the shape of an insect the Adzes bite transfers many deadly diseases (usually Malaria). When using it's Alternate Form ability and biting the Adze may choose to inflict a disease on it's opponent. Choose any disease from the DMG or other source that can be inflicted by Injury, and it's opponent must make a DC 16 Fortitude Save to avoid being infected (Save DC is Constitution based with a +2 Racial Modifier).

Feeding Frenzy (Ex): Every day an Adze goes without sufficient food it must make a DC 20 Willpower Save, or go into frenzy. The Save DC gains a cumulative +1 each day the Adze goes without enough food. If it fails the Save DC, it is subject to Rage (as per the Barbarian ability) for the entire day, and will consume anything it can, even attacking people. So long as it's well fed this is not a risk.

Attach (Ex): While using it's Alternate Form ability the Adze can make a Touch Attach to attach itself to an opponent. An attached Adze is effectively Grappling it's prey and loses it's Dex Bonus to AC (AC 18), but it gains a +12 Racial Bonus to Grappling Checks in Fly form. An attached Adze can be struck with a weapon to dislodge it, or an opponent can successfully Pin it in a Grapple. The touch of the Adze is fairly light, and it's bite is difficult for people to feel. Anyone an Adze attaches to gets a Spot or Listen check vs its Hide or Move Silently Check. If they fail, they do not realize something is wrong until they have taken 1d3 Strength damage. Sleeping opponents automatically fail this check, but can still notice a problem after 1d3 points of Strength have been lost.

Blood Drain (Ex): While using it's Alternate Form ability, and attached to an opponent, the Adze can drain 1 point of Constitution per round it remains attached to an opponent.

The Blood is the Life (Su): The Adze is empowered by blood and can become phenomenally powerful if it gains enough of it. For 24 hours after it drinks blood an Adze gains a Profane Bonus to AC equal to double the Con it drained successfully.

Immunities: Adze are immune to poison and disease.

Combat: Adze prefer to attack sleeping victims and drink their blood as they are as vulnerable as any other humanoid. if angered or starving, it will possess people to make them Witches and wreak havoc.







Witch

Witch is an Acquired Template that can be added to any Humanoid that has undergone the proper magical rituals or been possessed by an Adze.

Size and Type: Unchanged.

Hit Dice: Unchanged.

Speed: Gains Fly Speed equal to twice Land Speed with Good Maneuverability.

Armor Class: Unchanged.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: A Witch keeps all Special Attacks of the Base Creature and gains the following:

Spell-Like Abilities (Sp): Witches may cast the following as Spell-Like Abilities: Blindness/Deafness, Curse of Ill Fortune, Curse Water, Death Knell, Desecrate, Doom, Hold Person at will. Bestow Curse, Contagion, Diminish Plants, Unholy Storm 3/day. Blight, Feeblemind, Mass Curse of Ill Fortune, Nightmare, Unhallow 1/day.

Capture Spirits (Su): Once per day as a Supernatural Ability the Witch can cast Magic Jar, except that it can only be used against Spirits (see Complete Divine), and instead of possessing the body you instead imprison the spirit in the Magic Jar.

Blood Drain (Ex): With a successful touch attack while in incorporeal form the Witch can Drain 1d3 Constitution.


Special Qualities: The Witch retains all Special Qualities of the base Creature, plus gains the following:

Animal Forms (Su): At will you may Polymorph (as per the Spell) into any Animal that is Size Class Small or smaller.

Unleash Soul (Su): Once per day once the sun goes down, the witch may go to sleep and unleash her soul to attack the living. Effectively she gains the Ghost Template until the sun comes up (at which point she immediately returns to her body). She may teleport back to her body regardless of the distance she is from it as a Swift Action. Her type does not turn to Undead, and she gains no Special Attacks/Qualities or Ability increases from the Ghost Template except Manifestation. She does however gain the Blood Drain attack while incorporeal.

Unwilling to Die (Su): To truly kill a Witch one must cut out her tongue, nail it to her chin before beheading her, and then burning the body while staking the head and leaving it for the wild animals to feed on. If this is not done properly she gains the full abilities of the Ghost Template along with keeping her abilities from the Witch template, and her soul wonders from her grave at night to attack the living, teleporting back to it at sunrise.

Saves: Unchanged.

Abilities: +4 Wis, +4 Cha

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged, but usually Solitary or Group (3-6).

Challenge Rating: +4

Treasure: Unchanged.

Alignment: Always Chaotic Evil.

Advancement: by Character Class (usually Sorcerer or Warlock).

Level Adjustment: +8

Example of creature using template here:



Ameyo 2nd level Commoner/Witch Template
Medium Humanoid
Hit Dice: 2d8 (9 hp)
Initiative: +1
Speed: 30 ft. (6 squares), Fly 60 ft. (Good)
Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
Base Attack/Grapple: +1/+0
Attack: By Weapon +0
Full Attack: By Weapon +0
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-Like Abilities, Capture Spirits, Blood Drain
Special Qualities: Animal Forms, Unleash Soul, Unwilling to Die
Saves: Fort +0, Ref +1, Will +4
Abilities: Str 8, Dex 12, Con 10, Int 13, Wis 18, Cha 19
Skills: Craft (any one) +4, Listen +8, Profession (Farmer) +7, Spot +8
Feats: Endurance
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: By Character Class
Level Adjustment: +8

Ameyo has recently been possessed by an Adze and has been banished from her village for being a witch. At first she believed this was unfair and cursed them for abandoning her, but as her powers began to show she understood. She also found a village of other Witches banished from their tribes that has banded together for survival. Together the plot revenge on their families.

Bhu
2009-10-05, 06:53 AM
No fans of African vampire myths I see...

The Mentalist
2009-10-05, 07:01 AM
Actually I saw this and completely freaked out, I missed your update yesterday though.

*cue fanboyish shrieks*

Bhu
2009-10-05, 07:02 AM
so no disagreements with Outsider then :smallbiggrin:

The Mentalist
2009-10-05, 07:07 AM
Not at all... just so long as nothing sparkles.

Bhu
2009-10-06, 06:42 AM
Are there official malaria stats?

DracoDei
2009-10-06, 07:43 AM
THat might be in one of my books... I would very much HOPE it would be in "Dread Mire" give me a while to look, and poke me if I haven't gotten back to you in 48 hours.

Bhu
2009-10-07, 05:00 AM
I could swear Debbie showed it to me once...

Rappy
2009-10-07, 06:07 AM
In an ironic note, I got a nearly 470-page title concerning vampiric creatures, including the adze, yesterday, so I can try and help if you need any input from me.

Also, I believe that there's malaria stats in the 3rd party title Modern Maladies.

Bhu
2009-10-08, 05:25 AM
In an ironic note, I got a nearly 470-page title concerning vampiric creatures, including the adze, yesterday, so I can try and help if you need any input from me.

Also, I believe that there's malaria stats in the 3rd party title Modern Maladies.

I may just have to take you up on that :smallbiggrin:

Any thoughts on the Adze so far?

Rappy
2009-10-08, 05:49 AM
The vampire guide seems to indicate that the insect form is the adze's natural form with the humanoid shape as an alternate form. I have no problem reversing this to make it tougher, however. Possession looks good. All in all, you seem to have covered all the bases. The book seems to give more information on the vampire-witches associated with the adze (including the gruesome methods of making sure they stay dead) than the adze itself, however, so I cannot really give you more stat choices than what you already have.

Shademan
2009-10-08, 03:33 PM
say, Bhu... you're some official monster maker or what? y'know...fer wizardsofthatcoast...
just wonderin'...

Shraik
2009-10-08, 03:49 PM
See, I loved the idea of "Ya know, otyughs. They kinda look like amphibians, or bug like in a sense. How weird would it be if they actually came from Larva?" and an Idea was born...

Otyugh Larva. I have not statted them, but I imagine the would look like a sphere, with an eye in the middle, towards the top. Kind of like a Dianoga from starwars, with teeth on the bottom, except the eye is just in front, no stalk. also, it has a tentacle for each limb, and as it grows, the eye ball creeps up the tentacle.

Bhu
2009-10-09, 05:14 AM
say, Bhu... you're some official monster maker or what? y'know...fer wizardsofthatcoast...
just wonderin'...

Not official no:smallbiggrin:

They would never allow me to do stuff like my Dryads :belkar:

Bhu
2009-10-09, 05:15 AM
See, I loved the idea of "Ya know, otyughs. They kinda look like amphibians, or bug like in a sense. How weird would it be if they actually came from Larva?" and an Idea was born...

Otyugh Larva. I have not statted them, but I imagine the would look like a sphere, with an eye in the middle, towards the top. Kind of like a Dianoga from starwars, with teeth on the bottom, except the eye is just in front, no stalk. also, it has a tentacle for each limb, and as it grows, the eye ball creeps up the tentacle.

This...has potential...I must do this

Bhu
2009-10-09, 05:18 AM
The vampire guide seems to indicate that the insect form is the adze's natural form with the humanoid shape as an alternate form. I have no problem reversing this to make it tougher, however. Possession looks good. All in all, you seem to have covered all the bases. The book seems to give more information on the vampire-witches associated with the adze (including the gruesome methods of making sure they stay dead) than the adze itself, however, so I cannot really give you more stat choices than what you already have.

I could use some more info on the witches...

Shademan
2009-10-09, 11:28 AM
Not official no:smallbiggrin:

They would never allow me to do stuff like my Dryads :belkar:

to which I raise my glass to you!
HEPP HEPP! AND LONG LIVE THE DRYADS!

Rappy
2009-10-09, 09:02 PM
I could use some more info on the witches...
Alright, I sent you a PM, since they're rather...forum unsafe.

Bhu
2009-10-10, 05:10 AM
Alright, I sent you a PM, since they're rather...forum unsafe.

Obviously you havent seen some of the critters I entered into the competitions (or my Dryads). Peek at the list on the front page and look for the Pembunuh and the Resurrection Women. I can't believe they let me post those without fuss, but somehow it happened.

Cyanidesoul
2009-10-10, 05:30 AM
Obviously you havent seen some of the critters I entered into the competitions (or my Dryads). Peek at the list on the front page and look for the Pembunuh and the Resurrection Women. I can't believe they let me post those without fuss, but somehow it happened.

Hey there! I've been reading through this thread and I must say you've done an exemplary job. Good, fun monsters. I like the Habanero dryad especially. I was wondering if you could stat up a creature they reminded me of? They're from Dragon Quest: Journey of the Cursed King - They're called capsichums. (You'll probably need to google up a screenshot of them) They're essentially small capsicum monsters that are stuck together on a metal skewer. They are pretty weak, (I was thinking CR 1 monsters in game terms) but have the power to make you hot under the collar, if you know what I mean! If you don't want to do this, that's fine -thanks again for the hilarious monsters!

Rappy
2009-10-10, 05:31 AM
Obviously you havent seen some of the critters I entered into the competitions (or my Dryads). Peek at the list on the front page and look for the Pembunuh and the Resurrection Women. I can't believe they let me post those without fuss, but somehow it happened.
True, but I'd rather be safe than carrying infractions. :smallredface:

Bhu
2009-10-10, 05:44 AM
If I can find info on the capsichums I'll do them. WHat are they supposed to be capable of ?

Also: big update to Adze

In the meantime, to fill another request:

Larval Otyugh
Tiny Aberration
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 5 ft. (1 square)
Armor Class: 18 (+2 Size, +1 Dex, +5 Natural), touch 13, flat-footed 17
Base Attack/Grapple: +0/-12
Attack: Tentacle +1 melee (1d3-4)
Full Attack: 2 Tentacles +1 melee (1d3-4) and 1 Bite -4 melee (1 point)
Space/Reach: 2 1/2 ft./0 ft.(5 ft. with tentacles)
Special Attacks: Constrict, Disease, Improved Grab, Stench of the Unholay!
Special Qualities: Dark Vision 60', Scent
Saves: Fort +0, Ref +1, Will +4
Abilities: Str 3, Dex 12, Con 10, Int 2, Wis 12, Cha 3
Skills: Hide +9 (+17 in Lair), Listen +3, Spot +3
Feats: Weapon Finesse
Environment: Underground
Organization: Solitary or Swarm (3-4)
Challenge Rating: 1/2
Treasure: None
Alignment: Usually Neutral
Advancement: 2-3 HD (Small), 4-5 HD (Medium)
Level Adjustment: ---


"Oh mah gawd, I think they stink even worse when they're babies!"

Otyugh apparently develop from little stinky larva. Good news for adventurers everywhere...

Constrict (Ex): A Larval Otyugh automatically does its tentacle damage with a successful Grapple Check.

Disease (Ex): Filth Fever-Bite, Fortitude DC 10, incubation period 1d3 days, damage 1d3 Dex and Con. Save DC is Constitution based.

Improved Grab (Ex): Larval Otyughs do not provoke an Attack of Opportunity when attempting a Grapple.

Stench of the Unholay! (Ex): Any living corporeal creature within 10' of the Larval Otyugh must make a DC 10 (Save DC is Constitution based) or be Nauseated so long as they remain within range of the Otyugh, and 1 round after. Opponents who save successfully are immune to this Larval Otyughs stench for 24 hours.

Skills: Larval Otyughs have a +8 Racial Bonus to Hide Checks in their lair.

Combat: Larval Otyughs ambush prey smaller than themselves, but hide otherwise. Unfortunately they seem to be of value to Alchemists so adventurers are often sent to fetch them.

Debihuman
2009-10-10, 10:14 AM
I could swear Debbie showed it to me once...

Malaria stats --yeah they're somewhere. I remember seeing them. Some book on diseases D20 but I only found the web enhancement. [Edit] It was "Nature's Wrath". Here's the preview too:
http://www.bloodstone-press.com/naturepreview.pdf

Debby

DracoDei
2009-10-10, 01:39 PM
Nothing in Dreadmire... must be in the African campaign book I left at home.

Cyanidesoul
2009-10-10, 04:20 PM
If I can find info on the capsichums I'll do them. WHat are they supposed to be capable of ?

Also: big update to Adze

In the meantime, to fill another request:

Larval Otyugh
Tiny Aberration
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 5 ft. (1 square)
Armor Class: 18 (+2 Size, +1 Dex, +5 Natural), touch 13, flat-footed 17
Base Attack/Grapple: +0/-12
Attack: Tentacle +1 melee (1d3-4)
Full Attack: 2 Tentacles +1 melee (1d3-4) and 1 Bite -4 melee (1 point)
Space/Reach: 2 1/2 ft./0 ft.(5 ft. with tentacles)
Special Attacks: Constrict, Disease, Improved Grab, Stench of the Unholay!
Special Qualities: Dark Vision 60', Scent
Saves: Fort +0, Ref +1, Will +4
Abilities: Str 3, Dex 12, Con 10, Int 2, Wis 12, Cha 3
Skills: Hide, Listen, Spot
Feats: Weapon Finesse
Environment: Underground
Organization: Solitary or Swarm (3-4)
Challenge Rating:
Treasure: None
Alignment: Usually Neutral
Advancement: 2-3 HD (Small), 4-5 HD (Medium)
Level Adjustment: ---

Constrict (Ex):

Disease (Ex):

Improved Grab (Ex):

Stench of the Unholay! (Ex):

Combat:

work in progress

In the game, they just dance and cavort about, pulling leering faces and casting a weak fire spell occasionally. However, I was thinking that perhaps they could have some abilities like the habanero dryad involving the fact they're essentially mutant capsicuns and really, really hot. And mean.
http://i9.photobucket.com/albums/a78/Cyanide_Soul/Capsichum.jpg

Bhu
2009-10-11, 06:37 AM
Adze is almost done, Larval Otyugh is finished. Capsichums will begin as soon as I can find more on them (size, environment, etc). If not i guess I'll make stuff up...

Rappy
2009-10-11, 06:50 AM
I'll look up the capsichums when I can; right now, though, my cold is a bit too strong for me to focus that well on noticing facts.

EDIT: On second thought, it might be up to you. I didn't find anything relevant anywhere.

Bhu
2009-10-13, 05:33 AM
Capsichum
Medium Plant
Hit Dice: 2d8+2 (11 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 Dex, +3 Natural), touch 11, flat-footed 13
Base Attack/Grapple: +1/+1
Attack: Skewer (aka Shortspear) +1 melee (1d6)
Full Attack: Skewer (aka Shortspear) +1 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fire Magic
Special Qualities: Low Light Vision, Plant traits, DR 5/slashing, They Taste Like Burning!
Saves: Fort +4, Ref +1, Will +2
Abilities: Str 10, Dex 12, Con 12, Int 10, Wis 14, Cha 14
Skills: Concentration +4, Knowledge (Arcana, Nature) +2, Spellcraft +3
Feats: Cooperative Spell-Like Ability (works exactly like Cooperative Spell from Complete Arcana, but for Spell Like Abilities. Can be used 3/day).
Environment: Warm Forest or Plains
Organization: Pair or Group (4-8)
Challenge Rating: 1
Treasure: Standard
Alignment: Always Neutral (with some Evil tendencies)
Advancement: By Character Class (Usually Sorcerer)
Level Adjustment: +5

"Abner...Ah smell chili..."

"Ain't chili Bert, it's freaky pepper people."

"AWRIGHT! Finally a challenge I can sink mah teeth into..."

Capsichums are odd ambulatory green or orange peppers with small limbs and faces on their fronts. Yeah it doesn't get much weirder than that...and whats with that skewer anyways?

Fire Magic (Sp): Capsichums gain certain fire related Spell Like abilities as they advance in Hit Dice.
1HD: 3/day-Burning Hands, Produce Flame 1-day-Lesser Orb of Fire
4HD: 3/day-Burning Hands, Lesser Orb of Fire, Produce Flame 1/day-Combust, Fireburst, Flaming Sphere, Scorch
10HD: At will-Burning Hands, Lesser Orb of Fire, Produce Flame 3/day-Combust, Fireburst, Flaming Sphere, Scorch 1/day-Fireball

They Taste Like Burning! (Ex): Anything biting a Capsichum must make a DC 14 Fortitude Save (Save DC is Constitution Based with a +2 Racial Bonus) or be Nauseated for 1 round. If the Save is successful they are Shaken 1 round instead. If the opponent swallows them whole, it must make a Save each round the Capsichum is in their stomach.

Combat: Capsichums rely on teamwork and fire magic to beat foes. Against enemies that are fire resistant they tend to flee.

Cyanidesoul
2009-10-13, 05:42 PM
Capsichum
Medium Plant
Hit Dice: 2d8+2 (11 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: <#> (+1 Dex, ), touch <#>, flat-footed <#>
Base Attack/Grapple: +1/+
Attack:
Full Attack:
Space/Reach: 5 ft./5 ft.
Special Attacks: Fire Magic
Special Qualities: Low Light Vision, Plant traits, DR 5/slashing
Saves: Fort +4, Ref +1, Will +2
Abilities: Str 10, Dex 12, Con 12, Int 10, Wis 14, Cha 14
Skills:
Feats:
Environment: Warm Forest or Plains
Organization: Pair or Group (4-8)
Challenge Rating:
Treasure: Standard
Alignment:
Advancement:
Level Adjustment: +



Okay the Adze is done, and these are my thoughts on the capsichums so far. I get anything right?

I'm liking what I see.:smallbiggrin:

Bhu
2009-10-14, 03:38 AM
Dire Arapaima
Huge Animal
Hit Dice: 12d8+36 (90 hp)
Initiative: +6
Speed: Swim 40 ft. (8 squares)
Armor Class: 20 (-2 Size, +2 Dex, +10 Natural), touch 10, flat-footed 18
Base Attack/Grapple: +8/+27
Attack: Bite +13 melee (2d6+14)
Full Attack: Bite +13 melee (2d6+14)
Space/Reach: 15 ft./10 ft.
Special Attacks: I'm an ICBM! Whee!
Special Qualities: Low Light Vision, Blindsense, Hold Breath
Saves: Fort +11, Ref +10, Will +6
Abilities: Str 24, Dex 14, Con 16, Int 1, Wis 14, Cha 8
Skills: Listen +10, Spot +9, Swim +15
Feats: Combat Reflexes, Improved Initiative, Improved Snatch, Snatch, Snatch and Swallow (B, see Draconomicon, energy damage is acid)
Environment: Warm Aquatic
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always Neutral
Advancement: 13-24 HD (Huge)
Level Adjustment: ---

"Aaahh...nuthin' like realxin' on the river trout fishin'..."

"..."

"..."

*coughs*

"We're not trout fishin' are we Bert..."

"(Sighs) No."

"Dammit Bert! You said we was supposed to be on vacation!"


The Dire Arapaima (also known as the Pirarucu) is a huge predator fish found in large rivers. It is also one of the few fish required to surface every so often for air.

I'm an ICBM! Whee!: The Dire Arapaima sometimes likes to leap from the water hurtling into opponents as part of a charge attack. On a charge the Dire Arapaima does 4d6+28 bludgeoning damage.

Blindsense: The Dire Arapaima can sense all creatures within 60' while underwater.

Hold Breath: The Dire Arapaima can Hold it's breath for (8 times it's Constitution modifier) rounds before it risks drowning.

Combat: The Dire Arapaima tends to snatch and swallow against creatures small enough, Otherwise it simply snatches one, and swims away while chewing on it. It will return for another when the first is dead.

Bhu
2009-10-14, 03:39 AM
Are there any fire type spells in Dragon Quest other than "ZAP! OMGOMGOMG IM ON FIRE!"?

And should the Capsichums be neutral?

Cyanidesoul
2009-10-14, 05:22 AM
Are there any fire type spells in Dragon Quest other than "ZAP! OMGOMGOMG IM ON FIRE!"?

And should the Capsichums be neutral?

I think from memory the fire spell just gets STRONGER or as you advance lets you hit multiple targets at once. "Sizzle", I think is the first and lowest fire spell. Probably not unlike burning hands. I'd say the capsichums would neutral (with evil tendencies). They seem to enjoy attacking you and glowering menacingly at you as they dance about in combat. Feel free to devise any new attacks or abilities as you see fit.

P.S. Burt and his companion's misadventures make for good readin'. Perhaps you should stat them up one day?:smallwink:

Rappy
2009-10-14, 06:39 AM
The dire arapaima probably needs a charge attack. One of the arapaima's more awe-inspiring defensive abilities is to launch their bulk into the air horizontally for a short period. It supposedly feels like a ballistic missile if you're struck (although I wouldn't know myself :smalltongue: ); if a normal arapaima can do that, imagine a dire one performing the same act!

Cyanidesoul
2009-10-14, 08:47 PM
Just a though for a Capsichum... could they have some ability that makes a pc feel likes they've just eaten the hottest pepper imaginable?

Bhu
2009-10-15, 05:27 AM
I think from memory the fire spell just gets STRONGER or as you advance lets you hit multiple targets at once. "Sizzle", I think is the first and lowest fire spell. Probably not unlike burning hands. I'd say the capsichums would neutral (with evil tendencies). They seem to enjoy attacking you and glowering menacingly at you as they dance about in combat. Feel free to devise any new attacks or abilities as you see fit.

P.S. Burt and his companion's misadventures make for good readin'. Perhaps you should stat them up one day?:smallwink:

http://brilliantgameologists.com/boards/index.php?topic=2962.msg166448#msg166448

currently I'm statting out their niece Sandy...(warning some of the language may be nsfw)

Do the Capsichums ever attack with a bite or that skewer?

Added the Arapiam ability Rap. Think it'll change the CR?

Cyanidesoul
2009-10-15, 06:38 AM
http://brilliantgameologists.com/boards/index.php?topic=2962.msg166448#msg166448

currently I'm statting out their niece Sandy...(warning some of the language may be nsfw)

Do the Capsichums ever attack with a bite or that skewer?

Added the Arapiam ability Rap. Think it'll change the CR?

The capsichums just kinda headbutt you in the game. But yeah, they could bite.

Shademan
2009-10-15, 11:19 AM
hm, I wanna examine the character bert and...uh...whotshisname a wee bit closer. what weapons do they use? are they both fighter/warrior classes? have you imagined how they LOOK like?

Cyanidesoul
2009-10-15, 05:46 PM
The capsichums just kinda headbutt you in the game. But yeah, they could bite.

Actually, why not use the skewer as a weapon. They simply pull out to use and stick it back in when they're done?

Cyanidesoul
2009-10-15, 05:47 PM
The capsichums just kinda headbutt you in the game. But yeah, they could bite.

Actually, why not use the skewer as a weapon. They simply pull out to use and stick it back in when they're done? But then that might defeat the purpose of them being stuck together on the skewer...

Bhu
2009-10-16, 08:01 AM
hm, I wanna examine the character bert and...uh...whotshisname a wee bit closer. what weapons do they use? are they both fighter/warrior classes? have you imagined how they LOOK like?

Bert and Abner are redneck hunters who got bored one day and decided hunting monsters would be kewl and they could make money at it. They have since soured on the idea a lil.

I've always thought they had beards :smallbiggrin:


Got some of the Capsichum abilities up.

Cyanidesoul
2009-10-16, 07:47 PM
Great work Bhu!

Rappy
2009-10-17, 06:38 AM
I wouldn't bump the CR by more than +1 if you do decide that the ICBM ability is worth a higher dose.

Bhu
2009-10-18, 07:32 AM
OK if you guys think the CR/LA is okay for the Capsichums I'm moving on to a Leech Man request.

Cyanidesoul
2009-10-18, 10:17 PM
OK if you guys think the CR/LA is okay for the Capsichums I'm moving on to a Leech Man request.

Maybe the capsichums should be small. They are probably halfling size in game terms. Apart from that, you've done a good job. I'll have to think of some fluff for them...

Bhu
2009-10-19, 03:42 AM
BEHOLD THE FURY OF THE LEECHMEN!
Medium Monstrous Humanoid
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 30 ft. (6 squares), Swim 45 ft.
Armor Class: 12 (+2 Natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+6
Attack: Bite +2 melee (1d4 plus disease) or Spear +2 melee (1d8) or Short Bow +2 Ranged (1d6)
Full Attack: Bite +2 melee (1d4 plus disease) or Spear +2 melee (1d8) or Short Bow +2 Ranged (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spit, Blood Drain, Disease
Special Qualities: Dark Vision 60', Slime, Immune to Non-Magical Disease, Salt Vulnerability
Saves: Fort +1, Ref +3, Will +4
Abilities: Str 10, Dex 10, Con 12, Int 8, Wis 12, Cha 8
Skills: Climb +8, Escape Artist +4, Hide +2 (+6 Swamps), Survival +3, Swim +8
Feats: Ability Focus (Spit)
Environment: Warm Marshes
Organization: Solitary, Pair, or Group (4-12)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually Neutral
Advancement: By Character Class (usually Barbarian or Spirit Shaman)
Level Adjustment: +3



LEECHMAN GUARD
Medium Monstrous Humanoid
Hit Dice: 3d8+3 (16 hp)
Initiative: +0
Speed: 30 ft. (6 squares), Swim 45 ft.
Armor Class: 15 (+2 Natural, +3 Armor), touch 10, flat-footed 15
Base Attack/Grapple: +3/+8
Attack: Bite +5 melee (1d4+2 plus disease) or Spear +5 melee (1d8+2) or Short Bow +0 Ranged (1d6)
Full Attack: Bite +5 melee (1d4+2 plus disease) or Spear +5 melee (1d8+2) or Short Bow +3 Ranged (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spit, Blood Drain, Disease
Special Qualities: Dark Vision 60', Slime, Immune to Non-Magical Disease, Salt Vulnerability
Saves: Fort +2, Ref +3, Will +3
Abilities: Str 14, Dex 10, Con 12, Int 10, Wis 10, Cha 6
Skills: Climb +10, Escape Artist +8, Hide +4 (+8 Swamps), Survival +4, Swim +10
Feats: Ability Focus (Spit),
Environment: Warm Marshes
Organization: Solitary, Pair, or Group (4-12)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Neutral
Advancement: By Character Class (usually Barbarian or Spirit Shaman)
Level Adjustment: +4

"Abner...Abner there's something in mah sleepin' bag. It's cold, and it's wet, and I think it has a mouth fastened to one of my buttocks...I'd really like it if you could wake up and kill it now..."

The Leechmen are slimy bipedal creatures vaguely resembling humanoid leeches with long boneless arms. Almost all of them are armed with either Short Bows or Spears (though where they gained the ability to create Short Bows is unknown as otherwise they are quite primitive). They use selective breeding to create variants of their species, the most common of which are the guards (which in addition to being about a foot taller than regular Leechmen, are also slightly more intelligent), and some have domesticated Giant Leeches and similar swamp invertebrates as companions. Usually only the guards wear armor, which is usually some sort of Hide. Tribes are led by a Shaman, and usually not aggressive unless threatened or starving. While they need blood, the Leechmen try not to kill victims, as this ensures a future food supply (though they can survive on fish and vegetables for brief periods of time).

Spit (Ex): The Leechmen can spit a viscous glob of mucousy substance up to 10' once every 1d3 rounds as a Standard Action. This is a Ranged Touch Attack, and opponents successfully hit by it must make a DC 14 Fortitude Save (Save DC is Constitution based) or be Stunned for 1d3 rounds.

Blood Drain (Ex): If the Leechman pins an opponent in a Grapple it does 1d3 temporary Constitution Damage, and has a small chance of infecting it's opponent (see below).

Disease (Ex): Whenever an opponent is successfully bitten by the Leechmen (or they can use their Blood Drain ability), he must make a DC 12 Fortitude Save (Save DC is Constitution based) or contract the red Ache disease (see DMG page 292).

Slime (Ex): The Slime covering Leechmen can be manipulated somewhat, giving them a +4 Racial Bonus to Grapple and Escape Artist Checks.

Salt Vulnerability (Ex): Leechmen take 1d4 damage per round per pound of salt they come in contact with. They also have a -1 Morale Penalty on all rolls so long as they are in the presence of salt.

Skills: Leechmen get a +8 Racial Bonus to Climb and Swim Checks, and may always Take 10 on a Climb or Swim check. They also get a +4 Racial Bonus to Hide Checks in their native terrain.

Combat: Leechmen tend to spit, grapple stunned opponents, and drain their blood if hungry. Otherwise they spit, and then skewer them with spears/bows.

Bhu
2009-10-19, 03:44 AM
Maybe the capsichums should be small. They are probably halfling size in game terms. Apart from that, you've done a good job. I'll have to think of some fluff for them...

I can make them small, but I'll have to rework stats and stuff.

Cyanidesoul
2009-10-19, 04:50 AM
I can make them small, but I'll have to rework stats and stuff.

Leechmen should have a bloodsucking effect like that of a giant leech and a vulnerability to salt... maybe they also keep giant leeches for pets/guards? Hmmm... I'll flip through my books and files for giant leeches. But thanks again Bhu the monster maestro.

Bhu
2009-10-20, 06:08 AM
No problem :smallbiggrin:

Rappy
2009-10-20, 06:12 AM
The leechmen should totally have this ability:


Wounding (Ex): Damage resulting from the leechwalker’s tentacle rake attack is a wound that bleeds for an additional 3 points of damage every round thereafter. Multiple wounds result in cumulative blood loss (two successful rake attacks mean blood lose of 6 points per round, and so on). The bleeding can be stopped by a successful Treat Injury check (DC 10) or the application of a cure spell or some other healing spell.

Debihuman
2009-10-20, 05:57 PM
I'd love to see Bert and Abner statted out. That would be awesome. They may be rednecks, but they have managed to survive all these encounters.

Debby

Bhu
2009-10-21, 06:58 AM
bert and Abner will be eventually. Minor update to Leechmen, which some of you by now will have guessed is a 3.5 update for the hackmaster critter of the same name.

Anyone have a pic of this thing so I can guess stats?

Cyanidesoul
2009-10-22, 01:08 AM
bert and Abner will be eventually. Minor update to Leechmen, which some of you by now will have guessed is a 3.5 update for the hackmaster critter of the same name.

Anyone have a pic of this thing so I can guess stats?



http://i308.photobucket.com/albums/kk344/reikon_taberuhito/LeechMan.jpg

Hope that helps.:smallsmile:

Bhu
2009-10-22, 06:15 AM
Yup. The stats look okay?

Bhu
2009-10-24, 01:57 AM
OK as long as there are no objections to CR/LA, or tweaks that need made the Leechmen are done.

Cyanidesoul
2009-10-24, 09:05 PM
OK as long as there are no objections to CR/LA, or tweaks that need made the Leechmen are done.

Great work Bhu!:smallsmile:

Bhu
2009-10-25, 06:10 AM
Dire Candiru
Diminutive Animal (Aquatic)
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: Swim 20 ft. (4 squares)
Armor Class: 18 (+4 Size, +3 Dex, +1 Natural), touch 17, flat-footed 15
Base Attack/Grapple: +0/-17
Attack: Nibble -1 melee (1 point) or Lunge +3 melee touch (see below)
Full Attack: Nibble -1 melee (1 point) or Lunge +3 melee touch (see below)
Space/Reach: 1 ft./0 ft.
Special Attacks: AAAAAAAAAAAAAAAAH!!!!!!
Special Qualities: Low Light Vision, Blindsense
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 1, Dex 16, Con 11, Int 1, Wis 12, Cha 2
Skills: Hide +15, Listen +3, Spot +3, Swim +3
Feats: Alertness
Environment: Warm Aquatic
Organization: Solitary
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---

"Ah really, really don't like this river Bert."

Dire Candiru are too large to truly annoy humanoid populations, and instead focus their parasitization on the local Giants. Something which has made the Giants a bit fussy about entering rivers. They do however like Candiru sushi, and many humanoid villages earn decent pay by fishing for the critter, both to provide food and remove a menace to future generations of giants.

AAAAAAAAAAAAAAAAH!!!!!! (Ex): Candiru survive by feeding on the blood supply of larger fish, or of Giants and giant sized critters. To do this they perform a Lunge attack, which is a melee touch attack to fit themselves into the gill cavities of a large fish, or any other appropriate opening on a Giant (usually the urethra). If the touch attack is successful and the Candiru has made it's way inside, it extends spines, making it impossible to pull out without seriously injuring or killing the victim. Attempting to pull the Candiru out does 1d4 temporary Constitution damage, and the victim loses an additional 2d6 hp per round due to blood loss if it can be puled out (a DC 25 Str check is required). Unsuccessful attempts do 1 point of temporary Con damage per attempt, and if the check rolls a natural 1 or fails by 5 or more, the victim also begins taking the additional bleeding damage per round. The Candiru can also be removed via surgery (DC 25 Heal Check, takes 1d3 hours). If the check is failed, the fish is still removed but the victim takes 1 point of temporary Con damage, and also takes the bleeding damage. The victim may also suffer some physical and mental impairment as a result. There are also herbal remedies that can be made (DC 25 Knowledge: Nature check) that will kill the fish and dissolve it over the course of 1d4 days.

While the fish is alive and inside a victim it does 1 point of temporary Con damage per day while feeding.

Blindsense (Ex): While underwater the Dire Candiru can sense any creature within 30'.

Skills: Dire Candiru have a +8 Racial Bonus on all Swim Checks, and can Always Take 10 on a Swim Check. They may use the Run Action while swimming in a straight line.

Combat: Candiru tend to stalk an appropriate fish to parasitize. If this fails it finds a Giant it can use. They avoid humanoids who have no appropriately sized openings they can get into. They can't really fight, aand have to hope to take victims by surprise.

Bhu
2009-10-26, 04:04 AM
Hey cyanide, any requests while I try to figure out a mod friendly way to phrase the Dire Candirus abilities?

Cyanidesoul
2009-10-26, 05:35 AM
Hey cyanide, any requests while I try to figure out a mod friendly way to phrase the Dire Candirus abilities?

Hmmm... I'll get back to you on that. It's almost midnight here and I'm sleepy. I'll let you know in the morning.:smallsmile:

Bhu
2009-10-27, 05:29 AM
http://iririv.deviantart.com/art/Mesozoic-Demon-119698179

They Who Lie In Wait
Huge Outsider (Chaotic, Extraplanar, Evil, Obyrith)
Hit Dice: 18d8+126 (207)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 20 (-2 Size, +2 Dex, +10 Natural), touch 10, flat-footed 18
Base Attack/Grapple: +18/+37
Attack: Bite +27 melee (3d6+22) or Tongue Spear +27 melee (1d8+11 plus Infect)
Full Attack: Bite +27 melee (3d6+22) or Tongue Spear +27 melee (1d8+11 plus Infect) and 2 Tentacles +22 melee (1d8+5)
Space/Reach: 15 ft./15 ft.
Special Attacks: Form of Madness, Infection, Threat Display, Transformation
Special Qualities: Immunities, Energy Resistance 10 (Acid, Cold, Electricity, Fire), Fast Healing 10, True Seeing, Telepathy 100', Blindsight 120', Damage Reduction 10/Lawful and Good, Energy Resistance 10 (Cold, Electricity, Fire)
Saves: Fort +18, Ref +14, Will +13
Abilities: Str 32, Dex 17, Con 24, Int 6, Wis 15, Cha 14
Skills: Climb +21, Concentration +17, Hide +9, Intimidate +12, Knowledge (any one) +8, Listen +12, Move Silently +13, Search +8, Spot +12, Survival +12
Feats: Ability Focus (Form of Madness, Threat Display), Improved Initiative, Improved Snatch, Large and In Charge, Multisnatch, Snatch, Snatch and Swallow (B, see Draconomicon, energy damage type is acid)
Environment: Infinite Layers of the Abyss (The Gaping Maw)
Organization: Solitary plus possible Infected
Challenge Rating: 16
Treasure: Double Standard
Alignment: Always Chaotic Evil
Advancement: 19-24 HD (Huge), 25-36 HD (Gargantuan)
Level Adjustment: ---

"There are somethings even we do not remember. They were always here, even before us, like a blight on the land. They hide now, fearing Demogorgons power, but always hungry. Always waiting. They will make an attempt to return one day. Perhaps even on some Material Plane unkown to us at the moment. And if they do, we must set aside our differences, and destroy them. For they will overwhelm us all if they are successful..."

Also known as the Spawn of Ak'Chakro, They Who Lie in Wait are known by several names depending on which of their origin stories you believe. There are many ranging from an origin theory involving a Fiendish Carnosaur Ak'Chakro and his quest for immortality, to darker stories of dead gods. They have never communicated with other Outsiders for any reason, let alone to confirm or deny any hypothesis. They are concerned merely with infecting anything they can find, and creating more of themselves. For while They cannot leave the Abyss unless summoned, other beings they infect can. And they can use them to one day gain control of the Abyss, before moving on to other worlds.

They Who Lie in Wait are pulsing, ever-changing blobs of blood colored tissues resting upon 10 flattened tentacles. Rising from this on a thick, powerful neck is a vaguely saurian head that is little more than a skull surrounded by tissue. Despite their eye sockets being empty they somehow still manage to see. Cancerous growths dot the body, and large barbs are hidden within the mouth as some sort of obscene parody of a tongue. They understand Abyssal and Common, but have never communicated. They make demands of their Infected telepathically.

Form of Madness (Su): Any creature within 60' of They Who Lie in Wait must make a DC 23 Willpower Save (Save DC is Charisma based), or willingly march into the creatures ravening maw. This is a mind-affecting ability that does not affect Chaotic Evil Outsiders. A successful Save means the opponent is immune to this particular Obyriths Form of Madness for 24 hours. If the Save is failed, the opponent will move toward the Obyrith as fast as he can, and will stand in front of it until it bites or Infects him (at which point it regains it's own will, and can act normally). It will not attack the Obyrith until bitten/Infected.

Infect (Su): Any corporeal opponent successfully attacked by the Obyriths Tongue Spear attack must make a DC 26 Fortitude Save (Save DC is Constitution based), or gain the Infected Template (see below).

Threat Display (Su): As a Full Round Action the Obyrith can roar while thrashing about and manipulating it's surface color/texture to put on a primitive threat display backed up by it's psychic power. Any being within 120' must make a DC 23 Willpower Save (Save DC is Charisma based) or be Panicked for 1d6 rounds. If the Safe is successful, the opponent is instead Shaken for 2d4 rounds, and is immune to this particular Obyriths Threat display for 24 hours.

Transformation (Su): If the Obyrith successfully swallows an opponent using it's Snatch and Swallow Feat, and the opponent dies within it's stomach, the Obyrith vomits it back up 1d6 days later as a new They Who Lie In Wait.

Immunities: Obyrith are immune to poison and mind-affecting effects. This particular one is also immune to Acid damage.

True Seeing: The Obyrith constantly have a True Seeing spell in effect on their person.

Combat: They Who Lie in Wait prefer to get into melee range as soon as possible, so they can Infect as many opponents as they can. Once the infection sets in, they will ignore them in favor of un-infected individuals. If it already has plenty of infected (i.e. one infected per HD) it will instead try to swallow opponents to transform them.







Infected

Infected is an Acquired Template which may be added to any corporeal creature that is Small or bigger.

Size and Type: Size is Unchanged, Type becomes Outsider with the Chaotic and Evil Subtypes.

Hit Dice: All currentand future Hit Dice become D8's unless they are already a larger die. Remember to recalculate hit points.

Speed: Unchanged.

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

Attacks: If the Base Creature does not have a Bite Attack it gains one (damage depends on Size Class): Small (1d3), Medium (1d4), Large (1d6), Huge (1d8), Gargantuan (2d6), or Colossal (3d6). This is a Primary Natural Attack that adds double the normal Strength Modifier to damage. Remember to chance BAB due to change in Type.

Damage: Unchanged.

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

Devour (Su): As a Full Round Action the Infected can make a Grapple Check to devour any creature up to it's own Size Class that it has successfully bitten the round before. If the Grapple Check is successful, the opponent is swallowed whole and can try to cut it's way out (this works in all ways the same as the parent Obyriths Snatch and Swallow Feat for purposes of damage etc.). If the Infected successfully magically devours it's opponet, it is Plane Shifted to the gullet of the parent Obyrith, which vomits that opponent up as a new They Who Lie In Wait 1d6 days later.

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

Immunities: The Infected become immune to poison and Mind Affecting Effects.

Planar Travel (Su): The Infected may Plane Shift between it's creators home in the Abyss and it's home plane at will as a Standard Action. it is also immune to the effects of the Abyss as if it were a Native.

Obedient (Ex): The Infected cannot disobey an order given to it by They Who Lie in Wait.

Normal Appearance (Su): As long as the Infected has eaten within the last 3 days, it maintains the appearance of a normal member of it's race. However if it is attacked, damaged, or has gone hungry longer than that, the illusion drops, and everyone can see it for the mutated creature it truly is. This is a Glamer effect.

Saves: Recalculate Saving Throws due to change in Type.

Abilities: +4 Str, +4 Con, +4 Wis, +4 Cha

Skills: Gains a +4 Racial Bonus to Hide, Listen, Move Silently, Spot, and Survival Checks. Do not recalculate skill points due to Type change.

Feats: Unchanged.

Environment: Unchanged.

Organization: Solitary or Pack (3-6)

Challenge Rating: +3

Treasure: Unchanged.

Alignment: Always Chaotic Evil.

Advancement: Unchanged.

Level Adjustment: +5



Example of creature using template here:


Grimteeth Fighter 6/Infected
Medium Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 6d10+24 (57 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 14 (+3 Dex, +1 Profane), touch 14, flat-footed 11
Base Attack/Grapple: +6/+11
Attack: Bite +11 melee (1d4+5) or Unarmed Strike +11/+6 melee (1d6+5)
Full Attack: Bite +11 melee (1d4+5) or Unarmed Strike +11/+6 melee (1d6+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Devour
Special Qualities: Planar Travel, Obedient, Immune to Poison and Mind-Affecting Effects, Normal Appearance
Saves: Fort +9, Ref +6, Will +8
Abilities: Str 20, Dex 13, Con 18, Int 10, Wis 16, Cha 12
Skills: Climb+9, Intimidate +6, Jump+9, Swim +9
Feats: Earth's Embrace, Improved Grapple, Improved Unarmed Strike, Superior Unarmed Strike, Deflect Arrows (B), Improved Bull Rush (B), Power Attack (B), Stunning Fist (B)
Environment: Any
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: By Character Class
Level Adjustment: +5

Grimteeth was a professional athlete and wrestler sacrificed by a cult to They Who Lie In Wait. He has returned as one of the Infected to create more of his masters.

Cyanidesoul
2009-10-27, 05:58 AM
Ooo a new fiend! Nice work. I'm trying to think of ideas for creatures from the planes. There's such a large number of demons and devils already, so I'm trying to think of things for the upper planes, the astral and ethereal and places like pandemonium which haven't recieved much attention...

DracoDei
2009-10-27, 09:58 AM
I assume the physical description for Those Who Lie in Wait will be forthcoming at a later time?

Bhu
2009-10-28, 06:11 AM
I assume the physical description for Those Who Lie in Wait will be forthcoming at a later time?

You haveta wait for me to finish the flavah text :smalltongue:

Also, when you click the deviant art link, click the pic to see it full sized

candiru is also done


work in progress, my next take in the series of Kaiju Templates

Kaiju

Unlike normal Templates, Kaiju is not applied to a Base Creature. Kaiju are little more than gigantic Animals, bizarre humanoids, or occasional freakish mutants. Usually they have some sort of special power or attack they are known for.

Size: Kaiju are Colossal, but they can get bigger. If Increased Size is taken the Kaiju is 129 to 256 feet, and 251 to 500 tons. Space is 40'. Reach is 30' if long, or 40' if tall.

Type: Type is Kaiju.

Kaiju Type
A Kaiju is a gigantic living creature of varying appearance and abilities.
Features: A Kaiju has the following features unless mentioned otherwise in it's entry:

-d12 Hit Dice (Kaiju have maximum Hit Points per Die)
-Base Attack Bonus equal to it's Hit Dice (as Fighter)
-Skill Points equal to (2+Int modifier, minimum 1) per Hit Die, with Quadruple points for the first Hit Die.
Traits: All Kaiju possess the following traits unless it mentions otherwise in their entry:
-Low Light Vision
-Treasure: Usually None
-Proficient with Natural Weapons and any weapons or armor in it's entry.


Hit Dice: All Kaiju begin with 50d12 Hit Dice, giving them 600 hit points (plus their Constitution Modifier times 50).

Speed: Base Land Speed is 30' (40' if Increased Size is taken)

Armor Class: All Kaiju have a +40 Natural Armor Class Modifier (+48 if Increased Size is taken, and Size Modifier increases to -16).

Attacks: Kaiju have a BAB of +50, and one Primary Natural Attack doing 4d6 damage plus Strength Modifier (one and a half times Str Mod if this is it's only attack, 6d6 if Increased Size is taken). Additional Primary or Secondary Attacks can be purchased through Special Attacks or Kaiju Feats. If Increased Size is taken the Kaiju's Size Modifier to Attacks increases to -16.

Special Attacks: All Kaiju gain a Trample Attack and Frightening Presence:

Trample (Ex): As a standard action during its turn a Kaiju may Trample a Gargantuan or smaller opponent. It does 4d12 plus the Kaiju's Strength modifier (5d12 if Increased Size is taken). If the Kaiju has 4 or more legs add double the Strength modifier. If the Kaiju has no legs or many legs (a snake or centipede) do not add the Strength modifier. Victims can attempt a Reflex Save for Half Damage. DC is 10 + 1/2 Hit Dice + Strength modifier.

Frightful Presence (Ex): Any creature within a 360 foot radius of a Kaiju that have less Hit Dice than the it does are subject to its Frightening Presence. Victims in this range must make a Will Save DC (10 + 1/2 Kaiju's Hit Dice + Charisma modifier). If a save is successful that creature is immune to this Kaiju's frightful presence for 24 hours. Creatures with 4 HD or less who fail the Save are Panicked for 4d6 rounds, those with 5 HD or more are instead Shaken for 4d6 rounds. Kaiju are immune to this effect.

Kaiju also get 3 choices from the following list:


Attach (Ex): The Kaiju can Attach itself to an opponent by making a Melee Touch Attack. While Attached it is considered to be Grappling it's opponent, but loses it's Dexterity Bonus to AC. To remove it requires the opponent to successfully Pin it in a Grapple.

Augmented Criticals (Ex): This may be taken multiple times. Choose one of the following: A) All the Kaiju's regular attacks have their critical threat range increased by 2 (i.e. if their claws normally critical on a 20, now they critical on an 18-20). B) One of the Kaiju's Special Attacks has it's critical threat range increased by 1 (assuming it actually does critical damage such as a ray, area effects don't count). C) All of the Kaiju's regular attacks have their critical damage multiplier increased by 1 (i.e. if they normally do x2 damage with a critical, they now do x3. D) You have a +4 Racial bonus on rolls to confirm Criticals. You must choose a different option whenever you pick this Special Attack.

Battle Frenzy (Ex): Choose either the Power, Speed, or Defense option when picking this ability. Power: Once per fight the Kaiju may go into Battle Frenzy gaining an ability exactly the same as the Barbarians Mighty Rage ability listed in the Players Handbook page 26. Speed:As Power except you use the Whirling Frenzy variant found on page 66 of Unearthed Arcana (Kaiju is assumed to get the version of Whirling Frenzy used by a 20th level barbarian). Defense: As Power except you get the Berserker Strength variant listed on page 33 of Players Handbook 2. You must fall below (5 x HD) hit points to get these bonuses (and are assumed to be a 20th level barbarian for purposes of the benefits received). If you choose this special attack for your Kaiju (regardless which of the 3 options you choose), you may take any Feat that requires Rage or Frenzy as a Prerequisite. This ability may only be chosen once.

Blinding Flash (Su):The Kaiju can emit a blinding flash of light a number of times per day equal to its Charisma modifier. Anyone within 100 feet of the Kaiju looking at it that has eyes must make a Fortitude Save (DC: 10 + 1/2 Hit Dice + Charisma modifier) or be Blinded for 1d6 minutes. If the Save is successful they are blinded for 1d4 rounds.

Blood Drain (Ex): The Kaiju does 2d4 temporary Constitution damage each round it has it's opponent Pinned in a Grapple Check (2d6 if Increased Size is taken), or if it has Attach each round it remains attached, beginning with the first round it which it starts attached to it's victim.

Chemical Spray (Ex): Once every 1d4 rounds you can unleash a bitter irritating chemical spray that sticks to your opponents and burns them. This is an 80' Cone (120' Cone if Increased Size is taken) that does 3d6 Acid damage, and the opponent must make a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier) or be Sickened for 2d4 minutes. Opponents with the Scent ability take a -4 Penalty on this roll. If the opponent rolls a Natural '1' on his Save, he is also Blinded for 1d6 rounds.

Constriction (Ex): If the Kaiju succeeds in a grapple check it can constrict its opponent for 4d6+one and a half times Strength bonus (6d6 if Increased Size is taken). If the Constriction is instead based on pincers/claws it does double the claws regular damage plus Strength bonus.

Diseased Attack(Ex):The Kaiju's natural attacks are infected with disease. Opponents who are successfully struck by these attacks must make a Fortitude Save (DC is 10 + 1/2 Hit Dice + Constitution Modifier) or be infected. You may choose any disease on page 292 of the DM's Guide that has Contact or Injury listed as an infection method (except Mummy Rot).

Disease Spray (Ex):You may spray an opponent with infected fluids. This is an 80 foot cone (120' if Increased Size is taken)that may be used every 1d4 rounds. Opponents must make a Fortitude Save (DC is 10 +1/2 Hit Dice + Constitution Modifier)or be infected. You may choose any disease on page 292 of the DM's Guide that has Contact or Injury as an infection method except Mummy Rot (Diseases with the Injury infection method will only infect if you have already injured the opponent before spraying them).

Energized Attack (Su):As a standard action once per minute you may charge your natural attacks attacks with energy of some type. You must choose the type when the Kaiju is created, and the effect last 1d4+1 rounds. During this time the natural attacks do an extra 3d6 damage of the appropriate energy type (5d6 if Increased Size is taken), this damage is not multiplied on a critical. You may choose Acid, Cold, Electricity, Fire, Force, Negative Energy, Postive Energy, or Sonic. Optionally you may choose during creation to link your Energized Attacks to your Natural Attacks, Constriction, or successful Grapple attacks. This ability may be chosen more than once. If so, decide which version of the Energized Attack you are using (the effects of picking it more than once do not stack).

Energy Attack (Su):Once every 1d4 rounds the Kaiju can make an energy attack of some sort. You must choose the energy type during creation and may choose Acid, Cold, Electricity, Fire, Force, Negative Energy, Positive Energy, or Sonic. It may take the form of an 80' Cone, a 10'x150' Line, a Ray with a range of 300 feet, an Energy Missile with a range of 150 feet, or an Explosive Blast with a range of 200 feet and a 60 foot radius spread. If Increased Size is taken it's a 120' Cone, a 15'x225' Line, a 450' Ray, a 225' Energy Missile, or an Explosive Blast with a range of 300' and a 90' Radius spread. An opponent can make a Reflex Save for half damage against the Cone, Line, and Explosive Blast Effects for half damage (Save DC is 10 + 1/2 Hit Dice + Constitution or Charisma Modifier, you choose during creation). The Ray and Energy Missile attacks are Ranged Touch Attacks that Critical on a Natural 20 doing double damage. Damage for the Cone, Line, or Explosive Blast attacks are 20d6 damage plus 1d6 damage for every 3 Hit Dice over 40. Energy Missiles are 15d6 damage plus 1d6 damage for every 3 Hit Dice over 40. Rays are 10d6 Damage plus 1d6 for every 3 Hit Dice over 40. If Increased Size is taken add +3d6 damage. If using this attack as a Breath Weapon it must be defined as such during creation.

Energy Sting (Ex): The Kaiju's Primary Natural Attack (which must do piercing damage) injects energy (for energy types, see Energy Attack below) instead of poison. In addition to the attacks regular damage it also does 4d6 energy damage (choose type at creation). On each subsequent turn the victim takes energy damage again, but it lowers 1 die each turn (1.e. 3d6 on the second turn, 2d6 on the 3rd, etc). If Increased Size is chosen it does 6d6 for a Primary Attack, and 4d6 for a Secondary Attack.

Extending Limbs (Ex): Your main limbs have double the normal reach. This can be arms, tentacles, or even a tongue or tail. You must choose at creation.

Ink Cloud (Ex): Once per minute the Kaiju can emit a cloud of Ink while it's underwater as a Free Action. This Cloud is 60' by 60' by 60' and provides total concealment (double this size if Increased Size is taken). Vision within the cloud is completely obscured. The cloud lasts for 1d6 minutes before currents begin to break it apart.

Lightning Strike (Ex): You may strike incredibly quickly and faster than you appear to be capable of moving. If you have the initiative over your opponent he is considered Flat-Footed.

Pin Down (Ex): If your opponent is Pinned in a Grapple he takes damage equal to your Trample damage each Turn (he gets no Save for half damage).

Poison Attack (Ex): One of your natural attacks (usually a bite or sting) is envenomed. If this attack hits and does damage, your opponent must make a Fortitude Save to avoid the venom's effects (DC is 10 +1/2 Hit Dice + Constitution Modifier). Initial and Secondary damage is 2d6 (2d8 if Increased Size is taken), you choose whether or nor Damage is done to Strength, Dexterity, or Constitution at Creation. Or optionally Initial damage is Paralysis for 2d4 rounds, secondary damage is none.

Poison Flesh (Ex): If your opponent bites you he may be poisoned if he fails a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier plus a +4 Racial Bonus). Initial and Secondary damage is 2d6 (2d8 if Increased Size is taken), you choose whether or nor Damage is done to Strength, Dexterity, or Constitution at Creation. Or optionally Initial damage is Paralysis for 2d4 rounds, secondary damage is none.

Poison Spittle (Ex):You may spew a gob of caustic poison into your opponents face possibly blinding them. Every 1d4 rounds you may spew a gob of venom as a touch attack with a range of 150 feet (225' if Increased Size is taken). If it hits the victim is allowed a Reflex Save (DC is 10 + 1/2 Hit Dice + Constitution modifier). If he fails he is blinded for 1d6 rounds (eyeless creatures are immune to this effect), and takes acid damage equal to half your total Hit Dice (i.e. if you have 40 Hit Dice it takes 20 damage).

Poison Spray (Ex):You can spew a cloud of venom once every 1d4 rounds in a 80 foot cone (120' if Increased Size is taken). Anyone in its area of effect must make a Fortitude Save ( Dc is 10 + 1/2 Hit Dice + Constitution modifier) or take the poisons effects. Intitial and secondary damage is 1d6 (1d8 if Increased Size is taken), you may choose to damage either Strength, Dexterity, or Constitution at creation. Or optionally you may choose to make initial damage Paralysis for 1d4 rounds, secondary damage none.

Ranged Attack (Ex):You have some sort of ranged physical attack such as spines or missiles. It comes in one of 3 forms: An 80' Cone, a 10'x150' Line, an Explosion with a range of 200 feet and a 60' spread, or a ranged attack using your ranged attack bonus and with a range increment of 200'. If Increased Size is taken range is 120' Cone, 15'x225' Line, 300' ranged attack, or an Explosion with a 300' range and 90' spread. Decide at the creation if damage is blunt, piercing, or slashing. Opponents receive a Reflex Saving Throw for Half Damage vs the Cone, Line or Explosion versions (DC is 10 + 1/2 Hit Dice + Constitution modifier). Damage for Cone, Line or Explosion is 10d6 +1d6 for every 3 Hit Dice over 40. Damage for Ranged attack version is 5d6 + 1d6 for every 3 Hit Dice over 40 + Strength modifier (and it criticals on a Natural 20 doing double damage). Increase damage by +3d6 if Increased Size is taken.

Rock Throwing/Catching (Ex): You receive a +1 Racial bonus on attack rolls when throwing rocks. You can throw up to Huge sized rocks (1 ton in weight). Damage is 4d6 + Strength Bonus. Once a round, if you would normally be hit by a rock you can make a Reflex Save to catch it (DC is 15 for Small, 20 for Medium, 25 for Large, or 30 for Huge, if the projectile has a magical bonus the Save DC is increased by that amount). You must be ready for and aware of the attack to make this attempt. If Increased Size is taken you can throw Gargantuan rocks (4d8+Str Bonus, Save DC 35)

Shockwave (Ex):As a standard action the Kaiju can make a localized quake. Any being within 100 feet of it on the ground must make a Reflex Save or be knocked prone and take 4d6 damage ( Save DC is 10 + 1/2 Hit Dice + Strength Modifier, 150' if Increased Size is taken).

Stench (Ex): Rotting garbage smells better than this Kaiju. Any living being with a sense of smell coming within 60 feet of the Kaiju must make a Fortitude Save (DC is 10 + 1/2 Hit Dice +Constitution modifier) or be Nauseated for 1d6+4 minutes (90' if Increased Size is taken). If the opponents save successfully they are immune to the effects of the Stench for 24 hours.

Stunning Blow (Ex): If you succeed with your Primary Natural Attack your opponent must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Str Modifier) or be Stunned for 1d3 rounds.

Swallow Whole (Ex): The Kaiju can try to swallow any opponent of Huge Size or smaller by making a successful Grapple check (Gargantuan or smaller if you take the Titanic Size Class ability). Once swallowed the opponent takes crushing damage equal to 2d8 + the Kaiju's Strength modifier and 3d6 acid damage per round (if Increased Size is taken damage is 4d6+Str Modifier and 5d6 acid, if the creature has any attack doing energy damage the Swallow Whole attack can use that type of Energy damage). A swallowed creature can cut its way out using claws or a light piercing or slashing weapon and doing 50 points of damage to the Kaiju's digestive tract (75 points if Increased Size is taken). The digestive tracts AC is equal to 10 + half the Kaiju's Natural Armor bonus. Once the swallowed creature exits muscular action closes the hole and any other swallowed creatures must cut their own way out.

Webbing (Ex):The Kaiju may spit webbing or some sort of adhesive in an 80'Cone or a 10'x150' Line or an Explosive Blast with a range of 200' and an area of effect of 60'. If Increased Size is taken range is 120' Cone, 15'x225' Line or an Explosive blast with a range of 300' and an area of effect of 90'. All creatures in the area of effect must make a Reflex Save (DC: 10 + 1/2 Hit Dice + Constitution modifier) or be held fast by it. The opponent cannot move and must escape using an Escape Artist check (DC same as Reflex Save) or Strength Check (DC same as Reflex Save +4, has a +4 Racial bonus. The webbing has 1 hit point per Hit Die of the Kaiju, Hardness 5 (Hardness 10 if Increased Size is taken), and takes double damage from fire.

Windstorm (Ex):As a standard action the Kaiju can create 100 foot long cone of hurricane force winds by flapping its wings (or optionally as a breath weapon, 150' if Increased Size is taken). All flames in this area are extinguished, and ranged weapon attacks are impossible except for Siege engines which take a -8 penalty. Listen checks are impossible in this area, and suffer a -8 penalty within 100 feet of the wind (150' if Increased Size is taken). If the area is dusty enough Spot checks will likewise suffer the same penalties. Anything in the cone of effect must make a Fortitude Save (DC is 20) or be subjected to the affects of Hurricane winds described on page 93 of the DMG.

Special Qualities: All Kaiju begin with the following:

Damage Reduction (Ex): A Kaiju gains Damage Reduction 30/Epic.

Dark Vision (Ex): Range is 120 feet (180' if Increased Size is taken).

Energy Resistance (Ex): The Kaiju gains Energy Resistance 50 to Acid, Cold, Fire, Electricity, and Sonic damage.

Invulnerability (Ex): Kaiju have Invulnerability 15. Invulnerability works similar to Damage Reduction or Energy Resistance except you ignore the first x points of hit point damage (in this case 15) from all sources. This does not stack with Damage Reduction or Energy Resistance. If an attack could be stopped by either of these abilities use the higher of the two values. For example if you have Damage Reduction 30/Epic, and Invulnerability 15 and are hit with a sword attack, use the DR's higher value. But if the sword is Epic, and ignores Damage Reduction you may use your Invulnerability instead.

Immune to Mind Influencing Effects (Ex): Kaiju are immune to mind influencing effects (including Morale Effects and Fear).

Spell Resistance (Su): The Kaiju gains Spell Resistance equal to 10 + it's CR.

Overnight Healing (Ex): Kaiju are notoriously difficult to hurt, and keep hurt. 8 hours of rest completely heals any hit point or ability damage a Kaiju has taken.

It also gains 3 choices from the following list:

Additional Energy Resistance (Ex): This may be taken multiple times. Each time it is taken you gain Energy Resistance 50 to 2 additional types of energy listed under Energy Attack above.

Additional Movement Type (Ex): The Kaiju gains a land, swim, fly, climb, or burrow speed. The new movement types speed is equal to the Kaiju's base speed. This can be chosen multiple times. If the Kaiju gains a Swim move it may also gain the Aquatic subtype if you wish. You may also make it amphibious. If you gain a Flight move your maneuverability is initially Poor.

Blindsense (Ex): While in the water the Kaiju can sense all other beings within 240'.

Chameleon (Ex): The Kaiju can change colors and blend in with it’s background. It does not receive a Size penalty to Hide checks.

Enhanced Ability Score (Ex): You may add +4 to any one ability score after all the other modifiers for this template have been added.

Enhanced Movement (Ex): One of the Kaiju's movement types is increased by +20 feet. This may be taken multiple times. Optionally if the Kaiju has a Flight speed, it can increase its maneuverability 2 levels higher.

Fast Healing (Ex): The Kaiju gains Fast Healing 20.

Forcefield (Su):Once per day you may create a glowing field of force around yourself for a number of rounds equal to your Charisma modifier. It is effectively the same as a Wall of Force except that it protects you personally as opposed to an area.

Heavy Armor (Ex):The Kaiju has incredibly thick armor plating, even for one of it's kind. It's Invulnerability increases to 20.

Hold Breath (Ex): The Kaiju may hold it's Breath for a number of hours equal to it's Constitution Modifier before it risks drowning.

Jet (Ex): Once per round as a Full Round Action the Kaiju can jet backwards, increasing it's swim move to six times normal. It must move in a straight line, but does not provoke attacks of opportunity.

Immunity (Ex):The Kaiju is completely immune to one form of energy damage, or immune to poison and disease. This Special Quality may be taken multiple times.

Increased Size (Ex): If Increased Size is chosen it counts as two selections for the Kaiju. See notes by each entry in the Template for the effects of Increased Size.

Reflect Energy (Su):If an energy based attack that you have Energy Resistance to fails to penetrate your Energy Resistance once damage is rolled it is reflected back at the attacker. This only works on energy attacks with a to hit roll.

Regeneration (Ex): The Kaiju gains Regeneration 10. You must decide what type of damage it cannot regenerate upon creation of the Kaiju.

See Invisibility (Su):The Kaiju can See Invisibility as a 20th level Sorcerer permanently. It can suppress or resume this ability as a free action.

Semi Solid (Ex): Kaiju with this ability are incredibly amorphous. The Kaiju takes no damage from Piercing weapons, 1/2 damage from Slashing weapons, and full damage from Blunt weapons. Semi Solid may not be taken if you have the Forcefield, Heavy Armor, or Spines Special Qualities (or the Half-Construct Feat) and vice versa. You must always be vulnerable to at least 1 energy type if you take this ability.

Spines (Ex): The Kaiju is covered in spines. Anything hitting it with an unarmed strike or a natural attack takes 1d6 damage plus its Strength bonus (1d8 if Increased Size is taken).

Sonar (Ex): The Kaiju gains Blindsight 240' (360' if Increased Size is taken).

Sprint (Ex): Once per hour the Kaiju can move up to 5 times it's normal Speed when performing a Charge attack.

Tremorsense (Ex): The Kaiju has Tremorsense with a range of 240' (360' if Increased Size is taken).

Saves: Base Saving Throws are all +27 (plus the appropriate Stat Modifier).

Abilities: Kaiju begin with the following Stats: Str 50, Dex 10, Con 50, Int 3, Wis 16, Cha 40. The Kaiju also has 10 points to distribute among it's Stats as you see fit. If Increased Size is taken modify as follows: Str 60, Dex 8, Con 60.

Skills: Choose up to any 8 skills as your Kaiju's class skills. If Increased Size is taken the Size Modifier for Hide Checks increases to -32, and the Size Modifier to Grapple Checks increases to +32.

Feats: A Kaiju gets 17 Feats, 10 of which may be Epic Feats, and any of which may be Kaiju Feats. It also gets 4 Bonus Feats which must be Kaiju Feats.

Environment: Any

Organization: Solitary or Unique

Challenge Rating: 28

Treasure: None

Alignment: Usually Chaotic Neutral, but can be any Alignment.

Advancement: 51-60 HD (Colossal)

Level Adjustment: ---

Example of creature using template here:




Atsui Wa-Mu (Kaiju Remorhaz)
Colossal Kaiju
Hit Dice: 50d12+1000 (1600 hp)
Initiative: +6
Speed: 30 ft. (6 squares), Burrow 30'
Armor Class: 44 (-8 Size, +2 Dex, +40 Natural), touch 4, flat-footed 42
Base Attack/Grapple: +50/+86
Attack: Bite +62 melee (4d6+30 plus 9d6 fire)
Full Attack: Bite +62 melee (4d6+30 plus 9d6 fire)
Space/Reach: 30 ft./20 ft.
Special Attacks: Trample (4d12, DC 55), Frightening Presence (DC 50), Energized Attack (Fire, 9d6), Energy Attack (Fire, Energy Missile, 18d6, DC 50), Swallow Whole
Special Qualities: DR 30/Epic, Dark Vision 120', Energy Resistance 50 (Acid, Cold, Electricity, Fire, Sonic), Invulnerability 15, Immune to Mind Influencing Effects, SR xx, Overnight Healing, Additional Movement Type (Burrow), Tremorsense 240', Immune to Fire Damage
Saves: Fort +47, Ref +29, Will +32
Abilities: Str 50, Dex 14, Con 50, Int 5, Wis 20, Cha 40
Skills: Climb +25, Hide +1, Knowledge (Nature) +2, Listen +10, Move Silently +7, Search +2, Spot +10, Survival +13
Feats: Awesome Blow, Burning Attack (Energized Attack), Cleave, Close-Quarters Fighting, Damage Field, Devastating Critical (Bite), Extend Energized Attack, Great Cleave, Improved Bull Rush, Improved Critical (Bite), Improved Grab, Improved Initiative, Overwhelming Critical (Bite), Power Attack, Power Critical (Bite), Shock Trooper, Weapon Focus (Bite), Permanent Damage Field (B), Powerful Attack x3 (Energized Attack)(B)
Environment: Any
Organization: Unique
Challenge Rating: 28
Treasure: None
Alignment: Chaotic Neutral
Advancement: 51-60 HD (Colossal)
Level Adjustment: ---



Yonbusou (Kaiju Girallon)
Colossal Kaiju
Hit Dice: 50d12+1050 (1650 hp)
Initiative: +2
Speed: 30 ft. (6 squares), Climb 30'
Armor Class: 44 (-8 Size, +2 Dex, +40 Natural), touch 4, flat-footed 42
Base Attack/Grapple: +50/+93
Attack: Claw +69 melee (4d6+27)
Full Attack: 4 Claws +69 melee (4d6+27) and 1 Bite +64 melee (2d8+13)
Space/Reach: 30 ft./30 ft.
Special Attacks: Trample (4d12, DC 62), Frightening Presence (DC 50), Pin Down, Rock Throwing/Catching, Stunning Blow (DC 62)
Special Qualities: DR 30/Epic, Dark Vision 120', Energy Resistance 50 (Acid, Cold, Electricity, Fire, Sonic), Invulnerability 15, Immune to Mind Influencing Effects, SR xx, Overnight Healing, Additional Movement Type (Climb), Enhanced Ability Score x2 (Strength)
Saves: Fort +47, Ref +29, Will +36
Abilities: Str 64, Dex 14, Con 50, Int 3, Wis 16, Cha 40
Skills: Climb +40, Hide -9, Jump +32, Listen +13, Move Silently +7, Search +5, Spot +13, Survival +8
Feats: Awesome Blow, Defensive Sweep, Epic Will, Fling Opponent, Improved Bull Rush, Improved Grab, Improved Multiattack, Improved Toughness, Iron Will, Keen Scent, Multiattack, Multigrab, Pounce, Power Attack, Rend, Scent, Shock Trooper, Extra Attacks x4 (3 Primary and 1 Secondary)(B)
Environment: Any
Organization: Unique
Challenge Rating: 28
Treasure: None
Alignment: Chaotic Neutral
Advancement: 51-60 HD (Colossal)
Level Adjustment: ---



Ikiresu (Kaiju Choker)
Colossal Kaiju
Hit Dice: 50d12+1000 (1600 hp)
Initiative: +10
Speed: 30 ft. (6), Climb 30 ft.
Armor Class: 44 (-8 Size, +2 Dex, +40 Natural, ), touch 4, flat-footed 42
Armor Class Frenzied: 48 (-8 Size, +4 Dodge, +2 Dex, +40 Natural), touch 8, flat-footed 42
Base Attack/Grapple: +50/+88
Attack: Tentacle +64 melee (4d6+22/19-20)
Attack (Frenzy): Tentacle +68 melee (4d6+26/19-20)
Full Attack: 2 Tentacles +64 melee (4d6+22/19-20) and a Bite +59 melee (2d8+11)
Full Attack (Frenzy): 2 Tentacles +68 melee (4d6+26/19-20) and a Bite +59 melee (2d8+11)
Space/Reach: 30 ft./30 ft. (60 ft. w/Tentacles)
Special Attacks: Trample (4d12, DC 57), Frightening Presence (DC 50), Constriction (8d6+44), Extending Limbs, Battle Frenzy (Speed)
Special Qualities: DR 30/Epic, Dark Vision 120', Energy Resistance 50 (Acid, Cold, Electricity, Fire, Sonic), Invulnerability 15, Immune to Mind Influencing Effects, SR xx, Overnight Healing, Additional Movement Type (Climb), Blindsense 240', Chameleon
Saves: Fort +47, Ref +35 (+39 Frenzy), Will +30
Abilities: Str 54 (62 Frenzy), Dex 14, Con 50, Int 5, Wis 16, Cha 40
Skills: Climb +35, Hide +13, Jump +27, Listen +10, Move Silently +14, Search +5, Spot +8, Tumble +10
Feats: Blind-Fight, Close-Quarters Fighting, Combat Reflexes, Defensive Sweep, Elusive Target, Epic Reflexes, Eyes in the Back of Your Head, Fling Enemy, Improved Critical (Tentacle), Improved Initiative, Lightning Reflexes, Multigrab, Overwhelming Assault, Racial Skill Bonus (+4 Hide, Move Silently), Superior Initiative, Trip, Extra Attack x2 (1 Primary and 1 Secondary)(B), Improved Grab (B), Pounce (B)
Environment: Any
Organization: Unique
Challenge Rating: 28
Treasure: None
Alignment: Chaotic Evil
Advancement: 51-60 HD (Colossal)
Level Adjustment: ---



Kyuuketsuki (Kaiju Stirge)
Colossal Kaiju
Hit Dice: 50d12+1000 (1600 hp)
Initiative: +9
Speed: 30 ft. (6 squares), Fly 50' (Average)
Armor Class: 47 (-8 Size, +5 Dex, +40 Natural), touch 7, flat-footed 42
Base Attack/Grapple: +50/+86
Attack: Proboscis +63 melee (4d6+30/19-20)
Full Attack: Proboscis +63 melee (4d6+30/19-20)
Space/Reach: 30 ft./20 ft.
Special Attacks: Trample (4d12, 55), Frightening Presence (DC 50), Attach, Blood Drain, Diseased Attack (DC 50)
Special Qualities: DR 30/Epic, Dark Vision 120', Energy Resistance 50 (Acid, Cold, Electricity, Fire, Sonic), Invulnerability 15, Immune to Mind Influencing Effects, SR xx, Overnight Healing, Additional Movement Type (Fly), Enhanced Movement (Fly, x2)
Saves: Fort +47, Ref +32, Will +30
Abilities: Str 50, Dex 20, Con 50, Int 3, Wis 16, Cha 40
Skills: Balance +10, Climb +25, Hide +4, Knowledge (Geography) +3, Listen +8, Move Silently +9, Search +8, Spot +8, Survival +8
Feats: Dodge, Elusive Target, Epic Reflexes, Flyby Attack, Great Flyby Attack, Hover, Improved Critical (Proboscis), Improved Flyby Attack, Improved Initiative, Lightning Reflexes, Mobility, Power Climb, Power Critical (Proboscis), Power Dive, Spring Attack, Weapon Focus (Proboscis), Wingover, Keen Scent (B), Racial Skill Bonus (+4 Hide, Move Silently)(B), Scent (B)
Environment: Any
Organization: Solitary
Challenge Rating: 28
Treasure: None
Alignment: Chaotic Neutral
Advancement: 51-60 HD (Colossal)
Level Adjustment: ---





KAIJU FEATS

Brutal Attack (Prerequisites: Kaiju, an energy attack doing Force or Sonic damage): Any opponent damaged by your Energy Attack must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Paralyzed 1d3 turns.

Burning Attack (Prerequisites: Kaiju, an Energy Attack doing Acid or Fire damage): Any opponent damaged by your Energy Attack must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or take a -4 penalty to all rolls for the next 1d6 rounds.

Damage Field (Prerequisites: Kaiju, Energized Attack): When using your Energized Attack your entire body is infused with the energy. Opponents striking you during this time must make a Fortitude Save (DC is 10 + 1/2 Hit Dice + Charisma modifier) or take 3d6 damage of the appropriate energy type. You may do energy damage with a simple touch attack, or add it to grapple or constriction damage if using either of those attacks.

Death Ray (Prerequisites: Kaiju, Energy Ray): Your Energy Ray Special Attack does untyped damage, bypassing Damage Reduction and Energy Resistance.

Engulf (Prerequisites: Kaiju, Semi-Solid): If the Kaiju succeeds in a Grapple Check, it Engulfs it's opponent (or at least a part of them if the opponent is Gargantuan or bigger). In addition to any normal Grapple Damage, the opponent risks suffocation (see DMG page 304) if it requires air to breathe.

Extend Energized Attack (Prerequisites: Kaiju, Energized Attack): Your Energized Attack lasts for the duration of the encounter when activated.

Extra Attack (Prerequisites: Kaiju):The Kaiju possesses an attack it does not normally have. You may define this attack as you will (bite, gore, stinger, tail club, claw, etc). If it becomes the Kaiju's new Primary attack it does 4d6 damage. if it is another secondary attack it does 2d8 damage. Optionally you get an additional attack with a Natural Weapon you already have on a Full Attack. For example if you normally did one Slam Attack, this Feat would give you an additional Slam Attack when you made a Full Attack each time you took it.

Improved Grab (Prerequisites: Kaiju): You gain the ability listed on page 310 of the Monster Manual.

Increased Toughness (Prerequisites: Kaiju, Con 42+): Your Natural Armor Bonus increases by +3. This may be taken multiple times, and it stacks.

Keen Scent (Ex) (Prerequisites: Kaiju, Scent): You can detect creatures by Scent in a 180' Radius, and can smell blood from ranges of up to 1 mile.

Permanent Damage Field (Prerequisites: Kaiju, Damage Field, Energized Attack, Extend Energized Attack): The Kaiju's Energized Attack is now always on. Opponents attacking you in melee now take 3d6 energy damage.

Pounce (Prerequisites: Kaiju, appropriate movement type higher than 20', Dex 15+): The Kaiju gains the Pounce attack listed on page 313 of the MM.

Potency (Prerequisites: Kaiju): This feat may be taken multiple times. If taken the Kaiju may is considered one alignment type for purposes of overcoming damage reduction. You may only choose alignment types that are present in the Kaiju's own alignment. Optionally you may also have your natural attacks be considered Adamantine for purposes of overcoming Damage Reduction.

Powered Attack (Prerequisites: Kaiju): When you successfully hit with your energized attack you may add your Charisma bonus to the damage done (Charisma bonus damage is the same as the form of energy damage being done).

Powerful Blast (Prerequisites: Kaiju): Each time you take this Feat choose one Energy Attack you possess. It's damage is increased by +2d6.

Powerful Charge (Prerequisites: Kaiju): When the Kaiju charges, it's primary attack does double normal damage plus double it's Strength bonus.

Racial Skill Bonus (Prerequisites: Kaiju): You gain a +4 Racial Bonus to 1 skill. This may be taken twice to gain up to a +8 Racial Bonus to one skill. Or it may be taken multiple times to gain skill bonuses to as many skills as you're willing to spend Feats on. Optionally you may use this to gain a Racial Bonus with one combat maneuver such as Grapple Checks, Trip Attempts, or Bull Rushes.

Rake (Prerequisites: Kaiju, Claw natural attack): The Kaiju gains the Rake attack listed on page 313 of the MM. Damage is teh same as its claw attack plus half its Strength modifier.

Reeking Attack (Prerequisites: Kaiju, an Energy Attack doing Acid or Fire damage): Any opponent damaged by your Energy attack must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Nauseated for 1d3 turns.

Rend (Prerequisites: Kaiju. Claw natural attack): If all of the Kaiju's claw attacks hit it may automatically rend for extra damage. Damage is equal to double the normal claw damage (i.e. 2d6 if the claw does 1d6) plus one and a half times Strength modifier.

Scent (Prerequisites: Kaiju): You gain the Scent Ability.

Stunning Attack (Prerequisites: Kaiju, and energy attack doing Cold, Electricity, Force, Negative, Positive, or Sonic damage): Any opponent damage by your Energy Attack must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Stunned for 1d3 rounds.

Swat: (Prerequisite: Kaiju): If you are standing firmly on the ground and successfully attack a flying opponent, it must make a Reflex Save (Save DC is 10 plus 1/2 HD plus whichever Stat Modifier was used in the attack, Str in the case of Natural Weapons) or be knocked from the sky. It falls to the ground taking normal falling damage, and is prone.

Trip (Prerequisites: Kaiju): If you successfully make an attack with your Primary Natural Attack, you may immediately make a Trip Attack as a Free Action without provoking an Attack of Opportunity. If you fail your opponent does not receive a Trip attempt against you in return.


KAIJU FLAWS

These can be taken to gain an additional Kaiju Feat.

WEAKNESS (Prerequisites: Kaiju): The Kaiju takes double damage from one specific source, such as an energy or alignment type. Alternatively it takes 2d6 damage per round in contact with some specific substance or thing, and it's Fast Healing and/or Regeneration do not work against this damage.

Cyanidesoul
2009-10-28, 06:18 PM
Maybe the regular candiru could be a type of hazard for unwary PCs?:smalltongue:

Bhu
2009-10-29, 04:40 AM
and whilst Im working on finishing the Kaiju I've had a request, yet another Hackmaster update:

Culvert Fiend
Small Aberration (Aquatic)
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: 15 ft. (3 squares), Climb 15 ft. Swim 15 ft.
Armor Class: 14 (+1 Size, +2 Dex, +1 Natural), touch 13, flat-footed 12
Base Attack/Grapple: +0/+5
Attack: Bite +3 melee (1d4+1)
Full Attack: Bite +3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood Drain, Ambush, Improved Grab, Constrict (1d4+1 plus 1 point Con), Break Limb
Special Qualities: Dark Vision 60', Mindless, Amphibious, Blindsight 30'
Saves: Fort +1, Ref +2, Will +3
Abilities: Str 12, Dex 14, Con 12, Int -, Wis 12, Cha 2
Skills: Climb +9, Hide +10, Move Silently +6, Swim +9
Feats: Weapon Finesse
Environment: Sewers
Organization: Solitary, Pair, or Group (3-6)
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: 2-3 HD (Medium)
Level Adjustment: ----

"They want us to do what?"

"Sorry Bert. They says it's the sewers needs cleanin' out. They ain't got no more monsters outside of them."

Blood Drain (Ex): The Culvert Fiend does one point of temporary Constitution damage per round it maintains a grapple.

Ambush (Ex): Culvert Fiends are infamous for reaching up from the sewers below and grabbing hold of peoples ankles before trying to pull them in (usually breaking their leg in the process). If the Culvert Fiend can successfully make an opposed Move Silently vs Listen check, it can use it's Ambush ability in the surprise round. It lunges at the opponent wrapping it's tentacles around their ankles, and pulls them towards the sewer grate. This is a melee touch attack, and if successful, the Culvert Fiend gets a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it does 1d8 damage with the initial Grapple Check before reverting to it's normal Grapple damage on the next turn as it tries to pull it's opponent through an opening in a grate to small for him to fit through. If the opponent fails his opposed Grapple Check by 10 or more, the Culvert Fiend actually breaks his leg in the process. PC's with a broken leg cannot walk. Unset limbs are very painful and therefore will impose a -2 circumstance penalty to all attack rolls, skill checks, Reflex saves, and Will saves. Also, casting spells with an unset limb requires a successful Concentration skill check (DC:15). A Heal skill check (DC:20) can be made to set the limb so that it is less painful. A set limb will heal completely in 60 days - (Constitution Bonus x 2). An unset limb will heal so poorly that it will remain useless. After 30 days of remaining unset it will never heal naturally and only magical means will mend the limb. The Culvert Fiend cannot break the limb of any creature more than two size classes larger than it (i.e. Large or bigger), nor can it break the leg of any creature with no bones (Plants, Elementals, Oozes, some Aberrations or Undead, maybe some Outsiders).

Improved Grab (Ex): If the Culvert Fiend successfully hits with it's bite attack it can immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can constrict. Culvert Fiends take no Size Penalties to Grapple Checks, and gain a +4 Racial Bonus to Grapple Checks.

Constrict (Ex): The Culvert Fiend does 1d4+1 damage plus 1 point of temporary Constitution damage per round with a successful Grapple Check.

Mindless (Ex): The Culvert Fiend has no intelligence score, and is immune to all Mind-Affecting effects.

Skills: Culvert Fiends gain a +8 Racial Bonus to Climb and Swim checks, and may always Take 10 on a Climb or Swim check. They also gain a +4 Racial Bonus to Hide and Move Silently checks.

Combat: Culvert Fiends almost always go for the Ambush if they can. If not they prey on slow moving or weak targets unless desperate or influenced magically. Even then they go straight for the Grapple.

Bhu
2009-10-29, 04:41 AM
Maybe the regular candiru could be a type of hazard for unwary PCs?:smalltongue:

I'm not sure the mods are forgiving enough for me to stat that out :smallbiggrin:

Cyanidesoul
2009-10-29, 04:55 AM
and whilst Im working on finishing the Kaiju I've had a request, yet another Hackmaster update:

Culvert Fiend
Small Aberration
Hit Dice: 1d8
Initiative: +2
Speed: 15 ft. (3 squares), Climb 15 ft. Swim 15 ft.
Armor Class: 14 (+1 Size, +2 Dex, +1 Natural), touch 13, flat-footed 12
Base Attack/Grapple: +0/-
Attack:
Full Attack:
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood Drain
Special Qualities: Dark Vision 60', Mindless
Saves: Fort <#>, Ref <#>, Will <#>
Abilities: Str <#>, Dex 14, Con <#>, Int -, Wis 12, Cha 2
Skills: Climb, Hide, Move Silently, Swim
Feats:
Environment: Sewers
Organization: Solitary, Pair, or Group (3-6)
Challenge Rating:
Treasure: None
Alignment: Always Neutral
Advancement: 2-3 HD (Medium)
Level Adjustment: ----


work in progress

Part hazard, part creature... is it possible to get broken limbs in D&D? I was never sure if it was possible. If it manages to latch onto a pc's foot and drag it forcibly down the drain, whereupon the pc's foot becomes stuck and the fiend begins to suck its blood that'd be incredibly frustrating for the party... maybe some kinda initial spring attack as a victim passes by, then it immediately recoils back to the safety of its culvert?

Bhu
2009-10-30, 07:06 AM
There are no current rules fro broken limbs im aware of. I'd have to make some.

DracoDei
2009-10-30, 08:28 AM
There are some in "Twin Crowns" (which also has a rather interesting solution to low-level character survival, and limiting the amount of magic in the world).


You want me to look it up?

Bhu
2009-10-31, 07:06 AM
If it's OGL and you think we can use it sure :smallbiggrin:

DracoDei
2009-10-31, 12:59 PM
Yeah, it says in the fine print in the back of the book that the spells are Open Gaming Content, and the text I will be transcribing is from a spell.

Note that this is for a break that is not the least severe that exists.

Break Limb
Necromancy
Level: Sor/Wiz 4, Unmaker 4
Components: V,S, M/DF
Casting Time: 1 (standard) action
Range: Medium (100ft. + 10 ft./level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Fortitude Negates
Spell Resistance: Yes
With this spell you channel negative energy to directly harm one creature. If the target fails its saving throw, they will suffer a broken leg or arm of your choice. The bones of affected limb are shattered so that the limb is completely useless. Broken legs cannot support an weight, and broken arms cannot be moved at all. Heal, Regeneration, and repair limb spells will all mend any limbs affected by this spell. A Heal skill check (DC:20) can be made to set the limb so that it is less painful. A set limb will heal completely in 60 days - (Constitution Bonus x 2). An unset limb will heal so poorly that it will remain useless. After 30 days of remaining unset it will never heal naturally and only magical means will mend the limb. Unset limbs are very painful and therefor will impose a -2 circumstance penalty to all attack rolls, skill checks, Reflex saves, and Will saves. Also, casting spells with an unset limb requires a successful Concentration skill check (DC:15).
This spell does not affect elementals, outsiders, constructs, plants, or undead. It will also have no affect on creatures bigger than large size.
Material Components: The wishbone of a bird and topaz dust worth no less than 10gp.
I might expand the above into the full spell description if people ask, or I just get bored.

I got bored.

Bhu
2009-11-01, 05:14 AM
You don't have to. Thats enough for me to make up an attack.

Culvert Fiend and Kaiju Templates updated.

Bhu
2009-11-02, 06:25 AM
Where is the repair limb spell from? The same book?

DracoDei
2009-11-02, 04:32 PM
Yep... want me to post it when I can (away from home and may be tied up when I get there...)

DracoDei
2009-11-02, 10:24 PM
Forgot the question mark in my last post... ah well...

Note that Break Limb is a 4TH LEVEL SPELL that is available only to Sorcerers, Wizards, and to clerics of a specific evil god (as a domain spell) despite the fact that Repair Limb is 3rd leve;.


Repair Limb
Conjuration (Healing)
Level: Brd 3, Clr 3, Drd 3, Pal 3, Rgr 3
Components: V,S
Casting Time: 1 (standard) action
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
This spell will completely heal one broken limb. This will work on a broken limb whether or not it was broken by physical damage or by break limb; it will also work on a limb that was broken and never properly set. It will not restore severed or withered limbs.

Bhu
2009-11-03, 07:05 AM
Thanks Draco. I'' try updating the entry tomorrow, we were at work 14 hours today, and I'm kinda hurting.

Bhu
2009-11-04, 07:15 AM
Okay theres a flaw here. The Culvert Fiend has 1 Hit Die, so PC's will prolly be fighting it at lower levels. However the breaking of a limb requires a 3rd level healing spell, which means at least a level 5 Cleric, which is a lil too powerful to be putting 1 HD critters against.

I could make the Culvert more powerful, or I could have it healed by a lower level spell. Any thoughts?

Also update the Kaiju

Bhu
2009-11-04, 07:30 AM
Algul links

http://www.workingdefinition.com/2005/08/29/a-vampire-by-any-other-name

http://www.vampiresathruz.com/vampire-3/algul.html

http://books.google.com/books?id=H1axCZifXdwC&pg=PA12&lpg=PA12&dq=algul+vampire&source=bl&ots=UQ2ydWkKBk&sig=C7oBZdMfQR5qPxvdTE4ufyU5FjI&hl=en&ei=z5jVSu-hDYnGlAfn2ricCQ&sa=X&oi=book_result&ct=result&resnum=5&ved=0CBQQ6AEwBA#v=onepage&q=algul%20vampire&f=false

http://www.vampirerave.com/member_articles2.php?entry=180

http://members.fortunecity.com/marissa21/bloodmoon/page01/mythlist.htm

AMine and Nadila links

http://www.sacred-texts.com/goth/vkk/vkk06.htm

http://paranormalmidwest.wordpress.com/the-vampire/

Ghoul links

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

http://www.britannica.com/EBchecked/topic/232832/ghoul

Jinn links

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

http://www.pantheon.org/articles/j/jinn.html

http://muttaqun.com/jinn.html

http://paranormal.about.com/od/demonsandexorcism/a/aa060506.htm

http://www.islamawareness.net/Jinn/


This one may be a lil tuff to get down...

Algul
Medium Outsider
Hit Dice: 12d8+60 (114 hp)
Initiative: +9
Speed: 30 ft. (6 squares), Burrow 20 ft.
Armor Class: 20 (+5 Dex, +5 Natural) touch 15, flat-footed 15
Base Attack/Grapple: +12/+19
Attack: Bite +19 melee (1d6+7)
Full Attack: 1 Bite +19 melee (1d6+7) and 2 Claws +14 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood Drain, Baleful Polymorph, Alternate Forms
Special Qualities: Regeneration 10 (Doesnt work vs Fire or Magic), Undeath. Invulnerable to Weapons, Impersonation, Invisibility, Far Traveling, Vocal Mimicry, Dark Vision 60', Immune to Disease
Saves: Fort +13, Ref +13, Will +13
Abilities: Str 24, Dex 20, Con 20, Int 16, Wis 20, Cha 24
Skills: Bluff +20, Disguise +9, Diplomacy +17, Forgery +5, Hide +15, Intimidate +9, Knowledge (Arcane, Religion) +15, Move Silently +15, Search +15, Sense Motive +17, Spot +15, Survival +15, Use Magic Device +15
Feats: Deceitful, Improved Initiative, Negotiator, Persuasive, Skill Focus: Bluff
Environment: Any, usually Warm or Temperate Desert
Organization: Solitary
Challenge Rating: 11
Treasure: Double Standard
Alignment: Usually Chaotic Evil, but can be any
Advancement: By Character Class (usually Sorcerer or Favored Soul)
Level Adjustment: ----

"The ghouls are crafty but you can recognize them by certain signs. They will not eat human food, save for a single grain of rice. And they always leave inhuman footprints regardless of their shape."

The Algul is a type of female Jinn that lives in graveyards, places where death has occurred, or where blood has been spilled. it prefers to eat children, but young men and horses will do if it cannot get them. In a pinch it will eat corpses, which is sometimes to it's advantage as it gives the Algul a connection to undeath.


Blood Drain (Ex): The Algul does 1d3 points of Constitution Drain each round it has successfully Pinned it's opponent with a Grapple Check.

Baleful Polymorph (Sp): The Algul may cast Baleful polymorph 1/day as a Spell-Like Ability.

Alternate Forms (Su): All Jinn (including Algul) can assume any form they wish at will as a Supernatural ability (see Alternate Forms here: http://www.d20srd.org/srd/specialAbilities.htm#alternateForm ). Regardless of the form they take their footprints are those of a donkey, and they often have the feet of a donkey.

Regeneration (Ex): The Alguls regeneration doesn't work against fire damage, or any damage done by spells, spell-like abilities, or supernatural abilities. Their Regeneration doesn't work when they are using their Alternate Forms ability.

Undeath (Ex): To be truly killed an Algul must be brought to -10 hit points by fire damage. Otherwise it rises the next day as an Undead. Change type to Undead, and revise hit points, BAB, and Saves based on it's new type.

Invulnerable to Weapons (Ex): Alguls are invulnerable to man-made weaponry. While they can be strangled (i.e. take grappling damage) or take damage from other sources, any crafted weapon must do enough damage to kill them in one blow. If it does not, a second successful hit from a weapon does no damage, and heals all damage done from the first hit. Their invulnerability does not work when using their Alternate Forms ability.

Impersonation (Su): The Algul can take the form of any creature whose corpse it eats via it's Alternate Forms ability. The disguise is perfect, right down to the voice. It does not, however, gain the memories or abilities of that person, and often feigns amnesia.

Invisibility (Su): All Jinn, including Alguls, are normally Invisible as per the spell greater Invisibility.

Far Traveling (Su): All Jinn, including Alguls, may cast Greater Teleport at will as a Supernatural Ability.

Vocal Mimicry (Su): The Algul can use Ghost Sound and Ventriloquism at will as Supernatural Abilities.

Combat: The Algul use their Impersonation or Alternate Forms abilities to wheedle their way into households and marry men. Otherwise they sue their abilities to sound as anything they wish to lure children away from camp, or appear as beautiful young women in the middle of the desert. Once they seduce or lead astray a victim they punce and rip it to pieces to get it's blood.

DracoDei
2009-11-04, 09:04 AM
Regardless of the form they take their footprints are those of a donkey, and they often hae the feet of a donkey.
Spelling.



The Algul use their Impersonation or Alternate Forms abilities to wheedle their way into households and marry men.
So do they then eat their own children at some later point(s)??? This might or might not be in the source material for me to find, but it seems like the sort of thing that should be clarified in the text of the creature itself.

Cyanidesoul
2009-11-04, 10:33 PM
Okay theres a flaw here. The Culvert Fiend has 1 Hit Die, so PC's will prolly be fighting it at lower levels. However the breaking of a limb requires a 3rd level healing spell, which means at least a level 5 Cleric, which is a lil too powerful to be putting 1 HD critters against.

I could make the Culvert more powerful, or I could have it healed by a lower level spell. Any thoughts?

Also update the Kaiju

Maybe they could sprain the leg instead of actually breaking it outright?

Bhu
2009-11-05, 05:10 AM
Spelling.



So do they then eat their own children at some later point(s)??? This might or might not be in the source material for me to find, but it seems like the sort of thing that should be clarified in the text of the creature itself.

In the Arabian Nights stories they were introduced in they always did this. Seduce young rich man, marry him, perform bad things behind the scenes. I'd have to find the book and read up to find out why. It might be just for laughs on their part, or so they can get the money and hide out in plain sight in human cities. While it says Jinn can have children amongst themselves, I haven't looked through the links enough to find out if they can have half human children, and given their undying hatred of us, it would take one who had converted to a fairly peaceful and open minded religion to be capable of falling for a human.

DracoDei
2009-11-05, 05:42 AM
If True Love were a requirement for fertility, there would be a lot fewer single parents.

It says they marry humans, this implies a certain minimum amount of bed-time to keep up the cover. So unless they have conscious control over when the ovulate...

Bhu
2009-11-05, 06:04 AM
If True Love were a requirement for fertility, there would be a lot fewer single parents.

It says they marry humans, this implies a certain minimum amount of bed-time to keep up the cover. So unless they have conscious control over when the ovulate...

This is true, but it doesn't necessarily mean they're compatible as they are an alternate species. The process may not "take" because perhaps a Jinn and a human cannot produce offspring anymore than a man and a chimp could. But peeking through the links I guess half Jinn are possible. it's just that most of them hate us so much they're incredibly rare.

THink CR 1/2 is ok for the CUlvert Fiend as written?

Bhu
2009-11-07, 05:43 PM
OK I hadda take a break cause one of the guys in my gaming group died but I'm back. Ready for next request too, as I'd like something to take my mind off things

Blunderbore
Large Giant
Hit Dice: 15d8+75 (142 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 20 (-1 Size, -1 Dex, +12 Natural), touch 8, flat-footed 20
Base Attack/Grapple: +11/+25
Attack: Headbutt +20 melee (2d6+10)
Full Attack: Headbutt +20 melee (2d6+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Powerful Charge
Special Qualities: Low Light Vision, Weather Beaten
Saves: Fort +14, Ref +4, Will +5
Abilities: Str 30, Dex 8, Con 20, Int 6, Wis 10, Cha 7
Skills: Intimidate +4, Listen +6, Spot +6
Feats: Greater Powerful Charge, Improved Bull Rush, Power Attack, Powerful Charge, Rapid Assault, Reckless Charge*
Environment: Warm Plains
Organization: Solitary, Pair or Group (4-8)
Challenge Rating: 9
Treasure: Standard
Alignment: Always Neutral (with some Evil tendencies)
Advancement: 16-22 HD (Large) and 23-30 HD (Huge)
Level Adjustment: +4


* Feats not in PHB are in Tome of Battle and the Miniature's Handbook.

"Abner...we've done some damn fool things for money...but this has to top them all..."

The Blunderbore appears to be a 7' tall humanoid man with a massive head almost twice the size of it's body composed of eyes, teeth, and knobs of bone. Their origin is unknown and hotly debated, with rumors of incest among the Hill Giants blamed by the less intelligent amongst us. Obviously it takes powerful magic to keep such an unlikely being going, so the smart money is that another Wizard made a new species of guard critters, and promptly died, thus allowing them to roam free and breed.

Civilization appears to be severely under developed among them, and how they have survived (let alone reproduce giving their bodies) is a puzzlement to monsterologists everywhere. They have no form of shelter (many are found standing perfectly still in the driving wind and rain as if they don't notice it), and indeed they may not have the means of constructing it anyway. Even the lowly Hill Giants have more ability than they do. The only reason there is any form of treasure available in thir entry is their habit of throwing indigestible adventurer bits on the communal trash pile.

They understand Common and Giant, but do not truly seem interested in communicating (or perhaps they are incapable).

Powerful Charge (Ex): The Blunderbores headbutt does 4d8+20 damage with a successful Charge attack (plus it's bonuses from Feats).

Weather Beaten (Ex): Blunderbores are used to exposure to the outside weather, and permanently have the benefits of an Endure Elements spell on their person.

Combat: Blunderbores tend to charge immediately upon seeing anything not of their own kind. Hence why they live on plains as large open areas are best for their preferred form of fighting. They also really don't have a backup plan if this tactic fails...

Bhu
2009-11-09, 06:30 AM
http://en.wikipedia.org/wiki/Alp_%28folklore%29

http://www.theblackvault.com/wiki/index.php/Alp_Vampire

http://thetravelersnotebook.com/how-to/how-to-protect-yourself-from-vampires-around-the-world/

http://vampiresaz.webs.com/ab.htm

http://books.google.com/books?id=lK0iQcCUZqkC&pg=PA19&lpg=PA19&dq=Alp+vampire&source=bl&ots=oWd5nqgwhy&sig=UQkX9HXmzZVvkfniIjzLSPCkEhk&hl=en&ei=CnvxSpKmDpXS8Ab7saCICQ&sa=X&oi=book_result&ct=result&resnum=8&ved=0CBwQ6AEwBw#v=onepage&q=Alp%20vampire&f=false

http://www.bloodylexicon.com/monsters/alp/

http://www.cracked.com/article/128_7-vampires-around-world-worse-than-ones-in-twilight/


Alp
Small Undead
Hit Dice: 8d12 (52 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armor Class: 18 (+1 Size, +4 Dex, +3 Profane), touch 18, flat-footed 14
Base Attack/Grapple: +4/+0
Attack: Bite +5 melee (1d3)
Full Attack: Bite +5 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Control Dreams, Alpdruck, Blood Drinking, Possession, Disease, Magic Hat
Special Qualities: Dark Vision 60', Weaknesses, Nigh Invulnerable
Saves: Fort +2, Ref +6, Will +9
Abilities: Str 10, Dex 18, Con -, Int 15, Wis 16, Cha 20
Skills: Climb +11, Hide +21, Listen +14, Knowledge (any 2) +13, Move Silently +17
Feats: Ability Focus (Alpdruck), Improved Initiative, Stealthy
Environment: Temperate Forest, Hills, or Mountains
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Any Chaotic (usually Neutral or Evil)
Advancement: 9-16 HD (Small)
Level Adjustment: ---

"I'm not sure how to ask this Mr. Anderson...but...has your wife had any other problems accompanying her nightmares? A crushing pressure on chest perhaps, or evidence of sexual assault?"

The Alp are spirits that can be summoned by evil witches to pull pranks on their enemies or make their lives hell. Although some of them do it of their own free will quite honestly. Appearing as small elf or dwarf like creatures, they feed on the nightmares (and sometimes the milk or blood) of their victims. The more evil among them are also rapists who spread disease and possess the living. Authors Note: There are various conflicting legends of the Alp, and I have done my best to make sort of a hodge podge of them.

Control Dreams (Su): When using it's Alpdruck attack the Alp can control it's victims dreaming state and create nightmares. When touching a sleeping victim it may cast the following at will as Supernatural Abilities: Dream, Dream Casting, Nightmare. It usually extends a long tongue down the throat of the victim while doing so, and it is thought it feeds off of the victims nightmares somehow.

Alpdruck (Su): As a Standard Action the Alp may sit on the chest of a sleeping victim (who gets a Listen check against it's Move Silently Check to hear the Alp approaching with the usual modifiers for sleeping). If it succeeds in making the opposed Move Silently check it's sleeping victim must make a DC 21 Willpower Save (Save DC is Charisma based). If the victim fails, they feel a heavy weight on their chest and feel as though they are suffocating but cannot wake up, and get no rest for sleeping. They are considered helpless for the duration of the Alpdruck attack (which can last all night if the Alp wishes). The Alp however is equally helpless unless he breaks off the Alpdruck attack, although he can sense what is going on in the room unlike the victim. Until he breaks off the attack the Alpdruck can only use his Control Dreams ability, and only on the victim of his Alpdruck Attack. Once he has successfully used the Alpdruck on a victim he always knows their location so long as they are within (1 mile per point of Charisma modifier the Alp has). If the victim saves successfully, they wake up instead.

Blood Drinking (Ex): An Alp who pins a victim in a Grapple does 1 point of temporary Constitution damage per round the Grapple is maintained. Usually this attack is used on a victim the Alp is using it's Control Dreams attack on to prevent any chance of the victim fighting back.

Possession (Su): This is identical to the Malevolence ability listed on page 118 of the Monster Manual, with the exception that it can only be used on Humanoids, and if successful the victim (or more properly it's body) doesn't gain a Saving Throw against the Alps abilities.

Disease (Su): Alp often spread minor diseases as a prank, and as a Standard Action can infect any opponent it is touching with either Filth Fever, Mindfire, or Red Ache (see DMG page 292) if it fails a DC 19 Fortitude Save (Save DC is Charisma based)

Magic Hat: While wearing it's magical hat known as the Tamkappe, the Alp may cast the spells Animal Shapes, Fly or Greater Invisibility at will as Supernatural abilities (but on itself only). And the hat retains it's visibility and shape regardless of which spell the Alp has cast, giving it away if it's opponent is knowledgeable. They will give anything for the return of their hat, which is really only usable by them anyway.

Weaknesses: An Alp will not attack sleeping victims if they have put a broomstick under their pillow, hung iron horseshoes from the bedpost, placed shoes against the bed, plugged all the keyholes to the room, or placed a mirror on their chest. If caught, and asked to return in the morning for coffee or an item they would like to borrow, they must do so (but if the person making the offer reneges, the Alp is free to attack him from then on). Alps will not willingly approach bright light. If an Alp is caught and has lemons shoved in it's mouth, it cannot use any of it's Supernatural abilities until they are removed.

Nigh Invulnerable (Ex): Much like Ghosts, the Alp appears nigh well impossible to permanently destroy. Even if reduced to ashes it may return years later. If it would normally be destroyed the Alp gets to make a level check (d20 plus HD) vs DC 16. If it succeeds, it returns again in a period of time from 2d4 days to 2d4 years. If a Miracle or Wish spell is cast after slaying it, it will be destroyed permanently.

Combat: The Alp generally sneaks into a room, uses it's Alpdruck, and then proceeds to cause it's victims nightmares if it can, or flee if they wake up or it's interrupted. Most Alp prefer not to physically brawl if at all possible and will flee at the earliest opportunity to attack again when it's opponents are tired and sleepy (assuming they don't take precautions).


Authors Note: There are several separate and conflicting legends of creatures that have eventually been distilled into the Alp, and choosing Type was somewhat difficult. While in most cases it is considered a demon or spirit (thus making it possibly a Native Outsider), its name means 'Elf', implying it may be Fey (and many early descriptions of them would back up the Fey hypothesis). But it's also said that Alps can be made from the souls of dead relatives if one knows the right magic, and that stillborn infants can return from the grave as one implying they are undead. Other legends state that a human can be born an Alp if a mother needs to use a horse collar to ease the pain of childbirth, if his pregnant mother is frightened by an animal, or he is born with a caul or hair on his hands (or if it has eyebrows that meet). This implies they are Augmented humans. Witches curses can also turn men into Alps at night (they have no memories of their transformation). If you change the Type to make it different for your campaign (I went with Undead), remember to redo Saves/BAB/Hit Dice/Skills.

The Tygre
2009-11-09, 09:26 AM
Hmm... I'm gonna' go ahead and say that the Alp should be an Outsider, but it should definitely have a vampiric blood drain attack. Maybe we should just make a Vampiric subtype to apply to various fey, demons, and ghosts like this from now on.

Bhu
2009-11-10, 05:49 AM
It only feeds on blood incidentally though. It likes milk, and if it comes across children or men it takes blood from their bosoms instead.

Also, apparently humans can be born an Alp, or become one after they die in certain circumstances. But their name means "elf".

Bhu
2009-11-11, 07:02 AM
Okay apparently the Alp is a "spirit" summoned by evil witches, but it can be a spirit of a dead man, teh spirit of a living one, or an 'elemental' spirit summoned from the forest. Gave it a minor update, and did big update to the Kaiju template. If you like it I'll add CR and example critters and move on.

Cyanidesoul
2009-11-12, 12:39 AM
Nice work on the culvert Fiend, Bhu. Thanks. Hackmaster has a bunch of nasty ambush monsters... including the dreaded groin leech.:smallsmile:

Bhu
2009-11-12, 06:31 AM
SHall the Groin Leech be next then? :belkar:

Bhu
2009-11-14, 07:30 AM
Minor update to Alp. I was hoping to get Kaiju done this weekend, but it looks like I may have to work :(

Bhu
2009-11-15, 07:41 AM
OK the alp is done except for CR unless anyone thinks there should be changes.

Bhu
2009-11-17, 07:06 AM
Might as well get this started while Im working on the example Kaiju for the other template:

Greater Kaiju

Unlike normal Templates, Greater Kaiju is not applied to a Base Creature. Kaiju are little more than gigantic Animals, bizarre humanoids, occasional freakish mutants, plants, or other less recognizable beings. Usually they have some sort of special power or attack they are known for.

Size: Greater Kaiju are Colossal, but they can get bigger. If Increased Size is taken the Kaiju is 129 to 256 feet, and 251 to 500 tons. Space is 40'. Reach is 30' if long, or 40' if tall.

Type: Type is Kaiju.

Kaiju Type
A Kaiju is a gigantic living creature of varying appearance and abilities.
Features: A Kaiju has the following features unless mentioned otherwise in it's entry:

-d12 Hit Dice (Kaiju have maximum Hit Points per Die)
-Base Attack Bonus equal to it's Hit Dice (as Fighter)
-Skill Points equal to (2+Int modifier, minimum 1) per Hit Die, with Quadruple points for the first Hit Die.
Traits: All Kaiju possess the following traits unless it mentions otherwise in their entry:
-Low Light Vision
-Treasure: Usually None
-Proficient with Natural Weapons and any weapons or armor in it's entry.


Hit Dice: All Greater Kaiju begin with 60d12 Hit Dice, giving them 720 hit points (plus their Constitution Modifier times 50).

Speed: Base Land Speed is 30' (40' if Increased Size is taken)

Armor Class: All Greater Kaiju have a +50 Natural Armor Class Modifier (+58 if Increased Size is taken, and Size Modifier increases to -16).

Attacks: Greater Kaiju have a BAB of +60, and one Primary Natural Attack doing 4d6 damage plus Strength Modifier (one and a half times Str Mod if this is it's only attack, 6d6 if Increased Size is taken). Additional Primary or Secondary Attacks can be purchased through Special Attacks or Kaiju Feats. If Increased Size is taken the Kaiju's Size Modifier to Attacks increases to -16.

Special Attacks: All Greater Kaiju gain a Trample Attack and Frightening Presence:

Trample (Ex): As a standard action during its turn a Kaiju may Trample a Gargantuan or smaller opponent. It does 4d12 plus the Kaiju's Strength modifier (5d12 if Increased Size is taken). If the Kaiju has 4 or more legs add double the Strength modifier. If the Kaiju has no legs or many legs (a snake or centipede) do not add the Strength modifier. Victims can attempt a Reflex Save for Half Damage. DC is 10 + 1/2 Hit Dice + Strength modifier.

Frightful Presence (Ex): Any creature within a 360 foot radius of a Kaiju that have less Hit Dice than the it does are subject to its Frightening Presence. Victims in this range must make a Will Save DC (10 + 1/2 Kaiju's Hit Dice + Charisma modifier). If a save is successful that creature is immune to this Kaiju's frightful presence for 24 hours. Creatures with 4 HD or less who fail the Save are Panicked for 4d6 rounds, those with 5 HD or more are instead Shaken for 4d6 rounds. Kaiju are immune to this effect.

Greater Kaiju also get 3 choices from the following list:


Ability Drain (Su): The Kaiju's primary attack (or its constriction if it has the Constriction ability) drains 1d8 from one stat which is chose at creation. Attacks drain with each hit, Constriction drains each round the hold is maintained. A Fortitude Save (DC equals 10 + 1/2 Hit Dice + Charisma modifier) can be made to avoid this drain effect. This is otherwise identical to the ability listed in Monster Manual page 305 with one exception: At creation choose one of the following options: A successful Drain gives the Kaiju 5 temporary hit points for 1 hour, or it gives it a cumulative +1 to hit and damage rolls for 1 hour, or the Save DC's of it's Special Attacks are +2 for 1 hour. You must choose during creation to decide if the Ability Drain is linked to your primary attack, Constriction, or is done during a successful Grapple check.

Attach (Ex): The Kaiju can Attach itself to an opponent by making a Melee Touch Attack. While Attached it is considered to be Grappling it's opponent, but loses it's Dexterity Bonus to AC. To remove it requires the opponent to successfully Pin it in a Grapple.

Augmented Criticals (Ex): This may be taken multiple times. Choose one of the following: A) All the Kaiju's regular attacks have their critical threat range increased by 2 (i.e. if their claws normally critical on a 20, now they critical on an 18-20). B) One of the Kaiju's Special Attacks has it's critical threat range increased by 1 (assuming it actually does critical damage such as a ray, area effects don't count). C) All of the Kaiju's regular attacks have their critical damage multiplier increased by 1 (i.e. if they normally do x2 damage with a critical, they now do x3. D) You have a +4 Racial bonus on rolls to confirm Criticals. You must choose a different option whenever you pick this Special Attack.

Battle Frenzy (Ex): Choose either the Power, Speed, or Defense option when picking this ability. Power: Once per fight the Kaiju may go into Battle Frenzy gaining an ability exactly the same as the Barbarians Mighty Rage ability listed in the Players Handbook page 26. Speed:As Power except you use the Whirling Frenzy variant found on page 66 of Unearthed Arcana (kaiju is assumed to get the version of Whirling Frenzy used by a 2oth level barbarian). Defense: As Power except you get the Berserker Strength variant listed on page 33 of Players Handbook 2. You must fall below (5 x HD) hit points to get these bonuses (and are assumed to be a 20th level barbarian for purposes of the benefits received). If you choose this special attack for your Kaiju (regardless which of the 3 options you choose), you may take any Feat that requires Rage or Frenzy as a Prerequisite. This ability may only be chosen once.

Blinding Flash (Su):The Kaiju can emit a blinding flash of light a number of times per day equal to its Charisma modifier. Anyone within 100 feet of the Kaiju looking at it that has eyes must make a Fortitude Save (DC: 10 + 1/2 Hit Dice + Charisma modifier) or be Blinded for 1d6 minutes. If the Save is successful they are blinded for 1d4 rounds.

Blood Drain (Ex): The Kaiju does 2d4 temporary Constitution damage each round it has it's opponent Pinned in a Grapple Check (2d6 if Increased Size is taken), or if it has Attach each round it remains attached, beginning with the first round it which it starts attached to it's victim.

Chemical Spray (Ex): Once every 1d4 rounds you can unleash a bitter irritating chemical spray that sticks to your opponents and burns them. This is an 80' Cone (120' Cone if Increased Size is taken) that does 3d6 Acid damage, and the opponent must make a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier) or be Sickened for 2d4 minutes. Opponents with the Scent ability take a -4 Penalty on this roll. If the opponent rolls a Natural '1' on his Save, he is also Blinded for 1d6 rounds.

Constriction (Ex): If the Kaiju succeeds in a grapple check it can constrict its opponent for 4d6+one and a half times Strength bonus (6d6 if Increased Size is taken). If the Constriction is instead based on pincers/claws it does double the claws regular damage plus Strength bonus.

Diseased Attack(Ex):The Kaiju's natural attacks are infected with disease. Opponents who are successfully struck by these attacks must make a Fortitude Save (DC is 10 + 1/2 Hit Dice + Constitution Modifier) or be infected. You may choose any disease on page 292 of the DM's Guide that has Contact or Injury listed as an infection method (except Mummy Rot).

Disease Spray (Ex):You may spray an opponent with infected fluids. This is an 80 foot cone (120' if Increased Size is taken)that may be used every 1d4 rounds. Opponents must make a Fortitude Save (DC is 10 +1/2 Hit Dice + Constitution Modifier)or be infected. You may choose any disease on page 292 of the DM's Guide that has Contact or Injury as an infection method except Mummy Rot (Diseases with the Injury infection method will only infect if you have already injured the opponent before spraying them).

Energized Attack (Su):As a standard action once per minute you may charge your natural attacks attacks with energy of some type. You must choose the type when the Kaiju is created, and the effect last 1d4+1 rounds. During this time the natural attacks do an extra 3d6 damage of the appropriate energy type (5d6 if Increased Size is taken), this damage is not multiplied on a critical. You may choose Acid, Cold, Electricity, Fire, Force, Negative Energy, Positive Energy, or Sonic. Optionally you may choose during creation to link your Energized Attacks to your Natural Attacks, Constriction, or successful Grapple attacks. This ability may be chosen more than once. If so, decide which version of the Energized Attack you are using (the effects of picking it more than once do not stack).

Energy Attack (Su):Once every 1d4 rounds the Kaiju can make an energy attack of some sort. You must choose the energy type during creation and may choose Acid, Cold, Electricity, Fire, Force, Negative Energy, Positive Energy, or Sonic. It may take the form of an 80' Cone, a 10'x150' Line, a Ray with a range of 300 feet, an Energy Missile with a range of 150 feet, or an Explosive Blast with a range of 200 feet and a 60 foot radius spread. If Increased Size is taken it's a 120' Cone, a 15'x225' Line, a 450' Ray, a 225' Energy Missile, or an Explosive Blast with a range of 300' and a 90' Radius spread. An opponent can make a Reflex Save for half damage against the Cone, Line, and Explosive Blast Effects for half damage (Save DC is 10 + 1/2 Hit Dice + Constitution or Charisma Modifier, you choose during creation). The Ray and Energy Missile attacks are Ranged Touch Attacks that Critical on a Natural 20 doing double damage. Damage for the Cone, Line, or Explosive Blast attacks are 20d6 damage plus 1d6 damage for every 3 Hit Dice over 40. Energy Missiles are 15d6 damage plus 1d6 damage for every 3 Hit Dice over 40. Rays are 10d6 Damage plus 1d6 for every 3 Hit Dice over 40. If Increased Size is taken add +3d6 damage. If using this attack as a Breath Weapon it must be defined as such during creation.

Energy Drain Attack (Su): The Kaiju may Drain Energy Levels with its natural attack or with a successful grapple attempt (choose at creation). This Drains one Energy level per successful attack (or per round if grappling) unless the enemy makes a successful Fortitude Save (DC: 10 +1/2 Hit Dice + Charisma modifier). The Kaiju gains 5 temporary hit points (10 hit points on a critical hit) for the next hour, or it gives it a cumulative +1 to hit and damage rolls for 1 hour (+2 on a critical hit), or the Save DC's of it's Special Attacks are +2 for 1 hour (+4 on a critical hit).

Energy Drain (Su): You may Drain energy levels with an attack. The attack is an 80' Cone, a 10'x150' Line, or a 300' Ray. Opponents inside the Area of Effect of the Line or Cone (or struck by the Ray) must make a Fortitude Save (DC: 10 + 1/2 Hit Dice + Charisma modifier) or lose 2 Energy Levels. The Ray criticals on a Natural 20 draining 4 Energy Levels. The Kaiju does not gain any benefits from draining Energy Levels in this way. The Energy Drain attack may be used once every 1d4 rounds.

Energy Sting (Su): The Kaiju's Primary Natural Attack (which must do piercing damage) injects energy (for energy types, see Energy Attack below) instead of poison. In addition to the attacks regular damage it also does 4d6 energy damage (choose type at creation). On each subsequent turn the victim takes energy damage again, but it lowers 1 die each turn (1.e. 3d6 on the second turn, 2d6 on the 3rd, etc). If Increased Size is chosen it does 6d6 for a Primary Attack, and 4d6 for a Secondary Attack.

Extending Limbs (Ex): Your main limbs have double the normal reach. This can be arms, tentacles, or even a tongue or tail. You must choose at creation.

Ink Cloud (Ex): Once per minute the Kaiju can emit a cloud of Ink while it's underwater as a Free Action. This Cloud is 60' by 60' by 60' and provides total concealment (double this size if Increased Size is taken). Vision within the cloud is completely obscured. The cloud lasts for 1d6 minutes before currents begin to break it apart.

Lightning Strike (Ex): You may strike incredibly quickly and faster than you appear to be capable of moving. If you have the initiative over your opponent he is considered Flat-Footed.

Pin Down (Ex): If your opponent is Pinned in a Grapple he takes damage equal to your Trample damage each Turn (he gets no Save for half damage).

Poison Attack (Ex): One of your natural attacks (usually a bite or sting) is envenomed. If this attack hits and does damage, your opponent must make a Fortitude Save to avoid the venom's effects (DC is 10 +1/2 Hit Dice + Constitution Modifier). Initial and Secondary damage is 2d6 (2d8 if Increased Size is taken), you choose whether or nor Damage is done to Strength, Dexterity, or Constitution at Creation. Or optionally Initial damage is Paralysis for 2d4 rounds, secondary damage is none.

Poison Flesh (Ex): If your opponent bites you he may be poisoned if he fails a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier plus a +4 Racial Bonus). Initial and Secondary damage is 2d6 (2d8 if Increased Size is taken), you choose whether or nor Damage is done to Strength, Dexterity, or Constitution at Creation. Or optionally Initial damage is Paralysis for 2d4 rounds, secondary damage is none.

Poison Spittle (Ex):You may spew a gob of caustic poison into your opponents face possibly blinding them. Every 1d4 rounds you may spew a gob of venom as a touch attack with a range of 150 feet (225' if Increased Size is taken). If it hits the victim is allowed a Reflex Save (DC is 10 + 1/2 Hit Dice + Constitution modifier). If he fails he is blinded for 1d6 rounds (eyeless creatures are immune to this effect), and takes acid damage equal to half your total Hit Dice (i.e. if you have 40 Hit Dice it takes 20 damage).

Poison Spray (Ex):You can spew a cloud of venom once every 1d4 rounds in a 80 foot cone (120' if Increased Size is taken). Anyone in its area of effect must make a Fortitude Save ( Dc is 10 + 1/2 Hit Dice + Constitution modifier) or take the poisons effects. Intitial and secondary damage is 1d6 (1d8 if Increased Size is taken), you may choose to damage either Strength, Dexterity, or Constitution at creation. Or optionally you may choose to make initial damage Paralysis for 1d4 rounds, secondary damage none.

Ranged Attack (Ex):You have some sort of ranged physical attack such as spines or missiles. It comes in one of 3 forms: An 80' Cone, a 10'x150' Line, an Explosion with a range of 200 feet and a 60' spread, or a ranged attack using your ranged attack bonus and with a range increment of 200'. If Increased Size is taken range is 120' Cone, 15'x225' Line, 300' ranged attack, or an Explosion with a 300' range and 90' spread. Decide at the creation if damage is blunt, piercing, or slashing. Opponents receive a Reflex Saving Throw for Half Damage vs the Cone, Line or Explosion versions (DC is 10 + 1/2 Hit Dice + Constitution modifier). Damage for Cone, Line or Explosion is 10d6 +1d6 for every 3 Hit Dice over 40. Damage for Ranged attack version is 5d6 + 1d6 for every 3 Hit Dice over 40 + Strength modifier (and it criticals on a Natural 20 doing double damage). Increase damage by +3d6 if Increased Size is taken.

Rock Throwing/Catching (Ex): You receive a +1 Racial bonus on attack rolls when throwing rocks. You can throw up to Huge sized rocks (1 ton in weight). Damage is 4d6 + Strength Bonus. Once a round, if you would normally be hit by a rock you can make a Reflex Save to catch it (DC is 15 for Small, 20 for Medium, 25 for Large, or 30 for Huge, if the projectile has a magical bonus the Save DC is increased by that amount). You must be ready for and aware of the attack to make this attempt. If Increased Size is taken you can throw Gargantuan rocks (4d8+Str Bonus, Save DC 35)

Shockwave (Ex):As a standard action the Kaiju can make a localized quake. Any being within 100 feet of it on the ground must make a Reflex Save or be knocked prone and take 4d6 damage ( Save DC is 10 + 1/2 Hit Dice + Strength Modifier, 150' if Increased Size is taken).

Stench (Ex): Rotting garbage smells better than this Kaiju. Any living being with a sense of smell coming within 60 feet of the Kaiju must make a Fortitude Save (DC is 10 + 1/2 Hit Dice +Constitution modifier) or be Nauseated for 1d6+4 minutes (90' if Increased Size is taken). If the opponents save successfully they are immune to the effects of the Stench for 24 hours.

Stunning Blow (Ex): If you succeed with your Primary Natural Attack your opponent must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Str Modifier) or be Stunned for 1d3 rounds.

Swallow Whole (Ex): The Kaiju can try to swallow any opponent of Huge Size or smaller by making a successful Grapple check (Gargantuan or smaller if you take the Titanic Size Class ability). Once swallowed the opponent takes crushing damage equal to 2d8 + the Kaiju's Strength modifier and 3d6 acid damage per round (if Increased Size is taken damage is 4d6+Str Modifier and 5d6 acid, if the creature has any attack doing energy damage the Swallow Whole attack can use that type of Energy damage). A swallowed creature can cut its way out using claws or a light piercing or slashing weapon and doing 50 points of damage to the Kaiju's digestive tract (75 points if Increased Size is taken). The digestive tracts AC is equal to 10 + half the Kaiju's Natural Armor bonus. Once the swallowed creature exits muscular action closes the hole and any other swallowed creatures must cut their own way out.

Unusual Power (Sp): Each time this power is selected the Kaiju gains a different Psilike Ability or Spell-Like Ability. The Kaiju's Caster/Manifester Level is 20th level, and it's Save DC is 10 plus Spell/Power Level plus Charisma Modifier. The Kaiju can pick any power on the Psychic Warrior List if this is a Psilike Ability, or any Spell on the Sorcerer or Druid Spell List of 8th level or less. Spells/Powers of 2nd level or less may be used 5/day, 3rd-5th level can be used 3/day, and 6th level or higher 1/day.

Webbing (Ex):The Kaiju may spit webbing or some sort of adhesive in an 80'Cone or a 10'x150' Line or an Explosive Blast with a range of 200' and an area of effect of 60'. If Increased Size is taken range is 120' Cone, 15'x225' Line or an Explosive blast with a range of 300' and an area of effect of 90'. All creatures in the area of effect must make a Reflex Save (DC: 10 + 1/2 Hit Dice + Constitution modifier) or be held fast by it. The opponent cannot move and must escape using an Escape Artist check (DC same as Reflex Save) or Strength Check (DC same as Reflex Save +4, has a +4 Racial bonus. The webbing has 1 hit point per Hit Die of the Kaiju, Hardness 5 (Hardness 10 if Increased Size is taken), and takes double damage from fire.

Windstorm (Ex):As a standard action the Kaiju can create 100 foot long cone of hurricane force winds by flapping its wings (or optionally as a breath weapon, 150' if Increased Size is taken). All flames in this area are extinguished, and ranged weapon attacks are impossible except for Siege engines which take a -8 penalty. Listen checks are impossible in this area, and suffer a -8 penalty within 100 feet of the wind (150' if Increased Size is taken). If the area is dusty enough Spot checks will likewise suffer the same penalties. Anything in the cone of effect must make a Fortitude Save (DC is 20) or be subjected to the affects of Hurricane winds described on page 93 of the DMG.

Special Qualities: All Greater Kaiju begin with the following:

Damage Reduction (Ex): A Kaiju gains Damage Reduction 30/Epic.

Dark Vision (Ex): Range is 120 feet (180' if Increased Size is taken).

Energy Resistance (Ex): The Kaiju gains Energy Resistance 50 to Acid, Cold, Fire, Electricity, and Sonic damage.

Invulnerability (Ex): Kaiju have Invulnerability 20. Invulnerability works similar to Damage Reduction or Energy Resistance except you ignore the first x points of hit point damage (in this case 20) from all sources. This does not stack with Damage Reduction or Energy Resistance. If an attack could be stopped by either of these abilities use the higher of the two values. For example if you have Damage Reduction 30/Epic, and Invulnerability 20 and are hit with a sword attack, use the DR's higher value. But if the sword is Epic, and ignores Damage Reduction you may use your Invulnerability instead.

Immune to Mind Influencing Effects (Ex): Kaiju are immune to mind influencing effects (including Morale Effects and Fear).

Spell Resistance (Su): The Kaiju gains Spell Resistance equal to 10 + it's CR.

Overnight Healing (Ex): Kaiju are notoriously difficult to hurt, and keep hurt. 8 hours of rest completely heals any hit point or ability damage a Kaiju has taken.

It also gains 3 choices from the following list:

Absorb Energy (Su): Choose one type of energy the Kaiju has Energy Resistance to. Any damage of this type that penetrates the Kaiju's Energy Resistance is absorbed giving it some sort of temporary bonus for the next 10 minutes. You must choose which option at creation. You may take this ability more than once to absorb different kinds of energy as long as you have multiple Energy Resistance types. Your options are:
1) The absorbed energy is added to your hit points as temporary hit points.
2)The Save DC's of your Special attacks are increased by +1 for every 10 points of energy damage done
3)Your to hit and damage rolls are increased by +1 for every 10 points of energy damage done
4)Your Deflection bonus to Armor class is increased by +1 for every 10 points of energy damage done
5)Your Saving Throws are increased by +1 for every 10 points of energy damage done
6) You may immediately use an ability such as Energy Attack that can only be used so many times per round even if you just used it. You can do this once per attack you absorb and the attack must do at least 10 hp of amage.
7) You may use one spell like ability an extra time per day as long as you do it within the next 10 minutes. You can do this once per attack absorbed, as long as that attack does 10 hp of damage or more.
8)Extend the duration of a Special Attack like Energized Attack one round per 10 points of damage absorbed.
Options that provide a bonus can accumulate a maximum bonus of +10.

Additional Energy Resistance (Ex): This may be taken multiple times. Each time it is taken you gain Energy Resistance 50 to 2 additional types of energy listed under Energy Attack above.

Additional Movement Type (Ex): The Kaiju gains a land, swim, fly, climb, or burrow speed. The new movement types speed is equal to the Kaiju's base speed. This can be chosen multiple times. If the Kaiju gains a Swim move it may also gain the Aquatic subtype if you wish. You may also make it amphibious. If you gain a Flight move your maneuverability is initially Poor.

Blindsense (Ex): While in the water the Kaiju can sense all other beings within 240'.

Chameleon (Ex): The Kaiju can change colors and blend in with it’s background. It does not receive a Size penalty to Hide checks.

Death Throes (Su): When killed this Kaiju explodes doing energy damage of the same type as it has resistance to (choose one at creation if it has more than one). All creatures within 100 feet of the Kaiju must make a Reflex Save (DC=10 + 1/2 Hit Dice + Constitution modifier) or take 20d6 energy damage (+1d6 per 3 hit dice over 40). A successful Save halves this damage.

Enhanced Ability Score (Ex): You may add +4 to any one ability score after all the other modifiers for this template have been added.

Enhanced Movement (Ex): One of the Kaiju's movement types is increased by +20 feet. This may be taken multiple times. Optionally if the Kaiju has a Flight speed, it can increase its maneuverability 2 levels higher.

Fast Healing (Ex): The Kaiju gains Fast Healing 20.

Forcefield (Su):Once per day you may create a glowing field of force around yourself for a number of rounds equal to your Charisma modifier. It is effectively the same as a Wall of Force except that it protects you personally as opposed to an area (i.e. it forms a sphere around you).

Heavy Armor (Ex):The Kaiju has incredibly thick armor plating, even for one of it's kind. It's Invulnerability increases to 20.

Hold Breath (Ex): The Kaiju may hold it's Breath for a number of hours equal to it's Constitution Modifier before it risks drowning.

Jet (Ex): Once per round as a Full Round Action the Kaiju can jet backwards, increasing it's swim move to six times normal. It must move in a straight line, but does not provoke attacks of opportunity.

Immunity (Ex): This may be taken multiple times. Each time it is chosen you gain immunity to one of the following:

1)1 specific type of Energy damage (you may optionally choose to include Force, Negative Energy, and Positive Energy on this list)
2)Poison and Disease
3)Ability Damage/Drain and Energy Drain
4)Petrification and Polymorph
5)No longer needs to breath, eat, or sleep, and is immune to sleep/aging effects
6)Paralysis, Stunning, and non lethal damage
7)Critical hits of flanking
8)Death effects
Increased Size (Ex): If Increased Size is chosen it counts as two selections for the Kaiju. See notes by each entry in the Template for the effects of Increased Size.

Partial Type Change (Ex): The Kaiju can gain all the traits (and weaknesses) of one of the following types: Construct (including Living Construct for cyborg types), Elemental, Ooze, Plant, or Undead. Their Hit Dice, BAB, Saves, and Skill Points do not change nor do they lose any traits from the Kaiju Type, and they are still considered the both the Kaiju Type and the new Type for purposes of all spells/powers effects (i.e. Undead Kaiju can be Turned, albeit with incredible difficulty). Kaiju who become Constructs or Undead retain their Con Score.

Reflect Energy (Su):If an energy based attack that you have Energy Resistance to fails to penetrate your Energy Resistance once damage is rolled it is reflected back at the attacker. This only works on energy attacks with a to hit roll.

Reflect Spells (Su): Targeted spells and spell-like effects that fail to penetrate the kaiju's Spell Resistance are reflected back at the caster.

Regeneration (Ex): The Kaiju gains Regeneration 10. You must decide what type of damage it cannot regenerate upon creation of the Kaiju.

See Invisibility (Su):The Kaiju can See Invisibility as a 20th level Sorcerer permanently. It can suppress or resume this ability as a free action.

Semi Solid (Ex): Kaiju with this ability are incredibly amorphous. The Kaiju takes no damage from Piercing weapons, 1/2 damage from Slashing weapons, and full damage from Blunt weapons. Semi Solid may not be taken if you have the Forcefield, Heavy Armor, or Spines Special Qualities (or the Half-Construct Feat) and vice versa. You must always be vulnerable to at least 1 energy type if you take this ability.

Spell/Power Absorption (Su): If the Kaiju is specifically targeted by a Spell/Power, and it fails to defeat the Kaiju's Spell Resistance, the Kaiju absorbs the Spell. The Kaiju can use this to increase its own power temporarily. Your options are:
1) Gain Regeneration: X . X=the spell level of the spell absorbed.
2)The Save DC of the next Special Attack you use is increased by an amount equal to the level of the spell absorbed.
3)Gain a temporary circumstance bonus to attack and damage rolls equal to the level of the spell absorbed.
4)Gain a Deflection bonus to Armor Class for equal to the level of the spell absorbed.
5)Gain a circumstance bonus to all Saving Throws equal to the level of the spell absorbed.
6)You can apply one of the following metamagic Feats to your Spell Like ability the next time you use it: Enlarge Spell, Extend Spell, QUicken Spell, Silent Spell, Still Spell, Fortify Spell, Sculpt Spell

These bonuses last 1 minute per spell level.

Spines (Ex): The Kaiju is covered in spines. Anything hitting it with an unarmed strike or a natural attack takes 1d6 damage plus its Strength bonus (1d8 if Increased Size is taken).

Sonar (Ex): The Kaiju gains Blindsight 240' (360' if Increased Size is taken).

Sprint (Ex): Once per hour the Kaiju can move up to 5 times it's normal Speed when performing a Charge attack.

Tremorsense (Ex): The Kaiju has Tremorsense with a range of 240' (360' if Increased Size is taken).

Saves: Base Saving Throws are all +32 (plus the appropriate Stat Modifier).

Abilities: Kaiju begin with the following Stats: Str 60, Dex 10, Con 60, Int 8, Wis 18, Cha 46. The Kaiju also has 10 points to distribute among it's Stats as you see fit. If Increased Size is taken modify as follows: Str 80, Dex 6, Con 80.

Skills: Choose up to any 8 skills as your Kaiju's class skills. If Increased Size is taken the Size Modifier for Hide Checks increases to -32, and the Size Modifier to Grapple Checks increases to +32.

Feats: A Kaiju gets 21 Feats, 14 of which may be Epic Feats, and any of which may be Kaiju Feats. It also gets 4 Bonus Feats which must be Kaiju Feats.

Environment: Any

Organization: Solitary or Unique

Challenge Rating: 36

Treasure: None

Alignment: Usually Chaotic Neutral, but can be any Alignment.

Advancement: 61+ HD (Colossal)

Level Adjustment: ---



Example of creature using template here:

Seishin-Namida (Kaiju Mindflayer)
Colossal Kaiju
Hit Dice: 60d12+1500 (2220 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armor Class: 52 (-8 Size, +50 Natural), touch 2, flat-footed 52
Base Attack/Grapple: +60/+101
Attack: Tentacle +83 melee (4d6+30/19-20)
Full Attack: 4 Tentacles +83 melee (4d6+30/19-20) and 2 Claws +77 melee (2d8+15)
Space/Reach: 30 ft./30 ft.
Special Attacks: Trample (4d12, DC 70), Frightening Presence (DC 58), Unusual Power (Psionic Blast 5/day, DC 33, Stun 8 rounds), (Psionic Mind Blank 3/day), (Ultrablast 1/day, 20d6, DC 37)
Special Qualities: DR 30/Epic, Dark Vision 120', Energy Resistance 50 (Acid, Cold, Fire, Electricity, Sonic), Invulnerability 20, Immune to Mind Influencing Effects, SR 46, Overnight Healing, Spell/Power Absorption (increase Save DC's), Regeneration 10, Forcefield
Saves: Fort +57, Ref +32, Will +42
Abilities: Str 60, Dex 10, Con 60, Int 18, Wis 18, Cha 46
Skills: Bluff +54, Concentration +85, Hide +14, Listen +67, Move Silently +30, Sense Motive +67, Spot +67, Swim +55
Feats: Ability Focus (Psionic Blast, Ultrablast), Close-Quarters Fighting, Combat Manifestation, Defensive Sweep, Enhanced Power x2 (Ultrablast, 3/day, 60' Area of Effect), Epic Will, Extra Attacks x5 (3 Primary Tentacles and 2 Secondary Claws), Improved Critical (Tentacle), Improved Initiative, Iron Will, Multigrab, Overwhelming Assault, Power Critical (Tentacle), Superior Initiative, Weapon Focus (Tentacle), 4, Enhanced Power x2 (Psionic Blast, 80' Cone, 5/day)(B), Enhanced Power (Mind Blank 3/day)(B), (Improved Grab (B),
Environment: Any
Organization: Unique
Challenge Rating: 36
Treasure: None
Alignment: Chaotic Evil
Advancement: 61+HD (Colossal)
Level Adjustment: ---



Akumakoori (Kaiju Ice Devil)
Colossal Kaiju/Construct (Living)
Hit Dice: 60d12+1500 (2220 hp)
Initiative: +6
Speed: 30 ft. (6 squares), Fly 30 ft. (Poor)
Armor Class: 54 (-8 Size, +2 Dex, +50 Natural), touch 4, flat-footed 52
Base Attack/Grapple: +60/+103
Attack: Claw +84 melee (4d6+32)
Full Attack: 2 Claws +84 melee (4d6+32), 1 Bite +84 melee (2d8+16 plus 4d6 Cold), and 1 Sting +85 melee (2d8+16/19-20 plus 4d6 Cold)
Space/Reach: 30 ft./30 ft.
Special Attacks: Trample (4d12, DC 72), Frightening Presence (DC 58), Energy Attack (Cone, 23d6 Cold, DC 70), Energy Sting (Bite, Cold), Webbing (200' blast, DC 70)
Special Qualities: DR 30/Epic, Dark Vision 120', Energy Resistance 50 (Acid, Cold, Fire, Electricity, Sonic), Invulnerability 20, Immune to Mind Influencing Effects, SR 46, Overnight Healing, Partial Type Change (living Construct), Immune to Fire, Additional Movement Type (Flight)
Saves: Fort +57, Ref +34, Will +36
Abilities: Str 65, Dex 15, Con 60, Int 8, Wis 18, Cha 46
Skills: Bluff +25, Climb +35, Concentration +33, Jump +35, Listen +12, Move Silently +10, Search +7, Spot +12
Feats: Alertness, Cleave, Combat Reflexes, Defensive Sweep, Devastating Critical (Sting), Extra Attack x3 (1 Primary Claw, 1 Secondary Bite, and 1 Secondary Sting), Flyby Attack, Hover, Improved Critical (Sting), Improved Initiative, Improved Multiattack, Multiattack, Overwhelming Assault, Overwhelming Critical (Sting), Power Attack, Power Climb, Power Dive, Weapon Finesse (Sting), Wingover, Stunning Attack x2 (Energy Attack, Energy Sting)(B), Powerful Blast x2 (+4d6 Energy Sting)(B)
Environment: Any
Organization: Unique
Challenge Rating: 36
Treasure: None
Alignment: Lawful Evil
Advancement: 61+HD (Colossal)
Level Adjustment: ---



Daichi (Kaiju Earth Elemental)
Colossal Kaiju/Elemental (Earth)
Hit Dice: 60d12+1500 (2220 hp)
Initiative: +4
Speed: 30 ft. (6 squares), Burrow 30 ft.
Armor Class: 58 (-8 Size, +56 Natural), touch 2, flat-footed 58
Base Attack/Grapple: +60/+106
Attack: Slam +88 melee (4d6+30/19-20)
Full Attack: 2 Slams +88 melee (4d6+30/19-20)
Space/Reach: 30 ft./30 ft.
Special Attacks: Trample (4d12, DC 77), Frightening Presence (DC 58), Constriction (8d6+60), Improved Grab, Pin Down
Special Qualities: DR 30/Epic, Dark Vision 120', Energy Resistance 50 (Acid, Cold, Fire, Electricity, Sonic), Invulnerability 20, Immune to Mind Influencing Effects, SR 46, Overnight Healing, Additional Movement Type (Burrow), Partial Type Change (Elemental), Tremorsense
Saves: Fort +57, Ref +32, Will +36
Abilities: Str 70, Dex 10, Con 60, Int 8, Wis 18, Cha 46
Skills: Balance +8, Climb +38, Hide -8, Knowledge (The Planes) +6, Listen +12, Move Silently +8, Search +7, Spot +12
Feats: Ability Focus (Trample), Alertness, Awesome Blow, Cleave, Close-Quarters Fighting, Combat Brute, Defensive Sweep, Devastating Critical (Slam), Epic Will, Extra Attack (Primary Slam), Great Cleave, Improved Bull Rush, Improved Critical (Slam), Improved Initiative, Improved Sunder, Multigrab, Overwhelming Assault, Overwhelming Critical (Slam), Power Attack, Power Critical (Slam), Shock Trooper, Weapon Focus (Slam), Subtype (Earth)(B), Improved Grab (B), Increased Toughness x2 (B)
Environment: Any
Organization: Unique
Challenge Rating: 36
Treasure: None
Alignment: Neutral
Advancement: 61+HD (Colossal)
Level Adjustment: ---



Gaki (Kaiju Ghoul)
Colossal Kaiju/Undead
Hit Dice: 60d12+1500 (2220 hp)
Initiative: +5
Speed: 50 ft. (10 squares), Burrow 30 ft.
Armor Class: 57 (-8 Size, +5 Dex, +50 Natural), touch 7, flat-footed 52
Base Attack/Grapple: +60/+101
Attack: Claw +82 melee (4d6+30 plus disease plus paralysis)
Full Attack: 2 Claws +82 melee (4d6+30 plus disease plus paralysis) and 1 Bite +82 melee (2d8+15/19-20 plus disease plus paralysis)
Space/Reach: 30 ft./30 ft.
Special Attacks: Trample (DC 70), Frightening Presence (DC 58), Diseased Attacks (DC 70), Poison Attack (Bite and Claws, Paralysis, DC 70)
Special Qualities: DR 30/Epic, Dark Vision 120', Energy Resistance 50 (Acid, Cold, Fire, Electricity, Sonic), Invulnerability 20, Immune to Mind Influencing Effects, SR 46, Overnight Healing, Partial Type Change (Undead), Additional Movement Type (Burrowing), Enhanced Movement Type (Land speed)
Saves: Fort +57, Ref +43, Will +36
Abilities: Str 60, Dex 20, Con 60, Int 8, Wis 18, Cha 46
Skills: Balance +13, Climb +37, Hide -3, Jump +38, Listen +12, Move Silently +13, Spot +12, Tumble +13
Feats: Close Quarters Fighting, Defensive Sweep, Dodge, Elusive Target, Epic Reflexes, Extra Attack x2 (1 Primary Claw, 1 Secondary Bite), Improved Critical (Bite), Improved Multiattack, Improved Snatch, Lightning Reflexes, Mobility, Multiattack, Multisnatch, Overwhelming Assault, Prone Attack, Snatch, Keen Scent (B), Rend (B), Scent (B), Trip (B)
Environment: Any
Organization: Unique
Challenge Rating: 36
Treasure: None
Alignment: Chaotic Evil
Advancement: 61+HD (Colossal)
Level Adjustment: ---





KAIJU FEATS

Brutal Attack (Prerequisites: Kaiju, an energy attack doing Force or Sonic damage): Any opponent damaged by your Energy Attack must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Paralyzeed 1d3 turns.

Burning Attack (Prerequisites: Kaiju, an Energy Attack doing Acid or Fire damage): Any opponent damaged by your Energy Attack must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or take a -4 penalty to all rolls for the next 1d6 rounds.

Buzzsaw (Prerequisites: Kaiju, Partial Type Change: Construct): Due to retractable revolving saw blades inside your body you do 10d6 Slashing damage with a successful Grapple Check (this damage ignores DR).

Damage Field (Prerequisites: Kaiju, Energized Attack): When using your Energized Attack your entire body is infused with the energy. Opponents striking you during this time must make a Fortitude Save (DC is 10 + 1/2 Hit Dice + Charisma modifier) or take 3d6 damage of the appropriate energy type. You may do energy damage with a simple touch attack, or add it to grapple or constriction damage if using either of those attacks.

Death Ray (Prerequisites: Kaiju): Your Energy Ray Special Attack does untyped damage, bypassing Damage Reduction and Energy Resistance.

Engulf (Prerequisites: Kaiju, Semi-Solid or Partial Type Change: Ooze): If the Kaiju succeeds in a Grapple Check, it Engulfs it's opponent (or at least a part of them if the opponent is Gargantuan or bigger). In addition to any normal Grapple Damage, the opponent risks suffocation (see DMG page 304) if it requires air to breathe.

Enhanced Power (Prerequisites: Kaiju, Unusual Power): You can increase the range of your power, or the number of times per day it can be used. If used to increase range, the effect depends on the spell. Cones become an 80' Cone, Lines become a 10'x150' Line, Rays get a range of 300 feet, Area of Effect attacks get a range of 200 feet and a 60 foot radius spread, all other attacks get a range of 150'. If used to increase the number of times per day 5/day powers become at will, 3/day powers become 5/day, and 1/day powers become 3/day. This Feat may be taken multiple times.

Extend Energized Attack (Prerequisites: Kaiju, Energized Attack): Your Energized Attack lasts for the duration of the encounter when activated.

Extra Attack (Prerequisites: Kaiju):The Kaiju possesses an attack it does not normally have. You may define this attack as you will (bite, gore, stinger, tail club, claw, etc). If it becomes the Kaiju's new Primary attack it does 4d6 damage. if it is another secondary attack it does 2d8 damage. Optionally you get an additional attack with a Natural Weapon you already have on a Full Attack. For example if you normally did one Slam Attack, this Feat would give you an additional Slam Attack when you made a Full Attack each time you took it.

Flying Razors (Prerequisites: Kaiju, Partial Type Change: Construct, Ranged Attack): Your Ranged Attack ability ignores Damage Reduction.

Improved Grab (Prerequisites: Kaiju): You gain the ability listed on page 310 of the Monster Manual.

Increased Toughness (Prerequisites: Kaiju, Con 42+): You Natural Armor Bonus increases by +3. This may be taken multiple times, and it stacks.

Keen Scent (Ex) (Prerequisites: Kaiju, Scent): You can detect creatures by Scent in a 180' Radius, and can smell blood from ranges of up to 1 mile.

Pounce (Prerequisites: Kaiju, appropriate movement type higher than 20', Dex 15+): The Kaiju gains the Pounce attack listed on page 313 of the MM.

Potency (Prerequisites: Kaiju): This feat may be taken multiple times. If taken the Kaiju may is considered one alignment type for purposes of overcoming damage reduction. You may only choose alignment types that are present in the Kaiju's own alignment. Optionally you may also have your natural attacks be considered Adamantine for purposes of overcoming Damage Reduction.

Powered Attack (Prerequisites: Kaiju): When you successfully hit with your energized attack you may add your Charisma bonus to the damage done (Charisma bonus damage is the same as the form of energy damage being done).

Powerful Blast (Prerequisites: Kaiju): Each time you take this Feat choose one Energy Attack you possess. It's damage is increased by +2d6.

Powerful Charge (Prerequisites: Kaiju): When the Kaiju charges, it's primary attack does double normal damage plus double it's Strength bonus.

Rake (Prerequisites: Kaiju, Claw natural attack): The Kaiju gains the Rake attack listed on page 313 of the MM. Damage is teh same as its claw attack plus half its Strength modifier.

Reeking Attack (Prerequisites: Kaiju, an Energy Attack doing Acid or Fire damage): Any opponent damaged by your Energy attack must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Nauseated for 1d3 turns.

Rend (Prerequisites: Kaiju. Claw natural attack): If all of the Kaiju's claw attacks hit it may automatically rend for extra damage. Damage is equal to double the normal claw damage (i.e. 2d6 if the claw does 1d6) plus one and a half times Strength modifier.

Racial Skill Bonus (Prerequisites: Kaiju): You gain a +4 Racial Bonus to 1 skill. This may be taken twice to gain up to a +8 Racial Bonus to one skill. Or it may be taken multiple times to gain skill bonuses to as many skills as you're willing to spend Feats on. Optionally you may use this to gain a Racial Bonus with one combat maneuver such as Grapple Checks, Trip Attempts, or Bull Rushes.

Rocket Fist (Prerequisites: Kaiju, Partial Type Change: Construct): Your Primary Natural Attack (usually a Slam) may also be used as a Ranged Attack.

Scent (Prerequisites: Kaiju): You gain the Scent Ability.

Stunning Attack (Prerequisites: Kaiju, and energy attack doing Cold, Electricity, Force, Negative, Positive, or Sonic damage): Any opponent damage by your Energy Attack must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Stunned for 1d3 rounds.

Subtype (Prerequisite: Kaiju): Gain one of the following Subtypes:
Air, Amphibious, Aquatic, Chaotic, Cold, Earth, Evil, Extraplanar, Fire, Good, Lawful, Shapechanger, or Water.

Swat: (Prerequisite: Kaiju): If you are standing firmly on the ground and successfully attack a flying opponent, it must make a Reflex Save (Save DC is 10 plus 1/2 HD plus whichever Stat Modifier was used in the attack, Str in the case of Natural Weapons) or be knocked from the sky. It falls to the ground taking normal falling damage, and is prone.

Trip (Prerequisites: Kaiju): If you successfully make an attack with your Primary Natural Attack, you may immediately make a Trip Attack as a Free Action without provoking an Attack of Opportunity. If you fail your opponent does not receive a Trip attempt against you in return.


KAIJU FLAWS

These can be taken to gain an additional Kaiju Feat.

WEAKNESS (Prerequisites: Kaiju): The Kaiju takes double damage from one specific source, such as an energy or alignment type. Alternatively it takes 2d6 damage per round in contact with some specific substance or thing, and it's Fast Healing and/or Regeneration do not work against this damage.

Bhu
2009-11-18, 07:00 AM
Minor update to Kaiju and Greater Kaiju templates.

DracoDei
2009-11-18, 01:26 PM
Is Forcefield a sphere (in which case it stops the Kaiju from attacking, or maybe even moving), or is it something a few feet from the skin that moves with it(in which case it doesn't stop either)?