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Bhu
2009-11-19, 07:27 AM
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)?

Hadn't really thought about that. I think in most Kaiju films its a sphere.

The Tygre
2009-11-19, 02:22 PM
You ever gonna' put a rough estimate on the Kaiju CRs? I've got a couple of monster books if you need any help.

DracoDei
2009-11-19, 02:45 PM
Seems to me the the tendency might be to have EVERY Kaiju feat an individual CAN have...

Bhu
2009-11-20, 07:48 AM
You ever gonna' put a rough estimate on the Kaiju CRs? I've got a couple of monster books if you need any help.

Yeah its coming. I wanna finish the few examples first so I have soemthing to compare to when figuring CR.

The Tygre
2009-11-20, 02:04 PM
Yeah its coming. I wanna finish the few examples first so I have soemthing to compare to when figuring CR.

Understood. Speaking of which, are you going to provide some back-story on your sample Kaiju? Kobold Quarterly had an article on Kaiju, and I'm interested in slipping some into my game.

Bhu
2009-11-21, 05:24 AM
Understood. Speaking of which, are you going to provide some back-story on your sample Kaiju? Kobold Quarterly had an article on Kaiju, and I'm interested in slipping some into my game.

I suppose I could. Most Kaiju origins seem to be the same though. Something happens, giant critter is unleashed, humanity collectively poops itself.

Which issue of KQ has teh Kaiju?

The Tygre
2009-11-22, 02:41 AM
Issue 5 has teh Kaiju. It's systems neutral, so it doesn't really offer any hard stats. Just advice for DMs on how to run the monsters, how to put them in the campaigns, how players should/could kill them, and the backstories of three (or was it four?) originals. Still, good article.

Bhu
2009-11-24, 10:24 AM
Thanks man! Minor updates to all 3 Kaiju templates.

Bhu
2009-11-25, 04:58 AM
Nother minor update to the Kaiju and Greater Kaiju templates. The browser locked and i lost half of what I had, and I'm out of time for doing the rest of it. :smallfurious:

Bhu
2009-11-26, 05:56 AM
OK I just need to get Feats on the example critters, and then I can finally CR the Kaiju and Greater Kaiju (as well as maybe do fluff).

Bhu
2009-11-28, 08:11 AM
Kaiju Templates are done except for the CR and any fluff (Phew!!).

And now to put the beginning touches on a request:

Beer Lurker
Fine Vermin (Aquatic)
Hit Dice: 1/4d8 (1 hp)
Initiative:
Speed: 5 ft. (1 square), Swim 5 ft.
Armor Class: 20 (+8 Size, +2 Dex), touch 20, flat-footed 18
Base Attack/Grapple: +0/-21
Attack: -
Full Attack: -
Space/Reach: 1/2 ft./0 ft.
Special Attacks: Parasite
Special Qualities: Dark Vision 60', Vermin Traits, Camouflage, Blindsense
Saves: Fort +2, Ref +2, Will +0
Abilities: Str 1, Dex 14, Con 10, Int -, Wis 10, Cha 2
Skills: Hide +20, Listen +2, Move Silently +4, Spot +2, Swim +3
Feats: Alertness
Environment: Warm Aquatic
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---

It's become a damn sad day when a man has to check his beer for worms Bert. Damn sad."

It's assumed Beer Lurkers are yet another project by an insane Wizard, as their evolving naturally just seems too darned unlikely. Beer Lurkers appear as blind, squat worms a few inches long with a mouth full of teeth and 2 small fins they use for swimming and pulling themselves along midway through their body. They can only reproduce inside a host, and cannot survive long outside of water/liquid. If not inside a host they must find an aquatic environment quickly or perish.

Which brings us to beer. Beer Lurkers are usually the exact same color as the local beer of choice, making it difficult to believe they occurred naturally. If anyone has any idea as to the origins of this critter please contact the Guild of Suffocating Vengeance. We eagerly await your news.

Parasite (Ex): Each day the Beer Lurker spends inside a host it does 1 point of temporary Constitution damage. Symptoms include feeling ill the first day, and then passing blood the next. Anyone with Knowledge (Nature) or Healing can make a DC 20 Check to determine the cause of the problem, and it takes a DC 25 roll to remove the parasite via surgery without also harming the patient (2d6 damage per failed roll). Spells that cure or remove parasites/disease will also cure the individual, but the Lurker does 1d10 damage in it's death throes. Miracle or Wish removes it with no problem. Should the host die, the Lurker must find an appropriate host or an aquatic environment within 1d4 hours or perish. Not truly amphibious, but it can live that long without water (whether or not it breathes is unknown). Since the Lurker is willing to kill it's host after reproducing, it is not truly a parasite but a parasitoid, and given it's short lifespan without a host (and it's abilities to camouflage itself in drinks) most assume it's an artificially created life form used for assassinations or spreading terror in communities.

Camouflage (Ex): Beer Lurkers have a +8 Circumstance Bonus to Hide checks inside Beer, muddy water, or similarly colored liquids. Anyone drinking a Beer inhabited by a Beer Lurker must make an Opposed Spot vs Hide check or accidentally drink it (at which point bad times are comin').

Blindsense (Ex): While in water (or other liquid) the Beer Lurker can sense all other beings within 10'.

Skills: Beer Lurkers get a +8 Racial Bonus to all Swim Checks, and can Always Take 10 on a Swim check. They can use the Run Action while swimming in a straight line.

Combat: Beer Lurkers are not combatants. If they aren't swallowed they pretty much leave the party alone. Otherwise they are content to simply live in their gut for a long while. At 1 point of Con damage per day, they will never cause their victim to really die, unless something else does Con damage, or until the Lurker spawns. Being able to reproduce by parthenogenesis the Lurker needs no mate, and after absorbing 10 points of Con it can lay eggs within it's host, which take 2d4 days to hatch. The spawn leave the host after 1d4 days, but in the process they do an additional point of Constitution damage each day until they leave.

Bhu
2009-11-28, 09:42 AM
Dire Toucan
Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 20 ft. (4 squares), Fly 60 ft. (Average)
Armor Class: 14 (+2 Dex, +2 Natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Beak +3 melee (1d8+2/19-20, x3)
Full Attack: Beak +3 melee (1d8+2/19-20, x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Crushing Beak
Special Qualities: Low Light Vision,
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 12, Dex 15, Con 12, Int 2, Wis 12, Cha 10
Skills: Intimidate +2, Listen +2, Spot +3
Feats: Weapon Finesse
Environment: Warm Forest
Organization: Solitary, or Pair
Challenge Rating: 1
Treasure: Standard
Alignment: Always Neutral
Advancement: 3-4 HD (Medium)
Level Adjustment: ---

"Bert...I can't help but notice we're in a jungle. Which means we're hunting birds or bugs or snakes."

"It's birds."

"_________ BERT WE AGREED NO MORE BIRDS!"

"But the poison critters are okay?"

"YES! I MEAN NO! Look you owe me a big one for this! Everytime we go after birds bad things happen."

Dire Toucans are slightly more aggressive (and much larger) versions of their smaller relatives.

Crushing Beak (Ex): A Dire Toucans beak criticals on a 19-20 and does x3 damage.

Combat: Dire Toucans rarely see the need to fight unless PC's are close to their nest or food sources. Then it's Beak Time. Preferably on the back of your head if Intimidation doesn't work.

Bhu
2009-12-01, 08:09 AM
Everyone think the parasite ability is fine as is?

Cyanidesoul
2009-12-01, 06:38 PM
Everyone think the parasite ability is fine as is?

Sounds good to me. But what happens when the victim's Con reaches 0? The beer lurker feeds on the host's vital organs, and when it's host dies it has to find a hospitable liquid (beer) or another host or die within 1d4 hours.

Bhu
2009-12-02, 08:28 AM
Sounds good to me. But what happens when the victim's Con reaches 0? The beer lurker feeds on the host's vital organs, and when it's host dies it has to find a hospitable liquid (beer) or another host or die within 1d4 hours.

True. As written the Beer Lurker is less of a parasite, and more of a parasitoid. I need to add more fluff about that. Anytime a PC's Con hits 0 he's dead though. Granted even if the Lurker only did hp damage, he'd still possibly get killed, it would just depend on how much the Lurker did. I'd have to set the damage low enough that it wouldn't overwhelm the PC's natural healing factor, but high enough to inconvenience them. Could be tricky...

Bhu
2009-12-03, 08:08 AM
Modified Beer Lurker a little (the CR for the Kaiju templates is coming, I havent been able to set down long enough to work it out).

Any thoughts on CR for the Lurker? It's not really a combatant so much as a hazard. I was thinking 1/2 maybe?

Bhu
2009-12-05, 06:40 AM
Think CR 28 is okay for the Kaiju template?

Also: Lurker is updated and done.


http://3.bp.blogspot.com/_T9n9y1_Lkfs/SeSc9yl1_rI/AAAAAAAABQs/5i49nj0Vffg/s1600-h/Jorge+Lacera.jpg

Ptera-Gloth
Huge Outsider (Chaotic, Extraplanar, Evil, Obyrith)
Hit Dice: 30d8+330 (465 hp)
Initiative: +8
Speed: Fly 120 ft. (24 squares)
Armor Class: 46 (-2 Size, +4 Dex, +24 Natural, +10 Profane), touch 22, flat-footed 42
Base Attack/Grapple: +30/+41
Attack: Tongue Lash +39 melee (2d6+11 plus venom) or Grapple +41
Full Attack: 1 Tongue Lash +39 melee (2d6+11 plus venom) and 2 Claws +34 melee (2d6+5) or Grapple +41
Space/Reach: 15 ft./15 ft.
Special Attacks: Form of Madness, Engulf, Spell-Like Abilities, Venom
Special Qualities: Immunities, Energy Resistance 10 (Acid, Electricity), Fast Healing 10, True Seeing, Telepathy 100', Blindsight 120', Damage Reduction 10/Lawful, Epic and Good, SR 39, Deathly Pallor, Flight
Saves: Fort +28, Ref +21, Will +23
Abilities: Str 33, Dex 18, Con 33, Int 18, Wis 20, Cha 23
Skills: Bluff +28, Concentration +28, Diplomacy +28, Gather Information +28, Hide +26, Intimidate +28, Knowledge (Arcana, Geography, History, Nature, Religion, The Planes) +26, Listen +27, Move Silently +26, Search +26, Sense Motive +27, Spellcraft +26, Spot +27
Feats: Ability Focus (Engulf, Form of Madness, Venom), Dark Speech, Flyby Attack, Hover, Improved Initiative, Improved Snatch, Necromantic Might, Necromantic Presence, Snatch, Wingover
Environment: Infinite Layers of the Abyss (The Gaping Maw)
Organization: Unique
Challenge Rating: 26
Treasure: Double Standard
Alignment: Always Chaotic Evil
Advancement: 31+ HD (Huge)
Level Adjustment: ---


[i]"In my position as head of security for Demogorgon, there are few things I have encountered more vexing than the rumors of an Obyrith Lord far to the North in the Screaming Jungle in a desolate wasteland. Try as I might I have never found it, but every so many centuries we catch something both undead and Fiend coming from the North. It has obviously been through great trials to reach us, and it is usually an agent we have sent to the vicinity to investigate. I have sent small armies to see only their leader return as some sort of abomination. I will send no more armies to be stolen from me. If you wish to investigate, be my guest. I will burn your corpse when it comes walking back."


Currently known only to Obox-Ob, Pale Night, and perhaps a handful of whatever ancient Obyrith Lords have survived over the centuries, the Ptera-Gloth's origin is unknown (or at least the few who know it aren't talking). It's purpose seems to be expanding it's domain, which makes it seem hellbent on an eventual collision course with either They Who Lie in Wait (assuming they aren't allies) or Demogorgon himself, especially since the Ptera-Gloth has been forcibly converting the occasional force sent to confirm it's existence.

The Ptera-Gloth appears as an immense rotting Pteranodon with black hide and fires illuminating from it's eyes, open mouth, and belly. It's lower legs and jaw appear to have fallen off, and it's belly is open with rubbery black tentacles hanging from it.


Venom: The Ptera-Gloth's tongue barbs are envenomed. Injury, Fortitude Save DC 38, Initial damage 1d4 Constitution, Secondary Damage is death. Victims who die as a result of this venom rise again in 1d6 hours with the Corpse Creature Template from the Book of Vile Darkness. This even affects Outsiders.

Spell-Like Abilities (Sp): At will: Astral Projection, Awaken Undead, Chaos Hammer, Cloak of Chaos, Desecrate, Detect Good, Detect Law, Evil Glare, Greater Dispel Magic, Greater Teleport, Planeshift, Shapechange, Telekinesis, Unhallow, Word of Chaos.

3/day: Energy Drain, Symbol of Death, Symbol of Insanity,

1/day: Plague of Undead, Vile Death

Caster Level is 22.
Form of Madness (Su): Any creature within 120' of Ptera-Gloth must make a DC 33 Willpower Save (Save DC is Charisma based), or become terrified of the sky. This is a mind-affecting ability that does not affect Chaotic Evil Outsiders. A successful Save means the opponent is immune to the Ptera-Gloth's Form of Madness for 24 hours. If the Save is failed, the opponent will become Panicked so long as it is under the open sky, and will not recover it's senses until it can hide in either a building or some sort of cave or shelter such as thick jungle or forest. It will not willingly venture out under the open sky for 24 hours, and Panics again if forced to do so.

Engulf (Su): The Ptera-Gloth can make Grapple Checks without provoking an attack of Opportunity if it's opponent is at least 1 Size Class smaller than itself. If successful it engulfs it's opponent, and the effect largely depends on what that opponent is. If the opponent is a Fiend it gains the Corpse Creature Template, and gains the Weakness that it must obey every command given it by the Ptera-Gloth. If the opponent is a corporeal Undead, it gains the Half Fiend Template (despite this normally not being possible), and also becomes under the Ptera-Gloth's control. Living beings that aren't Outsiders must make a DC 38 (Save DC is Constitution Based) Willpower Save or die as they are burnt to ashes in the Ptera-Gloth's internal fires.

Immunities: The Ptera-Gloth is immune to Mind-Affecting Effects, Cold and Fire Damage.

Deathly Pallor (Ex): Ptera-Gloth is rare amongst the Obyrith as he has passed beyonf death and returned, a feat that is most odd for an Outsider whose kind cannot normally be resurrected. Ptera-Gloth has all the abilities and immunities of the Undead Type, but none of it's weaknesses (i.e. he is not mindless or subject to Turn Undead or abilities that specifically affect only Undead). It is somewhere between being an Obyrith and an Undead.

Flight (Ex): The Ptera-Gloth's ability to fly is not related to it's wings, and it may fly regardless of the amount of damage done to it. If a way is figured out to somehow render it helpless or paralyzed (or some other condition such as unconsciousness Undead are normally immune to) then it floats to the ground as if under the effect of a Feather Fall spell.

Combat: The Ptera-Gloth will usually use a Spell-Like ability or two to soften up prey before Engulfing them one at a time to add to it's army. Tougher opponents who can fight back, or beings too powerful or too big to use the Engulf attack on receive it's Tongue Lash instead.

Nehh
2009-12-06, 05:29 AM
Sorry if this is annoying you a bit, but I just saw two Dire Creatures I just have to see. Die Lemming and Dire Hamster. Just a thought.

The Tygre
2009-12-06, 02:41 PM
28 as a definite or +28? 'Cause I'd say the latter, but that's just a rough guess.

EDIT: Whoop, my bad. Looking over again, CR 28 seems about right to me. Like I said though, might want to get a second opinion on it.

Bhu
2009-12-07, 06:17 AM
Sorry if this is annoying you a bit, but I just saw two Dire Creatures I just have to see. Die Lemming and Dire Hamster. Just a thought.

Man I could've swore I already did those.... lemme peek through the thread. If I havent somehow forgotten to put them up in the list I'll give them a go.

Bhu
2009-12-08, 06:16 AM
Yup I did do them. Dire Hamster is back on page 19 (I forgot to put it in the list), and Lemmings are basically Voles. The Dire Vole is back on page 21.

The Tygre
2009-12-08, 10:13 AM
Okay, Bhu, I've been checking out the Kaiju, and I've got some potentially bad news. For what's it worth, your Kaiju's CR is anywhere in the ball-park of CR 42 (at the utmost minimum) to CR 126, based off of the EN World Creature Catalog system:



Challenge Rating Calculator

This calculator is taken from the "How to Create a Monster" article found in Dragon 276 (and on this site). It is used to assign the CR to any "non-epic" monster. Epic monsters use a different system than the one presented (and I am working on posting this one as well).

To determine a monster's CR follow the steps below.

1. Take the monster's average hit points and divide by 4.5
2. For each Special Attack and Special Quality add +1 or +2. Here are some suggestions.

* +2 for damage reduction, spell-like abilities, spells, SR, regeneration, fast healing or any attack that deals permanent ability damage.
* +1 for all other Special Attacks or Special Qualities.

3. Take the total and divide by 3. This gives the monster's CR.

The above is just a guesstimator. The best way to find a creature's CR is through playtesting.

Mind you, this is just for the Remorhaz based Kaiju. I'll have to get back to you on the others.

Zom B
2009-12-08, 02:12 PM
Time Flies
Size/Type: Diminutive Vermin (Swarm)
Hit Dice: 6d8-6 (21 hp)
Initiative: +4
Speed: 10 ft. (2 squares), fly 30 ft. (poor)
Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14
Base Attack/Grapple: +4/—
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, Consume Arrows
Special Qualities: Darkvision 60 ft., immune to weapon damage, swarm traits, vermin traits
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 1, Dex 19, Con 8, Int Ø, Wis 10, Cha 2
Skills: Listen +4, Spot +4
Feats: —
Environment: Urban, especially archery supply shops
Organization: Solitary, cloud (2-7 swarms), or plague (11-20 swarms)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

"What can I say?" the bard said while watching his ranger friend fight off the tiny pests. "Time flies like an arrow."

Combat
A time fly swarm surrounds and attacks any prey it encounters. A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move.

Distraction (Ex)
Any living creature that begins its turn with a time fly swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Consume Arrows (Ex)
Any creature that takes damage from a time fly swarm automatically and irrevocably loses 1d4 arrows as the swarm consumes them.

Skills
A time fly swarm has a +4 racial bonus on Listen and Spot checks.

Bhu
2009-12-09, 07:03 AM
Okay, Bhu, I've been checking out the Kaiju, and I've got some potentially bad news. For what's it worth, your Kaiju's CR is anywhere in the ball-park of CR 42 (at the utmost minimum) to CR 126, based off of the EN World Creature Catalog system:



Mind you, this is just for the Remorhaz based Kaiju. I'll have to get back to you on the others.

Peek at teh Epic Handbook. I based the CR off comparing the Kaiju to critters in it. Granted some of them seem off in CR 9ok more than some of them), but there's no way a Kaiju is a CR 42. PC's at that level would smoosh one.

Bhu
2009-12-09, 07:05 AM
Why do the Time Flies eat arrows?

Zom B
2009-12-09, 07:37 AM
Why do the Time Flies eat arrows?

Because time flies like an arrow, just like fruit flies like a banana.

Bhu
2009-12-09, 07:53 AM
I cant believe I forgot that quote...

Bhu
2009-12-10, 05:30 AM
How about CR 36 for the Greater Kaiju?

Bhu
2009-12-12, 03:12 AM
Okay I guess theres no objections to CR 36 then. Whilst I await new requests I guess I'll be doing a few odd little magic critterses:

Combustible Chicken
Tiny Magical Beast
Hit Dice: 1d8+3 (7 hp)
Initiative: +3
Speed: 20 ft. (4 squares), Fly 20 ft. (poor)
Armor Class: 16 (+2 Size, +3 Dex, +1 Natural), touch 15, flat-footed 13
Base Attack/Grapple: +1/-11
Attack: Peck +4 melee (1 point)
Full Attack: Peck +4 melee (1 point) and 2 Claws -1 melee (1 point)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Combustion
Special Qualities: Dark Vision 60', Flight
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 3, Dex 16, Con 16, Int 3, Wis 12, Cha 8
Skills: Balance +4, Jump +5, Spot +3
Feats: Weapon Finesse
Environment: Warm or Temperate Plains
Organization: Solitary or Flock (6-20)
Challenge Rating: 1/3
Treasure: None
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---

"Birds again...Bert you know birds hate me. Why do you take these assignments?"

"Cuz we need the money to get that curse of yours removed. Now put that pipe out. We can't let them see it."

"Why, will the chickens fine me for smoking?"

"Dammit Abner put that thing out before..."

BOOM!

"Bert...I feel I have been denied critical, need to know information..."

Obviously created by an insane mage of some kind, Combustible Chickens appear as ordinary farm fowl, albeit maybe a little meaner and a little tougher. Combustible Chickens are very attracted to heat however, and flock towards it like moths to a flame. Unlike moths, they explode if they catch fire.

This of course has to be a feature that isn't commonly found in evolution, so Wizards are blamed (who else is there to blame really?). It's perfect for assassinating farmers as the chickens keep their combustibility after death. Slaughter a few, sell them for cooking chickens, set back and watch the fun. If the world ever evolves a few psychiatrists one assumes they'd have a field day with Wizards...

Combustion (Ex): Combustible Chickens seeing an open flame must make a DC 20 Willpower Save or immediately run towards it in effort to 'be one with the fire'. If the Save is Successful the Chicken doesn't need to make another one for 2d4 rounds. When a Combustible Chicken takes 1 point or more of Fire or Electrical damage it explodes doing 3d6 Fire damage in a 10' Radius. Should the ambient air temperature reach 100+ degrees, the Chicken must make a DC 20 Fortitude Save or explode (+1 to Save DC for every 10 degrees above 100).

Flight (Ex): Chickens can fly for a maximum of (3 plus Con Modifier) rounds before it must rest for at least 1 minute. They can always use their wings to slow their flight though, so as long as the fall is 20' or less they have no worries of taking damage. If it's longer they subtract 20' from the fall for purposes of how much damage they take.

Skills: A Chickens wings give it a +8 Racial Bonus to Jump Checks.

Combat: Combustible Chickens prefer not to fight at all. They're only really a danger around fire and electricity. So hiding in the Chicken coop during the lightning storm...not such a good idea.

DracoDei
2009-12-12, 10:33 AM
Depending on cooking methods, they might not make that great of a weapon... I guess if the whole thing it being cooked on a spit at once (and you would tend to cook everything at once if you don't have refrigeration) then that makes sense. Is the damage the same even once plucked, skinned, and gutted?

The Tygre
2009-12-12, 08:44 PM
How about CR 36 for the Greater Kaiju?

Ah. Then sir, I do appear to be a fool. CR 36 sounds about right. Carry on.

Bhu
2009-12-13, 05:27 AM
Depending on cooking methods, they might not make that great of a weapon... I guess if the whole thing it being cooked on a spit at once (and you would tend to cook everything at once if you don't have refrigeration) then that makes sense. Is the damage the same even once plucked, skinned, and gutted?


Yup, damage is same.

Fortuna
2009-12-13, 05:36 AM
Looking at the Time Flies, I notice that by a strict reading it is possible to obtain negative matter arrows (like anti-matter, but doesn't blow up. Instead, it has the opposite reaction to everything, including gravity). This is awesome. I now need to be attacked by Time Flies.

Bhu
2009-12-13, 05:59 AM
Ah. Then sir, I do appear to be a fool. CR 36 sounds about right. Carry on.

I have never considered you foolish :smallwink:

Ram
Medium Magical Beast
Hit Dice: 9d10+27 (76 hp)
Initiative: +6
Speed: 50 ft. (10 squares)
Armor Class: 18 (+2 Dex, +6 Natural), touch 12, flat-footed 16
Base Attack/Grapple: +9/+12
Attack: Head Butt +12 melee (2d4+3)
Full Attack: Head Butt +12 melee (2d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ram
Special Qualities: Dark Vision 60', Burst of Speed
Saves: Fort +9, Ref +8, Will +5
Abilities: Str 16, Dex 15, Con 16, Int 5, Wis 15, Cha 10
Skills: Listen +8, Spot +8
Feats: Greater Powerful Charge, improved Initiative, Reckless Charge, Powerful Charge (see Miniature's Handbook)
Environment: Temperate Hills
Organization: Solitary or Flock (6-20)
Challenge Rating: 5
Treasure: None
Alignment: Always Neutral
Advancement: 10-18 HD (Medium)
Level Adjustment: ---

"Whats wrong Bert? It's just sheep."

"Abner...the time has come to tell you why I don't like sheep. Just as soon as we climb that tree."

Rams are magically enhanced domestic sheep. They were meant to look like harmless sheep on purpose. In reality they have incredibly powerful legs that can propel them at tremendous speeds. They are also stubborn, easily excited, and virtually untrainable. Worthless as livestock as they are too hard to control. Exactly why they were made is anyone's guess as it's assumed the territorial little monsters killed their creator not long after being made. They do make the lives of local farmers more interesting though.

Ram (Ex): The Ram adds an additional 1d4 damage to it's head butt attack for every 10' it moves while attacking (maximum of +10d4).

Burst of Speed (Ex): The Ram can increase it's move to 100 ft every 1d4 rounds, but only if it moves in a straight line.

Combat: Rams open with a charge before running away. So they can charge again. They love whacking people with their head from long distances.

Errant_Polearm
2009-12-13, 03:40 PM
"Bert...I feel I have been denied critical, need to know information..."

:smallbiggrin:



Special Qualities: Dark Vision


60 ft, I assume?



Ram (Ex): The Ram adds an additional 2d4 damage to it's head butt attack for every 10' it moves while attacking.

Burst of Speed (Ex): The Ram can increase it's move to 100 ft every 1d4 rounds, but only if it moves in a straight line.


For every ten feet? And able to move 100 feet every few rounds? It probably won't be able get full effect too often, but that's an awful lot of potential damage; maybe a cap?

Bhu
2009-12-14, 05:15 AM
Changed that a lil and added DV range

DracoDei
2009-12-14, 11:16 AM
20d4 is still instant death at level 3...

Bhu
2009-12-16, 05:42 AM
Okay I edited it again, and made it a higher HD creature to better match damage/level. How about now?

Debihuman
2009-12-16, 09:55 AM
It's better. I think it needs a better name. Calling it just a "ram" doesn't really make a lot of sense. This is far more interesting than your typical male sheep.

Debby

Bhu
2009-12-17, 05:21 AM
It's a pun on the critters special attack.

Debihuman
2009-12-17, 09:27 AM
Since all all male sheep are called rams, the pun falls rather flat.

Debby

Rappy
2009-12-17, 02:43 PM
Maybe call it a King Ram, or a God-Ram, or some other sort of Epic Name Here Ram. Or give it wings and call is a Bat(tering)-Ram if you really want a pun. :smalltongue:

DracoDei
2009-12-17, 03:17 PM
I don't think the pun falls that flat... but that could just be me.

Bhu
2009-12-18, 08:05 AM
Bore
Medium Magical Beast
Hit Dice: 13d10+39 (110 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 18 (+8 Natural), touch 10, flat-footed 18
Base Attack/Grapple: +13/+15
Attack: Gore +15 melee (1d8+3)
Full Attack: Gore +15 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Aura of Boredom
Special Qualities: Dark Vision 60', Scent
Saves: Fort +11, Ref +8, Will +8
Abilities: Str 15, Dex 10, Con 17, Int 5, Wis 15, Cha 12
Skills: Listen +12, Spot +12
Feats: Ability Focus (Aura of Boredom), Alertness, Diehard, Endurance, Iron Will
Environment: Temperate Forests
Organization: Solitary or Herd (5-8)
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral
Advancement: 14-20 HD (Medium), 21-26 HD (Large)
Level Adjustment: ---

"Y'know Bert we should prolly shoot that pig down there."

"Ayuh."

"Somehow I just don't feel like it though."

"Ayuh."

"Good thing he ain't goin' anywhere."


Bores appear as domesticated hogs wearing a facial expression of terminal apathy. Terminal for you anyway. If you're within range of their Aura, there's bad times comin' for you as they aren't picky about what they eat, and their Aura is how they supplement their diet in lean times as they simply wander over and begin to eat apathetic victims alive.

No appreciable explanation has been given for their existence, but it is notable that many farmers with serious magical abilities use them as 'pets' (i.e. evil minions). Not that there are many farming Wizards...

Aura of Boredom (Su): Anything within 60' of the Bore must make a DC 19 Willpower Save (Save DC is Charisma Based) or begin to suffer from terminal boredom (opponents who Save successfully are immune to this Bores Aura for 24 hours). Anyone failing the Save must make another Willpower Save (same DC, +1 cumulative for each round within range of the Bores Aura) to perform any Full Round or Standard Action, or anything requiring a Concentration check. It must also Save if it wishes to use any class abilities based on emotions (for example Rage, Frenzy, or Wild Surge). Crushing apathy also causes it to lose it's Dexterity Bonus to Armor Class as long as it is under the effect of this ability. The effects of the Aura last as long as the Bore is within range.

Combat: Bores tend to flee if opponents prove unaffected by their Aura unless they're fairly hungry. If victims are affected however they just kind of wander over trying to appear curious, and then begin devouring their unsuspecting prey.

Bhu
2009-12-19, 08:53 AM
Any thoughts on CR for the Bore?

The Tygre
2009-12-19, 02:46 PM
I'd probably stick it somewhere in the CR 8 to 9 range.

Debihuman
2009-12-19, 11:49 PM
Revenge of the Pun Monsters, I see. I like the bore. How about a "Snake in the Grass"?

Debby

Bhu
2009-12-20, 07:08 AM
Revenge of the Pun Monsters, I see. I like the bore. How about a "Snake in the Grass"?

Debby

Hehehehehehe

Well I wanted to do some Magic Beasts, and there are several pun critters on the list.

Wait'll you see some of the weirder stuff I had in mind.

Bhu
2009-12-22, 06:01 AM
Things are a lil bad this week. Hopefully ill have more up soon.

Debihuman
2009-12-22, 03:40 PM
I hope your week goes better. Creatures with only one natural attack get 1.5 times their Str bonus as damage; the bore should have...+3 corrected (Str 15) my error.
Debby

Bhu
2009-12-23, 07:42 AM
Their Str is a 15 though. They only get +2 normally.

Debihuman
2009-12-23, 12:53 PM
Hey Bhu! How good a flier is the combustible chicken?

Debby

Bhu
2009-12-24, 06:18 AM
Um...I spose it's as good as any other Chicken, why?

Bhu
2009-12-26, 01:49 AM
as puns go this one is prolly obscure

Ghost Frog
Fine Undead (Incorporeal)
Hit Dice: 1d12 (6 hp)
Initiative: +4
Speed: Fly 10 ft. (2 squares), Perfect
Armor Class: 23 (+8 Size, +4 Dex, +1 Deflection), touch 23, flat-footed 19
Base Attack/Grapple: +0/-
Attack: Nervously hesitant touch +4 melee touch (1d4 negative energy damage)
Full Attack: Nervously hesitant touch +4 melee touch (1d4 negative energy damage)
Space/Reach: 1/2 ft./0 ft.
Special Attacks: Corrupting Touch, Abnormally Loud Ribbit
Special Qualities: Dark Vision 60', Undead traits, Incorporeal traits, Manifestation, Rejuvenation, +2 Turn Resistance, Sense Living 60'
Saves: Fort +0, Ref +4, Will +3
Abilities: Str -, Dex 18, Con -, Int 6, Wis 12, Cha 10
Skills: Hide +30, Listen +3, Move Silently +12, Spot +10
Feats: Ability Focus (Abnormally Loud Ribbit)
Environment: Warm Aquatic
Organization: Solitary
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral Evil
Advancement: 2 HD (Diminutive)
Level Adjustment: ---

"Bert...does that frawg look a little...unusual to you?"

"That's cause hes daid Abner."

Ghost Frogs haunt jungle rivers, hiding in the shallows and scaring the crap out of people by ribbiting suddenly in an abnormally loud voice. No ones quite sure how they come about, and assume some sort of weird curse or an easily ______ off God are responsible. Oddly enough for once no one is blaming a Wizard.

Corrupting Touch (Su): The Ghost Frogs touch attack does 1d4 negative energy damage.

Abnormally Loud Ribbit (Su): Once every 1d4 rounds or so, the Ghost Frog will Ribbit. Unless it senses the living approaching, when it will remain quiet until they are close by before letting rip. Any creature within 10' of the Ghost Frog as it Ribbits must make a DC 12 Willpower Save (Save DC is Charisma Based with a +2 Racial Modifier) or be Panicked for 1 round, and Shaken for the duration of the encounter.

Manifestation (Su): Identical to the Ghost Ability listed on page 118 of the MM.

Rejuvenation (Su): Identical to the Ghost Ability listed on page 118 of the MM.

Sense Living (Su): Identical to the Blindsight Ability, but only senses living creatures.

Skills: +8 Racial Bonus to Hide, Move Silently, and Spot checks.

Combat: Ghost Frogs rarely realize they're dead, and so rarely attack the living by any means other than accident. Their abnormally loud ribbits usually scare people badly enough that they get attacked, at which time something inside them snaps and they feel compelled to defend themselves. THey also noticeably dislike Clerics, staying well back out of their range if possible, then sneaking up when the priest is asleep to ribbit next to his head,

Debihuman
2009-12-26, 11:49 AM
Um...I spose it's as good as any other Chicken, why?

You left off their maneuverability.

Debby

Bhu
2009-12-27, 04:33 AM
chikin is updated

Bhu
2009-12-28, 06:50 AM
Any thoughts on the Ghost Frogs CR? It doesnt really do a lot of damage or have many hp, but its hard to hit and incorporeal.

Debihuman
2009-12-29, 02:51 PM
How about a CR of 1/2 for the ghost frog.

Debby

Bhu
2010-01-01, 05:34 AM
You sure 1/2 is okay? I'm not sure the average 1st level party can kill one of these without a mage.

Bhu
2010-01-04, 04:54 AM
http://i212.photobucket.com/albums/cc70/bhutastan/monsters/angel.jpg

warning pic is a lil creepy

The Angel of Death
Medium Outsider (Angel, Extraplanar)
Hit Dice: 40d8+400 (720 hp)
Initiative: +18
Speed: 50 ft (10 squares), Fly 250 ft. (Perfect).
Armor Class: 50 (+10 Dex, +20 Natural, +10 Deflection), touch 30, flat-footed 40
Base Attack/Grapple: +40/+50
Attack: Sword of Death +50 (see below)
Full Attack: Sword of Death +50/+45/+40/+35 (see below)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-Like Abilities, Smite, Form of Terror, Sword of Death, Final Death, Death Throes
Special Qualities: DR 25/-, Dark Vision 120’, Low Light Vision, Immunities, Protective Aura, Regeneration 20, Energy Resistance 30 (Electricity, Fire, and Sonic), SR 40, Tongues, Temporary Invulnerability, Sense Mark
Saves: Fort +42, Ref +42, Will +42
Abilities: Str 30, Dex 30, Con 30, Int 30, Wis 30, Cha 30
Skills: Bluff +25, Concentration +25, Craft or Knowledge (any 10) +25, Diplomacy +25, Escape Artist +25, Gather Information +25, Hide +25, Intimidate +25, Jump +25, Listen +25, Move Silently +25, Ride +19, Search +25, Sense Motive +25, Spellcraft +25, Spot +25, Survival +25, Use Magic Device +25, Use Rope +25
Feats: Ability Focus (Mordenkainen's Disjunction, Wail of the Banshee, Wish), Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Combat Reflexes*, Improved Initiative, Improved Sunder, Mobility, Power Attack, Superior Initiative*, Track
* Feats can be found in Epic Level Handbook
Environment: Any
Organization: Unique
Challenge Rating: 30
Treasure: None
Alignment: Neutral
Advancement: 41+ HD (Medium)
Level Adjustment: -----

”And I looked, and behold a pale horse:
and his name that sat on him was Death,
and Hell followed with him. “

There are some crimes that cannot be forgiven or forgotten. Some that are so bad that the Gods themselves become involved. Or more specifically, a very special servitor of theirs. An Angel is chosen from among the most powerful and trustworthy of Angels, and he or she becomes the Angel of Death. Only an Overdeity can give this promotion to an Angel, and usually only does so if the majority of the Gods agree that the case warrants such a horrifying retribution. Once promoted there is no turning back, and only the most dedicated of Angels willingly becomes the assassin of the Gods, forever giving up their true nature to punish the worst of the universes monsters. They serve until the stress of the destruction they have wrought becomes to much to live with, and they ask the Gods for the peace of oblivion.

The Angel of Death has all goodness and mercy erased from it’s being, becoming a cold emotionless being. This is necessary to perform its job. You can’t be called upon to destroy entire cities by bathing them in fire, and do so if you believe it to be wrong. Its appearance varies from individual to individual, as all who look upon it see it as something inspired by their worst fears. While the Angel is not Evil, it is most definitely no longer a Good being either. Once it has been sent to punish a target, nothing will dissuade it unless the Overdeity itself asks it to step down.


Spell-Like Abilities (Sp): At will-Gate, Mordenkainen’s Disjunction (DC 31), Wail of the Banshee (DC 31), Wish (DC 31).

Smite (Su): Once per year the Angel of Death may smite an entire city by having it rain fire on it for 24 hours. The range of this ability is 1 mile, and the Area of Effect is the city limits, plus an additional 10 feet. In the case of city states this can obviously be quite large. Anything within this area of effect takes 120 points of untyped damage per round. This damage can only be healed normally day by day, and not by magic (assuming anything survives). The Angel of Death requires the permission of the Overdeity to use this ability, and may only use it to Smite the target it has been sent to destroy.

Form of Terror (Ex): The Angel of Death appears as a composite of the worst fears of any being viewing it. Any being within 240’ of the Angel of Death that sees it must make a DC 40 Willpower Save or be Panicked for 1d6 minutes. Beings that have less HD than the Angel of Death that are normally immune to Fear effects are not immune to this ability. If the Save is successful, the victims are instead Shaken for the duration of the encounter.

Sword of Death (Su): The Angel of Death’s Sword cannot be Sundered or Disarmed. If it is somehow removed from the Angels grasp it reappears there on the beginning of it’s next turn. Any being struck by the sword must make a DC 40 Willpower Save, with the effect varying depending on what the Angel strikes. If the opponent is one the Angel has been sent to destroy (or if it is a native of a city/nation the Angel has been sent to punish) it dies if it fails the Save, or takes 3d6+15 damage if it succeeds. If the opponent is not it’s target, it takes 9d6+45 damage if the Save fails, or 3d6+15 if it succeeds. If the Angel makes a successful critical hit with the sword, it’s opponent must Save or die regardless if it is the Angels target.

Final Death (Ex): Any being destroyed by the Angel of Death cannot be Raised or Resurrected nor can it return as Undead. Only the Overdeity can bring back someone slain by the Angel of Death. Any being with less Hit Dice than the Angel of Death that is normally immune to Death Effects is not immune to Death Effects used by the Angel.

Death Throes (Ex): If the Angel of Death is somehow slain, all beings within 1 mile must make a DC 40 Willpower Save or die instantly. If the Save is successful they take 10d6 damage instead.

Immunities: The Angel of Death is immune to Mind Affecting Effects, Poison, Sleep Effects, Paralysis, Stunning, Dazing, Disease, Death Effects, Critical Hits, Non lethal damage, fatigue/exhaustion, Ability Drain or Damage, Energy Drain, Polymorph, Acid and Cold Damage, Petrification, and cannot be flanked.

Protective Aura (Su): The Angel of Death enjoys a permanent aura that protects it at all times. This functions as a Magic Circle Against Evil and Globe of Invulnerability (Caster Level equals HD), with the following exceptions:
The Bonus provided to AC and Saves is +10 instead of +2
The Bonus applies to all beings other than the Angel itself, not just Evil ones

Tongues (Su): The Angel of Death can speak to any intelligent creature as though it had a Tongues spell permanently in effect upon itself.

Temporary Invulnerability (Ex): Once the Angel of Death has been assigned to destroy a specific being or target, it cannot die. If it is destroyed it returns at full hit points within 24 hours. Once it has slain or destroyed it’s assignment it can be destroyed normally.

Sense Mark (Ex): Once the Angel has been assigned a target, it can sense the direction and exact location of the target at all times, regardless of the distance between itself and the target (even if it’s on another Plane). The Angels target gains no benefit from Concealment, and automatically fails all Hide or Move Silently Checks against the Angel. Effects that render the target Invisible against the Angel are ineffective.

Combat: If sent to destroy a city to make an example of them, the Angel simply flies up to it, lets loose it's Smite ability, and stands watch to make sure no one interferes. If sent for a person, it will generally open up with Wail of the Banshee, reverting to it's sword if that fails. It's Wish ability is used normally to distract or inconvenience anyone attempting to interfere with it's mission. While the Angel prefers not to do unnecessary collateral damage in pursuit of it's target, it has no moral restraint any longer. If it believes the target will escape, it is perfectly capable of annihilating innocents to kill it's intended victim. Once hte mission is over the Angel will again be able to feel some sense of guilt or remorse, and it is for this reason that many of them ask the Gods for Oblivion after many long years of serving, after the accumulated horrors they have performed begin to overwhelm them.


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

Lore
Characters with ranks in Knowledge (Religion) may know of the Angel of Death. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

{table]DC|Lore
50| The Angel of Death is the God’s chosen assassin. If there is a being or nation they need destroyed, it is the Angel who is sent to do it. It is virtually indestructible.
55| The Angel of Death is chosen from amongst the most powerful and dedicated of Angels, and serves until it wishes to step down, retiring into it’s own death. Then a new Angel is chosen. It is only sent to punish the very worst of the worst, or to destroy cities or nations that have offended the Overdeity beyond all hope of forgiveness somehow.
60| The Angel of Death is virtually indestructible once it has been given an assignment. The only way to stop it is to convince the Overdeity itself to call it off, or allow it to achieve it’s goal and then manage to destroy it with the vain hope that one can somehow reverse it’s deeds afterwards.
65| Attempting to kill the Angel of Death is suicidal, and anything nearby will pay for it with their lives if you are successful.[/table]

Plot Hook
The city of Sheol-Ka is the greatest in the world. The finest of all goods can be found there, it houses the worlds most wealthy and famous citizens, and it is the crown jewel of the world. A crown jewel that is rotting from within. The PC's have learned through the party Cleric that the Angel of Death is being sent to make an example of the city-state, which has fallen into slavery, debauchery, and corruption so foul even the Gods themselves have been personally affronted. Now they must race to rescue the few remaining friends or innocent people left there before the hammer falls.
One of the PC's has been informed in a dream that the Angel of Death is being sent for him. A local Mage has an Artifact that will block the Angels ability to sense the PC for a time, and the race is on to find out why the God of Gods has marked the PC for death. And also to find out why this local Mage is so willing to help...
The PC's come upon a being of great power dying in a field while traveling. The being asks them to approach, and tells them that it has been mortally wounded by Asmodeus himself, and its time is near. It gives a sword to whichever PC seems the most worthy, and informs him he is now the Angel of Death. He is still mortal, but the Sword of Death now recognizes him, and considers him it's owner. He must deliver it to the Gods in the Afterlife, without the Lord of Devils killing him first. Not long after both Angels and Devils begin pursuing the PC's while they try to figure out if the being is telling the truth, and what they can do about it regardless.
The PC's have all been recently slain, and a Trickster Deity has approached them with an offer: perform for me a service and I will restore you to life. The service he requires of them is to convince the current Angel of Death to step down. An Angel who seems to know what the Deity is up to, and the noose he has around the PC's necks. he is both unwilling to step down or help them, but suggests they can always ask his Master. Which would mean approaching the Overdeity himself...

Bhu
2010-01-05, 06:32 AM
Dire Platypus
Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 30 ft. (6 squares), Swim 30 ft.
Armor Class: 15 (+2 Dex, +3 Natural), touch 12, flat-footed 13
Base Attack/Grapple: +1/+2
Attack: Spur +3 melee (1d6+1 plus poison)
Full Attack: 2 Spurs +3 melee (1d6+1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Low Light Vision, Hold Breath, Blindsense 30'
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 13, Int 2, Wis 12, Cha 10
Skills: Escape Artist +6, Listen +2, Search +2, Spot +2, Swim +10
Feats: Blind-Fighting, Ability Focus (Poison), Weapon Finesse (B)
Environment: Warm Aquatic
Organization: Solitary, Pair, or Group (3-5)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: 3-4 HD (Medium)
Level Adjustment: ---

"Abner...the ducks here got fur..."

"Thems not ducks, thems Beavers."

"Beavers ain't got bills Abner..."

Dire Platypi are (almost) harmless water dwelling critters that simply wish to be left in peace. And if they aren't, their poison will soon ensure that others DO leave them (perhaps not necessarily in peace). Do not try to pet the fluffehs in the water childrens...

Poison (Ex): Injury, DC 14 Fortitude Save (Save DC is Constitution based), Initial damage is Paralysis for 1d4 minutes, Secondary damage is a -4 Penalty to all rolls for 24 hours, and a -2 to all Fortitude Saves for 1d6 days.

Hold Breath (Ex): The Dire Platypus can hold it's breath for (8x Con modifier) rounds before it risks drowning.

Blindsense (Ex): Dire Platypi can sense anything within 30' as long as they are underwater.

Skills: Dire Platypi get a +8 Racial Bonus to Swim Checks, and may always take 10 on a Swim check. They may take the Run Action while swimming in a straight line. They also gain a +4 Racial Bonus to Escape Artist and Search Checks.

Combat: Dire Platypi usually swat their opponents with their spurs and hope the venom takes effect. If it doesn't they may repeat a round or two before fleeing. Considering it's effects opponents had really better hope they make that Fort Save.

Bhu
2010-01-06, 05:22 AM
Any thoughts on the Dire Platypus venom as written?

DracoDei
2010-01-06, 11:19 PM
Well, taking a look at http://en.wikipedia.org/wiki/Platypus_venom, I don't see any references to even brief paralysis. I can only suppose that you are refering to paralyzing pain, but that leaves at least a 6 round window between the primary and secondary effects. I would consider removing the secondary effects, and making the primary effects what you secondary effects currently are. Alternatively make the primary the -4 Penalty to all rolls for 24 hours, and the secondary -2 to all Fortitude Saves for 1d6 days. Also note that I do not believe there is any way of curing either of those, since they don't affect ability scores... thus you probably need to list some.... Heal should do the trick at the least.

The Tygre
2010-01-06, 11:36 PM
Well, taking a look at http://en.wikipedia.org/wiki/Platypus_venom, I don't see any references to even brief paralysis. I can only suppose that you are refering to paralyzing pain, but that leaves at least a 6 round window between the primary and secondary effects. I would consider removing the secondary effects, and making the primary effects what you secondary effects currently are. Alternatively make the primary the -4 Penalty to all rolls for 24 hours, and the secondary -2 to all Fortitude Saves for 1d6 days. Also note that I do not believe there is any way of curing either of those, since they don't affect ability scores... thus you probably need to list some.... Heal should do the trick at the least.

To be fair, these are much bigger platypi, with a much higher dose of venom. Platypus venom deteriorates and scars tissue from already little animals. Who knows what it does in larger doses?

Bhu
2010-01-07, 02:59 AM
Yeah it said the pain was enough to possibly incapacitate people, and since Pain or something similar isn't listed among the Conditions I went with paralysis (although I suppose I could just say you were helpless). Lemme think on it and Ill reword the venom.

Bhu
2010-01-07, 06:15 AM
http://1.bp.blogspot.com/_T9n9y1_Lkfs/SeScz3kPyMI/AAAAAAAABQk/9rmETAU_M3c/s1600-h/JanPospisil.jpg

Dinogloth
Huge Outsider (Aquatic, Chaotic, Extraplanar, Evil, Obyrith)
Hit Dice: 30d8+450 (585 hp)
Initiative: +1
Speed: Swim 80 ft. (16 squares)
Armor Class: 45 (-2 Size, +1 Dex, +26 Natural, +10 Profane), touch 19, flat-footed 44
Base Attack/Grapple: +30/+61
Attack: Bite +43 melee (3d6+15)
Full Attack: Bite +43 melee (3d6+15) and 2 Claws +38 melee (2d6+7)
Space/Reach: 15 ft./15 ft.
Special Attacks: Form of Madness, Spell-Like Abilities, Internal Fire, Gaze of Soul Destruction
Special Qualities: Immunities, Energy Resistance 10 (Acid, Electricity), Fast Healing 10, True Seeing, Telepathy 100', Blindsight 120', Damage Reduction 10/Lawful, Epic and Good, SR 39, Deathly Pallor,
Saves: Fort +32, Ref +18, Will +22
Abilities: Str 40, Dex 12, Con 40, Int 20, Wis 20, Cha 20
Skills: Bluff +32, Concentration +37, Diplomacy +32, Gather Information +28, Hide +23, Intimidate +27, Knowledge (Arcana, Geography, History, Nature, Religion, The Planes) +27, Listen +27, Move Silently +23, Search +27, Sense Motive +27, Spellcraft +27, Spot +27, Swim +45
Feats: 11
Environment: Infinite Layers of the Abyss (The Gaping Maw)
Organization: Unique
Challenge Rating: 26
Treasure: Double Standard
Alignment: Always Chaotic Evil
Advancement: 31+ HD (Huge)
Level Adjustment: ---


"The Ixitxachitl have always avoided the deeper recesses of the Gaping maws seas, as do the rest of us. Not much that swims that far out ever comes back, and what does is usually raving mad, screaming about a giant dead thing bending an army of beings to it's will in preparation for invasion. Like anything would be foolish enough to assault Demogorgon."

The Dinogloth comes from the same ancient epoch as the Ptera-Gloth, and many consider them to be partners or perhaps relatives of a sort (both do seem to be undead Fiends with a connection to fire). Both of them seem to be accumulating armies of some sort, and it is wondered by the few who know of their existence if they intend to coordinate an invasion of Demogorgons personal residence in order to depose him.

Internal Fire: The Dinogloth has an incredibly poweful internal fire burning within it's body that shines from it's eyes and forms horns where it's horns used to be in life. Anything attacking it with an Unarmed Strike, Grapple, or Natural Weapon takes 10d6 Fire damage. Any melee weapon striking it must make a DC 40 Fortitude Save or be destroyed by the heat (Save DC is Constitution Based).

Spell-Like Abilities (Sp): At will: Astral Projection, Chaos Hammer, Cloak of Chaos, Descrate, Detect Good, Detect Law, Greater Dispel Magic, Greater Scrying, Greater Teleport, Plane Shift, Shapechange, Telekinesis, Unhallow, Vision, Word of Chaos

3/day: Demand, Mass Charm Monster, Symbol of Persuasion

1/day: Mass Hold Monster, Programmed Amnesia

Caster Level is 22.

Form of Madness (Su): Any creature within 120' of Dinogloth must make a DC 30 Willpower Save (Save DC is Charisma based), or become terrified of the sea. This is a mind-affecting ability that does not affect Chaotic Evil Outsiders. A successful Save means the opponent is immune to the Dinoloth's Form of Madness for 24 hours. If the Save is failed, the opponent will become Panicked so long as it is underwater or can view the ocean, and will not recover it's senses until it can leave sight of the water. It will not willingly venture into sighto f the Ocean for 24 hours, and Panics again if forced to do so.

Gaze of Soul Destruction (Su): Gaze attack, Range 30', DC 30 Willpower Negates (Save DC is Charisma Based), Dominate Monster, duration of Dominate effect is permanent.

Immunities: Dinogloth is immune to Mind-Affecting Effects, Cold and Fire Damage.

Deathly Pallor (Ex): Dinogloth is rare amongst the Obyrith as he has passed beyond death and returned, a feat that is most odd for an Outsider whose kind cannot normally be resurrected. Dinogloth has all the abilities and immunities of the Undead Type, but none of it's weaknesses (i.e. he is not mindless or subject to Turn Undead or abilities that specifically affect only Undead). It is somewhere between being an Obyrith and an Undead.

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

Combat: The Dinogloth prefers to use it's Gaze Attack in order to permanently convert opponents to it's army of minions. If it's Gaze or spells cannot convince an intruder to leave it will attack, or send Dominated servitors to get distract opponents while it escapes.

Bhu
2010-01-07, 06:24 AM
http://3.bp.blogspot.com/_T9n9y1_Lkfs/SeSc9yl1_rI/AAAAAAAABQs/5i49nj0Vffg/s1600-h/Jorge+Lacera.jpg

Ptera-Gloth
Huge Outsider (Chaotic, Extraplanar, Evil, Obyrith)
Hit Dice: 30d8+330 (465 hp)
Initiative: +8
Speed: Fly 120 ft. (24 squares)
Armor Class: 46 (-2 Size, +4 Dex, +24 Natural, +10 Profane), touch 22, flat-footed 42
Base Attack/Grapple: +30/+41
Attack: Tongue Lash +39 melee (2d6+11 plus venom) or Grapple +41
Full Attack: 1 Tongue Lash +39 melee (2d6+11 plus venom) and 2 Claws +34 melee (2d6+5) or Grapple +41
Space/Reach: 15 ft./15 ft.
Special Attacks: Form of Madness, Engulf, Spell-Like Abilities, Venom
Special Qualities: Immunities, Energy Resistance 10 (Acid, Electricity), Fast Healing 10, True Seeing, Telepathy 100', Blindsight 120', Damage Reduction 10/Lawful, Epic and Good, SR 39, Deathly Pallor, Flight
Saves: Fort +28, Ref +21, Will +23
Abilities: Str 33, Dex 18, Con 33, Int 18, Wis 20, Cha 23
Skills: Bluff +28, Concentration +28, Diplomacy +28, Gather Information +28, Hide +26, Intimidate +28, Knowledge (Arcana, Geography, History, Nature, Religion, The Planes) +26, Listen +27, Move Silently +26, Search +26, Sense Motive +27, Spellcraft +26, Spot +27
Feats: Ability Focus (Engulf, Form of Madness, Venom), Dark Speech, Flyby Attack, Hover, Improved Initiative, Improved Snatch, Necromantic Might, Necromantic Presence, Snatch, Wingover
Environment: Infinite Layers of the Abyss (The Gaping Maw)
Organization: Unique
Challenge Rating: 26
Treasure: Double Standard
Alignment: Always Chaotic Evil
Advancement: 31+ HD (Huge)
Level Adjustment: ---


"In my position as head of security for Demogorgon, there are few things I have encountered more vexing than the rumors of an Obyrith Lord far to the North in the Screaming Jungle in a desolate wasteland. Try as I might I have never found it, but every so many centuries we catch something both undead and Fiend coming from the North. It has obviously been through great trials to reach us, and it is usually an agent we have sent to the vicinity to investigate. I have sent small armies to see only their leader return as some sort of abomination. I will send no more armies to be stolen from me. If you wish to investigate, be my guest. I will burn your corpse when it comes walking back."


Currently known only to Obox-Ob, Pale Night, and perhaps a handful of whatever ancient Obyrith Lords have survived over the centuries, the Ptera-Gloth's origin is unknown (or at least the few who know it aren't talking). It's purpose seems to be expanding it's domain, which makes it seem hellbent on an eventual collision course with either They Who Lie in Wait (assuming they aren't allies) or Demogorgon himself, especially since the Ptera-Gloth has been forcibly converting the occasional force sent to confirm it's existence.

The Ptera-Gloth appears as an immense rotting Pteranodon with black hide and fires illuminating from it's eyes, open mouth, and belly. It's lower legs and jaw appear to have fallen off, and it's belly is open with rubbery black tentacles hanging from it.


Venom: The Ptera-Gloth's tongue barbs are envenomed. Injury, Fortitude Save DC 38, Initial damage 1d4 Constitution, Secondary Damage is death. Victims who die as a result of this venom rise again in 1d6 hours with the Corpse Creature Template from the Book of Vile Darkness. This even affects Outsiders.

Spell-Like Abilities (Sp): At will: Astral Projection, Awaken Undead, Chaos Hammer, Cloak of Chaos, Desecrate, Detect Good, Detect Law, Evil Glare, Greater Dispel Magic, Greater Teleport, Planeshift, Shapechange, Telekinesis, Unhallow, Word of Chaos.

3/day: Energy Drain, Symbol of Death, Symbol of Insanity,

1/day: Plague of Undead, Vile Death

Caster Level is 22.
Form of Madness (Su): Any creature within 120' of Ptera-Gloth must make a DC 33 Willpower Save (Save DC is Charisma based), or become terrified of the sky. This is a mind-affecting ability that does not affect Chaotic Evil Outsiders. A successful Save means the opponent is immune to the Ptera-Gloth's Form of Madness for 24 hours. If the Save is failed, the opponent will become Panicked so long as it is under the open sky, and will not recover it's senses until it can hide in either a building or some sort of cave or shelter such as thick jungle or forest. It will not willingly venture out under the open sky for 24 hours, and Panics again if forced to do so.

Engulf (Su): The Ptera-Gloth can make Grapple Checks without provoking an attack of Opportunity if it's opponent is at least 1 Size Class smaller than itself. If successful it engulfs it's opponent, and the effect largely depends on what that opponent is. If the opponent is a Fiend it gains the Corpse Creature Template, and gains the Weakness that it must obey every command given it by the Ptera-Gloth. If the opponent is a corporeal Undead, it gains the Half Fiend Template (despite this normally not being possible), and also becomes under the Ptera-Gloth's control. Living beings that aren't Outsiders must make a DC 38 (Save DC is Constitution Based) Willpower Save or die as they are burnt to ashes in the Ptera-Gloth's internal fires.

Immunities: The Ptera-Gloth is immune to Mind-Affecting Effects, Cold and Fire Damage.

Deathly Pallor (Ex): Ptera-Gloth is rare amongst the Obyrith as he has passed beyonf death and returned, a feat that is most odd for an Outsider whose kind cannot normally be resurrected. Ptera-Gloth has all the abilities and immunities of the Undead Type, but none of it's weaknesses (i.e. he is not mindless or subject to Turn Undead or abilities that specifically affect only Undead). It is somewhere between being an Obyrith and an Undead.

Flight (Ex): The Ptera-Gloth's ability to fly is not related to it's wings, and it may fly regardless of the amount of damage done to it. If a way is figured out to somehow render it helpless or paralyzed (or some other condition such as unconsciousness Undead are normally immune to) then it floats to the ground as if under the effect of a Feather Fall spell.

Combat: The Ptera-Gloth will usually use a Spell-Like ability or two to soften up prey before Engulfing them one at a time to add to it's army. Tougher opponents who can fight back, or beings too powerful or too big to use the Engulf attack on receive it's Tongue Lash instead.

DracoDei
2010-01-07, 06:53 AM
Yeah it said the pain was enough to possibly incapacitate people, and since Pain or something similar isn't listed among the Conditions I went with paralysis (although I suppose I could just say you were helpless). Lemme think on it and Ill reword the venom.
Something that causes you to drop prone and drop all objects held seems appropriate... As I said, I got your intention, and the paralysis mechanic was even "Close Enough" (although, as we have discussed it could be improved on). My major point was that there was a gap where things got much better for the victim before they got worse, which doesn't sound right.

You could always look up Symbol of Pain and see if you like that mechanic, but i am not sure if it is a good one really.

The Tygre
2010-01-07, 05:25 PM
Finally transferring some of your demon-dinos over, eh?

Bhu
2010-01-09, 06:23 AM
Finally transferring some of your demon-dinos over, eh?

Yeah I cant believe i forgot em...

Slight modification to platypus venom made. You guys think CR 1 is fair?

Bhu
2010-01-10, 04:50 AM
Anyone know if Cyanidesoul is okay? I'm supposed to be doing a critter for him, but he hasn't logged in in a while.

Bhu
2010-01-11, 07:09 AM
Troll Boar
Small Magical Beast
Hit Dice: 1d10+2 (7 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 Size, +3 Dex, +3 Natural), touch 14, flat-footed 13
Base Attack/Grapple: +3/-1
Attack: Gore +6 melee (1d6)
Full Attack: Gore +6 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ferocity
Special Qualities: Dark Vision 60', Low Light Vision, Regeneration 3, Scent, Fearless
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 10, Dex 17, Con 15, Int 4, Wis 12, Cha 8
Skills: Listen +2, Search +2, Spot +2, Survival +6
Feats: Endurance, Weapon Finesse (B)
Environment: Any except Aquatic
Organization: Solitary, Pair, or Group (3-6)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 2 HD (Medium)
Level Adjustment: ---

"Bert...didn't we eat thet pig yesterday?"

The village of La Mole needed a food source desperately for themselves and their poor truffle hunting pot bellied piggies. Truffles brought in some nice money, but the village crops were getting worse each year. In desperation they turned to a psychotic mage. A psychotic mage with a thing for interspecies cross breeding. In other words another in a long line of kooks who thought critters like the Owlbear were 'just spiffy'.

Mixing the Pot Bellied Pigs with Troll genetic materia, he created a new form of black miniature pig that regenerated after being eaten. Of course constantly being flayed alive day after day has made the piggies a little...um...I believe crazy is the word most people would use.

Ferocity (Ex): Troll Boars can fight and act normally from -1 to -9 hp.

Regeneration (Ex): Troll Boar Regeneration doesn't work against Fire or Acid damage. If a body part is severed it regrows within 3d6 minutes, or reattaches immediately if pressed against the stump.

Fearless (Ex): Troll Boars are immune to Fear.

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

Combat: Troll Boars usually squeal like, well...a pig, before rushing the opponent and messily devouring his toes. They have little to no fear being as they know they'll just heal back.

Bhu
2010-01-12, 06:58 AM
So whaddya think, CR 1 or 2 for the Boar?

Debihuman
2010-01-12, 09:33 AM
CR 1. However shouldn't advancement be 2-4?

Debby

Shademan
2010-01-12, 06:12 PM
I have not been around for AGES! how is things going here?
Made any potato-dryads while I were gone? HAHA.

(love the trollboar btw)

Bhu
2010-01-13, 07:15 AM
I have not been around for AGES! how is things going here?
Made any potato-dryads while I were gone? HAHA.

(love the trollboar btw)

No but you did miss the Combustible Chickens

Fixed the Troll Boars Advancement

Shademan
2010-01-13, 08:43 AM
hmmm...would the chickens be well done afte a 'splosions such as that?

Debihuman
2010-01-13, 09:11 AM
::taps fingers:: I'm still waiting for you to stat out Bert and Abner.

Debby

Shademan
2010-01-13, 09:14 AM
Oh I second that! Bert and Abner! Give it a go!

DracoDei
2010-01-13, 10:41 AM
Well, that might pose something of a challenge since they may have gained a level or three over the course of the proceedings... so he would need to make them like the NPC charts in the DMG, but only covering a few levels?

OTOH, their level losses from the occasional time that they ACTUALLY die might about keep pace with their XP gains from their victories.

I do think it does sound like something that is probably worth doing in any case.

Shademan
2010-01-13, 11:00 AM
I reckon they are between 7th and 11th level ranger/fighters or somesuch. and very awesome in a gritty hillblilly sorta way

Bhu
2010-01-14, 05:54 AM
::taps fingers:: I'm still waiting for you to stat out Bert and Abner.

Debby

It's coming. Really I swear...

I just need to read back through te entries and see what I've written for continuity purposes :smallbiggrin:


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

Smiley Faced Spider
Medium Magical Beast
Hit Dice: 4d10+8 (30 hp)
Initiative: +3
Speed: 30 ft. (6 squares), Climb 20 ft.
Armor Class: 16 (+3 Dex, +3 Natural), touch 13, flat-footed 13
Base Attack/Grapple: +4/+8
Attack: Bite +7 melee (1d6 plus poison)
Full Attack: Bite +7 melee (1d6 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Dark Vision 60 ft., Mind Shield
Saves: Fort +6, Ref +7, Will +3
Abilities: Str 11, Dex 17, Con 15, Int 12, Wis 14, Cha 12
Skills: Climb, Hide, Jump, Spot
Feats: Ability Focus (Poison), Weapon Finesse
Environment: Warm Forest
Organization: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Neutral
Advancement: 5-8 HD (Medium)
Level Adjustment: ---

"Abner...that just ain't right."

"Ah never liked mages."

Smiley Faced Spiders are definitely magically engineered. The bizarre nature of their appearance and abilities leaves little other option. The identity of their original creator is unknown, but he is believed to have lived in a particular jungle as they are rife there, and spreading quickly.

Poison (Ex): Injury, Fortitude Save DC 16, Initial Damage is identical to the effects of a Tasha's Hideous Laughter spell (Caster Level is equal to HD), Secondary Damage is 1d6 Wisdom.

Mind Shield (Ex): The Smiley Face Spider permanently has the benefits of a Mind Blank spell (Caster Level equals HD).

Combat: Smiley Face Spiders try to bite victims as quickly as possible to immobilize them so they can begin eating them alive.

Shademan
2010-01-15, 12:50 PM
Hey Bhu, could you help me out with statting a monster? I am only capable of modyfing monsters and they tend to take a crap at their CR rating >>
SO! I'm trying to create "The Cyclopean dreadguards". Constructs that look like a tall, slim armour with tall coneical helmets with a single round hole serving as eye. They fight with their claws, two heavy maces and use wands bolted to their arms. They serve as city-watch in a large metropolis and should prolly have some detect spells and the two wands they have should be some that tie enemies up or something.
CR6 would be nice, think you can help? :smallsmile: whenever you have time, offcourse. no rush

Bhu
2010-01-16, 05:07 AM
what size class would these critters be?


Cyclopean DreadGuard
Medium Construct?
Hit Dice: 6d10+20 (53 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 18 (+8 Natural), touch 10, flat-footed 18
Base Attack/Grapple: +4/+8
Attack: Claw +8 Melee (1d6+4)or Heavy Mace +8 melee (1d8+4)
Full Attack: 2 Claws +8 Melee (1d6+4) or Heavy Mace +8/+8 melee (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-Like Abilities, Perfect Two Weapon Fighting
Special Qualities: Dark Vision 60', Construct Traits, DR 10/Magic
Saves: Fort +2, Ref +2, Will +2
Abilities: Str 18, Dex 10, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: Combat Reflexes (B), Vexing Flanker (B)
Environment: Any city or urban
Organization: Solitary, Pair, or Group (3-6)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually Lawful Neutral
Advancement: 7-12 HD (Medium)
Level Adjustment: ---

"WELCOME TO DALLAS!"

"Uh...thanks. Do you know where I ..."

"YOU WILL LAY DOWN YOUR WEAPONS!"

"I, uh.. I don't have any weapons..."

"OBEY!"

"Look we just need to know where the local bar is..."

"WOULD YOU LIKE A DELICIOUS TWINKIE?!"

"Abner, why did we come here?"

"TWINKIES! THE WORLD'S FAVORITE SNACK CAKE!"

"Abner, what the hell is a Twinkie?"

"OBEY!"

Cyclopean DreadGuards were commisioned made by the city of Dallas as guards. Their regular humanoid guards kept getting killed. They appear as tall slender armored forms with a strange conical head with one eye. They can understand simple conversation, and have several preprogrammed responses which they quite unintentionally end up using in inappropriate ways. Potential victims should be aware they will attack quite swiftly if they do not get the response they want.


Spell Like Abilities (Sp): Cyclopean Dreadguards can cast the following spells 3/day as spell-like abilities: Feather Fall, Jump, and See Invisibility. They can use the following 1/day: Hold Person.

Perfect Two Weapon Fighting (Ex): When fighting with paired Heavy Maces, the Cyclopean DreadGuard takes no penalties to it's Attack rolls.

Combat: Cyclopean DreadGuards will cast Hold Person to immobilize opponents long enough to get help, surround them, and then begin beating the hell out of them with their maces (wealthier patrons will arm them with masterwork or enchanted Maces).

Bhu
2010-01-16, 05:33 AM
Giant Tarantula
Large Vermin
Hit Dice: 6d8+18 (45 hp)
Initiative: +2
Speed: 30 ft. (6 squares), Climb 30 ft.
Armor Class: 16 (-1 Size, +2 Dex, +5 Natural), touch 11, flat-footed 14
Base Attack/Grapple: +7/+15
Attack: Bite +10 melee (2d6+6 plus poison)
Full Attack: Bite +10 melee (2d6+6 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, Urticating Hairs
Special Qualities: Dark Vision 60', Tremorsense 60', Scent
Saves: Fort +10, Ref +5, Will +5
Abilities: Str 18, Dex 15, Con 16, Int -, Wis 14, Cha 2
Skills: Climb +12, Hide +2, Spot +12
Feats: Ability Focus (Urticating Hairs),
Environment: Any
Organization: Solitary or Group (2-4)
Challenge Rating: 5
Treasure: None
Alignment: Always Neutral
Advancement: 7-12 HD (Large)
Level Adjustment: ---

"Spiders freak me out man."

"I uh...I'd avoid turning around..."

Giant Tarantulas are feared jungle predators, vulnerable to only magical beings or the largest predators.

Poison: Injury, DC 16 Fortitude Save negates, Initial damage is 1d6 Dexterity, Secondary damage is Paralysis for 2d6 rounds.

Urticating Hairs: As a Standard Action the Tarantula can turn it's back to the enemy and rub its legs on its abdomen to loosen it's barbed urticating hairs in a 15'x15'x15' cloud towards it's opponents. Anything in the Area of Effect must make a DC 18 Fortitude Save (Save DC is COnstitution based) or suffer a -2 Circumstance Penalty to all rolls for 1d6 days. If they fail the Save by 5 or more they are also Blinded for 1d6 minutes. Urticating hairs stay in the air for 2d4 rounds, and are still active if a wind or some other activity stirs them up off the ground.

Run (Ex): During a Charge, or when fleeing in a straight line, the Tarantula can move up to twice it's normal speed.

Skills: Giant Tarantulas have a +8 Racial Bonus to Climb, and Spot Checks, and may always Take 10 on a Climb Check. They also have a +4 Racial Bonus on Hide Checks.

Combat: Tarantulas are ambush predators, preferring to strike from hiding and letting their venom do the bulk of the work.

Shademan
2010-01-16, 05:40 AM
the cyclopean dreadguard would be medium, yes.

DracoDei
2010-01-16, 06:11 AM
I would have the hairs only affect d20 rolls, not, for instance longsword, or Fireball damage, which, and currently written, it does.

Bhu
2010-01-17, 07:20 AM
the cyclopean dreadguard would be medium, yes.

Are they Mindless or self-aware?

Shademan
2010-01-18, 01:43 AM
both?
:P
they have reasoning but no will.
so yeah, mindless but with a decent int score. smart robots. good AI.
but only capable of single speech and have a habit of continuing on each others sentences, example:
Cyclpdrgrd1: "Halt. You have broken paragraph five of the arms law."
Cyclpdrgrd2: "Lay down your arms and surrender."
Cyclpdrgrd3: "OBEY!"

Cyclpdrgrd1: "Lay down your weaons and yield."
Cyclpdrgrd2: "or we will use force, lethal if neccesary."
Cyclpdrgrd3: "OBEY!"

yeah, the one finishing their speaking round always shouts "obey".
not mechanics this, no. I just like throwin' ma fluff around

Bhu
2010-01-18, 02:05 PM
If they're mindless they dont get an Int score :smalltongue:

Shademan
2010-01-18, 02:47 PM
right... wisdom score then?
Imean, AI is a form of INT isnt it?

Bhu
2010-01-19, 04:36 AM
Okay hows it look so far?


Bafoon
Medium Magical Beast
Hit Dice: 5d10+5 (32 hp)
Initiative: +6
Speed: 40 ft. (8 squares), Climb 30 ft.
Armor Class: 15 (+2 Dex, +3 Natural), touch 12, flat-footed 13
Base Attack/Grapple: +5/+7
Attack: Bite +7 melee (1d6+2)
Full Attack: Bite +7 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Riddle
Special Qualities: Dark Vision 60'
Saves: Fort +5, Ref +6, Will +4
Abilities: Str 15, Dex 14, Con 12, Int 14, Wis 14, Cha 14
Skills: Bluff +7, Climb +10, Hide +7, Intimidate +7, Listen +7, Move Silently +7, Sense Motive +6, Spot +6
Feats: Ability Focus (Riddle), Improved Initiative
Environment: Warm Plains
Organization: Solitary, Pair, or Troop (10-40)
Challenge Rating: 4
Treasure: Standard
Alignment: Always Chaotic Neutral
Advancement: 6-10 HD (Medium)
Level Adjustment: ---


"What do you call a zipper on a banana?"

"Monkeys gotta die Bert."

"Now Abner..."

"Don't now me. That monkeys evil. The zipper reference was a dead give away."

Bafoons are enchanted Baboons that can speak common, and know a seemingly endless supply of Riddles. Unfortunately the consequences of trying to answer their riddles and failing is not what most people would consider acceptable. They also happen to be thieving bastards and will quite willingly rob a party blind of food and shiny objects. It's assumed as usual a mage is responsible for their creation, although God knows what for. They make sucky guards.

Riddle (Su): The Bafoon is adept at cursing people, and it disguises this as a riddle. They have successfully convinced the locals that anyone failing to answer a Bafoons riddle is cursed. In reality the Bafoon can curse people at will as a Supernatural Ability. The Bafoon may choose to mimic the effects of one of the following spells when cursing an individual if they fail a DC16 Will Save: Bestow Curse, Confusion, Contagion, or Crushing Despair.

Skills: Bafoons get a +8 Racial Bonus to Climb Checks, and may Always Take 10 on a Climb Check.

Combat: Bafoons prefer to use their Riddles at first, running for help if a party seems tough. After all it's easier to take them on when you have a few dozen friends willing to help.

Shademan
2010-01-19, 06:57 AM
lookin' geeewd!
but I wonder... should we just make em mindless? mindless creatures don't have a will save right?

Bhu
2010-01-19, 04:00 PM
lookin' geeewd!
but I wonder... should we just make em mindless? mindless creatures don't have a will save right?

Mindless creatures are immune to all Mind-Affecting Effects, and they have a WIll Save.

Shademan
2010-01-19, 04:12 PM
how DUMB are mindless creatures?
mindless are just machines right? they are capable of logical conclusions (to some degree) but little else?
If thats the case, just make em mindless

Bhu
2010-01-20, 05:01 AM
Apparently most Golems dont have the Mindless ability, but they have no Int score and are immune to Mind-Affecting effects, which is basically what Mindless is. SO I guess I'll leave as is.

Did you want any spell liks other than divination/capture type stuff??

Shademan
2010-01-20, 09:42 AM
jump, maybe. and feather fall. apart from that, naaah :smallbiggrin:

Bhu
2010-01-21, 05:50 AM
Got spells up for DreadGuard, Bafoon is almost done.

Bhu
2010-01-21, 06:32 AM
http://en.wikipedia.org/wiki/Aswang

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

http://aswangmovie.com/

http://www.pantheon.org/articles/a/aswang.html

http://www.unexplained-mysteries.com/viewarticle.php?id=67

http://www.wisegeek.com/what-is-an-aswang.htm

http://www.mythicalcreaturesguide.com/page/Aswang+%28Philippine+Ghoul%29


Aswang
Medium Outsider (Evil, Native)
Hit Dice: 8d8+32 (68 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 19 (+3 Dex, +6 Natural), touch 13, flat-footed 16
Base Attack/Grapple: +8/+10
Attack: Claw +11 melee (1d4+3) or By Weapon +11 (in human form)
Full Attack: 2 Claws +11 melee (1d4+3) and 1 Bite +6 melee (1d4+1) or By Weapon +11/+6 (in human form)
Space/Reach: 5 ft./5 ft.
Special Attacks: Proboscis, Blood Drain, Distraction
Special Qualities: Dark Vision 60', Shapeshifter, Cadaver Replacement, Familiar, Weaknesses
Saves: Fort +12, Ref +9, Will +8
Abilities: Str 16, Dex 16, Con 18, Int 14, Wis 14, Cha 14
Skills: Bluff +8, Concentration +10, Hide +13, Intimidate +10, Knowledge (Arcana, Local) +8, Listen +8, Move Silently +13, Profession (Butcher) +8, Search +8, Spellcraft +8, Spot +8, Survival +8
Feats: Improved Unarmed Strike, Improved Grapple, Improved Initiative
Environment: Any
Organization: Solitary or Group (2-4)
Challenge Rating: 5
Treasure: Standard
Alignment: Always Neutral or Chaotic Evil
Advancement: By Character Class (usually Sorcerer)
Level Adjustment: ---

"Hey stranger. Hasn't anyone told you it's not good to be out on your own at night here?"

The Aswang are a Filipino monster that is often described as a ghoul or witch, and they are almost always female. They are described as Manananggals (vampire like beings whose heads separate from their bodies and fly trailing their intestines behind them), human-like shapeshifters, furry monsters similar to the Tasmanian Devil or El Chupacabra (known as the Sigbin), shapeshifting humans with bloodshot eyes and backwards feet (whose eyes reflect people as being upside down), a giant bird (known as the Tik-Tik), a handsome gay man (known as the Dangga or Agitot), a hag with holes in her arms that contain oil (as well as long nails and tongue), and anthropoid bird (or winged woman), a shapeshifter who can turn into animals (usually a pig, cat, or dog), or a strange being whose head leaves it's body and becomes a bird or bat (also known as the Wuk-Wuk or Wak-Wak). In some stories these variants are undead versions of the Aswang, or even it's familiar.

Most Aswang are said to pose as humans during the day, having a vaguely ageless appearance, and usually in some occupation dealing with meat or corpses (i.e. a butcher, mortician, or gravedigger). Their eating habits vary a great deal as well, and Aswang are said to feed on blood, unborn fetuses, children, organs (usually the liver or heart), corpses, or they simply eat live human flesh.

Proboscis (Ex): Some versions of the Aswang (usually the Tik-Tik) have a long proboscis like tongue they can extend to eat the unborn children (or variously the blood) of victims. The Aswang must make a Search Check (DC varies) to find the victim, and then a Touch Attack which doesn't awaken the victim (at least not immediately), although other persons in the room have a chance to awaken from the ticking noise the proboscis makes if they make a DC 15 Listen check (they still take the -10 penalty for being asleep). As a Full Round Action it can devour the unborn child in a mothers womb, or Drain 1d4 Constitution if it eats blood.

Blood Drain (Ex): If it successfully Pins it's victim in a Grapple the Aswang Drains 1d3 Constitution.

Distraction (Su): The Aswang can cast Ghost Sound at will as a Supernatural ability. Also as a Free Action the Aswang can change so that any sound it makes is louder the further away it is from a potential victim. In this instance modifiers to Listen rolls are +1 per every 10 feet of distance between the Aswang and it's victim, and it gets a +6 Circumstance Bonus to Move Silently Checks within 10' of it's victim.

Shapeshifter (Su): The Aswang can use the spell Shapechange at will, but only to assume Animal (usually pigs, dogs, or bats/birds) or Humanoid forms. Some are also able to mimic inanimate objects.

Cadaver Replacement (Su): Some Aswang can magically change the trunks of Banana Trees or similar plants (or bundles of sticks and grass) into clones of their victims. This clone in every way resembles her victim, but has the Plant type, and is Mindless. it will allow itself to be led 'home', where it will die within 24 hours. Aswangs do this to conceal their murders.

Familiar: Many Aswang are considered the familiars of other Aswang. If an Aswang has a Familiar, it's abilities are identical to a regular Aswang except as follows:

Change Size Class to Small (Some stories say the Familiar is a dead Aswang, so a possibly type change to Undead is possible as well)
Lower HD to 4
Change the following stats: Str 8, Con 14, Int 8, Cha 10

The Aswang is in constant telepathic contact with their Familiar

Weaknesses (Ex): The Aswang is repelled by certain objects, and must make a DC 25 Willpower Save to approach them. These objects include Buntot pagi (stingray tails), sterling silver swords, images of old women, semen, phallic objects, pouches full of coins and ginger, and garlic.

Also a special oil made from coconut and plant stems while being prayed over will boil whenever an Aswang is within 20'.

Combat: Aswang prefer to attack from ambush, or use their Familiar to scout out the area first. Once a lone victim has been selected she moves in and grapples in order to use the blood drain.

Shademan
2010-01-21, 06:44 AM
Really nice! really nice! You even brought in Burt and Abner XD

Lorewise they were made for this city I have made... Never thought up a nice name for the city tho'

Bhu
2010-01-21, 06:51 AM
Twinkies are based in Dallas, so I used it. Anything you want added other than CR?

The Tygre
2010-01-21, 11:26 AM
There needs to be a demonic version of the Bafoon. For Demogorgon, of course.

Shademan
2010-01-21, 11:34 AM
Twinkies are based in Dallas, so I used it. Anything you want added other than CR?

Nah... I think it looks rathe rperfect. thank you :smallsmile:

maybe having MWK weapons, but thats just nitpicking as they can use any weapon they need.

Bhu
2010-01-24, 02:37 AM
Bafoon now has it's CR, added some stuff to DreadGuard cause it wasn't a CR 6 yet. I'll go ahead and start the next critter up, but I need to finish it later I feel like hell.

Cameleon
Tiny Magical Beast
Hit Dice: 1d10+1 (6 hp)
Initiative: -1
Speed: 10 ft. (2 squares), Climb 10 ft.
Armor Class: 13 (+2 Size, -1 Dex, +2 Natural), touch 11, flat-footed 13
Base Attack/Grapple: +1/-11
Attack: Bite +0 melee (1d3-4)
Full Attack: Bite +0 melee (1d3-4)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Dark Vision 60 ft, Camouflage, Wide Angle Vision, Camera Eyes
Saves: Fort +3, Ref +2, Will +2
Abilities: Str 3, Dex 8, Con 12, Int 15, Wis 15, Cha 2
Skills: Climb +8, Hide +11, Listen +5, Move Silently +3, Search +8, Spot +8
Feats: Weapon Finesse
Environment: Any Temperate or Warm except Aquatic
Organization: Solitary
Challenge Rating: 1/4
Treasure: None
Alignment: Always Neutral
Advancement: 2 HD (Small)
Level Adjustment: ---

"So you're sure this thing can spot mah wife doing bad things, and the courts will accept it's word for it?"

"Yessir! Shouldn't be a problem. Domestic disputes have long been a specialty of MCFAO industries.!"

"MCFAO?"

"Magical Critters For All Occasions."

"I dunno. THis seems a little offbeat..."

"Just rent the darn lizard so we can get on with our lives Bert."

Cameleons are magically engineered lizards who can 'record' whatever they see, and play it back again via illusion later. This has revolutionized the spy/sabotage industries, as well as making bribing clergy and politicians much easier. It's also led to torch bearing anti-lizard mobs...

Camouflage (Su): Cameleons may cast invisibility at will as a Supernatural Ability. Caster level is equal to (HD+3).

Wide Angle Vision (Ex): The Cameleons adjustable eyes and wide range of vision make it immune to being flanked, and grant it a +4 Racial Bonus to Search and Spot Checks.

Camera Eyes (Su): The Cameleon can 'record' as long as it can successfully Concentrate (similar to a spell that requires Concentration), and play it back later. This is the equivalent of a Silent Image, except the Cameleon cant create the image it wants, it just plays back what its seen.

Skills: The Cameleon gains a +8 Racial Bonus to Hide and Climb Checks, and may always Take 10 on a Climb Check. Chameleons use their Dex or Str Modifier for Climb Checks.

Combat: Cameleons aren't made for combat. unfortunately they really aren't made for fleeing either, which puts them between a rock and a hard place some times.

Bhu
2010-01-26, 05:01 AM
Did a minor update to Chameleon. Still feeling crappy from last weeks surgery. Hopefully it'll wear off soon.

DracoDei
2010-01-26, 03:20 PM
Are you sure that isn't too large of a size class? Certainly the idea of them getting up to Small (in the advancement area) seems ridiculous to me.

In skills it should be "take 10" not "take 0".

Hope you feel better soon.

Bhu
2010-01-27, 07:24 AM
Hive Golem
Large Construct
Hit Dice: 8d10+30 (74 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 14 (-1 Size, +1 Dex, +4 Natural), touch 10, flat-footed 13
Base Attack/Grapple: +6/+14
Attack: Slam +9 melee (2d6+4)
Full Attack: 2 Slams +9 melee (2d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Swarm
Special Qualities: Dark Vision 60', Construct traits, Low Light Vision, Immunity to Magic, DR 15/slashing or piercing
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 18, Dex 12, Con -, Int -, Wis 10, Cha 2
Skills: -
Feats: -
Environment: Any (but see below)
Organization: Solitary, or Hive (4-8)
Challenge Rating: 6 for the Golem itself, 7 with a Wasp or Locust swarm, 8 with a Bloodmote Cloud or Rapture Locust Swarm, or 9 with a Bloodfiend Locust or Hellwasp Swarm
Treasure: None
Alignment: Always Neutral
Advancement: 9-12 HD (Large), 13-16 HD (Huge)
Level Adjustment: ---

"A Golem? Well I suppose it's a change of pace. Wait, whats that crawling all over it?"

"BEEEEEEEEEEEEEEEEEEEEEEEEEEESSSSSSSSS!!!!!!!!!"

Hive Golems are large, spongy humanoid forms that are basically large ambulatory hives for some sort of flying insect. Most carry wasps or Locusts, but some carry much worse things... They're quite popular as guards among farming mages and weirdos.

Swarm (Ex): At will as a Free Action the Hive Golem can unleash a swarm to attack it's foes. A large Hive Golem can hold a swarm of Wasps (FF), Locusts (MM), a Bloodmote Cloud (LM), Bloodfiend Locusts (FF), Hellwasps (MM), or Rapture Locusts (FF). A Huge one can carry two of them. Should the Hive Golem be attacked, the swarm will respond without the Golem needing to use a Free Action. The swarm is considered to have total Concealment while inside the Golem.

Immune to Magic (Ex): A Hive Golem is immune to any Spell or Spell-Like Ability that allows Spell Resistance. There are a few exceptions as follows: Repel Vermin prevents the Golem from approaching if the Swarm is inside it at the time. Insect Plague acts as a Cure Serious Wounds spell on the Hive Golems swarm.

Combat: Hive Golems tend to unleash their swarm, following in behind them with their fists.

work in progrees

Cyanidesoul
2010-01-27, 07:52 PM
The Creature Collection 3: Savage Bestiary has Hive golems, created by Gnollish druids. I think there's a bee, termite and hornet one.:smallsmile:

Bhu
2010-01-28, 05:55 AM
Well crap, and here I was hoping I'd got to it first...

Bhu
2010-01-29, 05:37 AM
Whilst I try figuring out the CR of the Hive Golem I might as well prep the next one:

Fungal Golem
Large Construct
Hit Dice: 9d10+30 (79 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 18 (-1 Size, - Dex, +10 Natural), touch 8, flat-footed 18
Base Attack/Grapple: +6/+17
Attack: Slam +12 melee (2d6+7)
Full Attack: 2 Slams +12 melee (2d6+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spores
Special Qualities: Low Light Vision, Dark Vision 60', Construct traits, Plantlike, Immune to Magic
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 24, Dex 8, Con -, Int -, Wis 10, Cha 1
Skills:
Feats: -
Environment: Any except Cold or Desert
Organization: Solitary or Ring (5-12)
Challenge Rating: 7
Treasure: Standard
Alignment: Always Neutral
Advancement: 10-13 HD (Large), 14-18 HD (Huge)
Level Adjustment: ---

"Bert...whut the Hell is that thing?"

"No idea. I say we just shoot it dead from here. It doesn't look like something I wanna touch."

Fungal Golems (also known as Toadstool Golems) are horrifying humanoid masses of fungus tissue surrounded by clouds of spores. They look bad. They smell bad. They're disposition is not sunny. And worse, they can reproduce forcibly by converting others. For this reason they aren't commonly used as guards by many races. That and the fact that enough fungus must be grown to assemble a Golem.

Spores (Ex): A cloud of spores has the chance to affect anything in the Golems square, or any adjacent square. Effectively th spores work like a disease. Contact, DC 18 (Save DC is Con Based with a +4 Racial Bonus). Incubation Period 1 day, Damage is 1d6 Con. Successive Saves will not end the disease. Only a Remove Disease spell or potent anti-fungal drugs will cure the disease (drugs cost 10 GP assuming you can find someone who knows how to make them). If the disease kills the victim, it rises the 1d4 days later as a Fungal Golem

Plantlike (Ex): Fungal Golems also have all the traits of the Plant Type, and are considered Plants for the purposes of spells/effects.

Immune to Magic (Ex): A Fungal Golem is immune to any Spell or Spell-Like Ability that allows Spell Resistance. There are a few exceptions as follows: An Antiplant Shell still keeps them at bay.

Combat: Fungal Golems move into melee as soon as possible to expose victims to their spores. They bash away a few rounds to infect them, and then flee to let the spores work unless they've been told otherwise.

Bhu
2010-01-29, 06:04 AM
http://1.bp.blogspot.com/_T9n9y1_Lkfs/SeSbSSoNGLI/AAAAAAAABPk/XoC5vCgtVbc/s1600-h/J_Lonnee.jpg

The Burning Dead

The Burning Dead is an Inherited Template that can be applied to any corporeal Living Creature with an Intelligence of 2 or less.

Size and Type: Size is unchanged, Type changes to Undead with the Fire Subtype.

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

Speed: Unchanged

Armor Class: The Base Creatures Natural Armor Bonus increases by +3.

Attacks: Unchanged, do not recalculate BAB due to type change.

Damage: Unchanged.

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

Burning Death (Su): All of the Base creatures natural attacks do an additional 1d6 fire damage. If they successfully critical with a natural attack it does an additional 2d6 fire damage. Anything the Burning Dead strikes must make a Reflex Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or catch fire and take 1d6 fire damage (see heat dangers and catching fire rules on page 303 of the DMG). The squares occupied by the Burning Dead are considered to be on fire, and will continue to burn even after the Burning Dead has left so long as there is fuel. In addition, roll 1d20 for each adjacent square. If it rolls less than 15, it catches fire also.

Spawn (Su): Any living corporeal being with an Intelligence of 2 or less killed by a Burning Dead becomes one, and rises again 24 hours later.

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

Healing Flame (Ex): Fire damage restores the Burning Deads hit points instead of doing damage. In other words if a Fireball would normally do 30 points of damage, the Burning Dead instead heals 30 points of damage.

Immunities (Ex): Burning Dead are immune to Cold and Fire damage.

DR 10/Good and Magic

Saves: The Base Creature gains a +4 Profane Bonus to Fortitude Saves. Remember to recalculate Saves due to Type Change.

Abilities: +2 Dex, +6 Cha. Being Undead the Burning Dead have no Constitution Score.

Skills: Unchanged.

Feats: Unchanged.

Environment: unchanged.

Organization: Solitary, Pair, or Group (3-6)

Challenge Rating: +3

Treasure: None.

Alignment: Always Chaotic Evil.

Advancement: Unchanged.

Level Adjustment: ---



Example of creature using template here:

Smelting Horn Triceratops/Burning Dead Template
Huge Undead (Fire)
Hit Dice: 16d12+12 (116 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 22 (-2 Size, +14 Natural), touch 8, flat-footed 22
Base Attack/Grapple: +12/+30
Attack: Gore +20 melee (2d8+15 plus 2d6 Fire)
Full Attack: Gore +20 melee (2d8+15 plus 2d6 Fire)
Space/Reach: 15 ft./10 ft.
Special Attacks: Powerful Charge, Trample 2d12+15 plus 1d6 Fire, Burning Death, Spawn
Special Qualities: Low Light Vision, Scent, Healing Flame, Immune to Cold and Fire, DR 10/Good and Magic
Saves: Fort +11, Ref +5, Will +11
Abilities: Str 30, Dex 11, Con -, Int 1, Wis 12, Cha 13
Skills: Listen +13, Spot +12
Feats: Alertness, Great Fortitude, Toughness x4
Environment: Any
Organization: Solitary, Pair, or Group (3-6)
Challenge Rating: 12
Treasure: None
Alignment: Always Chaotic Evil
Advancement: 17-32 HD (Huge), 33-48 HD (Gargantuan)
Level Adjustment: ---


Burning Death (Su): All of Smelting Horns natural attacks do an additional 1d6 fire damage. If he successfully criticals with a natural attack it does an additional 2d6 fire damage. Anything Smelting Horn strikes must make a DC 19 Reflex Save or catch fire and take 1d6 fire damage (see heat dangers and catching fire rules on page 303 of the DMG). The squares occupied by Smelting Horn are considered to be on fire, and will continue to burn even after he has left so long as there is fuel. In addition, roll 1d20 for each adjacent square. If it rolls less than 15, it catches fire also.

Spawn (Su): Any living corporeal being with an Intelligence of 2 or less killed by Smelting Horn becomes a Burning Dead within 24 hours.

Healing Flame (Ex)[/B}: Fire damage restores Smelting Horns hit points instead of doing damage. In other words if a Fireball would normally do 30 points of damage, Smelting Horn instead heals 30 points of damage.

[B]Immunities (Ex): Burning Dead are immune to Cold and Fire damage.

Powerful Charge (Ex): On a successful charge Smelting Horns Gore Attack does 4d8+20 plus 1d6 Fire damage.

Trample (Ex): DC 28 Reflex Save, Save DC is Str Based.

Bhu
2010-01-31, 04:24 AM
Manakin Golem
Medium Construct
Hit Dice: 4d10+20 (42 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 19 (-1 Dex, +10 Natural), touch 9, flat-footed 19
Base Attack/Grapple: +3/+6
Attack: Slam +6 melee (1d6+3)
Full Attack: 2 Slams +6 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spectacular Malfunction
Special Qualities: Dark Vision 60', Low Light Vision, Construct Traits, Immune to Magic, DR 5/-
Saves: Fort +1, Ref +0, Will +1
Abilities: Str 16, Dex 8, Con -, Int -, Wis 10, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Always Neutral
Advancement: 5-8 HD (Medium)
Level Adjustment: ---

"GREETINGS FELLOW PERFECTLY NORMAL HUMANS! IS IT NOT A WONDERFUL DAY FOR CONVERSATION?"

"Bert, who is this guy?

"I ENJOY BEER AND FORNICATION MUCH LIKE ANY OTHER MAN!"

"Dunno. He followed me from town. He's...a little odd."

"I COME FROM A FAR LAND WITH CUSTOMS YOU MAY FIND STRANGE! IGNORE ME!"

"I'm about to whack him over the head for general purposes Bert."

"FAT WOMEN ARE THE WORLDS KINDEST LOVERS! BEHOLD THAT OGRE WOMAN! TRULY SHE MUST BE THE KINDEST OF WOMEN!"

"Thanks for announcing our presence to the local wandering monsters numbnuts. Do you have an inside voice by any chance?"

"IGNORE ME!"

"Small chance of that...'

"WHO THE HELL ARE YOU CALLING FAT?"


Occasionally the Manakin race feels the need to study other humanoid races, and decide to do so from the protective insides of a specially created clockwork Golem designed to resemble a member of a Humanoid race (usually humans). A Manakin Golem can comfortably carry 6 Manakin and 30 days of supplies inside it.

Manakin Golems resemble humans (usually), albeit with odd things like a few too many fingers, or wire for hair, or some other oddity. A built in magic speaker allows them to communicate (i.e. one of the passengers acts as it's voice and has mental control of it's movements), but with the Manakin's...fragmented knowledge of human custom it doesn't always work out so well.

Spectacular Malfunction (Ex): Once a Manakin Golem is reduced to half hit points or less it is damaged enough to be an obvious construct. It also begins to misfire badly, and each turn the controller must make a d20 roll plus his Wisdom modifier and consult the following table:

-3 to 0: Golems head explodes doing 1d10 damage to everything within 10' (but this does not incapacitate it afterwards in any way)
1 to 5: Golem is Paralyzed until next round
6 to 10: Golem is Slowed until next round
11 to 15: Golem is Confused until next round
16 to 20: Golem acts normally
21+: Golem is +1 on all rolls until the next round

Immune to Magic (Ex): A Manakin Golem is immune to any Spell or Spell-Like Ability that allows Spell Resistance.

Combat: Manakins generally direct their Golem to flee or use any weapon that does more damage than it's fists if it encounters trouble. many Golems are equipped with ports that allow casters traveling inside to cast offensive spells from it.

DracoDei
2010-01-31, 10:03 AM
Are those supposed to be the burning dead from Diablo? I don't THINK fire healed them...

Bhu
2010-01-31, 09:03 PM
Are those supposed to be the burning dead from Diablo? I don't THINK fire healed them...

Nope. There's a series of fantasy dino pics I was asked to stat, and its one of them. The link is at top.

Bhu
2010-02-02, 06:23 AM
The Hive Golem by itself is a CR 6. The Swarms CR varies: 2, 3, 6, and 8. Doesn't it say in the DMG somewhere about how to figure out the CR of two different critters as an encounter? I thought it did but i cant find it.

DracoDei
2010-02-02, 11:41 AM
It does. It is implicit in the EL calculation table (which may or may not be in the SRD).

Bhu
2010-02-04, 05:29 AM
Found it. CR is up.

Bhu
2010-02-05, 07:00 AM
Manakin Golem is almost done, and since you're prolly wondering who the Manakin are...


MANAKIN

Picture URL if you have one

"Being small has it's disadvantages. The shocking lack of underwear among the biggie sized folk for example..."

The Manakin race appears to be 6" tall humans. Hair and skin color varies widely, just as with other humans, but among the Manakin it does so even among close family members. A Manakin woman with what we would call African features may have a daughter who resembles a redheaded asian for instance. Surprisingly the Manakins are a variant race of Human who have evolved to fill a specific niche since being brought to the Jester's World.

MANAKIN RACIAL TRAITS
· -10 Str (minimum 1), +4 Dex, +2 Con, +2 Int, +2 Wis, +4 Cha
· Size Class: Diminutive. +4 Size Bonus to Armor Class and Attack Rolls. +12 Size Bonus to Hide Checks. -12 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are one eighth those of a Medium character.
· Humanoid with Human Subtype
· Base land speed 5 ft.
· Feats: Manakins receive any Luck Feat as a Bonus Feat (see Complete Adventurer).
· Manakin get a +4 Racial Bonus on Hide, Move Silently, Search, and Use Magic Device Checks.
· Automatic and Bonus languages: Manakin automatically speak Manakin, Bonus Languages are Common and Sylvan.
· Level Adjustment: +3
· Favored Class: Artificer

STARTING AGE
Adulthood: 20
Barbarian, Rogue, Sorcerer: +2d4
Bard, Fighter, Paladin, Ranger: +3d6
Cleric, Druid, Monk, Wizard: +4d6

AGING EFFECTS
Middle Age: 50
Old: 75
Venerable: 100
Maximum Age: +5d20 years

HEIGHT AND WEIGHT
Base Height: 4"
Height Modifier: +1d2"
Base Weight: 6 ounces
Weight Modifier: x2 ounces

MANAKIN CHARACTERS
If you'd like to play a small Humanoid race that can hide easily, or one that likes to fool about with magical items, the Manakins are a pretty good option. Playing them as anything but a caster of some sort will be tough though.
Adventuring Race: Manakin often go on adventures on whims, just to see if they can, or to see new things, or just because they're bored with their daily routine. Given that they also are prolific makers of magical items they also often need odd or rare pieces of materials for their work. And their ability to hide well ensures they don't often find themselves dead or arrested like their full sized coworkers.
Character Development: Manakins are magical tinkerers, always hoping to find or create new and exciting items, or find new variations on old ones. Their small size really doesn't lend towards them becoming much else other than casters of some sort. They're too small for weapons combat, and too small to carry loot for thieving purposes. Plus their proficiency with magical items helps make up for their deficiencies in strength, size, and speed.
Character Names: Male Names: Alain, Damian, Felix, Gregoire, Josue, Lucien, Marcel, Onesime, Rodolphe, Sylvain. Female: Coco, Delphyne, Fanchette, Felice, Fleurette, Josette, Liesell, Lilane, Mireille, Zepherine. Surnames: Baudeloque, Biennais, Chameroi, Charriere, de Lespinasse, Despaux, Dumoulin, Foucalt, Gautier, Moncelet.

ROLEPLAYING A MANAKIN
Being somewhat exotic you will initially attract lots of attention, especially by bigger races. They tend to quickly grow tired of your unending questions, and you're seemingly being underfoot or into things all the time. They also have trouble with your honesty and forthrightness (i.e. asking questions like "Who is that Ogre that smells like rotting fruit? Is it his various skin diseases that cause that?" while said Ogre is within earshot).
Personality: Manakins tend to be curious, flighty, and given to doing things just to see what will happen. This whimsy makes it easy for them to get along with the Fey, but not so good when dealing with larger races (especially given their paranoia of being stepped on). Despite their whimsicalness however they tend to be loyal, so one need not worry over much about betrayal if he has befriended a Manakin (unless he has betrayed them first).
Behaviors: Manakins rarely do what their told (they're kinda stubborn and independent) unless they have great respect for the person giving the orders. They prefer to look for new and novel ways of dealing with problems rather than using conventional wisdom. They also feel the need to know about/get into everything, especially if they've been told not to.
Language: Most Manakin speak their own language, and even have their own alphabet. It sounds quite similar to French.

MANAKIN SOCIETY
Manakin law is fairly relaxed, as they tend to shun anyone who commits truly bad offenses (usually anytime one of them commits a crime the entire village makes sure they know they need to change their ways). Manakin devote a great deal of time to their children, as they believe their children are the future of their race and need the best of everything to get ahead in the world. Unlike some race, succeeding generations don't seem to take this for granted, and despite being free-wheeling and fairly chaotic the Manakin's seem to avoid the generation gap others suffer.
Alignment : Like other humans, all Alignments are fairly common among the Manakins, but they have slight tendencies towards both Chaos and Neutrality as opposed to their ancestors. Many are quite whimsical and prone to following their dreams or sudden ideas.
Lands : Manakins prefer remote areas where larger Humanoids and predators don't bother them (although larger is generally a relative term when discussing the Manakins). Forests or grasslands or other areas with ample hiding places are given top priority.
Settlements : Manakins will settle anywhere as long as there are plenty of places to hide from predators, and they can get their privacy (which generally means they avoid urban areas).
Beliefs :The Manakins tend to shop about for Gods, each one having their own preference. They prefer Neutrally inclined Gods, as the Good and Evil ones always insist they run about mucking around in the business of others which runs counter to the Manakins nature.
Relations: Manakins are a tad xenophobic as other races have a history of stepping on them, and quite frankly they aren't very fond of that. Not very fond at all. They get along well enough with most Fey, and some Druids, but most Humanoids will be alarming to them. Non Humanoid races will normally be considered monsters.

MANAKIN ADVENTURES
· One of the villagers has fallen in love with a woman of the big folk, so he's asked your help in obtaining the ingredients for growth and shrinking potions. You think he's gone loopy, but who are you to stand in the way of true love? Or half thought out foolish schemes?
· A drunken giant monster (an Orc) has been stumbling about near the village at night. He's nearly killed several people by accident without realizing they were there several times, and you have been tasked with finding him and finding out whats wrong with him and fixing it. Or barring that ensuring that he wont come back.
· A local Stone Giant couple are getting a divorce, and as you are too small to be really noticeable both sides have hired your people to spy on the other to find dirt for the legal proceedings. This has led to a bit of a problem. On the one hand there's a bit of conflict of interest. On the other hand they may squish you all if you say no...



MANAKIN RACIAL SUBSTITUTION LEVELS


class
Level x:
level x:
ability:

class
Level x:
level x:
ability:

class
Level x:
level x:
ability:

Bhu
2010-02-06, 06:43 AM
Any thoughts on what the weight for a 6 inch tall person would be?

DracoDei
2010-02-07, 02:07 AM
About the same as a small rat? Just take something that approximate size and... probably less than 3 pounds... I don't know.

Ranger Mattos
2010-02-07, 10:04 PM
I have a request...
A dire cow.
My best friend will kill you if you don't. He is obsessed with cows.

Bhu
2010-02-08, 05:49 AM
How can I refuse a direct request :smallbiggrin:

Dire Cow
Huge Animal
Hit Dice: 12d8+60 (114 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 18 (-2 Size, +10 Natural), touch 8, flat-footed 18
Base Attack/Grapple: +9/+27
Attack: WHAP! +17 melee (2d8+15)
Full Attack: WHAP! +17 melee (2d8+15)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample (3d8+15), Stampede
Special Qualities: Low Light Vision, Scent
Saves: Fort +13, Ref +8, Will +5
Abilities: Str 30, Dex 10, Con 20, Int 2, Wis 12, Cha 10
Skills: Listen +11, Spot +10
Feats: Alertness, Endurance,
Environment: Temperate Plains
Organization: Solitary, or Herd (4-12)
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral
Advancement: 13-18 HD (Huge), 19-24 HD (Gargantuan)
Level Adjustment: ----

MOO!

"Bert I blame you for this."

"Blame me for what? Nuthin's happened yet."

MOO!

"Giant cows Bert? Have we learned nuthin' in our travels?"

MOO!

"So you think herding the Dire Cows was a bad idea?"

"No I think it's perfectly fine"

"Well what..."

"OF COURSE I THINK IT'S A BAD IDEA DAMMIT!"

MOO!

Dire Cows were a well meaning Wizard experiment on creating more food. They forgot that bigger cows need more feed though. So while there's lots more milk and beef, you really need to have a buttload of hay (or whatever you feed cows). It's easier to let them roam wild and find their own food and hunt them down when you need one for food. But letting them run free can be dangerous (although it's not exactly easy to pen them up at their size).

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

Stampede (Ex): If Dire Cattle get spooked they will stampede, royally screwing up the day of anyone in their path. Anything in the path of the Stampede takes 3d8+15 damage for every 2 cows in the herd, with a DC 26 Reflex Save for half damage (Save DC is Str Based).

Combat: Dire Cattle usually kick, headbutt or just squash anything much smaller than them. If it's large or bigger, or makes lots of sudden noise they stampede.

Bhu
2010-02-10, 06:20 AM
Mankin Golem and Dire Cow are done, Manakin have been updated

LOTRfan
2010-02-10, 08:26 PM
Pretty cool Dire Cow. Any chance you could do some other dire farm animals (or even regular farm animals)?

I am really tempted to do an Animal Farm-like rebellion using Dire Cows. :smallbiggrin:

Bhu
2010-02-11, 03:34 AM
Pretty cool Dire Cow. Any chance you could do some other dire farm animals (or even regular farm animals)?

I am really tempted to do an Animal Farm-like rebellion using Dire Cows. :smallbiggrin:

Well looking at the front page list I already have these:

Dire Chicken (Page 24)
Dire Cow (Page 38)
Dire Duck (Page 21)
Dire Hare (Page 18)
Dire Kitty (Page 21)
Dire Rabbit (Page 19)
Dire Swan (Page 22)
Dire Turkey (Page 25)

and I've got other critters you could use for Dire Sheep. The Troll Boar makes a decent killer piggie.

The Tygre
2010-02-11, 09:13 AM
Hey, do you think you could whip something special up for Darwin day? I was thinking one of those monkey caricatures of him you always see. Y'know, the little primates with Darwin heads? They might make good familiars. Think about it; instead of a monkey doing whatever, you've got some Darwin or Tesla or other great scientist/theorist thing sitting on your shoulder, spouting scientific facts and wisdom n' such. What I'm getting at is;

Happy Darwin Day everybody!


http://www.partofmyevolution.com/DarwinApe.jpg

Bhu
2010-02-12, 06:12 AM
I'll give it a shot:

Darwin Monkey
Small Monstrous Humanoid
Hit Dice: 3d8+3 (16 hp)
Initiative: +5
Speed: 30 ft. (6 squares), Climb 20 ft.
Armor Class: 12 (+1 Size, +1 Dex), touch 12, flat-footed 11
Base Attack/Grapple: +3/-2
Attack: Slap +4 melee (1d3-1)
Full Attack: 2 Slaps +4 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fury
Special Qualities: Dark Vision 60', Sagely Advice, Stubborn Disbelief
Saves: Fort +2, Ref +4, Will +5
Abilities: Str 8 (10 while Furious), Dex 12, Con 12, Int 18, Wis 14, Cha 14
Skills: Bluff +8, Climb +7, Gather Information +8, Hide +11, Knowledge (any 3) +12, Listen +8, Sense Motive +8, Spot +8, Survival +2
Feats: Improved Initiative, Weapon Finesse
Environment: Warm Forest
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Neutral
Advancement: 4-6 HD
Level Adjustment: ---

"Bert...I don't think we shoulda ate those pine cones..."

"Why not? It's all we've got."

"I'm seein' monkeys Bert. Big monkeys with old man faces..."

"We see you too _______. Get off our land!"

"Ha! They remind me of paw! Wait howcum I can see your hallucinations..."

Darwin Monkeys are named after an old sage (presumably their discoverer or creator). Most resemble brown or black furred monkeys of unusual stature, with no tails, and the head of a bearded old man. Disconcerting to see peering at you from the darkness when you wake in the middle of the night to say the least. Darwin Monkeys speak Common and 4 languages from other nearby races.

Fury (Ex): Darwin monkeys are slightly unstable, and once they are hurt in combat they become Furious for the rest of the encounter (after which they are exhausted for 1d4 rounds). While they are furious anyone successfully struck by their Slap attack must make a DC 11 Fortitude Save (Save DC is Strength Based) or be Stunned 1 round. They also gain a +2 Bonus to Strength for the duration of their Fury.

Sagely Advice (Ex): Darwin Monkeys effectively have the Bardic Knowledge ability (see page 28 of the PHB), substituting their Hit Dice for Bard Level.

Stubborn Disbelief (Ex): Darwin Monkeys do not believe in Gods, and have a +2 Bonus on all Saves against Divine Magic.

Skills: Darwin Monkeys have a +8 Racial Bonus to all Climb Checks and all Knowledge Checks.

Combat: Darwin Monkeys prefer to hide rather than fight (though their acerbic wit tends to start fights when they're around rather often). Sometimes when the Fury overtakes them they do put up a rather nasty slapping demonstration.


Improved Familiar Note: The Darwin Monkey may be chosen as a Familiar using the Improved Familiar Feat at 5th level by a neutral caster.

Bhu
2010-02-13, 07:59 AM
nother request I've gotten:

http://img.photobucket.com/albums/v103/Zylyn-sama/The_Siren_by_gorrem.jpg

Astral Siren
Huge Aberration
Hit Dice: 15d8+75 (142 hp)
Initiative: +5
Speed: Fly 30 ft. (6 squares), Perfect
Armor Class: 23 (-2 Size, +5 Dex, +10 Deflection), touch 23, flat-footed 18
Base Attack/Grapple: +11/+24
Attack: Primary Hook +14 melee (2d6+5)
Full Attack: 1 Primary Hook +14 melee (2d6+5) and 2 Secondary Hooks +14 melee (1d10+2) and 4 Tertiary Hooks +14 melee (1d8+2)
Space/Reach: 15 ft./10 ft.
Special Attacks: Display, Calling, Hooks, Infect
Special Qualities: Blind, Blindsight 120', Telepathy 120'
Saves: Fort +10, Ref +10, Will +14
Abilities: Str 20, Dex 20, Con 20, Int 20, Wis 20, Cha 20
Skills: Concentration +13, Knowledge (Arcana, The Planes, Things Man Was Not Meant to Know) +13, Listen +13, Search +13, Spot +13
Feats: Ability Focus (Display), Flyby Attack, Hover, Improved Multiattack, Multiattack, Wingover
Environment: Astral or Etheral Planes
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Usually Neutral
Advancement: 16-23 HD (Huge), 24-30 HD (Gargantuan)
Level Adjustment: ---

"Awright keep your eyes open for any undead. The Ethereal is rife with them. And keep those goggles on. They're the only thing protecting you from worse things."

"There are worse things here than ghosts?"

"Yes. I do not speak of them unless I have to. Let me say simply to avoid the light. If the time comes you'll know what I mean. And if you don't, it will be the job of those of us who do to put you down."


Sirens are multi-colored conglomerations of semi transparent substance (one hesitates to say flesh) arranged like a great flower. 12 long tentacles with hooks at the end sprout irregularly from the body in odd patterns. They use an odd form of mesmerism to still prey, and to call it back if it has fled once the Siren feels hungry later. It is unknown if they mate, but the beginning point of their life cycle is most definitely that of a parasitoid, feeding on their host until it dies (there are the rare odd survivors). Sirens appear to understand most languages via telepathy, but they never communicate other than with their victims.

Display (Su): At will as a Swift Action the Astral Siren may begin a light display on it's skin (or whatever it has that passes for skin). This light is a manifestation of a mind-altering ability it has (meaning this is a Mind-Affecting Effect, but it is not sight dependent), and any being within 60' of the Siren must make a DC 24 Willpower Save (Save DC is Charisma based) or be Fascinated as long as the Siren is within range or it takes damage.

Calling (Su): Once the Siren has used it's Hooks ability on a victim, it may call that victim to it as a Standard Action. If the victim fails a DC 22 Willpower Save it must go to the Siren if it can, and will willingly remain within 120' of it. Since this ability reaches across dimensions, victims who have fled the Ethereal or Astral Planes are still vulnerable. The exact effects on the victim if he cannot go to the Siren vary (see below). This is a Mind-Affecting Compulsion.

Hooks (Su): The Sirens various hook like weapons are it's method of feeding, and it's assumed they aid in various other ways too. The Primary Hook is it's feeding tube. If it successfully makes an attack roll against a victim, in addition to normal damage that victim is impaled on the hook. Effectively he is being Grappled by the Siren, and he (or an Ally) must Pin it in a Grapple while someone (whoever isn't performing the Pin) must make a DC 22 Strength Check to remove the Hook (Check DC is Strength based). Each round the Hook remains in the victim he must make a DC 22 Willpower Save (Save DC is Charisma Based) or a point of Constitution is Drained. If the victim escapes (and the Siren is alive) and is Called by the Siren, if he cannot answer he is -2 on all rolls and automatically fails Actions requiring Concentration due to enormous pain and difficulty breathing.

Secondary Hooks have a red core with bands of other colors (usually green) around them. They are the Sirens sensory links. The Secondary Hooks work exactly like the Primary Hook, but instead of doing Constitution Drain the Siren casts one of the following spells as a Free Action (and as a Supernatural ability) each round on the victim it has attached to it's Hook: Detect Thoughts, Know Vulnerabilities, or Lesser Telepathic Bond. If the victim escapes and the Siren is still alive, it automatically knows his location and may use it's Calling ability on him.

Tertiary Hooks range in color from yellow to orange and are defensive weapons. They work just like the Primary Hook, but instead of draining Constitution they provide a +1 Resistance Bonus to all Saving throws for each Tertiary Hook embedded in a victim. If the victim escapes and the Siren is still alive, in future encounters it automatically succeeds on one Saving Throw per encounter against that victim.

Infect (Su): As a Full Round action the Siren may forego it's usual attacks to 'bite' an opponent. This is a Melee Touch Attack, and an opponent successfully struck but it must make a DC 22 Fortitude (Save DC is Constitution Based). If the opponent fails, the egg injected into him develops into a new Astral Siren doing point of Constitution Drain per day, and splitting from the host after it Drains 10 Con (also doing 3d6 damage as it exits). Usually an Astral Siren will Call Infected victims to the Ethereal or Astral Plane before the 'birthing' begins.

Blind: The Sirens are Blind, and are immune to any attack requiring them to have vision to work.

Combat: Sirens prefer to use their Display and then attach as many hooks as they can to their victims. If one is able to reproduce it will choose one to infect before fleeing. Otherwise it will Drain them dry, unless it has need of a pawn for some sort of scheme in which case it will use it's Calling ability to harass him until he gives in to it's demands.

Ranger Mattos
2010-02-13, 01:59 PM
Pretty cool Dire Cow. Any chance you could do some other dire farm animals (or even regular farm animals)?

I am really tempted to do an Animal Farm-like rebellion using Dire Cows. :smallbiggrin:

Me too, a town near where the players are going to start in the homebrew campaign I'm makign is the home of a wizard who created the dire farm animals

'If you think those there chickens are big, you shoulda seen the one we ate last year! (http://www.giantitp.com/forums/showpost.php?p=6329439&postcount=700)' :smallbiggrin:

LOTRfan
2010-02-13, 10:17 PM
'If you think those there chickens are big, you shoulda seen the one we ate last year! (http://www.giantitp.com/forums/showpost.php?p=6329439&postcount=700)' :smallbiggrin:

"We're gonna need a bigger boat!"

Seriously, though, a colossal space chicken? Do you get these ideas from others, or is your imagination this good, Bhu?

Bhu
2010-02-14, 08:01 AM
"We're gonna need a bigger boat!"

Seriously, though, a colossal space chicken? Do you get these ideas from others, or is your imagination this good, Bhu?

Besides my Monster contest entries and requests these are mostly ad-libbed.

DracoDei
2010-02-14, 11:23 AM
Well, I don't think all, or even most of the cryptids are requests. While you are EXTREMELY imaginative, cryptids aren't "starting from nothing", so for purposes of the question I think was intended...

Ranger Mattos
2010-02-14, 09:34 PM
Any chance you might look at my homebrew creatures? Not nearly as awesome as yours :smalltongue:

Cow (http://dungeons.wikia.com/wiki/Cow_(3.5e_Monster)) (no idea how I got a CR 3)

Cow sniper (http://dungeons.wikia.com/wiki/Cow_Sniper_(3.5e_Monster)) (joke monster for my friend)

Bhu
2010-02-15, 07:07 AM
Any chance you might look at my homebrew creatures? Not nearly as awesome as yours :smalltongue:

Cow (http://dungeons.wikia.com/wiki/Cow_(3.5e_Monster)) (no idea how I got a CR 3)

Cow sniper (http://dungeons.wikia.com/wiki/Cow_Sniper_(3.5e_Monster)) (joke monster for my friend)

Peeking at the Cow I only have a few quibbles. You forgot the Size penalty modifier to attack rolls. Also a Bison has 5 Hit Dice and lower stats (Bison are bigger than cows). As a critter for humorous campaigns it works great though. It's not CR 2 (Bison) and it's not quite a 4 (Rhino) so CR 3 is about right. Why does it only advance to 9 HD?

The Cow Sniper: Should have +48 hp (total 78), and due to type it's BAB should be +8 (which will change grapple and attack rolls). 2 of the Feats should be Bonus Feats due to HD. Sudden Strike should prolly increase slower than +1d6 per 2 hit die. Improved Hide in Plain Sight is powahfuls O_o
CR is still on the money. Not bad at all, they just need some polishing up.

Oh and if you wanna do the barnyard campaign, peek at the Chicken Lord. It was made for thatm

Ranger Mattos
2010-02-15, 05:47 PM
Peeking at the Cow I only have a few quibbles. You forgot the Size penalty modifier to attack rolls. Also a Bison has 5 Hit Dice and lower stats (Bison are bigger than cows). As a critter for humorous campaigns it works great though. It's not CR 2 (Bison) and it's not quite a 4 (Rhino) so CR 3 is about right. Why does it only advance to 9 HD?

The Cow Sniper: Should have +48 hp (total 78), and due to type it's BAB should be +8 (which will change grapple and attack rolls). 2 of the Feats should be Bonus Feats due to HD. Sudden Strike should prolly increase slower than +1d6 per 2 hit die. Improved Hide in Plain Sight is powahfuls O_o
CR is still on the money. Not bad at all, they just need some polishing up.

Oh and if you wanna do the barnyard campaign, peek at the Chicken Lord. It was made for thatm

I did and it was awesome.

Bhu
2010-02-16, 07:15 AM
Manakin and Darwin Monkeys are almost done. I'll get o nthe Siren soon, things just havent worked out the last few days.

Bhu
2010-02-17, 07:20 AM
Think LA +2 is okay for the Darwin Monkeys or should I make it a 3?

Bhu
2010-02-18, 07:34 AM
Well, I don't think all, or even most of the cryptids are requests. While you are EXTREMELY imaginative, cryptids aren't "starting from nothing", so for purposes of the question I think was intended...

Just noticed this.

No the cryptids and mythological critters I do research and such. And I'm a bit more careful with requests. But my own stuff for the silly campaign and such I pretty much type as I think them up.

Bhu
2010-02-19, 06:15 AM
No thoughts on the Darwin Monkey?

The Tygre
2010-02-19, 06:22 PM
It's perfect, Bhu. :smallbiggrin: But is there a way it could be integrated into characters, like a familiar or an animal companion?

Bhu
2010-02-20, 05:10 AM
Woops I forgot that part! Umm...would you like a Feat or variant class abilities?

Bhu
2010-02-21, 06:16 AM
darwin monkey updated


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

http://gothlupin.tripod.com/vvampeast.html




Bajang
Small Outsider
Hit Dice: 5d8+10 (32 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Size, +2 Dex, +2 Profane), touch 15, flat-footed 13
Base Attack/Grapple: +5/+2
Attack: Claw +8 melee (1d4+1)
Full Attack: 2 Claws +8 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Shapechange, Curse
Special Qualities: Dark Vision 60', Bound to Tree/Creator, Weaknesses
Saves: Fort +6, Ref +6, Will +5
Abilities: Str 12, Dex 15, Con 15, Int 8, Wis 12, Cha 10
Skills: Hide +17, Listen +13, Move Silently +13, Search +10, Spot +12
Feats: Ability Focus (Curse), Weapon Finesse
Environment: Warm Forests
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral Evil
Advancement: 6-10 HD (Small)
Level Adjustment: ---

"The local cemetery has the bodies of dead infants scattered among the headstones. We'll have a big problem soon. Call the Pawang now before things go worse."

A Bajang is a minor demon that can be captured by sorcerors and kept as a fetish. It is summoned forth/created from the corpse of an infant that died in childbirth and was promptly buried. The Bajang appears as a dwarfish, stocky humanoid with pale brown skin, orange eyes, clawed hands, birds feet, and a lipless mouth. Usually it is encountered in the form of a polecat or lizard as it does not wish to announce it's presence.

Shapechange (Su): The Bajang can Shapechange at will as per the spell, but only seems to be able to take the form of a Polecat (or a Polecat sized lizard in some stories).

Curse (Su): If the Bajang is captured and kept in a bamboo vessel with a stopper by a sorceror, and it is fed well, it will curse his enemies on his behalf (it may also use these curses on it's own behalf if free). 1/day it may cast Bestow Curse, Contagion, or Poison as a Supernatural Ability. Caster Level is equal to twice HD.

Bound (Ex): It varies from myth to myth, but the Bajang is either Bound to the tree it lives in within the Forest, or to it's creator if it is the type summoned forth from dead children. If it's tree/creator is destroyed the Bajang dies. Otherwise, if it is ever reduce to -10 hp, it merely reforms 24 hours later.

Weaknesses (Ex): A Bajang cannot approach magical amulets designed to ward it off (which are usually given to the village children). Certain experts called Pawang can find it's creator by scraping an iron vessel with a razor (thereby causing the creators hair to fall out).

Combat: Bajang tend to stalk victims and curse them according to their masters wishes (or just for fun). In some myths they kill and eat children, so likely they would ambush them while fleeing or hiding from parties.



Amulet of Bajang Repelling

These small wooden amulets are magical in nature but repel Bajangs in the same manner that a mirror repels a vampire.

The amulet doesn't harm the the Bajang — it merely keeps the Bajang at bay. A recoiling Bajang must stay at least 5 feet away from a creature holding the amulet and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a Bajang at bay takes a standard action.

Anyone with a Craft (Woodworking) skill and at least one level in an Arcane spellcasting class can create an amulet with a successful (DC 10) check. The amulet is an inch-long piece of wood in the shape of an hourglass.

Debihuman
2010-02-21, 08:22 AM
I think you need to create the magical amulet. Should it be called an Amulet of Bajang Turning? I'm basing it off the phylatery of undead turning. I'm not sure how it should be priced. They're limited to bajang turning so they shouldn't be expensive. My experience with creating magic items is very limited so tell me what you think.

Amulet of Bajang Turning

This item is boon to any character, allowing anyone to turn a bajang as if he were a cleric.

Moderate necromancy [good]; CL 10th; Craft Wondrous Item, eagle's splender, 10th-level cleric; Price 11,000 gp.

Debby

DracoDei
2010-02-21, 01:14 PM
"Sorcerer" is a specific class in D&D. I would probably change that to "a character capable of casting arcane spells" unless there is something in your research that indicates something more specific.

Bhu
2010-02-22, 08:04 AM
I think you need to create the magical amulet. Should it be called an Amulet of Bajang Turning? I'm basing it off the phylatery of undead turning. I'm not sure how it should be priced. They're limited to bajang turning so they shouldn't be expensive. My experience with creating magic items is very limited so tell me what you think.

Amulet of Bajang Turning

This item is boon to any character, allowing anyone to turn a bajang as if he were a cleric.

Moderate necromancy [good]; CL 10th; Craft Wondrous Item, eagle's splender, 10th-level cleric; Price 11,000 gp.

Debby

I cant find any other abilities of the amulets anywhere, so I think it's sort of a "Dracula cannot approach the Cross" thingie. Except instead of using the power of god it uses the power of the local outcast/shaman/potential serial killer

Debihuman
2010-02-22, 08:57 AM
How's this for an alternative:

Amulet of Bajang Repelling

These small wooden amulets are non-magical in nature but repel bajangs in the same manner that a mirror repels a vampire.

The amulet doesn't harm the the bajang — it merely keeps the bajang at bay. A recoiling bajang must stay at least 5 feet away from a creature holding the amulet and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a bajang at bay takes a standard action.

Anyone with a Craft (Woodworking) skill can create an amulet with a successful (DC 10) check. The amulet is an inch-long piece of wood in the shape of an hourglass.

Debby

Bhu
2010-02-23, 07:03 AM
Edited your amulet into the Bajang with some slight alterations.

Darwin Monkeys and Astral Siren got small update.

Debihuman
2010-02-23, 07:21 AM
What stats would you use for a polecat--same as a weasel from SRD? The bajang can shapechange into a polecat so I think some stats might be nice to have).

Weasel from SRD


Weasel
Size/Type: Tiny Animal
Hit Dice: ½ d8 (2 hp)
Initiative: +2
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple:+0/-12
Attack: Bite +4 melee (1d3-4)
Full Attack: Bite +4 melee (1d3-4)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Attach
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Skills: Balance +12, Climb +10, Escape Artist +4, Hide +11, Move Silently +8, Spot +3
Feats: Agile, Weapon FinesseB
Environment: Temperate hills
Organization: Solitary
Challenge Rating: ¼
Advancement: —
Level Adjustment: —

These little mammals are aggressive predators but usually confine themselves to smaller prey. The statistics presented here can also apply to ferrets.

Combat

Attach (Ex): If a weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached weasel loses its Dexterity bonus to Armor Class and has an AC of 12. An attached weasel can be struck with a weapon or grappled itself. To remove an attached weasel through grappling, the opponent must achieve a pin against the creature.

Skills: Weasels have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb checks. A weasel can always choose to take 10 on a Climb check, even if rushed or threatened.

Debby

Bhu
2010-02-24, 07:29 AM
Polecats/ferrets/weasels are pretty close to being hte same thing. So yeah weasel is close enough

Bhu
2010-02-25, 06:32 AM
minor update to Siren, hey Tygre, do you want the Feat to just give them a Darwin Monkey, or maybe extra abilities as well?

Nerf Golem
Medium Construct
Hit Dice: 2d10+20 (31 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
Base Attack/Grapple: +1/+2
Attack: Nerf Fist +2 melee (1d4+1)
Full Attack: 2 Nerf Fists +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Nerf
Special Qualities: Dark Vision 60', Construct Traits, DR 15/Slashing or Piercing, Immunity to Magic
Saves: Fort +0, Ref +2, Will +0
Abilities: Str 12, Dex 15, Con -, Int -, Wis 10, Cha 3
Skills: -
Feats: -
Environment: Any
Organization: Solitary, Pair, or Group (3-6)
Challenge Rating: 3
Treasure: Standard
Alignment: Always Neutral
Advancement: 3-4 HD (Medium)
Level Adjustment: ---

"Abner I've seen some damn silly things used as minions in mah time, but this..."

Arkimedes was a passable alchemist. Passable meaning not famous. Of course alchemy alone won't guarantee fame, and Arkimedes wasn't the greatest of casters. Toiling hard in his shop one night trying to create a new form of building material, he accidentally created Nerf. A soft spongy material that had odd magical effects on people (and things).

Nerf (Su): Whenever the Nerf Golem successfully damages an opponent with it's Fist Attack, that opponent must make a DC 13 Willpower Save (Save DC is Constitution Based with a +2 Racial Bonus) or lose a random Class Ability gained from their highest Class level (the fist attack does non-lethal damage). If they have no class abilities from that level they lose one from the next lowest level. Casters may lose the use of one of their highest level spells instead. This lasts for 1d3 rounds.

Immunity to Magic: The Nerf Golem is immune to any Spell or Spell-Like Ability that allows Spell Resistance.

Combat: Nerf Golems suck tactically, and usually just wade in swinging much like any other Golem. Sometimes they do enjoy the use of special Nerf weapons though.

Nerf Weapon
Price: +1 Bonus
Property: Weapon
Caster Level:
Aura:
Activation: ---

Nerf Weapons do non-lethal damage, and when wielded by Nerf Golems, the Golem may use it's Nerf Special Attack with this weapon as well as with it's fists.
Prerequisites: Craft Magic Arms and Armor,
Cost to Create: Varies

DracoDei
2010-02-25, 07:30 AM
Can a Bajang use its curses on its own behalf, or only for a captor?

Also, I would state in the entry itself "(use weasel stats)".

EDIT: General board wisdom would probably put Manakine at LA +3 or some such, mostly because such small size gives good to-hit bonuses (don't laugh... Touch spells and Sneak Attack...) and AC. Wizards and Sorcerers don't need strength anyway, and the Dex and Con bonuses actually make them tougher than their full-sized counterparts. While I am not sure I agree with the general board wisdom, I do think LA +1 is definitely in order at the very least.

What is Jester's World? Your campaign world?

The Tygre
2010-02-25, 02:31 PM
Sorry for the tardiness. :smallredface: You asked whether I'd prefer the Darwin Monkey as a familiar or an animal companion, I think it'd make a better familiar. More scholarly, y'know?

Bhu
2010-02-26, 08:15 AM
What is Jester's World? Your campaign world?

Yup. It's sort of like Ravenloft, except it's a patchwork demiplane put together by a crazed jester god for his own personal amusement (or perhaps for odder ends). He kidnaps beings from everywhere to populate it. The result is a lot of people with half templates (breeding stock of your own kind can sometimes be scarce), new sub races, and a very weird society

I edited Bajang and Manakin, the +0 was a typo.

Darwin Monkey is done

Debihuman
2010-02-26, 08:32 AM
Edited your amulet into the Bajang with some slight alterations.

Darwin Monkeys and Astral Siren got small update.

In 3.5 items are either magical or non-magical. There is no such thing as a "semi-magical item". A vampire is repelled by a mirror (a non-magical item). I think you should either make the the amulet a magical item or use it as a non-magical item. It seems like the amulet is non-magical (just as a mirror is not magical) but that bajangs have an aversion to them nonetheless.

Debby

Bhu
2010-02-27, 05:58 AM
It's pretty much called a magic amulet in the myth. But the only effect it has is that it repels Bajang like garlic does a european vampire, and it can only be made by sorcerors.

Debihuman
2010-02-27, 07:29 AM
When you are putting a square peg in a round hole, especially in D&D, the rules need to take priority. I don't think it is necessary that only sorcerers can make these amulets. It is too limiting and assumes that all villages have a local "sorcerer" instead of a quack calling himself one and making a living selling these non-magical items to frightened villagers, which is much more likely.

I really recommend losing the necessity of being a sorcerer and leaving the Woodworking skill in. This way all it takes is having the skill to make the amulet rather than requiring a class. It doesn't take any specific class to make a mirror that repels a vampire and this should work the same way.

Also, does the Bound have any distance restrictions like a Dryad's Tree Dependency? I think the Bajang should be limited to what distance they can travel from the tree or from their creator.

Debby

DracoDei
2010-02-27, 07:32 PM
Astral Siren is still missing "Hooks", which seems pretty critical to understanding it enough to E.A.C.H..

Bhu
2010-02-28, 06:51 AM
When you are putting a square peg in a round hole, especially in D&D, the rules need to take priority. I don't think it is necessary that only sorcerers can make these amulets. It is too limiting and assumes that all villages have a local "sorcerer" instead of a quack calling himself one and making a living selling these non-magical items to frightened villagers, which is much more likely.

I really recommend losing the necessity of being a sorcerer and leaving the Woodworking skill in. This way all it takes is having the skill to make the amulet rather than requiring a class. It doesn't take any specific class to make a mirror that repels a vampire and this should work the same way.

Also, does the Bound have any distance restrictions like a Dryad's Tree Dependency? I think the Bajang should be limited to what distance they can travel from the tree or from their creator.

Debby

In the setting this monster would come from every village does have a sorceror (it's usually assumed they have multiple sorcerors both good and evil). I made it magical though. Ill work it out later cause its 7 am and i need sleep.

I'll have the hooks done soon Draco

Bhu
2010-03-01, 05:14 AM
First Place Monster Contest XLII

Kiseichuu Yuurei
Medium Undead (Incorporeal)
Hit Dice: 10d12 (65 hp)
Initiative: +4
Speed: Fly 80 ft (16 squares)
Armor Class: 19 (+4 Dex, +5 Deflection), touch 19, flat-footed 15
Armor Class (Corporeal): 19 (+4 Dex, +5 Natural), touch 14, flat-footed 15
Base Attack/Grapple: +5/-(+10 Corporeal)
Attack: Touch +9 melee touch (1d4 Con)
Attack (Corporeal): Claw +10 melee (1d4+5)
Full Attack: Touch +9 melee touch (1d4 Con)
Full Attack (Corporeal): 2 Claws +10 melee (1d4+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Corporeal Manifestation, Terrifying Presence, Draining Touch, Bound by Death
Special Qualities: Dark Vision 60’, Rejuvenation, Life Sense 60’, Turn Immunity, Weaknesses
Saves: Fort +3, Ref +7, Will +12
Abilities: Str – (20 Corporeal), Dex 18, Con -, Int 14, Wis 20, Cha 20
Skills: Bluff +18, Craft (any one) +15, Diplomacy +18, Hide +25, Intimidate +25, Listen +18, Move Silently +25, Search +15, Sense Motive +18, Spot +18
Feats: Ability Focus (Terrifying Presence), Flyby Attack, Necrotic Reserve*
Environment: Any
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral Evil
Advancement: 11+ HD (Medium) or by Class
Level Adjustment: -----

* See Libris Mortis.

”Our daughter Sadako does not see anyone, not even those she went to school with…”

”But a letter arrived from her in our village some weeks ago saying she was in some sort of trouble. Is she home?”

”You are mistaken somehow. Sadako does not live here anymore, and would see no one if she did.”

”But I was told she still resided here…”

”Walk away.”

”What!”

”Walk away while the choice is still yours.”

”Who is at the door father?”

Most parents want to protect their children, and some of their offspring have learned to take advantage of this. Among them the so called ‘Parasite Singles’ of Japan, children who live with their parents until they get married or even well into their thirties. They don’t pay rent, or help with the chores, and many don’t even have jobs. Even those who do find employment usually fritter away their money. Some even become ‘Hikikomori’, shut-in’s who refuse to leave the house for any reason. Such people are a strain on their well meaning elders, and their insanity has a way of inspiring tragic decisions when a formerly well-meaning parent has been driven over the edge by a parasitic child who seems hell-bent on draining the life from them. They murder their children in quiet ways, such as poison or a pillow over the face, and bury the body within the house somewhere to avoid suspicion. After all their child is already a mentally disturbed recluse, so initially no one suspects anything.

The problem comes when the child comes back.

The Yurei are the ghosts of those who have died suddenly, usually by violent means, and who can find no peace or closure. Unable to move on to the next life, they torment the living, in this case their parents. Eternally hungry the child now forces it’s parents to find it food, specifically the living. Initially it will be satisfied by small things like animals, but eventually it will want children, and then adults. And if the parents refuse, it can punish them by draining their life away. Being obsessed with revenge the ghost will torment them every night in some way, and make life for those nearby horrifying as well. At some point either an exorcist will successfully destroy it, or it will devour the whole village. Many will not ask for help as they will be terrified of the consequences should he exorcist fail. They will turn into traps, designed to feed any strangers to the ghost in an attempt to appease it. Most feel pressured to do it either by shame, or by fear. Regardless of which they end up bound to a dead tyrant who becomes far worse in death than it was in life.

Corporeal Manifestation (Su): Similar to the Manifestation ability used by Ghosts (see page 118 of the MM), except that the Kiseichuu Yuurei can Manifest as a physical being (temporarily giving up it's Incorporeal Subtype).

Terrifying Presence (Su): As a Free Action at will a Kiseichuu can warp and bend perception around her causing hallucinations as well as magically generating waves of terror. Any being within 60' of the Kiseichuu Yuurei must make a DC 22 Willpower Save (Save DC is Charisma Based) or be Panicked as long as they remain within range of this ability, and for 1d3 rounds after they leave. The Kiseichuu Yuurei often uses this ability while grappling with opponents to prevent them from fleeing, causing them to die from a heart attack. If the opponent rolls a natural 1 on their Saving Throw they must make a DC 22 Fortitude Save (Save DC is Charisma Base) or die instantly. If they succeed in the Save they take 3d6 damage instead.

Draining Touch (Su): A Kiseichuu Yuurei is compelled to feed upon the lives of living beings, and is rarely satisfied regardless of how many it kills. It may drain up to 1d4 Constitution with a Touch attack if it's opponent fails a DC 20 Will Save (Save DC is Charisma Based). It only requires 1 Con per day to maintain it's Lifelike Appearance, though this does not satisfy it, and the Kiseichuu Yuurei must make a DC 25 Willpower Save to avoid simply draining an opponent dry if it has the chance, or if it has gone more than a day without feeding. It is rare that they will murder their family in this manner, as it intends for them to live so it can torture them (Save DC to avoid killing opponents they want revenge on for their death is only DC 10).

Bound by Death (Ex): Anyone who participated or aided in the murder of the Kiseichuu Yuurei, or knew about it and stood by doing nothing receives no Saving throw against the monsters Special Attacks gained as Racial abilities (i.e. Terrifying Presence, Draining Touch and any abilities added by templates). If the Kiseichuu Yuurei learns any spells/powers/abilities gained via classes after dying, those Bound to it by death are -2 on their Saving throws against them.

Rejuvenation (Su): This is identical to the Ghost ability listed on page 118 of the MM. Since the Kiseichuu Yuurei wants it's family and friends to suffer before dying, getting it to let go of this world will be difficult, and may require a Wish spell or an Ofuda (see below). In some cases murdering the Kiseichuu Yuurei's killers may be enough to drive it away, though few resort to such tragic circumstances.

Life Sense (Su): A Kiseichuu Yuurei can sense all living creatures within 60' as if it had Blindsight, and may also determine the strength of their life force as if it had cast Deathwatch.

Weaknesses (Ex): If an Ofuda is attached to the entrance of a building the Kiseichuu Yuurei may not enter it. An Ofuda is a mystic talisman made of paper, wood, cloth, or metal with the name of a Kami, a Shinto shrine, or a representative of the Kami inscribed on it (effectively it's a form of Holy Symbol). To place an Ofuda on the head of a Kiseichuu Yurei is normally a Dexterity check (your DC is 10 plus half the Kiseichuu Yuurei's Hit Dice plus it's Dexterity Modifier). If you successfully Feint the round before attempting this the DC does not include the Dexterity Modifier. The Ofuda will do 1d6 damage per round it remains on the Kiseichuu Yuurei, which must make a DC 25 Willpower Save to remove it. If a Kiseichuu Yuurei is brought to -10 hit points, and an Ofuda is placed upon it's forehead it will be destroyed. Grappling a Kiseichuu Yuurei to make putting the Ofuda on it's head easier is largely pointless, since it will dematerialize if it knows what you're trying to do.

Lifelike (Su): When manifested Kiseichuu Yuurei appear to be alive and healthy. They are warm to the touch, and even appear to breathe. But this is illusion. Anyone who suspects them can make a Willpower Save ( DC is 10 plus half hit dice plus Charisma modifier) to see through it. In which case they see the Kiseichuu Yuurei as he was when she died, with pale skin, and an inhuman countenance. The Kiseichuu Yuurei cannot maintain this facade if it has been more than 2 weeks without feeding, or on Hallowed ground. If a Kiseichuu Yuurei has fed within the last hour it's Lifelike Appearance cannot be seen through, and it can even sire children (said progeny have the Half Ghost Template). After that hour it may be seen though as normal. Spells that would detect it's undead nature or health or alignment do not work upon it well. The Kiseichuu Yuurei gets a Willpower Save (DC is 10 plus spell level plus appropriate attribute modifier) to control what information its opponent receives.

Skills: Kiseichuu Yuurei gain a +8 Racial Bonus on Hide, Intimidate and Move Silently checks.

Combat: The Kiseichuu Yuurei will pretend to be an ordinary (if very odd) villager while it scouts the abilities of the PC's. If it thinks they are too powerful to cross, they will never encounter it if the Yurei can help it. Otherwise it will try to pick them off one by one in the middle of the night when they are sleeping, or bully the parents/townsfolk into murdering them. After all in all likelihood the PC's will believe they have destroyed the Kiseichuu Yuurei only for it to reappear after they have left (and in a vengeful mood).


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

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

{table]DC|Lore
20|Some children sponge off their parents long after they should have left the house, seeming to suffer from some sort of mysterious depression. Occasionally one is murdered after driving the parents out of their minds, and it returns as an undead..
25| The Kiseichuu Yuurei are incredibly difficult to get rid of, and trying to face one without Divine aid is almost impossible. Terror emanates from hem in waves, and even if you can get past it to get at them simply destroying it's physical manifestation will not be enough to be rid of it..
30| The Kiseichuu Yuurei is bound to this world by the need for revenge on it's murderers. Destroying them may get rid of it. If not an Ofuda placed on it's head or a Wish spell may be required to finally lay it to rest..[/table]

Plot Hook
After many months away adventuring one of the PC's returns home to find his family shattered. His parents are in very poor health, and his younger sister has changed, being a half insane recluse who viciously drives her mother and father out to work despite their condition. Eventually he finds his sister eating a small child before fleeing when she notices him, and he confronts his father to be told tearfully "We're sorry..." before his father flings himself from the window without further explanation. Distraught at the funeral, his mother is little help in providing an explanation much like the other villagers who seem terrified of speaking.
Stopping at an Inn the PC's are waited on by an elderly couple who seem to ask a few too many personal questions in between slavishly waiting on their daughter hand and foot. Before retiring a village boy pulls one of them to the side and tells them to leave while they can, or the daughter of the Innkeeper will come for him in the night...
The PC's come upon a dead town. Seemingly deserted there are signs of former occupation everywhere, with valuables left behind, and obvious signs of occasional struggle. There are also a great many graves. Staying in the towns largest hall they come upon a stack of corpses in the basement that look like something just sucked them dry. Hiding in the same house is a young girl who appears to be mute and in shock. A young girl who seems particularly terrified of the parties priest.
The PC's have been defending a town from raiding brigands for weeks on end. They don't seem interested in taking food or valuables, just people. Asked to help negotiate peace, the tearful leader of the raiders asks the PC's to murder his daughter and he will gladly stop raiding. Should the PC's say they don't murder the innocent they will be informed that his daughter is neither innocent nor living...and the people they've been kidnapping are to feed to her to prevent her from devouring the whole clan.

Bhu
2010-03-03, 06:51 AM
Astral Siren is done cept for CR and some fluff. Any thoughts?

DracoDei
2010-03-03, 12:55 PM
So secondary and tertiary hooks have no direct negative effect on the victem, and no effect at all after the battle is over and the siren dead?

DracoDei
2010-03-03, 01:24 PM
Infect (Su): As a Full Round action the Siren may forego it's usual attacks to 'bite' an opponent. This is a Melee Touch Attack, and an opponent successfully struck but it must make a DC 22 Fortitude (Save DC is Constitution Based). If the opponent fails, the egg injected into him develops into a new Astral Siren doing point of Constitution Drain per day, and splitting from the host after it Drains 10 Con (also doing 3d6 damage as it exits). Usually an Astral Siren will Call Infected victims to the Ethereal or Astral Plane before the 'birthing' begins.
Spelling error change "but" -> "by".
Extra space.
Missing "a".

Cyanidesoul
2010-03-04, 05:17 AM
Astral Siren is done cept for CR and some fluff. Any thoughts?

Great work, Bhu. This is exactly what I had envisaged. So I guess now it's on to the wrath of the RHINOCTOPUS?

Bhu
2010-03-04, 06:33 AM
So secondary and tertiary hooks have no direct negative effect on the victem, and no effect at all after the battle is over and the siren dead?

oops forgot to edit those in. Gimme a bit.

Bhu
2010-03-04, 06:34 AM
Great work, Bhu. This is exactly what I had envisaged. So I guess now it's on to the wrath of the RHINOCTOPUS?

Possibly. I got fired today so I need to go job hunting.

Cyanidesoul
2010-03-04, 04:19 PM
Possibly. I got fired today so I need to go job hunting.

I'm sorry to hear that man. Good luck.:smallsmile:

DracoDei
2010-03-04, 07:21 PM
Are you sure that the edits on the Astral Siren went through?
I still don't see anything comparable to the CON Drain from the primary, except that the language is ambiguous enough to where it seems like the Secondaries also CAN do CON Drain, if the Siren chooses that over the spell-like options.

Bhu
2010-03-05, 06:19 AM
Okay the edits should be up now.

Bhu
2010-03-07, 07:49 PM
Minor edit to Nerf Golem. If the edited Siren is okay I'll CR it and finish up.

Bhu
2010-03-08, 09:57 PM
Nerf GOlem updated. Does the Nerf ability read okay?

Bhu
2010-03-09, 08:08 PM
Astral Siren and Nerf GOlem are done. Any thoughts on the Nerf Weapon prereqs?

Bhu
2010-03-09, 08:27 PM
http://1.bp.blogspot.com/_T9n9y1_Lkfs/SeSa6C4WsBI/AAAAAAAABPU/fHtzFBusIiM/s1600-h/FedericoPiatti.jpg

Drei
Huge Aberration
Hit Dice: 15d8+150 (217 hp)
Initiative: +4
Speed: 60 ft. (12 squares)
Armor Class: 23 (-2 Size, +15 Profane), touch 23, flat-footed 23
Base Attack/Grapple: +11/+29
Attack: Flense +19 melee (2d8+10/18-20)
Full Attack: Flense +19 melee (2d8+10/18-20)
Space/Reach: 15 ft./10 ft.
Special Attacks: Flense, Disconcerting Appearance, Aura of Terror
Special Qualities: Dark Vision 60', Immune to Gravity, Size is No Weakness, Regeneration 10, Energy Resistance 10 (Acid, Cold, Fire, Electricity, and Sonic), DR 15/Lawful and Magic, SR 20, Planar Adaptation
Saves: Fort +15, Ref +5, Will +13
Abilities: Str 30, Dex 10, Con 30, Int 6, Wis 15, Cha 18
Skills: Concentrate +15, Intimidate +9, Listen +6, Spot +6
Feats: Ability Focus (Aura of Terror), Greater Powerful Charge, Improved Initiative, Intimidating Strike, Powerful Charge, Reckless Charge,
Environment: The Far Realms
Organization: Unique
Challenge Rating: 10
Treasure: Standard
Alignment: Always Chaotic Neutral
Advancement: 16-30 HD (Huge)
Level Adjustment: ---


"What...is that thing...and why does that look like paw's scythe attached to it?"

Originally the Drei was an animal of some sort from the Prime Material in it's dim infancy (obviously a ceratopsian is the likeliest possibility) that wandered through a Gate into the Realms outside our own. Against all odds it survived and flourished there, changing bit by bit as it traveled from place to place, eventually coming to the Far Realms. Once there it panicked blindly, and attacked what would later be known as one of the nascent Lords of that place.

Enraged that a being from our Plane of existence had injured it (even if only temporarily and to no real effect) the Lord spent millenia crafting changes in the poor beast, and then spat it back out onto the Prime material to wreak it's revenge upon us by proxy.

It is since become known as the Drei (though the origin of that term is lost to tme), and it travels back and forth as it pleases wreaking havok and terrorizing all in it's path as it goes.

Flense (Ex): Attacks from the Drei's natural weapons do untyped damage, and threaten a critical on an 18-20.

Disconcerting Appearance (Su): The Drei's appearance alters significantly from one moment to the next, and the alteration is different for each viewer, sometimes incorporating elements of their past. Perhaps they see objects they once knew composing parts of it, or see the flesh boil away to mimic wounds they once suffered or that were inflicted on someone they knew. All opponents fighting the Drei take a -2 penalty on all rolls while they can see it, regardless of distance (this includes viewing it by scrying or other Divination spells).

Aura of Terror (Su): Any being within 60' of the Drei cannot use an ability or take an Action requiring Concentration unless it makes a DC 23 Will Save for each attempt (Save DC is Cha based).

Immune to Gravity (Ex): The Drei may alter how gravity affects it at will as a Free Action, effectively being able to walk on any surface or even upside down as though it's current location had Subjective Directional Gravity (see Manual of the Planes).

Size is no Weakness (Ex): At the beginning of each round as a Free Action the Drei may decide to change all Size Penalties into Bonuses and vice versa (it's actual Size Class does not change). It remains this way until the Drei changes it back as a Free Action.

Regeneration (Ex) The Regeneration ability of the Drei does not work against damage done by weapons/spells with the Lawful descriptor.

Planar Adaptation (Su): The Drei appears to adapt to the Traits of any Plane it encounters as if it were a Native. It permanently has the benefits of a Planar Tolerance spell.

Combat: The Drei generally relies on it's sheer unnerving presence to distract it's enemies while it rushes in for the kill. Despite this apparant lack of tactics it is not quite a dumb brute any longer, and does sometimes employ simple tactics and ambushes.

Bhu
2010-03-10, 08:49 PM
http://i212.photobucket.com/albums/cc70/bhutastan/monsters/Ralph.jpg


Emperor Ralph
Fine Outsider (Chaotic, Evil, Native)
Hit Dice: 100d8+2500 (2950 hp)
Initiative: +10
Speed: Fly 5 ft. (1 square), Clumsy
Armor Class: 60 (+8 Size, +2 Dex, +10 Profane, Natural +30), touch 30, flat-footed 58
Base Attack/Grapple: +100/+135
Attack: Nibble +143 melee (1d2+35)
Full Attack: Nibble +143 melee (1d2+35)
Space/Reach: 1/2 ft./0 ft.
Special Attacks: Improved Grab, Incredibly Strong
Special Qualities: Dark Vision 60', Floaty, DR 30/Epic, DR 10/-, Energy Resistance 30 (Acid, Cold, Electricity, Fire, Sonic), SR 45, Fast Healing 30, Regeneration 30, Scent, Low Light Vision, Immunities
Saves: Fort +77, Ref +54, Will +57
Abilities: Str 80, Dex 14, Con 60, Int 20, Wis 20, Cha 30
Skills: Appraise+63, Bluff +69, Concentration +83, Diplomacy +68, Gather Information +68, Hide +78, Intimidate +68, Knowledge (Arcana, Dungeoneering, Geography, History, Local, Nature, Nobility, Religion, The Planes) +63, Listen +63, Move Silently +62, Search +63, Sense Motive +63, Spellcraft +63, Spot +63, Use Magic Device +68
Feats: *Adaptable Flanker, Anklebiter, Blind Fight, Combat Awareness, Combat Focus, Combat Reflexes, Deflect Arrows, Dodge, Earth's Embrace, Epic Leadership, Epic Reputation, Eyes in the Back of Your Head, Hover, Improved Combat Reflexes, Improved Initiative, Improved Scent, Improved Stunning Fist, Improved Unarmed Strike, Leadership, Legendary Commander, Master Manipulator, Mobility, Multigrab, Pain Touch, Rapid Stunning, Snatch Arrows, Spring Attack, Stunning Fist, Superior Initiative, Uncanny Scent, Vexing Flanker, Water Splitting Stone, Weakening Touch, Wingover
Environment: Any
Organization: Unique
Challenge Rating: 36
Treasure: Triple Standard
Alignment: Chaotic Evil
Advancement: 101+ HD
Level Adjustment: ---

* Feats not in the PHB or MM may be found in Complete Warrior, PHB II, and The Epic Level Handbook.

"Where's my money?"

Long, long ago in the dim dark past of the Jester's Realm there was a gigantic nameless abomination of life. This towering abomination had pretensions towards godhood, and set about attempting to achieve this aim. Since the Jester appoints Lesser deities in his own realm, he was amused by the monsters chutzpah. He was less amused by all the frothing, bloody sacrifices it made in order to try to get it's desires. And so he demoted it in a sense. Stripping the creature of it's awe-inspiring size and magical power, e reduced it in form to that of a tiny hamster. He also cursed it to be unable to touch the ground fro reasons unknown.

Eventually taking the name Ralph the now enraged (but teensy) entity set about re-establishing it's kingdom, beginning as an adviser or 'power behind the throne' type of ruler. Ralph has been defeated several times, and usually manages to regain a kingdom somewhere. He's immortal after all he can afford to be patient. In the meantime he has spawned many species of magical hamster, much to his personal embarrassment.

Ralph appears as a normal hamster, albeit usually with cape and crown, floating off the ground.


Improved Grab (Ex): Emperor Ralph may make a Grapple Check without provoking an Attack of Opportunity.

Incredibly Strong (Ex): Emperor Ralph does not take Size Penalties to Combat Maneuvers such as Grappling, Trips, Bull Rushes, etc.

Floaty (Ex): As he is cursed to not touch the ground, Ralph floats in the air hovering. Absolutely no force on earth can get him closer than 6" from the ground, effectively granting him immunity to Trip Attacks, he can never be prone, and he constantly has a Feather Fall in Effect on his person.

Immunities (Ex): Ralph is immune to Ability Drain/Damage, Energy Drain, aging, Stunning, sleep and death effects, poison, paralysis, petrification, polymorph, disease, fear/morale penalties, and fatigue/exhaustion effects. He does not require food, sleep, or water.

Regeneration (Ex): Ralph's Regeneration doesn't work against damage that is both Epic and Good.

Combat: Lacking his former impressive physical armament and supernatural abilities, Ralph has had to be content with studying fighting the old fashioned way: the martial arts. He is the worlds only floating kung fu hamster. And he's not happy. Generally he prefers others to do his fighting for him, but if pressed he's a pretty mean grappler.

Bhu
2010-03-12, 01:36 PM
emperor ralph updated, and now has pic. He's a possible BBEG in my silly campaign.


Hey cyanide, still want that Rhinoctopus?

LOTRfan
2010-03-12, 03:39 PM
Emperor Ralph reminds me of "The Mouse and the Motorcycle." Overall, the concept is pretty cool. A demonic hamster? Awesome.

Bhu
2010-03-12, 03:51 PM
http://en.wikipedia.org/wiki/Baobhan_sith

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

http://celtopedia.druidcircle.net/index.php?title=Baobhan_sith

http://irelandsown.net/baobhan.html


Baobhan Sith
Medium Undead
Hit Dice: 6d12 (39 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 18 (+4 Dex, +4 Natural), touch 14, flat-footed 14
Base Attack/Grapple: +3/+5
Attack: Claws +7 melee (1d6+2 plus Blood Drain)
Full Attack: 2 Claws +7 melee (1d6+2 plus Blood Drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Intoxicating Dance, Blood Drinking, Enchanting Beauty, Wolf Form
Special Qualities: Low Light Vision, Dark Vision 60', Weaknesses, Polyglot, Fey, Blood Scent, DR 10/ Cold Iron
Saves: Fort +2, Ref +6, Will +8
Abilities: Str 14, Dex 18, Con -, Int 16, Wis 16, Cha 22
Skills: Bluff +13, Concentration +6, Diplomacy +13, Hide +10, Knowledge (Arcana, Nature) +9, Listen +9, Move Silently +10, Perform (Dance) +13, Spellcraft +9
Feats: Greater Spell Focus (Enchantment), Spell Focus (Enchantment), Weapon Finesse
Environment: Temperate Forests or Mountains
Organization: Solitary or Group (4-6)
Challenge Rating: 6
Treasure: Standard
Alignment: Always Neutral Evil
Advancement: By Character Class (usually an Arcane Caster)
Level Adjustment: ---


"We were hoping for female company tonight..."

The Baobhan Sith are either Fey or Undead (most legends don't make it clear) appearing as pale, beautiful women with deer hooves for feet. They seduce attractive young hunters into dancing until they are exhausted and then drain the blood from them.

Intoxicating Dance (Su): The Baobhan Sith can cast Otto's Irresistible Dance at Will. In addition at the end of the spell their victim becomes Exhausted until he can rest for 8 hours.

Blood Drinking (Ex): Whenever the Baobhan Sith successfully strikes an opponent with it's claws it does 1 point of Constitution damage. If it pins it's opponent in a Grapple it does normal claw damage plus 1d4 Constitution.

Enchanting Beauty: The Baobhan Sith may cast spells as a Beguiler whose level is equal to her Hit Dice.

Wolf Form (Su): Baobhan Sith can use Shapechange at will, but only to assume Wolf Form.

Weaknesses (Ex): Baobhan Sith can't stand sunlight, and when sunlight touches them they disappear until the night returns. They return anywhere within 1 mile of where they disappeared. Baobhan Sith must make a DC 25 Willpower Save to approach closer than 15' from any source of cold iron.

Polyglot (Ex): The Baobhan Sith can understand and speak any spoken language, although they always have an odd accent.

Fey (Ex): Baobhan Sith count as both Undead and Fey for purposes of spells that are beneficial.

Blood Scent (Ex): This is identical to the Scent ability, except the Baobhan Sith can smell blood up to a mile away.

Combat: The Baobhan Sith use their skills and beauty to seduce men and convince them to dance, during which time they cast Otto's irresistible Dance to exhaust them. Once their opponents are exhausted or asleep they grapple them and drain their blood.

Cyanidesoul
2010-03-12, 04:07 PM
emperor ralph updated, and now has pic. He's a possible BBEG in my silly campaign.


Hey cyanide, still want that Rhinoctopus?


Sure, if you've got the time.:smallsmile:

Bhu
2010-03-13, 04:51 PM
Rhinoctopus
Large Magical Beast (Aquatic)
Hit Dice: 8d10+24 (68 hp)
Initiative: +1
Speed: 30 ft. (6 squares), Swim 30 ft.
Armor Class: 17 (-1 Size, +1 Dex, +7 Natural), touch 10, flat-footed 16
Base Attack/Grapple: +8/+18
Attack: Tentacle +13 melee (1d4+6)
Full Attack: 8 Tentacles +13 melee (1d4+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved Grab, Rending Constriction
Special Qualities: Low Light Vision, Ink Cloud, Amphibious
Saves: Fort +9, Ref +7, Will +3
Abilities: Str 23, Dex 13, Con 17, Int 2, Wis 13, Cha 3
Skills: Escape Artist +11, Hide +8, Listen +6, Spot +6, Swim +14
Feats: Alertness, Endurance, Skill Focus (Hide)
Environment: Warm Aquatic or Plains
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral
Advancement: 9-16 HD (Large), 17-24 HD (Huge)
Level Adjustment: ---

"How is it Wizards never have normal pet guards Bert?"

"Ah think they feel they need to live up to their reputation."

"Ah'm gonna hurt this one bad since that thing of his pooped ink in mah face."

The Rhinoctopus is a bizarre Wizardly creation involving a melding of the Octopus and the Rhino. Why someone felt the need to do it is anyones guess, but perhaps they thought it would make an interesting all terrain guardian. It looks vaguely like a gelatinous octopoid shape with a larger than usual body, and a horned face.

Improved Grab (Ex): If the Rhinoctopus successfully hits with it's tentacle attack, it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If it succeeds it may then use it's Rending Constriction.

Rending Constriction (Ex): If the Rhinoctopus successfully Grapples an opponent it squeezes him while goring it with it's horn simultaneously. It does 3d6+6 damage with a successful Grapple Check.

Ink Cloud (Ex): The Rhinoctopus can spew black ichor once per minute as a Free Action. Underwater this creates a 20' by 20' by 20' cloud that provides total concealment and completely obscures vision. Out of water it is a 10' ranged touch attack. If it hits the opponent must make a DC 15 Reflex Save (Save DC is Dex Based) or be blinded for 1d6 rounds, or until he can spend a full round washing it from his eyes whichever occurs first.

Combat: Rhinoctopus are ambush predators waiting underneath the water for prey to come to drink. If prey fails to appear, they can shimmy up onto land and try to chase it down, which can be a terrifying sight to anyone in the vicinity unused to their appearance.

Debihuman
2010-03-13, 05:20 PM
Emperor Ralph

Was this a normal hamster that became Emperor Ralph or something else? I can't wait to see the history and background of this one.

Debby

Bhu
2010-03-15, 09:19 AM
Ralph has been fluffied with an origin.

Ranger Mattos
2010-03-15, 04:28 PM
Excuse me, might it be possible for you to create a Hodag? If you don't know what it is, look it up.

Oh, and Emporer Ralph: :smalleek:, but :smallcool:

@V: ok

Bhu
2010-03-16, 09:03 AM
I'll start the Hodag soon as I get Ralph and the Rhinoctopus done.

Bhu
2010-03-17, 11:30 AM
While we're on the subject, there's a couple variations on the Hodag. WHich one did you prefer?

Ranger Mattos
2010-03-17, 09:14 PM
Erm, the northern Wisconsin version, if you mean that there are different variations because of where the legends are from.

Cyanidesoul
2010-03-18, 05:53 AM
The Hodag appears in the 3.5 revision of "City State of the Invincible Overlord". Just thought I'd mention that if anyone wants to know more about it, feel free to ask?:smallsmile:

Ranger Mattos
2010-03-18, 03:46 PM
I've never heard of that book, is it 3rd party?

Cyanidesoul
2010-03-18, 09:16 PM
I've never heard of that book, is it 3rd party?

It's from Necromancer Games.

Ranger Mattos
2010-03-18, 10:02 PM
Never heard of them. Can you give a description of the Hodag, so I can tell if it's the kind I want or not?

Bhu
2010-03-18, 10:09 PM
http://en.wikipedia.org/wiki/Hodag

http://www.hodagsightings.com/

http://holidayacres.com/hodag.htm

http://www.museumofhoaxes.com/photos/hodag.html

http://www.wisegeek.com/what-is-a-hodag.htm

peek through these and tell me which one you like best.

Rhinoctopus is done, Ralph just needs CR I think.

Cyanidesoul
2010-03-19, 04:15 PM
http://en.wikipedia.org/wiki/Hodag

http://www.hodagsightings.com/

http://holidayacres.com/hodag.htm

http://www.museumofhoaxes.com/photos/hodag.html

http://www.wisegeek.com/what-is-a-hodag.htm

peek through these and tell me which one you like best.

Rhinoctopus is done, Ralph just needs CR I think.

Thanks, Bhu. How did you find using the amalgam template?

Ranger Mattos
2010-03-19, 08:57 PM
They all seem similar, so just use whichever you want.

Bhu
2010-03-19, 11:51 PM
Thanks, Bhu. How did you find using the amalgam template?

It was okay. It's given me some ideas though.

Cyanidesoul
2010-03-20, 12:24 AM
It was okay. It's given me some ideas though.

Oh yeah? How about a TYRANNOROPERSAURUS thingie? T-Rex fused using the template with a roper? Or a gelatinous nymph? :smalltongue:

Bhu
2010-03-21, 11:29 PM
Added the last of Ralph's abilities. If you guys like him I'll CR and start a new critter.

The Trex Roper might be an idea cyanide...

Cyanidesoul
2010-03-22, 01:21 AM
Added the last of Ralph's abilities. If you guys like him I'll CR and start a new critter.

The Trex Roper might be an idea cyanide...

It's arms could be the ropers strands...?

Bhu
2010-03-24, 12:12 AM
I has a more evil idea than that :smallcool:

But first a quick something I had an idea for:

The Perfect

The Perfect is an Acquired or Inherited Template that can be applied to any living, corporeal Humanoid.

Size and Type: Unchanged.

Hit Dice: The Perfect have maximum hit points per hit die.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Unchanged

Damage: Unchanged

Special Attacks: Unchanged.

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

Insanity (Ex): All Perfect have serious mental problems, and are unable to effectively communicate with normal members of their society or species because they loathe them. The Perfect get a -4 Penalty on all Charisma Based skills (except Iaijutsu Focus, Intimidate and Use Magic Device) when they are used on their own kind (i.e. other Perfect). Many also feel compulsions to commit murder or have other problems that can be represented by mental Flaws.

Saves: Unchanged.

Abilities: All ability scores change to 18 plus any racial modifiers.

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged or Solitary.

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Usually Neutral Evil.

Advancement: Unchanged

Level Adjustment: +2

The Perfect are a magical experiment gone wrong (do they ever go right?). An attempt at making a super soldier, the experiment exposed various Humanoids to magical forces and alchemical poisons in an attempt to improve them. Most of the subjects died.

The survivors were examples of mental and physical perfection. Emotionally...they were a different story. Most were extremely narcissistic sociopaths, and a few were openly suffering from psychosis (mental flaws are common among them). And even worse they bred true. A Perfect Orc and an Orc bred Perfect Orcs. 2 Perfect Orcs bred a Perfect Orc with even more pronounced derangements than usual.

People quickly realized the crazy bastards would slaughter normal people and eventually breed (rape) the rest into making more of their own kind. So most governments declared them void from any protection via the laws, and declared them legal to openly murder.

The Perfect resemble physically flawless members of their species.

Example of creature using template here:

Anastasia (Elf/Perfect, Level 10 Warmage)
Medium Humanoid (Elf)
Hit Dice: 10d6+30 (90 hp)
Initiative: +9
Speed: 30 ft. (6 squares)
Armor Class: 15 (+5 Dex), touch 15, flat-footed 10
Base Attack/Grapple: +5/+9
Attack: By weapon +9 melee or +10 ranged
Full Attack: By weapon +9 melee or +10 ranged
Space/Reach: 5 ft./5 ft.
Special Attacks: Warmage Edge (+5)
Special Qualities: Immune to Sleep Effects, +2 on Saves vs Enchantment Spells, Low Light Vision, Armored Mage (Medium), Advanced Learning ()
Saves: Fort +6, Ref +8, Will +11
Abilities: Str 18, Dex 20, Con 16, Int 20, Wis 18, Cha 18*
Skills: Bluff +9, Concentration +16, Hide +9, Intimidate +17, Knowledge (Arcana) +18, Listen +11, Profession (Killer) +6, Search +7, Spellcraft +18, Spot +11
Feats: Combat Casting, Empower Spell, Improved Initiative, Maximize Spell, Sudden Empower (B), Sudden Enlarge (B)
Challenge Rating: 11
Alignment: Neutral Evil
Level Adjustment: +2

* Stats are 18 plus Racial Mods plus 2 for levels.

Bhu
2010-03-24, 11:09 PM
Fetid Abomination
Huge Magical Beast
Hit Dice: 18d10+108 (207 hp)
Initiative: +5
Speed: 40 ft. (9 squares)
Armor Class: 24 (-2 Size, +1 Dex, +15 Natural), touch 9, flat-footed 23
Base Attack/Grapple: +18/+29
Attack: Bite +27 melee (3d6+11)
Full Attack: 1 Bite +27 melee (3d6+11) and 4 Tentacles +22 melee (1d6+5)
Space/Reach: 15 ft./10 ft. (50 ft. w/Tentacles)
Special Attacks: Improved Grab, Drag, Swallow Whole, Weakness
Special Qualities: Dark Vision 60', Low Light Vision, Scent, Energy Resistance (Acid, Cold) 10, SR 30, Vulnerability to Fire
Saves: Fort +16, Ref +12, Will +11
Abilities: Str 32, Dex 12, Con 21, Int 6, Wis 16, Cha 12
Skills: Hide +0 (+8 in swamps), Listen +12, Spot +12
Feats: Alertness, Improved Natural Attack (Bite), Improved Initiative, Improved Toughness, Iron Will, Run, Track
Environment: Warm Marsh
Organization: Solitary
Challenge Rating: 15
Treasure: None
Alignment: Neutral Evil
Advancement: 19-36 HD (Huge), 37-54 HD (Gargantuan)
Level Adjustment: ---

"Seriously Bert, we aren't taking swamp assignments anymore."

"I agree."

"I mean we sat on that thing eating lunch for 2 hours before we realized it wasn't part of the ground."

Fetid Abominations resemble a bizarre cross of Tyrannosaurus and Roper with hide that resembles a piece of swampland and occasional mutations or deformities. In other words they resemble something from one of Salvador Dali's nightmares. More intelligent than animals, but not quite up to the level of most Humanoids they are nonetheless quite cunning. Due to their incredible appetites it's likely they ate their creator, whatever it was. They don't seem to have spread much either, and it may be they are quite territorial (or find birthing difficult due to their mutations). Fetid Abominations can sometimes understand Common, but do not speak.

Improved Grab (Ex): If the Fetid Abomination successfully hits with it's Tentacle Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity assuming it's opponent is at least one Size Class smaller than itself. If successful it does tentacle damage each round and may drag it's victim.

Drag (Ex): On each round the Fetid Abomination successfully Grapples it's opponent they are reeled in 10' closer to it. Once they are within Bite Range the Fetid Abomination gets a +4 Bonus to hit with it's Bite Attack. A Tentacle grappling a victim can be attacked via a Sunder attempt (the Fetid Abomination is -4 on it's roll to resist the Sunder). The tentacles each have 45 hp.

Swallow Whole (Ex): A Fetid Abomination can try to Swallow any creature up to 2 Size Classes smaller than itself with a successful Grapple Check. The swallowed creature takes 2d8+11 bludgeoning damage and 11 points of acid damage per round it remains swallowed. A swallowed creature can cut its way out with a light slashing or piercing weapon by doing 30 points of damage to the stomach (AC 17). Once the creature exits muscular action closes the hole, and other victims must cut their own way out. A Fetid Abominations gullet can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Weakness (Ex): Any creature successfully Grappled by the Fetid Abominations tentacles must make a DC 24 Fortitude Save (Save DC is Constitution Based) or take 2d8 temporary Strength damage.

Skills: Fetid Abominations gain a +8 Racial Bonus to Hide Checks in their Native Terrain. It also has a +2 Racial Bonus to Listen and Spot Checks.

Combat: Fetid Abominations are ambush predators who wait for prey to come within range after which they Grapple, drag, bite, and swallow. They then repeat until all prey is dead, or they need to revise their tactics due to losing. It's rare that they flee as they tend to be rather suicidal when attacking.

Ranger Mattos
2010-03-25, 03:21 PM
Wait, I thought you would work on my request. Why did you do the above first?

The Tygre
2010-03-25, 06:14 PM
Wait, I thought you would work on my request. Why did you do the above first?

Patience, m'lad. The Bhu works in mysterious ways.

Bhu
2010-03-25, 10:46 PM
Wait, I thought you would work on my request. Why did you do the above first?

Forgot. It's been a bad week as I'm trying to learn to drive powered equipment at the new job and not doing so well. Stress makes me forgetful.

Does the Hodag have any powers besides being hard to capture/kill? That's all I've found.

Hodag
Medium Magical Beast
Hit Dice: 5d10+15 (42 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 23 (+3 Dex, +10 Natural), touch 13, flat-footed 20
Base Attack/Grapple: +5/+9
Attack: Bite +9 melee (1d8+4)
Full Attack: 1 Bite +9 melee (1d8+4) and 2 Claws +7 melee (1d6+2) and 1 Tail Spear +7 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Rake
Special Qualities: Dark Vision 60', Spikes, Scent, DR 5/-, Trackless Step
Saves: Fort +7, Ref +7, Will +2
Abilities: Str 18, Dex 16, Con 16, Int 4, Wis 12, Cha 10
Skills: Hide +4, Listen +3, Move Silently +4, Spot +3, Survival +3
Feats: Multiattack, Track
Environment: Temperate Forest
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 6-10 HD (Medium)
Level Adjustment: ---

"Aw c'mon Bert. It's called a Hodag. It's a silly name monster, how tough can it be."

"You remember that incident with the Gayfrusionbloorten critter?"

"I remember making you swear not to mention it again."

The Hodag is a four limbed dinosaur like creature with a face somewhere between that of a man and a frog with huge fangs. It's covered n spikes and has a spear like point at the end of it's tail. They seem fairly hard to kill as well.

Improved Grab (Ex): If the Hodag hits successfully with it's Bite attack, it may make a Grapple Check immediately as a Free Action without provoking an Attack of Opportunity. If it succeeds it may then rake while doing it's bite and claw damage.

Rake (Ex): If the Hodag successfully Grapples an opponent it gains 2 additional Rake attacks (to hit and damage are same as claw attacks).

Spikes (Ex): The Hodag is covered in spikes and opponents attempting to Grapple it take 1d6 damage plus their own Strength Modifier.

Trackless Step (Ex): Identical to the Druid ability of the same name.

Combat: Hodags are not subtle creatures and usually begin with biting down and holding on for dear life while ripping their prey to shreds (they have an affinity for white bulldogs).

Ranger Mattos
2010-03-26, 08:06 PM
Forgot. It's been a bad week as I'm trying to learn to drive powered equipment at the new job and not doing so well. Stress makes me forgetful.

Does the Hodag have any powers besides being hard to capture/kill? That's all I've found.

Not that I know of. I really don't care if it has nothing special about it, I just want it for the flavor.

Bhu
2010-03-26, 10:07 PM
All three critters updated a bit. Does CR 36 seem okay for Ralph?

Bhu
2010-03-29, 10:31 PM
All three critters updated.

Hodag seem okay?

Bhu
2010-03-30, 10:45 PM
Hodag is done. Sorry bout the delay Lord Mattos :smallredface:

Ranger Mattos
2010-03-31, 09:13 PM
It looks great. Nice job.

Bhu
2010-04-01, 10:33 PM
It looks great. Nice job.

As I kinda goofed up that time, your in line first for the next request. Anything you'd like to see?

Ranger Mattos
2010-04-01, 10:38 PM
Nope, I can't really think of anything. But I've got a whole spring break to think about it :smallbiggrin: I also have to think of an idea for an essay, but that shouldn't be that hard.

Bhu
2010-04-02, 10:26 PM
http://enchanteddoorway.tripod.com/vamp/philippines.html

http://books.google.com/books?id=dYvy52eOfzgC&pg=PA111&lpg=PA111&dq=bebarlangs&source=bl&ots=LApgRzUkXh&sig=ph23GUHff4I-0_Wt0OIg-vJRnY8&hl=en&ei=XK2aS9fwDsP-8Aa43M3-DQ&sa=X&oi=book_result&ct=result&resnum=13&ved=0CCQQ6AEwDA#v=onepage&q=bebarlangs&f=false

Bebarlang

Bebarlang is an inherited template that can be applied to any living Humanoid.

Size and Type: Unchanged.

Hit Dice: Unchanged.

Speed: Unchanged.

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

Attacks: Unchanged.

Damage: Unchanged.

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

Astral Vampirism (Su): As a Standard Action a Bebarlang can enter a sleep like state and send it's soul forth from it's body to feed. The soul is basically the Base Creature with the following extra abilities: The soul gains the Incorporeal Subtype (the soul and physical body share the same hit points, damage one and you damage both), a Fly Speed of 40' (Perfect), a Deflection Bonus to AC equal to +1 or it's Cha Modifier (whichever is higher), a Draining Touch Attack, and a +8 Racial Bonus to Hide and Move Silently Checks. The Draining touch is a melee touch attack. If successful the opponent must make a Willpower Save (Save DC is 10 plus 1/2 HD, plus Cha Mod) or be drained of 1d4 Constitution. The physical body is comatose (i.e. helpless) while the soul is missing, and any damage to it recalls the soul into it's physical form immediately. For this reason most Bebarlangs hide before using this ability.

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

Immunities: The Bebarlang becomes immune to Energy Drain and Death Effects.

Saves: Unchanged.

Abilities: +2 Wis, +2 Cha

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Usually Neutral Evil.

Advancement: unchanged.

Level Adjustment: +3

Example of creature using template here:

Calupitan Human/Bebarlang, 5th level Commoner
Medium Humanoid
Hit Dice: 5d4+5 (17 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 13 (+3 Profane), touch 13, flat-footed 13
Base Attack/Grapple: +2/+1
Attack: By Weapon +1 melee or +2 ranged
Full Attack: By Weapon +1 melee or +2 ranged
Space/Reach: 5 ft./5 ft.
Special Attacks: Astral Vampirism
Special Qualities: Immune to Energy Drain and Death Effects
Saves: Fort +2, Ref +1, Will +3
Abilities: Str 8, Dex 10, Con 12, Int 13, Wis 14, Cha 16
Skills: Craft (Basketweaving) +8, Listen +10, Spot +10
Feats: Ability Focus (Astral Vampirism), Alertness
Challenge Rating: 7
Alignment: Neutral Evil



Calupitan Astral Form
Medium Humanoid (Incorporeal)
Hit Dice: 5d4+5 (17 hp)
Initiative: +0
Speed: Fly 40 ft. (8 squares), Perfect
Armor Class: 16 (+3 Profane, +3 Deflection), touch 16, flat-footed 16
Base Attack/Grapple: +2/+1
Attack: Draining Touch +2 melee (1d4 Con, DC 17)
Full Attack: Draining Touch +2 melee (1d4 Con, DC 17)
Space/Reach: 5 ft./5 ft.
Special Attacks: Astral Vampirism
Special Qualities: Immune to Energy Drain and Death Effects
Saves: Fort +2, Ref +1, Will +3
Abilities: Str 8, Dex 10, Con 12, Int 13, Wis 14, Cha 16
Skills: Craft (Basketweaving) +8, Hide +8, Listen +10, Move Silently +8, Spot +10
Feats: Ability Focus (Astral Vampirism), Alertness
Challenge Rating: 7
Alignment: Neutral Evil

Bhu
2010-04-02, 11:15 PM
The Perfect and the Fetid Abomination are done, Ralph has CR.

Bhu
2010-04-03, 12:56 AM
Okay I need 7 quick Aberrations for my Orc Thread, so here goes for the ones at a CR less than 1:

Squig
Small Aberration
Hit Dice: 1d8+2 (6 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: +0/-4
Attack: Bite +0 melee (1d4)
Full Attack: Bite +0 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: CHARGE!
Special Qualities: Dark Vision 60', Scent, Fearless
Saves: Fort +2, Ref +4, Will +3
Abilities: Str 10, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +2, Spot +2, Survival +3
Feats: Track
Environment: Any
Organization: Solitary, Pair, or Herd (5-20)
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: 2 HD (Small)
Level Adjustment: ---

"Bert...that ain't no coconut..."

This appears to be a ball on two clawed legs. It's main features are multiple eyes, spines, and a huge mouth of fangs. Color and exact appearance vary from individual to individual. They are known for charging recklessly at virtually anything.

CHARGE! (Ex): Squigs do 2d4 damage on a successful Charge attack.

Fearless (Ex): Squigs are immune to non magical fear and morale penalties.

Combat: Squigs usually scream, begin frothing at the mouth, and charge recklessly into battle.




Faux Spider
Small Aberration
Hit Dice: 3d8+12 (25 hp)
Initiative: +1
Speed: 20 ft. (4 squares), Climb 20 ft.
Armor Class: 14 (+1 Size, +1 Dex, +2 Natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/-1
Attack: Zap +1 Ranged Touch (1d3)
Full Attack: Zap +1 Ranged Touch (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Zap
Special Qualities: Dark Vision 60'
Saves: Fort +5, Ref +2, Will +3
Abilities: Str 12, Dex 12, Con 18, Int 2, Wis 11, Cha 4
Skills: Climb +9, Listen +3, Spot +3
Feats: Endurance
Environment: Any Mountain or Underground
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---

"It burned up mah wine pouch. That's it where's mah critter whacker?"

This appears to be a black lump of flesh with 6 spindly legs and a long neck. The head seems to have no features other than two red glowing eyes. What they eat is pretty much unknown (especially as they have no visible mouth).

Zap (Su): At will the Faux Spider can unleash twin rays from it's eyes. This ray is a ranged Touch Attack with a range of 30' and does 1d3 Fire Damage.

Skills: Faux Spiders gat a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.

Combat: Faux Spiders rarely initiate combat for reasons that seem common or reasonable. Occasionally they seem to open fire at random but no one is sure why.




Landsquid
Tiny Aberration
Hit Dice: 1d8 (4 hp)
Initiative: +2
Speed: 20 ft. (4 squares), Climb 10 ft., Swim 10 ft.
Armor Class: 15 (+2 Size, +2 Dex, +1 Natural), touch 14, flat-footed 13
Base Attack/Grapple: +0/-5 (+7 Attached)
Attack: Tentacles +2 melee touch (Attach)
Full Attack: Tentacles +2 melee touch (Attach)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Attach, Ink Fart
Special Qualities: Dark Vision 60', Amphibious
Saves: Fort +0, Ref +2, Will +3
Abilities: Str 8, Dex 15, Con 11, Int 4, Wis 12, Cha 6
Skills: Climb +7, Escape Artist +6, Hide +14, Listen +3, Spot +3, Swim +7
Feats: Ability Focus (Ink Fart), Weapon Focus (B)
Environment: Warm Marsh or Forest
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---

"MY EYES!!

This appears to be a small squid or octopi capable of walking upright on it's tentacles on land. They aren't picky eaters, and tend to spray ink in the eyes of humanoids in order to steal their food. Which of course doesn't give them the greatest of reputations...

Attach (Ex): If the Landsquid successfully hits with a melee touch attack it attaches itself to it's victim. It is considered to be Grappling it's opponent (and has a +12 Racial Bonus to Grapple Checks when Attached), but loses it's Dexterity Bonus to AC. The Landsquid may be Grappled or attacked with a weapon, but to remove it, it's opponent must successfully Pin it in a Grapple. If it grapples it's opponent it may use it's Ink Fart or bite for 1 point of damage.

Ink Fart (Ex): If the Landsquid successfully Attaches itself to it's opponent it spews massive amounts of a black inky substance from a pore on it's body. If the victim fails a DC 12 Reflex Save (Save DC is Constitution Based) it is blinded for 1d2 rounds.

Skills: Landsquids have 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 and Escape Artist Checks.

Combat: Landsquids usually go straight for the Grapple (after determining where their opponent stores it's food), blasts away with the ink, steals the food and runs like hell.





Omnicidal Furry
Tiny Aberration
Hit Dice: 1d8+3 (7 hp)
Initiative: +2
Speed: 10 ft. (2 squares), Climb 10 ft.
Armor Class: 15 (+2 Size, +2 Dex, +1 Natural), touch 14, flat-footed 13
Base Attack/Grapple: +0/-3
Attack: Unseen Method of Attack +2 melee (1d4+1)
Full Attack: Unseen Method of Attack +2 melee (1d4+1)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Disturbing War Cry
Special Qualities: Dark Vision 60'
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 12, Dex 15, Con 16, Int 4, Wis 12, Cha 10
Skills: Listen +3, Spot +3
Feats: Weapon Finesse
Environment: Any
Organization: Solitary, Pair, or Floof (10-100)
Challenge Rating: 1
Treasure: None
Alignment: Usually Neutral Evil
Advancement: ---
Level Adjustment: ---

Awww...well aren't they the cutest little..."

SHRIIIEEEEKKK!!

"Get it off mah face!"

This appears to be a small ball of fluff that can cause tremendous amounts of damage by no discernable means for it's size. Think of it as sort of a Vorpal Tribble.

Disturbing War Cry (Ex): When the Furry lets loose it's patented shriek of the damned, living opponents within 10' must make a DC 10 Willpower Save (Save DC is Charisma Based) or be Shaken for 1d3 rounds.

Combat: Omnicidal Furries usually shriek and charge. They aren't patient or subtle critters.

Bhu
2010-04-05, 11:20 PM
Minor update to the aberrant critters.

Bhu
2010-04-06, 11:13 PM
More aberrations for the Orc thread

Squid Bee
Small Aberration
Hit Dice: 3d8+12 (25 hp)
Initiative: +1
Speed: 10 ft. (2 squares), Fly 60' (Good)
Armor Class: 15 (+1 Dex, +4 Natural), touch 11, flat-footed 14
Base Attack/Grapple: +2/+0
Attack: Facehugger +3 melee touch (Attach)
Full Attack: Facehugger +3 melee touch (Attach)
Space/Reach: 5 ft./5 ft.
Special Attacks: Facehugger Attack, Inspire Panic
Special Qualities: Dark Vision 60'
Saves: Fort +5, Ref +2, Will +4
Abilities: Str 14, Dex 12, Con 18, Int 4, Wis 12, Cha 12
Skills: Escape Artist +9, Hide +13, Spot +4, Survival +4
Feats: Flyby Attack, Hover
Environment: Warm Marsh
Organization: Solitary, Group (3-6), or Hive (11-20)
Challenge Rating: 2
Treasure: None
Alignment: Usually Chaotic Neutral
Advancement: 4-6 HD (Small), 7-12 HD (Medium)
Level Adjustment: ---

"WHAT THE ____ IS THAT?"

Squid Bees appear to be odd octopoidal or cuttlefish creatures with winglike fins on its side. It seems to swim through the air. Needless to say this has something of an effect on people not used to seeing sea creatures fly. And it's not what you'd call a good effect.

Facehugger Attack (Ex): By making a melee touch attack the Squid Bee attaches itself to it's opponents face (this can be done as part of a charge). It is considered to be Grappling it's opponent, but loses it's Dexterity Bonus to AC. The opponent may attempt to Grapple it or attack with a light weapon (to remove it he must successfully Pin it in a Grapple). If the opponent is Size Class Medium or Smaller the Squid Bee has cut off it's opponent air supply and it begins to suffocate (see DMG page 304). Once the Facehugger attack is successful the Squid Bee begins vomiting poison into it's opponents face each round it maintains the Grapple. Contact, DC 14 Fortitude Save (Save DC is Constitution based), Initial Damage 1d6 Dexterity, Secondary Damage 2d4 rounds of Paralysis.

Inspire Panic (Ex): Anytime the Squid Bee successfully uses it's Facehugger Attack, all opponents within 30' must make a DC 12 Willpower Save (Save DC is Charisma based) or be Shaken for 1d6 rounds (the victim of the Facehugger Attack takes a -2 Penalty on his Save).

Skills: Squid Bees have a +8 Racial Bonus to Escape Artist and Hide Checks.

Combat: Squid Bees usually hide and then perform their Facehugger Attack on a charge. After a few rounds of Grappling they flee and wait for their venom to take effect, and return to feed on the paralyzed victim.





Ant Gawd
Medium Aberration
Hit Dice: 5d8+20 (42 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 20 (+10 Natural), touch 10, flat-footed 20
Base Attack/Grapple: +3/+5
Attack: Bite +5 melee (1d8+2 plus 1d6 acid)
Full Attack: Bite +5 melee (1d8+2 plus 1d6 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Call Minions
Special Qualities: Dark Vision 60', Immune to Mind-Affecting Effects, Telepathy (100'), Charm Ant
Saves: Fort +5, Ref +1, Will +5
Abilities: Str 14, Dex 10, Con 18, Int 4, Wis 12, Cha 12
Skills: Spot +5, Survival +5
Feats:
Environment: Warm Desert
Organization: Solitary, Group (3-6), or Hive (10-50)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: 6-10 HD (Medium), 11-15 HD (Large)
Level Adjustment: ---

"I'd almost swear it's talking to that anthill..."

Ant Gawds appear as massive (comparatively) armored mutant ant things. They appear to be capable of communicating with and commanding lesser ant species.

Call Minions (Su): Ant Gawds may Summon an Ant Swarm at will. This is identical to the Summon Swarm spell except the Ant Gawd can control the swarm, and it lasts for the duration of the encounter.

Telepathy (Su): Ant Gawds may communicate with all ants telepathically within 100'.

Charm Ant (Su): Ant Gawd can use Charm Monster once per day on Giant Ants as a Spell-Like ability. it is able to override their immunity to Mind-Affecting Effects.

Combat: Ant Gawds prefer to lurk in the bushes and let minions fight for them. If pressed to fight they are quite vicious.




Ant Swarm
Fine Vermin
Hit Dice: 3d8 (13 hp)
Initiative: +0
Speed: 20 ft. (4 squares), Climb 20 ft.
Armor Class: 18 (+8 Size), touch 18, flat-footed 18
Base Attack/Grapple: +2/-
Attack: Swarm (1d6 plus 1d6 acid)
Full Attack: Swarm (1d6 plus 1d6 acid)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Dark Vision 60', Swarm traits, Vermin traits, Immune to Weapon Damage
Saves: Fort +3, Ref +1, Will +1
Abilities: Str 1, Dex 10, Con 10, Int -, Wis 11, Cha 2
Skills: Climb +3
Feats: ---
Environment: Any other than Aquatic
Organization: Solitary, or Swarm (3-6)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---

"AAAAIIIIEEEE!!!"

Distraction (Ex): Any living creature vulnerable to the swarms damage that begins it's turn in the same square as a Swarm must make a DC 11 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1 round. Spellcasting or concentrating on a spell within the swarms area requires a Concentration Check (DC is 20 plus spell level). Using skills that require patience or concentration requires a DC 20 Concentration check.

Skills: Ant Swarms have a +8 Racial Bonus to Climb Checks, and may Always Take 10 on a Climb Check.

Combat: Ant Swarms fight like any other swarm.

Bhu
2010-04-08, 08:13 PM
One more for the Orc Thread

Man-Snail
Large Aberration (Aquatic)
Hit Dice: 14d8+112 (175 hp)
Initiative: -1
Speed: 20 ft. (4 squares), Climb 15 ft., Swim 30 ft.
Armor Class: 20 (-1 Size, -1 Dex, +10 Natural, +2 Deflection), touch 10, flat-footed 20
Base Attack/Grapple: +10/+22
Attack: Slam +16 melee (1d10+8)
Full Attack: 2 Slams +16 melee (1d10+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved Grab, Radula
Special Qualities: Dark Vision 60', Amphibious, Slime
Saves: Fort +12, Ref +3, Will +10
Abilities: Str 26, Dex 8, Con 26, Int 2, Wis 12, Cha 10
Skills: Climb +16, Escape Artist +14, Spot +7, Swim +16
Feats: Cleave, Endurance, Great Cleave, Multigrab, Power Attack
Environment: Temperate or Warm Marsh or Aquatic
Organization: Solitary or Pair or Group (3-6)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually Neutral
Advancement: 15-28 HD (Large)
Level Adjustment: ---

"Do we really have to fight this Bert?"

"Mebbe so...but I aint gonna touch it."

Man-Snails are huge barrel-chested anthropoid molluscs covered in green slime. Not particularly fast or bright, they are quite ravenous and will eat anything that can't outrun them.

Improved Grab (Ex): If the Man-Snail hits successfully with it's Slam Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it may then use it's Radula.

Radula (Ex): The Man-Snails Radula is a tongue like organ similar to a buzzsaw. With it the Man-Snail can literally lick the flesh from it's opponents bones. Because of the Radula it does 2d8+8 damage with a successful Grapple Check, and this damage ignores DR.

Slime (Ex): The Man-Snail is covered in a thick sticky green slime that is poisonous. Contact, DC 25 Fortitude Save (Save DC is Constitution based), Initial Damage is opponent is Stunned for 1 round, Secondary damage is victim is Slowed (as per the Spell) for 1d6 rounds.

Skills: Man-Snails get a +8 Racial Bonus to Climb, Escape Artist, and Swim Checks, and may always Take 10 on a Climb or Swim Check.

Combat: Man-Snails always go for the Grapple. Then they just start munching away with the Radula while the victim is still alive. Ew.

Bhu
2010-04-09, 11:16 PM
I'd like to do two more Aberrations for the Orc Thread, once CR 12-13, ad one CR 16-17. Anyone have some requests for Aberrations with an Int of 4 or less?

Bhu
2010-04-11, 10:44 PM
No one has any freaky Aberration monster requests?

Its for a good cause :smallbiggrin:

Bhu
2010-04-12, 11:31 PM
The other critters for the Orc Thread are done so..

Faux Beholder
Huge Aberration
Hit Dice: 18d8+126 (207 hp)
Initiative: +1
Speed: 5 ft. (1 square), Fly 20 ft. (Good)
Armor Class: 27 (-2 Size, +1 Dex, +18 Natural), touch 9, flat-footed 26
Base Attack/Grapple: +13/+31
Attack: Bite +21 melee (2d6+10 plus Poison)
Full Attack: Bite +21 melee (2d6+10 plus Poison)
Space/Reach: 15 ft./10 ft.
Special Attacks: Poison
Special Qualities: Blindsight 120', Flight, Malleable Body, Magic Resistant
Saves: Fort +13, Ref +7, Will +13
Abilities: Str 30, Dex 12, Con 24, Int 4, Wis 15, Cha 15
Skills: Hide +5, Listen +8, Spot +8, Survival +7
Feats: Dodge, Flyby Attack, Hover, Improved Flyby Attack, Mobility, Multisnatch, Snatch
Environment: Temperate Forests
Organization: Solitary
Challenge Rating: 13
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: 19-24 HD (Huge), 25-36 HD (Gargantuan)
Level Adjustment: ---

"It looks like it's made outta grey puddin' the way it's skin keeps movin'...

The Faux Beholder is a huge lump of rubbery grey flesh roughly spherical in shape with a fanged mouth on front, several small tentacles trailing from it's bottom, and large wartlike protrusions on it's surface that can sometimes extend to resemble eyestalks. It's assumed they may be a mutated species of Beholder devolved into cannibalism given their proclivity in attacking and eating them on the odd chances they encounter one another (and their vague resemblance to one another).

Poison (Ex): The Faux Beholders bite is highly toxic. Injury, DC 26 Fortitude Save (Save DC is Constitution based), Initial and Secondary Damage is 1d6 Constitution.

Flight (Ex): The Faux Beholder is naturally buoyant, and permanently has a Feather Fall spell in effect on it's person.

Malleable Body (Ex): The cells Faux Beholders bodies are constantly in flux and motion. They are immune to Polymorph and Petrification, and critical hits.

Magic Resistant (Ex): Faux Beholders gain a +4 Racial Bonus on all Saves against Spells, Spell-Like effects, and Supernatural abilities.

Skills: Faux Beholders get a +8 Racial Bonus to Hide Checks.

Combat: Faux Beholders rely on Flyby Attacks until their venom weakens one opponent enough, at which time it will Snatch it and run off to eat.

Bhu
2010-04-14, 12:35 AM
Dire Rust Monster
Huge Aberration
Hit Dice: 42d8+336 (525 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 30 (-2 Size, +1 Dex, +21 Natural), touch 9, flat-footed 30
Base Attack/Grapple: +31/+49
Attack: Antennae +30 melee touch (see below) or Bite +39 melee (2d6+10)
Full Attack: Antennae +30 melee touch (see below) or Bite +39 melee (2d6+10)
Space/Reach: 15 ft./10 ft.
Special Attacks: Antennae, Trample (4d12+20)
Special Qualities: Dark Vision 120', Scent, DR 10/-, SR 30
Saves: Fort +27, Ref +15, Will +24
Abilities: Str 30, Dex 13, Con 24, Int 2, Wis 13, Cha 15
Skills: Listen +25, Spot +26
Feats: Ability Focus (Antennae, Stomp), Alertness, Awesome Blow, Blind-Fight, Combat Reflexes, Defensive Sweep, Epic Fortitude, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Toughness, Large and In Charge, Power Attack, Track
Environment: Any
Organization: Solitary
Challenge Rating: 17
Treasure: Standard
Alignment: Usually Neutral
Advancement: 43-63 HD (Gargantuan), 86 HD (Colossal)
Level Adjustment: ---

"Ah'm sorry Bert I couldn't hear you over the sound o' me poopin' mahself...could you repeat that last part?"

It's uncertain if Dire Rust Monsters are naturally occurring mutations or magical in nature. it is well known that their occasional appearance leads to the brutal assassination of anyone nearby who could potentially have summoned or created one (i.e. anyone with connections to Aberrations or magic, regardless if they'd have the necessary power).

Antennae (Su): If a Dire Rust Monster successfully makes a touch attack with it's antennae it instantly destroys and corrodes a 30' cube of metal. Magic items made of metal get a DC 40 Reflex Save to avoid destruction (Save DC is Constitution based). Any metal objects that touch the Rust Monster also dissolve immediately. Also, most life has some traces of metal within it. Corporeal beings struck by the Antennae must make a DC 40 Fortitude Save (Save DC is Constitution based) or take 1d4 temporary Strength damage and be Dazed 1 round.

Trample (Ex): DC 43 Reflex Save for half damage (Save DC is Strength based).

Combat: Dire Rust Monsters usually open up with their Antennae, then Trample and proceed to munch.

Bhu
2010-04-15, 07:48 PM
Any requests once the Aberrations are done? If not I'll be doing up some stuff for my campaign.

Bhu
2010-04-17, 12:04 AM
THE BASSET FOLK

Picture URL if you have one

"If you pick up a starving dog and make him prosperous, he will not bite you; that is the principal difference between a dog and a man."

The Basset Folk are humanoid Basset Hounds roughly the size of halflings. They are a fairly laid back folk, and don't see why most of the other races are always in a hurry or get so emotional over inconsequential things.

BASSET FOLK RACIAL TRAITS
· +2 Int and Wis, -2 Str
· Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
· Type: Monstrous Humanoid, giving them 60 ft. Darkvision
· Base land speed 20 ft.
· Scent (Ex): Identical to the ability listed in the Monster Manual.
. Carnivore (Ex): Basset Folk are purely carnivorous, and can only consume meat. While this heavily limits their diet they can go twice as long as normal before having to make checks for starvation as they have had to live through some lean times because of it.
· Basset Folk have a Primary Bite Attack doing 1d3 plus one and a half times their Strength Modifier.
· Basset Folk receive a +4 Racial Bonus to Listen and Spot Checks.
· Basset Folk receive a Improved Scent (see Savage Species) and Track as Bonus Feats.
· Basset Folk automatically speak Furry, and Common. Bonus languages include Feathery, Sylvan, and nearby races.
· Level Adjustment: +0
· Favored Class: Scout

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

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

HEIGHT AND WEIGHT
Base Height: Male: 3'0" Female: 2'10"
Height Modifier: +2d4"
Base Weight: Male: 40 lbs. Female: 35 lbs.
Weight Modifier: x1 lb.

BASSET FOLK CHARACTERS
If you want an excellent Tracker (or at least a character based around perception), the Bassets are a good choice. They make for good Scouts, Rangers, and Druids.
Adventuring Race: Basset Folk are kind of laid back, so generally they go on adventures because they need money, help, or revenge. Particularly revenge. Never cross the Bassets.
Character Development: Basset Folk are a rural hunting society, and their initial class choices generally reflect this. Most of their available training comes in the form of some sort of wilderness based class, or maybe just fighting. Arcane classes, particularly of the flashier sort, are rare among them.
Character Names: Male: Abner, Abraham, Caleb, Elijah, Ephraim, Ezekiel, Hezikiah, Ichabod, Isaac, Jedediah, Jeremiah, Joshua, Josiah, Lucas, Luther, Noah, Phineas, Silas, Zadoc. Female: Abigail, Agnes, Alice, Betsy, Charlotte, Delia, Emily, Esther, Eunice, Harriet, Heather, Josephine, Judith, Lavinia, Louise, Martha, Mary, Priscilla, Sarah. Surnames: Surnames are generally what your family does for a living. For example if your first name is Emily, and your family are trappers, your full name might be Emily Trapsmith.

ROLEPLAYING A BASSET FOLK
People tend to believe your dumb because you came from the woods and backwaters. You can sometimes use this to your advantage, but usually it just pisses you off. You don't judge people based on their appearance or background and you's like the favor returned.
Personality: Basset Hounds enjoy the good things in life: food, booze, friends, and family. They're laid back enough to ignore a lot of insults as they don't wish to leave behind the quiet life. But they rarely forget insults, and cross them often enough that they finally lose their temper, and they'll track you to the ends of the earth.
Behaviors: Basset Folk like huntin', drinkin', lovin', and playin' (not always in that order). Think of them as good natured hillbillies with some common sense and without the xenophobia.
Language: Like most of the Furry races, the Basset Folk speak Furry.

BASSET FOLK SOCIETY
The closest real world culture to that of the Basset Folk is the North American Appalachian Mountains culture. They aren't quite as racist or xenophobic as the Appalachians are stereotyped as being. The Bassets are open and friendly as long as you don't cause trouble. If you do they'll ask you to move along or quiet yourself politely. Once. If they think you're a danger to the community, they'll personally boot you out.
Alignment : Bassets tend to follow the rules and help those in need, thusly the majority of them are either Lawful or Neutral Good. Truly Evil or Chaotic members of society are usually exiled or imprisoned.
Lands : Most Basset Folk live in the extreme backwoods, usually in Temperate Forests, Hills, or Mountains.
Settlements : If Bassets are forced to settle or relocate, they prefer areas similar to where they already live, although they will settle in Cold as opposed to Temperate, or in Marshes if they have too.
Beliefs : The Basset Folk tend to be devoutly religious. In my campaign they tend to worship the Nature and Furry Pantheons, and in other campaigns will likely do something similar.
Relations: The Basset Folk tend to be open and accepting. This means they don't judge people, it doesn't mean they trust them without them having proven themselves. They prefer races living in rural areas as they tend to respect nature more, and tend to be less corrupt than big city folk (and in the Bassets defense most of the large cities near them are pretty much dens of thievery).

BASSET FOLK ADVENTURES
· An old friend who moved to the city has been murdered. His family has asked yours for help in bringing his murderer to justice. Time to fetch the crossbows.
· Hunting has grown scarce. Something seems to be scaring off all the game, and the kids swear they hear noises outside the fort at night. TIme you went investigatin'.
· A small but royally ______ off deity has ordered you to help him in his quest for revenge against a really bullying Pit Fiend. He needs you to sniff out The Codpiece of Reckoning in order to bring the Fiend to Heel. You just know you ain't gonna like this job...


BASSET FOLK RACIAL SUBSTITUTION LEVELS


Ranger
Level 1: Replace Track with Uncanny Sent
Uncanny Scent (Ex): The Basset gains Uncanny Scent (see Savage Species) as a bonus Feat.
Level 2, 6, 11: Gain additional option with Combat Style
Combat Style (Ex): In addition to the usual options the Basset Folk gain an additional path they can take with their Combat Mastery: Dawg. Bassets choosing Dawg as their Combat Style get the following Bonus Feats: Vexing Flanker (Level 2), Adaptable Flanker (Level 6), and Wolfpack (Level 11, see Races of Wild).


Barbarian
Level 1: Replace Rage with Hound Rage
Hound Rage (Ex): Instead of the normal benefits of Rage you gain the following: You do not take Size Penalties when making Opposed Combat Checks, and Opposed Combat Checks you make do not Provoke Attacks of Opportunity. You may also fight and act normally at -1 to -9 hit points.
Level 11: Replace Greater Rage with Greater Hound Rage
Greater Hound Rage (Ex): When Raging you now get a +2 Circumstance Bonus when Flanking opponents or making Opposed Combat Checks.
Level 20: Replace Mighty Rage with Mighty Hound Rage
Mighty Hound Rage (Ex): The Bonus you get during Rage now increases to +4.


BASSET FOLK FEATS



Basselope
You were born different...
Prerequisites: Basset Folk, Must be taken at 1st level
Benefits: You were born with small deer antlers. You cast spells whose Save DC is based on your Wisdom Modifier at +1 caster level. This stacks with other effects that increase caster Level.


Greater Basselope
You were really born different...
Prerequisites: Basset Folk, Basselope
Benefits: Spells your opponents cast whose Save DC is based on Wisdom are cast upon you at -1 Caster Level.


Mystic Tracking
You can track even opponents who can hide themselves magically
Prerequisites: Basset Folk, Must be able to cast 1st level Arcane or Divine Spells or Manifest 1st level Powers
Benefits: You may track opponents who may not normally be tracked by non-magical means such as opponents under the influence of a Pass Without Trace spell or the Trackless Step ability.


Improved Mystic Tracking
You aren't easy to full with Illusion and Invisibility.
Prerequisites: Basset Folk, Mystic Tracking, Wis 13+
Benefits: You gain a +2 Resistance Bonus against Illusion (Figment) spells, and Invisible opponents do not get their +2 Bonus to Attack rolls against you.


Wolf Bite
You have learned to bring prey to the ground with your Bite attack,
Prerequisites: Basset Folk, Weapon Focus (Bite)
Benefits: If you successfully hit with your Bite Attack you immediately get a Trip Attack as a Free Action without provoking an Attack of Opportunity. If the Trip fails your opponents does not get an attempt to trip you in return if using this Feat.


Follow Up
You have learned to follow up with an additional attack once knocking your prey to the ground.
Prerequisites: Basset Folk, Wolf's Bite
Benefits: If you successfully Trip an opponent or knock him Prone, you immediately get an Attack of Opportunity.


Dawg's Bite
Your Bite is unusually hard to dislodge.
Prerequisites: Basset Folk, Wolf's Bite
Benefits: You do Bite damage with your Grapple Checks, and get a +2 Circumstance Bonus to maintain Grapple Checks and damage rolls made in a Grapple.


Hamstring Bite
You can bite low to hobble opponents.
Prerequisites: Basset Folk, Wolf's Bite
Benefits: If you successfully Bite an opponent you can choose to do no damage, and instead choose up to two different Movement rates he possesses. Those rates are reduced by -10'.

Debihuman
2010-04-17, 08:02 AM
What? No Rosebud the Basselope?

Debby

sigurd
2010-04-17, 09:43 AM
Adventures

A canny figure in Sigil is employing Basset Folk to investigate and deliver messages. They are also working as reporters.

Bhu
2010-04-18, 10:35 PM
What? No Rosebud the Basselope?

Debby

Gives Kitteh some time, I just got it updated :D

Faux Beholder is done and awaits feedback.

Bhu
2010-04-19, 08:13 PM
Faux Beholder Revised, Dire Rust Monster Finished, Basset Folk almost done:


THE NOBLE PLATYPI

http://Picture URL if you have one

"No! I wanna holler the loud funny words! I LIKE DARIN, HE IS MY FRIEND!(points to opponents) I LIKE YOU AND HIM! HE LIKES ME! AND I LIKE HIM! HE LIKES YOU I HOPE! I LIKE HIS AUTOGRAPH IT IS A NICE PICTURE! HE IS NICE! "

The Noble Platypi are cute but somewhat iffily tempered humanoid Platypus creatures. They like to wrassle.

PLATYPI RACIAL TRAITS
· +2 Str, -2 Int and Wis
· Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
· Type: Monstrous Humanoid, giving them 60 ft. Darkvision
· Base Land speed 20 ft.
· Base Swim speed 20 ft.
· Base Burrow speed 5 ft.
· Hold Breath (Ex): The Platypi can Hold it's breath for (8 times Constitution Modifier) rounds before it risks drowning or suffocation.
. Carnivore (Ex): Platypi are purely carnivorous, and can only consume meat. While this heavily limits their diet they can go twice as long as normal before having to make checks for starvation as they have had to live through some lean times because of it.
· Poison (Ex): Injury, Fortitude Save negates (Save DC is 10 plus 1/2 HD plus Constitution Modifier), Initial damage is helpless due to pain until he needs to make the next Save for Secondary Damage (which is a -4 penalty to all rolls for 1d6 weeks). Platypi can deliver their venom with a successful Spur attack 3/day.
· Blindsense (Ex): Platypi can sense all living beings within 30' while underwater as if they had Blindsight.
· Platypi have a Primary Spur Attack doing 1d3 plus their Strength Modifier.
· Platypi receive a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check. They may use the Run Action while swimming in a straight line.
· Platypi automatically speak Furry, and Common. Bonus languages include Feathery, Scaly, Sylvan, and nearby races.
· Level Adjustment: +1
· Favored Class: Wrassler

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

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

HEIGHT AND WEIGHT
Base Height: Male: 3'0" Female: 2'10"
Height Modifier: +2d4"
Base Weight: Male: 40 lbs. Female: 35 lbs.
Weight Modifier: x1 lb.

PLATYPI CHARACTERS
If you want to play a character who is good at Grappling despite being small, go with a Platypus. They're even crazy enough to wrassle things bigger than themselves.
Adventuring Race: Most Platypi go on adventures to prove themselves or right some sort of wrong. Rarely one might be in it for the money or glory, but the most common reasons are self worth or justice.
Character Development: Platypi tend to be simple common folk who enjoy a good bit of unarmed whackery as entertainment. Most are classes relying on combat or fighting (Fighter, Ranger, Wrassler, or Scout). Not many Arcane casters live in the boonies where the Platypi call home, and as a result most of their casting types are Divine.
Character Names: Males: Albert, Alfred, Amos, Arthur, Basil, Bill, Cliff, Clive, Colin, Duncan, George, Gordon, Harold, Jim, John, Oliver, Percy, Sidney, Stanley, Thomas, Wallace, William. Female: Agnes, Alice, Audrey, Barbara, Bess, Betsy, Claire, Daphne, Dolly, Fanny, Francis, Gladys, Gloria, Harriet, Hazel, Jane, Lucy, Martha, Mary, Nelly, Polly, Sally, Sheila, and Wanda. Surnames: Usually based on something the family has long been famous for. For example a family of famous wrestlers might be known as the Tuggers.

ROLEPLAYING A PLATYPI
As a Platypus your fairly exotic, and will attract lots of attention, most of it unwanted. You'll also have lots of jackholes calling you a duck or a beaver or some other critter you aren't even vaguely related to. Stupidity should be a crime honestly. And if it ever is may the Gawds help the world if you get appointed Judge.
Personality: Platypi are clam and laid back (well, until wrasslin' day), and prefer others be that way as well. Most people who know them are shocked when they see their celebrations. They give no mercy in fights though, even when it isn't to the death.
Behaviors: Platypi don't like being ordered, and react not so well to insults. But they prefer brawling or wrestling to solving their problems to actual lethal violence. Stylized incoherency is also both a favored prank on strangers and a sort of sport among them.
Language: Platypi speak their own dialect of Furry, much like the other Furry races.

PLATYPI SOCIETY
Platypi culture is similar to the real world Australian Aborigines with a few important exceptions: Platypi prefer to go exploring in the water. And they like their entertainment loud and physical. Wrestling is studied by both sexes, often from childhood. Modern style professional wrestling with it's storylines and over the top goofiness is ingrained in their culture, and giving incoherent rambling interviews is a common past time. ("MY OPPONENT IS FEEBLE! HIS MIND IS LIKE A LITTLE PLANE, AND I TOOK CONTROL OF THAT PLANE AND MADE IT MAKE SWEET, SWEET LOVE TO THE MANATEES! HAHAHAHAHAHA!!")
Alignment : Platypi are generally Neutral with the more fun loving sort drifting towards Chaotic or Good tendencies.
Lands : Platypus usually live in fairly harsh warm weather areas near local rivers and waterways, or on the oceanside.
Settlements : If Platypi settle anywhere, it's somewhere warm and near plenty of water. Preferably with as few troublesome people as possible.
Beliefs :Platypi are nature and spirit worshipers. As such they have many Druids and Spirit Shamans among them, but precious few Clerics (and those are converts).
Relations: Platypi don't get along so well with larger races because they tend to try to bully them. They don't get along with some of the dumber races either because of all the duck jokes. But if you don't give them grief they will be loyal to the death.

PLATYPI ADVENTURES
· Local Wrasslin' legend Bob "Nipple Slicer" Harris has been found slain. This will not do. You and the brothers have been summoned to kick ___ until his murderer is found.
· The local government needs some good Masked Wrasslers to ferret out spies sabotaging the local water supply. Goodness knows why they're asking you, but they always seem to go to Masked Wrasslers for help.
· The local racist Orc buttheads came to a celebration in your town and called everyone slurs. You aren't ducks. You're Platypi. And they're gonna pay. Course they usually do something stupid like this as a prelude to a raid so you prolly won't even have to go looking for them.


PLATYPI RACIAL SUBSTITUTION LEVELS


Ranger
Level 2, 6, 11: Gain additional option with Combat Style
Combat Style (Ex): When choosing the Rangers combat style you can also choose Brawler. You get the following Feats: Improved Unarmed Strike (2nd level), Superior Unarmed Strike (6th Level), and Stunning Fist (11th Level)


Barbarian
Level 1: Replace Rage with Poison Rage
Poison Rage (Ex): You suffer the usual penalties for Rage, but instead of the normal benefits you gain the following: +2 to Will Saves, +2 to the Save DC of your Poison Attack and 1 additional daily use of your Poison (this stacks with Feats that increase the Save DC of your Poison), and +4 to Strength.
Level 11: Replace Greater Rage with Greater Poison Rage
Greater Poison Rage (Ex): +3 to Will Saves, +3 to the Save DC of your Poison Attack and 2 additional daily uses of your Poison (this stacks with Feats that increase the Save DC of your Poison), and +6 to Strength.
Level 20: Replace Mighty Rage with Mighty Poison Rage
Mighty Poison Rage (Ex): +4 to Will Saves, +4 to the Save DC of your Poison Attack and 3 additional daily uses of your Poison (this stacks with Feats that increase the Save DC of your Poison), and +8 to Strength.


Hexblade
Level 4: Replace Familiar with Poison Stare
Poison Stare (Su): You may use a daily use of your Hexblade's Curse to deliver a dose of your racial venom instead. Range remains same, Save DC is the same for your poison, you do not need to injure him for the poison to take effect.


PLATYPI FEATS



Titan Wrassler
You wrassle anything, no matter how big.
Prerequisites: Platypi, Clever Wrestling
Benefits: Your Clever Wrestling Feat no longer has Small or Medium Size as a Prerequisite. Also your Bonus applies to all Grapple Checks, not just the escape attempts.


Gut Kick
Your kicks are a prelude to disaster
Prerequisites: Platypi, Improved Grapple
Benefits: Whenever you successfully hit an opponent with an Unarmed Strike, you may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.


Raging Bear Hug
People sometimes confuse your insane hatred for affection, but only very briefly...
Prerequisites: Platypi, Rage, Improved Grapple
Benefits: You do +1d6 damage on a successful Grapple Check when Raging.


Water Wrasslin'
You are well trained at fighting underwater.
Prerequisites: Platypi, Improved Unarmed Strike
Benefits: You don't take melee attack penalties when fighting underwater, and can Hold your breath for (12 times Con Modifier rounds) before you risk drowning.


Enhanced Blindsense
Your electrically sensitive bill is more sensitive than usual.
Prerequisites: Platypi, Con 13+
Benefits: Your Blindsense range increases to 60'.


Blindsense Mastery
You have a zen like awareness of your surroundings.
Prerequisites: Platypi, Enhanced Blindsense
Benefits: Your Blindsense now works on land, and you cannot be flanked.


Nasty Venom
You can really lay people out.
Prerequisites: Platypi, Con 17+
Benefits: Secondary effect of your venom is Paralysis for 1d6 weeks as opposed to a penalty to rolls.


Incoherency
Your rants tend to make people avoid you...
Prerequisites: Platypi, Cha 15+
Benefits: As an Immediate Action you can make an Intimidate Check vs any Charisma Based Skill Check your opponent is making (you get a +2 Competence Bonus to the roll, this doesn't work against Iaijutsu Focus or Use Magic Device) while delivering a psychotic nonsensical rant that has in no way anything to do with a question you've been asked or whatever your opponent is saying. If you succeed, not only does his check fail, but he has to make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or decide further attempts are pointless as you are far too insane for it to work.

Bhu
2010-04-21, 12:54 AM
basset Folk are done

Bhu
2010-04-21, 10:05 PM
THink +1 LA is fair for the Platypi Folk?

Bhu
2010-04-22, 10:42 PM
OK if you guys dont think the Platypi is unbalanced I'll start the next critter.

Bhu
2010-04-23, 09:53 PM
Atlas Hamster
Fine Magical Beast
Hit Dice: 1d10+3 (8 hp)
Initiative: +3
Speed: 10 ft. (2 squares), Climb 10', Burrow 10', Swim 10'
Armor Class: 21 (+8 Size, +3 Dex), touch 21, flat-footed 18
Base Attack/Grapple: +1/+14
Attack: Nip +22 melee (13 points)
Full Attack: Nip +22 melee (13 points)
Space/Reach: 1/2 ft./0' ft.
Special Attacks: Natural Born Wrassler
Special Qualities: Low Light Vision, Dark Vision 60'
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 37, Dex 16, Con 16, Int 2, Wis 12, Cha 10
Skills: Climb +21, Hide +19, Jump +13, Listen +6, Move Silently +6, Swim +21
Feats: Endurance
Environment: Any Temperate or Warm except Aquatic
Organization: Solitary, Pair, Group (3-6), or Colony (10-100)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 2 HD (Diminutive)
Level Adjustment: ---


"Explain to me again Bert how we agreed to buy Hamsters as our pack critters instead of mules?"

Atlas Hamsters for once appear to be a completely normal mutation of nature (i.e. no mage will admit to making them). Originally the scourge of the continent the super powered Hamsters spread quickly, ruining crops and grain stores. But an enterprising farmer found out they were easily trainable, and as long as they were well fed they were better pack animals than mules once trained.

Natural Born Wrassler (Ex): Atlas Hamsters take no Size penalties to Grapple or Trip Checks, and can make a Grapple Checks without provoking an Attack of Opportunity.

Skills: Atlas Hamsters gain a +4 Racial Bonus to Listen Checks. They also gain a +8 Racial Bonus to Climb and Swim Checks, and may always Take 10 on a Climb or Swim Check.

Combat: Atlas Hamsters usually prefer to Grapple similar sized or not much bigger opponents. They bite and flee otherwise, but opponents who catch them are in for a helluva surprise.

Bhu
2010-04-25, 08:22 PM
think CR 2 is okay for the Hamster?

Pack Mouse
Fine Magical Beast
Hit Dice: 1/2d10+1 (3 hp)
Initiative: +4
Speed: 10 ft. (2 squares), Climb 10 ft.
Armor Class: 22 (+8 Size, +4 Dex), touch 22, flat-footed 18
Base Attack/Grapple: +1/-20
Attack: Bite +5 melee (1 point)
Full Attack: Bite +5 melee (1 point)
Space/Reach: 1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Low Light Vision, Dark Vision 60', Scent, Shadow Cache
Saves: Fort +3, Ref +6, Will +2
Abilities: Str 1, Dex 18, Con 12, Int 6, Wis 14, Cha 14
Skills: Balance +12, Climb +12, Hide +24, Listen +4, Move Silently +8, Spot +4
Feats: Weapon Finesse
Environment: Any
Organization: Solitary, Pair, Group (3-6), Colony (10-100)
Challenge Rating: 1/4
Treasure: Standard
Alignment: Always Neutral
Advancement: 1 HD (Diminutive)
Level Adjustment: ---

"AWRIGHT YOU FURRY LIL BASTIDS WHERES OUR STUFF!"

"Uhh...Abner I don't think the critters speak common much less understand it.."

Pack Mice are small mouse-like critters who steal whatever isn't nailed down and hide it in an extra-dimensional pocket space. They are considered an unholy nuisance since they take food and necessary items and hide them where they basically can't find.

Shadow Cache (Su): Pack Mice can cast Shadow Cache at will. Caster Level is 4th, and if the Mouse dies the Cache ejects it's contents back onto the Plane of origin. Unlike the spell this does not deposit items on the Shadow Plane, but onto a small pocket dimension created by the Mouse.

Skills: Pack Mice gain a +4 Racial Bonus to Hide and Move Silently Checks. They also gain a +8 Racial Bonus to Balance and Climb Checks, and may always Take 10 on a Climb Check. They use their Dex modifier for Climb Checks.

Combat: Pack Mice don't fight, they run away. After stealing you blind. Right before they come back after you've calmed down and rob you again.

DracoDei
2010-04-25, 09:16 PM
Anything with that attack line is higher than CR 2 in my mind... even if it does have a movement speed of 10, someone can throw it at you...

Said movement speed also makes them much better for pulling a plow than carrying a load... Did you check that their load actually IS greater than a mule's even after the size multipliers come into play? (I assume you did, but it never hurts to check).

As a Mechanical Engineer I have to say that making a pack-saddle that would allow a good-sized load to balance on it might prove... difficult. The straps might have to be adamantine (sp) or just a little tip would break them... *Watches a cat-girl die of physics...*

The Mentalist
2010-04-26, 04:28 AM
Bhu, I'd like to offer my services as your homebrew cataloger, get it all organized with links and stuff, sort of like what VT (Shout out to his royal awesomeness) has set up, with your permission of course.

Also for your aberrant stuff, I'd sort of like to see a farspawn of the planes type thing. Some fishes and birds, low CR, just abnormal animals of other planes. Maybe a big ball of arms that walks around looking (blindly) for something to beat to a pulp.

DracoDei
2010-04-26, 07:15 AM
Platypi are clam and laid back (well, until wrasslin' day), and prefer others be that way as well. Most people who know them are shocked when they see their celebrations.
calm

Also, I would have to see the Wrassler class to know if these guys can live up to their reputation... seems to me they need Titan Wrestler to start overcome the -4 for small size on grapple checks. I might even recommend a simple +4 racial modifier to such checks, but you never know.

Bhu
2010-04-26, 09:38 PM
Bhu, I'd like to offer my services as your homebrew cataloger, get it all organized with links and stuff, sort of like what VT (Shout out to his royal awesomeness) has set up, with your permission of course.

Also for your aberrant stuff, I'd sort of like to see a farspawn of the planes type thing. Some fishes and birds, low CR, just abnormal animals of other planes. Maybe a big ball of arms that walks around looking (blindly) for something to beat to a pulp.

If you really wanna go through all that be my guest, but there's a lot of it. Aberrations and critters to come since I have a request :smallbiggrin:

Bhu
2010-04-27, 08:54 PM
http://www.moddb.com/games/interstellar-marines/images/shark-creature

Pale Shark
Large Undead (Aquatic)
Hit Dice: 8d12+8 (60 hp)
Initiative: +6
Speed: 40 ft. (8 squares), Swim 40 ft.
Armor Class: 21 (-1 Size, +2 Dex, +10 Natural), touch 11, flat-footed 19
Base Attack/Grapple: +4/+12
Attack: Bite +8 melee (1d8+6 plus wounding and toxin)
Full Attack: Bite +8 melee (1d8+6 plus wounding and toxin)
Space/Reach: 10 ft./5 ft.
Special Attacks: Toxic Bite, Wounding Bite
Special Qualities: Dark Vision 60', Undead Traits, Amphibious, Dark Vitality, DR 5/Slashing, Blood Healing 5, Sense Living 60', Blind, Blood Scent
Saves: Fort +5, Ref +4, Will +8
Abilities: Str 18, Dex 15, Con -, Int 5, Wis 15, Cha 12
Skills: Climb +11, Jump +12, Listen +6, Move Silently +6, Spot +6, Swim +12
Feats: Alertness, Great Fortitude, Improved Initiative, Track (B)
Environment: Any Aquatic and any coastal lands
Organization: Solitary or Frenzy (6-10)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: 9-16 HD (Large), 17-32 HD (Huge), 33-64 HD (Gargantuan)
Level Adjustment: ---

"The Dead aren't always human Bobbie..."

Pale Sharks are hideous mutants, corrupted by vile magics and alchemical processes into monstrosities that made them elite hunter-killers, able to track by land or sea. At least that's what everyone believes. And it may even be true. They were originally large sharks magically engineered to survive on land as well as the ocean. They were very useful minions, and when a rift to the Far Realms opened near a mage's castle he sent them in as backup for a batch of mercenaries hired to find out what was up, and close the rift down. None of the mercs came back. But the sharks did, mutated worse than ever. They appeared normal, but quickly dried out and died on returning to this plane.

And if they had stayed dead that would've been the end of it. After a few days they simply got back up and decided to start eating again, this time without the controlling hand of their creator. More seem to be found every year, and it's wondered if they are a species capable of reproducing as undead...

Toxic Bite (Su): The Pale Sharks Bite is incredibly toxic, riddled with diseases and poisons. Injury, DC 18 Fortitude Save (Save DC is Constitution Based with a +4 Racial Bonus to the Save DC), Initial and Secondary Damage 1d6 Constitution. If the victim dies before the Constitution damage is healed, they rise again in 1d6 hours as a Zombie. These Zombies do not attack Pale Sharks and vice versa.

Wounding Bite (Ex): If the Pale Shark successfully bites an opponent they take 1d4 Temporary Strength damage.

Dark Vitality (Ex): The Pale Shark gains it's Charisma Modifier as Bonus hp, and as a modifier to Fortitude Saves.

Blood Healing (Ex): This works like Fast Healing, but only on rounds in which the Pale Shark has successfully bitten someone, or is bathing in/drinking blood.

Sense Living (Su): Pale Sharks can sense all living beings within 60' as if they had Blindsight.

Blind: Pale Sharks are Blind, and cannot be affected by attacks based on sight, or blinding flashes of light.

Blood Scent: Pale Sharks have the Scent ability listed in the MM, but in addition can Scent blood from up to 3 miles away.

Skills: Pale Sharks have a +8 Racial Bonus to Jump and Swim Checks, and can always Take 10 on a Swim Check. They also have a +4 Racial Bonus to Climb Checks.

Combat: Pale Sharks are ambush predators who try sneaking up behind victims they spot before pouncing and biting away, often trying to eat prey before it has died. They are somewhat fearless and will fight to their destruction if necessary.

Bhu
2010-04-28, 09:17 PM
I know you prolly wanted smaller alien fish critters Mentalist but I couldn't pass this up when I saw the picture.

Bhu
2010-04-29, 09:07 PM
http://www.doobybrain.com/wp-content/uploads/2009/03/shark-bird.jpg

Shark Bird
Tiny Magical Beast (Aquatic)
Hit Dice: 1d10 (5 hp)
Initiative: +3
Speed: 10 ft. (2 squares), Fly 60 ft. (Good), Swim 20 ft.
Armor Class: 16 (+2 Size, +3 Dex, +1 Natural), touch 15, flat-footed 13
Base Attack/Grapple: +1/-4
Attack: Bite +4 melee (1d3-1 plus bleeding)
Full Attack: Bite +4 melee (1d3-1 plus bleeding)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Wounding Bite
Special Qualities: Dark Vision 60', Amphibious, Keen Scent
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 8, Dex 17, Con 10, Int 1, Wis 14, Cha 4
Skills: Listen +6, Move Silently +5, Spot +12, Swim +7
Feats: Alertness, Weapon Finesse (B)
Environment: Any Warm except Desert or Plains
Organization: Solitary, Pair, or Flock (10-20)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---


Shark Bird Flock
Tiny Magical Beast (Aquatic)
Hit Dice: 8d10 (36 hp)
Initiative: +7
Speed: 10 ft. (2 squares), Fly 60 ft. (Good), Swim 20 ft.
Armor Class: 16 (+2 Size, +3 Dex, +1 Natural), touch 15, flat-footed 13
Base Attack/Grapple: +8/-
Attack: Swarm (2d6 plus bleeding)
Full Attack: Swarm (2d6 plus bleeding)
Space/Reach: 10 ft./0 ft.
Special Attacks: Wounding Bite, Distraction
Special Qualities: Dark Vision 60', Amphibious, Keen Scent, Swarm Traits, Half Damage from Slashing and Piercing Weapons
Saves: Fort +6, Ref +9, Will +4
Abilities: Str 8, Dex 17, Con 10, Int 1, Wis 14, Cha 4
Skills: Listen +5, Move Silently +6, Spot +15, Swim +10
Feats: Alertness, Flyby Attack, Improved Initiative
Environment: Any Warm except Desert or Plains
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---

"Ah've always hated birds Bert. But this is the first time Ah've never liked fishin'..."

Shark Birds are magical crosses between sparrows or some similar avian, and White Sharks. They tend to swarm when food is nearby, and are much more aggressive in groups than when alone. Alone they'll pick on similar sized prey. In a feeding frenzy, groups of them will strip cattle (or their owners) clean.

Wounding Bite (ex): Opponents successfully bitten by the Shark Bird (or it's Swarm Attack if attacked by a Swarm) loses 1 hp per round until they are healed by a spell, or someone makes a DC 15 Heal Check. This is not cumulative per bite.

Distraction (Ex): Living opponents vulnerable to the Shark Bird Swarms damage who begin the round in it's area must make a DC 14 Fortitude Swarm or be Nauseated 1 round. Spellcasting or Concentrating on Spells requires a Concentration Check (DC 20 plus Spell Level), and using skills requiring patience and concentration require a DC 20 Concentration Check.

Keen Scent (Ex): This is identical to the regular Scent ability, but the Shark Bird can also scent blood from up to 1 mile away.

Skills: Shark Birds gain a +8 Racial Bonus to Spot and Swim Checks, and can always Take 10 on a Swim Check.

Combat: Lone Shark Birds tend to leave larger prey alone unless starving. Swarms will attack anything, covering it and biting it into submission after making a few Flyby attacks.

The Tygre
2010-04-29, 10:23 PM
Ah. That isn't an Echinochimaera at all. Don't get my hopes up like that. *hinthintnudgenudgewinkwinkknowhati'msayin (http://videos.howstuffworks.com/discovery/6937-flying-sharks-of-yesteryear-video.htm)knowwhati'msayin (http://en.wikipedia.org/wiki/Echinochimaera)?*

Bhu
2010-04-30, 11:48 AM
What documentary is that from?

The Tygre
2010-04-30, 03:17 PM
What documentary is that from?

Can't remember. Discovery Channel shows it during Shark Week, usually.

Bhu
2010-04-30, 09:55 PM
I gotta see it somehow

http://fc08.deviantart.com/fs12/i/2006/284/2/6/monster_bird_by_plutonia.jpg

Spirit Bird
Small Magical Beast
Hit Dice: 3d8+9 (22 hp)
Initiative: +5
Speed: 10 ft. (2 squares), Fly 80 ft. (Good)
Armor Class: 19 (+1 Size, +5 Dex, +3 Deflection), touch 19, flat-footed 14
Base Attack/Grapple: +3/+0
Attack: Claw +8 melee touch (1d6+1)
Full Attack: 2 Claws +8 melee touch (1d6+1) and 1 Bite +3 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dual Nature
Special Qualities: Dark Vision 60', Low Light Vision, Confound Senses
Saves: Fort +6, Ref +8, Will +4
Abilities: Str 12, Dex 20, Con 16, Int 16, Wis 16, Cha 16
Skills: Hide +9, Knowledge (Arcane, Nature) +9, Listen +9, Move Silently +11, Spot +9
Feats: Weapon Finesse
Environment: Any Temperate except Aquatic
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: 4-6 HD (Medium)
Level Adjustment: ---

“All that spirits desire, spirits attain.”

Spirit Birds are bizarre predatory birds that straddle two realities. They prey on both the dead and the living and many bizarre beliefs are attributed to them.

Dual Nature (Ex): Spirit birds are present in both the spirit and physical realm (or if you prefer in DnD, they are simultaneously present on the Prime material and Ethereal Planes. For this reasons their Natural Weapons are touch attacks and affect Incorporeal beings. They may also Grapple Incorporeal beings, and see un-manifested Incorporeal Undead as they are also present in the Ethereal. Damage done by the Spirit Birds natural weapons is untyped and therefore ignores DR.

Confound Senses (Su): Spirit Birds are difficult to really see well, and it effectively benefits from having a Blur spell permanently in effect on it's person (Caster level is equal to it's HD). Any opponent attacked successfully by it must make a DC 14 Willpower Save (Save DC is Charisma based) or be Confused for 1 round as per the spell.

Combat: Spirit Birds usually dive out of the sky, claw, and keep going. After a few successful passes they will try to really tear into an opponent.

Bhu
2010-04-30, 11:55 PM
Bee-Holder
Medium Humanoid
Hit Dice: 5d8+15 (37 hp)
Initiative: +1
Speed: 30 ft (6 squares)
Armor Class: 13 (+1 Dex, +2 Natural), touch 11, flat-footed 12
Base Attack/Grapple: +3/+4
Attack: By weapon +4 melee
Full Attack: By weapon +4 melee
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells, Bee Weapons, BEES!, Curse of the Hive Lord
Special Qualities: Low Light Vision, Dark Vision 60', Bee Kinship, Immunities
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 12, Dex 12, Con 16, Int 14, Wis 16, Cha 10
Skills: Craft (any 1, usually distilling) +6, Knowledge (Local, Nature) +6, Profession (Farmer, Beekeeper) +8, Survival +7
Feats: Ability Focus (Curse of the Hive Lord), Extend Spell
Environment: Warm Plains
Organization: Solitary, Pair, or Group (3-6)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually Neutral
Advancement: By Character Class (usually Druid)
Level Adjustment: -----

”Yew tried ta put yer seed in mah dotter's belleh!“

"No she tried to take it forcibly."

"BULL____!"

"Sir mah brother Abner bin married 7 times. He's done seedin' bellies."

"That why the sword yer wearin' says Divorce Lawyer in Elven boy?"

"Yessir. All seven wives been curses to me. Literally curses. Without magic I would'na married 'em."

"Damn thet girl, I hoped she wouldn't take after her maw...Awright if you bin married thet many times I don't spose there's much we could do to ya what ain't already bin done. You take off down the road now, and mind the bee hives."

10 minutes later

"You uh...you really are done seedin' bellies aren't you Abner?"

"Ah learned mah lessons Bert. Seriously, she came on to me."

The Bee-Holders are an agrarian rural society based around raising bees for honey (and various less social purposes). They appear as typical human hillbillies, and have a society quite similar with two exceptions: They get along well with giant bees, and they are strict vegetarians (though they do love honey).

While they are normally content to remain to themselves, contact with them is unadvisable. On the best of days they are a touch xenophobic, and always assume that outsiders have come to steal their women. Or their whiskey. Or the bees. Why they fear anyone stealing giant ticked off bees is anyone's guess. Unfortunately for them their lifestyle requires the menfolk to work long hours away from the women, who can be a tad aggressive towards outsider males they will never see again. Hence how problems often occur. It also doesn't help that the name people choose for them is easily confused with a bug eyed monster race hellbent on world domination. Bee Holders speak Common and Elven (some also speak Sylvan). They are proficient with the same armor and weapons as most Druids are as well as being proficient with bees (see below).


Spells: Bee-Holders can cast spells as a Druid whose level is equal to their Hit Dice. If they take levels in Druid their Hit Dice stack with these levels for spellcasting purposes. Perfect for your CoDzilla needs...

Bee Weapons (Su): By making a melee touch attack successfully against a Giant Bee the Bee-Holder can change it into a weapon if it fails a DC 12 Fortitude Save (Save DC is Charisma based), which most willingly do since they know whats happening and are used to this (they can be turned back as a Swift Action). Normal sized honeybees can be turned into Masterwork darts. Big Bees (see below for stats) can be turned into a Dagger of Venom (save DC for the Poison is equal to 10 plus 1/2 the Bee-Holders HD plus his Con Modifier). Giant Bees (see the Monster Manual) can be turned into +1 Returning Venomous Spears (see Magic Item Compendium for Venomous, Save DC for poison is still 10 plus 1/2 the Bee-Holders HD plus his Con Modifier). So while the old man with the huge bee setting in his lap may seem crazy, it's probably best to leave him well enough alone.

BEES! (Su): At will as a supernatural ability the Bee-Holder can summon all the bees from a hive within 60' to attack an opponent. This is similar to the Summon Swarm spell but lasts for the duration of the encounter, and the Bee-Holder can control the Swarm. In their home territory an average square mile can contain a few hundred hives. You get an idea of where this is going...(see below for Bee Swarm stats).

Curse of the Hive Lord (Su): Once per day the Bee-Holder can curse one opponent within 60' if they fail a DC 14 Willpower Save (Save DC is Charisma based). If the opponent fails the Save, Bees consider him an enemy on sight forevermore and will immediately attack him and fight to the death. This includes regular bees, Big Bees and Giant Bees. The Curse may be removed by Remove Curse, Break Enchantment, Miracle, or Wish.

Bee Kinship (Ex): Bee-Holders can communicate with Bees via telepathy at a range of 100'. All spells they cast that specifically target Animals may also target Bees. Bees of any kind (swarm or giant) are automatically friendly towards Bee-Holders, and many will defend them even without being asked to. Basically we're saying Giant Bees are like big sting prone puppies to them.

Immunities: Bee-Holders are immune to Poison and Paralysis. Odd considering they've never been stung enough to build up any immunity. Rumor has it they occasionally suck poison from the bees stinger glands but those are probably rumors spread by outsiders wanting their wimmenfolk.

Combat: Bee-Holders prefer to avoid fights since violence attracts violence. But they are also temperamental and easily angered in certain ways (don't touch their bees, their liquor, their women, or their honey). If this happens they summon bees, back them up with spells, and maybe turn a few into weapons and join the fray. Let's hope your stock of antitoxin is full up, or you've got some Neutralize Poison spells.


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

Lore
Characters with ranks in Knowledge (Geography or Local) may know of the Bee-Holders. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

{table]DC|Lore
15| Bee-Holders look like regular people, but bees like them and are like tame pets to them. They are also excellent makers of mead and whiskey (and various other crafts), and not partial to outsiders on their land.
20| Bee-Holders are proficient spellcasters who can summon bees. They're women folk tend to be frisky and are the cause of much friction between them and nearby societies.
25| Bee-Holders can turn bees into temporary magical weapons.[/table]

Plot Hook
The local town has offended a neighboring Bee-Holder city, so the Bee-Holders have stopped selling them alcohol. The PC's are hired to retrieve some whiskey, but find the Bee-Holders have reason for being angry: One of the townsfolk got drunk, had his way with one of their women, and urinated in the whiskey vats. That's a waste of good whiskey. The Bee-Holders actually offer the PC's more money if they'll bring the fool to justice.
One of the PC's has the night of his life at a local inn, only to discover all his newfound friends are Bee-Holders. And married. And, they claim, pregnant. Pretty soon you're all running like hell...
The town awakes to find it's mayor dead with a bee buried in his chest. They want blood. The PC's are fairly certain the Bee-Holders didn't do it since they've befriended them (against all odds), but there may be a crazy one among them. Now they must find out who did this and why.
The local giant bees are dying and the Bee-Holders have hired the PC's to put a stop to it.




Bee Swarm
Fine Vermin (Swarm)
Hit Dice: 3d8 (13 hp)
Initiative: +5
Speed: 5 ft. (1 square), Fly 15 ft. (Good)
Armor Class: 23 (+8 Size, +5 Dex), touch 23, flat-footed 18
Base Attack/Grapple: +2/-
Attack: Swarm (1d6 plus poison)
Full Attack: Swarm (1d6 plus poison)
Space/Reach: 10 ft./0 ft.
Special Attacks: Poison, Distraction
Special Qualities: Dark Vision 60', Vermin Traits, Swarm Traits, Immune to weapon damage
Saves: Fort +3, Ref +6, Will +2
Abilities: Str 1, Dex 20, Con 11, Int -, Wis 12, Cha 2
Skills: Spot +5, Survival +1
Feats: -
Environment: Temperate or Warm Plains
Organization: Solitary or Swarm (3-6)
Challenge Rating: 2
Treasure: No coins or items, 1/8 goods (honey only)
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---

"BEEEEEEEEEEEEEEEEEEEESSSSSS!!!!!!!!!!!!!"

Bees do swarm. Really they do. Especially when you kick their hives like a football. You fool.

Poison (Ex): Injury, Fortitude Save DC 11, Initial and Secondary damage is 1d4 Constitution. Whenever the swarm attacks, it loses 1d8 hp as parts of it die.

Distraction (Ex): Any living creature vulnerable to the swarms damage that begins it's turn in the same square as a Swarm must make a DC 11 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1 round. Spellcasting or concentrating on a spell within the swarms area requires a Concentration Check (DC is 20 plus spell level). Using skills that require patience or concentration requires a DC 20 Concentration check.

Skills: Bees have a +4 Racial Bonus to Spot Checks and to Survival Checks made to orient themselves.

Combat: Bee Swarms attack pretty much like any other swarm, by...well...swarming.





Big Bees
Tiny Vermin
Hit Dice: 1d8 (4 hp)
Initiative: +2
Speed: 10 ft. (2 squares), Fly 30 ft (Good)
Armor Class: 16 (+2 Dex, ), touch 16, flat-footed 14
Base Attack/Grapple: +0/-12
Attack: Sting +4 melee (1d3-4 plus poison)
Full Attack: Sting +4 melee (1d3-4 plus poison)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Poison
Special Qualities: Dark Vision 60', Vermin Traits
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 18, Con 11, Int -, Wis 12, Cha 6
Skills: Spot +5, Survival +1
Feats: Weapon Finesse (B)
Environment: Temperate or Warm Plains
Organization: Solitary or Swarm (10-100)
Challenge Rating: 1/2
Treasure: No coins or items, 1/8 goods (honey only)
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---

"OMFG WHO GAVE THE BEES STEROIDS!"

Big Bees are foot long bees magically enhanced over generations to serve as passive guardians that attack anything within their territory. They also don't die when they sting and are more aggressive than regular bees.

Poison (Ex): Injury, Fortitude Save DC 13, Initial and Secondary damage is 1d4 Constitution.

Distraction (Ex): Bees have a +4 Racial Bonus to Spot Checks and to Survival Checks made to orient themselves.

Skills: Bees have a +4 Racial Bonus to Spot Checks and to Survival Checks made to orient themselves.

Combat: Big Bees fight to the death unless opponents are moving away from their hives. Mostly they do flyby attacks with their stings.




Big Bee Swarm
Tiny Vermin (Swarm)
Hit Dice: 6d8 (27 hp)
Initiative: +2
Speed: 10 ft. (2 squares), Fly 30 ft (Good)
Armor Class: 16 (+2 Dex, +4 Dex), touch 16, flat-footed 14
Base Attack/Grapple: +4/-
Attack: Swarm (2d6 plus poison)
Full Attack: Swarm (2d6 plus poison)
Space/Reach: 10 ft./0 ft.
Special Attacks: Poison, Distraction
Special Qualities: Dark Vision 60', Vermin Traits, Swarm Traits, Half damage from slashing and piercing
Saves: Fort +5, Ref +7, Will +3
Abilities: Str 3, Dex 18, Con 11, Int -, Wis 12, Cha 6
Skills: Spot +5, Survival +1
Feats: -
Environment: Temperate or Warm Plains
Organization: Solitary or Swarm (3-6)
Challenge Rating: 4
Treasure: No coins or items, 1/8 goods (honey only)
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---

"...avenge me..."

Big Bee swarms are quite obviously a hazard in some areas. It helps if you don't try making your campfire underneath their nest.

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

Distraction (Ex): Any living creature vulnerable to the swarms damage that begins it's turn in the same square as a Swarm must make a DC 13 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1 round. Spellcasting or concentrating on a spell within the swarms area requires a Concentration Check (DC is 20 plus spell level). Using skills that require patience or concentration requires a DC 20 Concentration check.

Skills (Ex): Bees have a +4 Racial Bonus to Spot Checks and to Survival Checks made to orient themselves.

Combat: Big Bee Swarms don't die as quickly as regular bee swarms, which makes fighting them a bit more of a problem.

Bhu
2010-05-02, 11:14 PM
Well heck Mentalist seems to have disappeared. I guess I'll finish up the Spirit Bird and then go back to working on random critters until he pops back in,

Bhu
2010-05-05, 12:03 AM
http://bp0.blogger.com/_MBxUwykY0To/SB93SnJFn2I/AAAAAAAAAdA/SpiE6t4Saxs/s1600-h/squid+monster.jpg

Pet Tentacle Monster
Huge Aberration (Aquatic)
Hit Dice: 8d8+40 (76 hp)
Initiative: +3
Speed: Fly 60 ft. (12 squares), Swim 60 ft.
Armor Class: 19 (-2 Size, +3 Dex, +8 Natural), touch 11, flat-footed 16
Base Attack/Grapple: +6/+24
Attack: Tentacle +14 melee (1d6+10)
Full Attack: 4 Tentacles +14 melee (1d6+10)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved Grab, Constrict, Frightful Presence
Special Qualities: Dark Vision 60', Amphibious, Fast Healing 3
Saves: Fort +7, Ref +5, Will +8
Abilities: Str 30, Dex 16, Con 20, Int 5, Wis 16, Cha 16
Skills: Hide +3, Listen +5, Search +4, Spot +5, Swim +18
Feats: Flyby Attack, Hover, Swim-By Attack
Environment: Any
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Any, but usually Chaotic, and usually not Good
Advancement: 9-16 HD (Huge)
Level Adjustment: ---

"Bert, do we have to ride these?"

"Ah know what you mean. If one'a these things grabs the wimmen we're gonna have some explainin' to do."

The unfortunately named pet tentacle monsters resemble huge green octopi with two sets of eyes (one of which is on stalks), varying amounts of tentacles, and usually different sorts of horns or spikes in their skin. Most people assume they mean bad news for the local women, and the Tentacle Monsters are intelligent enough to realize this and occasionally have some fun with it by leering or making weird noises when the womenfolk pass by. They have even been blamed spuriously for 'interspecies' pregnancies which are laughingly impossible to anyone with even the most rudimentary knowledge of anatomy.

Easily domesticated (bribed) they often serve as mounts (hired taxis) for people. They submit to this out of curiosity regarding the weird human critters, and many a rider has been surprised when his mistreated 'pet' grabs him and throws him off at five thousand feet in the air. Or flies into an ocean deliberately.

Improved Grab (Ex): If a Pet Tentacle Monster successfully hits with it's Tentacle Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If it is successful it may Constrict.

Constrict (Ex): The Pet Tentacle Monster does 1d6+15 damage with a successful Grapple Check.

Frightful Presence (Ex): Due to their...uh...reputation for cohabiting with humanoid women, Pet Tentacle Monsters cause a little 'nervousness' in some people. Specifically women. Mostly of a young and Oriental nature, but the ability pretty much affects all women. Any Corporeal intelligent female within 30' of a Tentacle Monster whose HD is less than the monsters must make a DC 17 Willpower Check (Save DC is Charisma Based) or be Shaken for the duration of the encounter (if the monster can make a Grapple Check in a surprise attack before this ability is triggered she is Frightened instead). If the Save is successful the opponent is immune to this Pet Tentacle Monsters ability for 24 hours.

Skills: Pet Tentacle Monsters gain a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check. They may use the Run Action while swimming in a straight line. PTM's also gain a +4 Racial Bonus to Hide and Search Checks.

Combat: PTM's generally fight by making Flyby Attacks. Experienced ones are good at snatching opponents on the fly. Then they are crushed or dropped somewhere hurty, or drowned casually. The PTM's may not be evil for the most part, but it's still a really good idea not to make them angry.

Debihuman
2010-05-05, 12:25 AM
The Pale Shark really doesn't need the Amphibious special ability--they don't breathe since they are Undead.

Debby

Bhu
2010-05-05, 12:41 AM
argh! thanks Debbie

Bhu
2010-05-05, 09:43 PM
Given the nature the humor involved with the pet tentacle monster should I spoiler it?

The Tygre
2010-05-06, 12:04 AM
Maybe, if you want to err on the safe side. Though I'm probably not the font of wisdom on raunchy internet humor.

Bhu
2010-05-07, 12:17 AM
Well I wasn't gonna make the obvious jokes or anything R rated, but I wasn't sure it would be considered offensive given the tentacle monsters reputation on the net...

The Mentalist
2010-05-07, 01:20 PM
Well heck Mentalist seems to have disappeared. I guess I'll finish up the Spirit Bird and then go back to working on random critters until he pops back in,

Sorry 'bout that. On vacation in very rural Virgina, internet access doesn't really exist. I like them, far better than I usually do myself.

Bhu
2010-05-07, 10:27 PM
Sorry 'bout that. On vacation in very rural Virgina, internet access doesn't really exist. I like them, far better than I usually do myself.

Leme finish up the pet tentacle monster and ill get you some more critters

The Mentalist
2010-05-08, 03:16 AM
Thank you much sir.

(Also as a side note, I think the tentacle monster needs more tentacles.)