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Bhu
2008-03-10, 12:49 AM
Hi I'm new. In the wizards forum I have a weekly monster thread where in I post odd little critter ideas I have. The original idea was to get feedback and get better at critter making. However despite having plenty of page views, I very rarely get feedback.

And I've been told that when 4.0 debuts the 3.5 boards will go poof and turn into on single 'out of print board'. Which means the thread will disappear along with several projects I'm working on. So I need a new home.

You guys seemed nice :smallbiggrin:

So who likes absurd monsters?

I got tons of em.

EDIT: Full list is here (http://www.giantitp.com/forums/showpost.php?p=4084055&postcount=26)

Djinn_in_Tonic
2008-03-10, 01:19 AM
Go for it!

I, for one, will probably be watching.

RTGoodman
2008-03-10, 01:26 AM
Sounds good to me.

If you're gonna be hanging around, you might also be interested in the local homebrew competitions. There are the official Design Contests, which run occasionally (I think every couple of months, but I'm not sure), and Vorpal Tribble does a monthly Creature Competition (and the current one, Creepy Crawlers, is here (http://www.giantitp.com/forums/showthread.php?t=73797)).

Oh, and welcome to the Playground!

Bhu
2008-03-10, 04:01 AM
Vorpal Tribble is here too? SWEET!!!

Lets start with teh first Lycanthrope I ever did:

Were-Kittens

Originally created by the Goddess of Lycanthropes to serve as her spies, Were Kittens have spread about the world. Many other organizations have found ways to use them besides hers, and they have found a very lucrative niche in some places. Some others simply enjoy life as kittens and the free food that comes with being one

Were Kitten is an Acquired or Inherited template that can be added to any humanoid.

Size and Type: Type doesn’t change, but it does gain the Shapechanger subtype. Size in Kitten form is Diminutive, Size in Hybrid form is Tiny. Size in humanoid form is unchanged.

Hit Dice: Unchanged

Speed: Land speed is 30 in Hybrid and Kitten forms, otherwise unchanged. May not use any alternate movement forms the humanoid form possesses in the Kitten or hybrid Forms.

Armor Class: Use the humanoid forms Natural Armor bonus for all 3 forms. Natural Armor bonus increases by +1.

Base Attack/Grapple: Use the humanoids BAB for all 3 forms (Grapple bonus will change due to Size penalties in Hybrid and Kitten forms).

Attacks: Same as base creature in Humanoid form, same as Kitten in Kitten Form (Kittens have 2 claw attacks doing 1 point of damage plus Strength bonus, and 1 Bite doing 1d2 + 1/2 Strength bonus), attacks are the same as a Cat in Hybrid form.

Special Attacks: Hybrid and Kitten Forms gain Cursed Bite.

Cursed Bite (Su): Identical to the ability listed under Lycanthropes in the Monster Manual, except it only works on Humanoids, and has no limitation on Size.

Special Qualities: All 3 forms possess Low Light Vision, Scent, Alternate Form, Cat Empathy, and Damage Reduction 5/Silver.

Alternate Form (Su):Identical to the Alternate Form ability listed in the Monster Manual for Lycanthropes.

Cat Empathy (Su): Can communicate with Cats and has a +4 Racial bonus on Charisma based checks to influence them.

Saves: Increase Base creatures Fortitude and Reflex Saves by +2.

Abilities: Were Kittens gain +2 Wis. Physical Stats in Kitten Form are -10 Str, +10 Dex, Con unchanged. Physical Stats in Hybrid Form are -8 Strength, +8 Dex.

Skills:Were Kittens gain a + 8 Racial bonus to Jump and Balance checks. They also have a +4 Racial bonus to Climb, Hide, and Move Silently checks. In Kitten and Hybrid forms while in heavy undergrowth or tall grass the Hide bonus increases to +8. Were Kittens may use their Strength or Dexterity modifier for Climb and Jump checks, whichever is better.

Feats:Weapon Finesse and Iron Will as Bonus Feats.

Environment: Unchanged.

Organization: Solitary (Unchanged if there are enough other Were Kittens about, or in squads of 5-10 if working for the Lycanthrope Goddess).

Challenge Rating:+1

Treasure: Standard

Alignment: Usually Neutral with some tendencies towards Chaos.

Advancement: By Character Class

Level Adjustment:+1


Example Were Kitten: 1st level human Ninja, Lil Mister Fuzzy

Human Form

Medium Humanoid (Shapechanger)
Hit Dice: 1d6-1 (5 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +1 Natural, +3 Ninja), touch 15, flat-footed 14
Base Attack/Grapple: +0/+1
Attack: Short Sword +2 melee (1d6+1) or Short Bow +2 Ranged (1d6)
Full Attack: Short Sword +2 melee(1d6+1) or Short Bow +2 Ranged (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: +1d6 Sudden Strike
Special Qualities: Low-Light Vision, Scent, Alternate Form, Cat Empathy, DR 5/Silver, Trapfinding, Ki Power 4/day
Saves: Fort +1, Ref +6, Will +3
Abilities: Str 12, Dex 15, Con 8, Int 10, Wis 16, Cha 13
Skills: Balance, Climb, Hide, Jump, Move Silently
Feats: Alertness, Iron Will, Weapon Finesse
Environment: Any
Organization: Solitary or Organization (10-1000)
Challenge Rating: 2
Treasure: Standard
Alignment: Neutral
Advancement: By character class
Level Adjustment: +1


Hybrid Form

Tiny Humanoid (Shapechanger)
Hit Dice: 1d6-1 (5 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 22 (+2 Size, +6 Dex, +1 Natural, +3 Ninja), touch 21, flat-footed 16
Base Attack/Grapple: +0/-11
Attack: Claw +6 melee (1d2-3)
Full Attack: 2 Claws +8 (1d2-3) and 1 Bite +3 melee(1d3-3)
Space/Reach: 2 1/2 ft./ 0 ft.
Special Attacks: +1d6 Sudden Strike, Cursed Bite
Special Qualities: Low-Light Vision, Scent, Cat Empathy, Alternate Form, DR 5/Silver, Trapfinding, Ki Power 4/day
Saves: Fort +1, Ref +10, Will +3
Abilities: Str 4, Dex 23, Con 8, Int 10, Wis 16, Cha 13
Skills: Balance, Climb, Hide, Jump, Move Silently
Feats: Alertness, Iron Will, Weapon Finesse
Environment: Any
Organization: Solitary or Organization (10-1000)
Challenge Rating: 2
Treasure: Standard
Alignment: Neutral
Advancement: By Character Class
Level Adjustment: +1

Kitten Form

Diminutive Humanoid (Shapechanger)
Hit Dice: 1d6-1 (5 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 25 (+4 Size,+7 Dex, +1 Natural, +3 Ninja ), touch 24, flat-footed 18
Base Attack/Grapple: +0/-16
Attack: Claw +11 melee (1 point -4)
Full Attack: 2 Claws +11 melee (1 point-4) and 1 Bite +6 melee (1d2-4)
Space/Reach: 1 ft./0 ft.
Special Attacks: +1d6 Sudden Strike, Cursed Bite
Special Qualities: Low-Light Vision, Scent, Cat Empathy, Alternate Form, DR 5/Silver, Trapfinding, Ki Power 4/day
Saves: Fort +1, Ref +11, Will +3
Abilities: Str 2, Dex 25, Con 8, Int 10, Wis 16, Cha 13
Skills: Balance, Climb, Hide Jump, Move Silently
Feats: Alertness, Iron Will
Environment: Any
Organization: Solitary or Organization (10-1000)
Challenge Rating: 2
Treasure: Standard
Alignment: Neutral
Advancement: By Character Class
Level Adjustment: +1

Lord Fuzzington: Good evening everyone, please be seated!
(crowd murmurs)
Lord Fuzzington: As you know the local sushi house, Bob's Stale Fish has been ransacked and taken over by PIRATES!
Crowd: BOOOOOOOOOOOOOOOO!!!! HIIISSSS!!
Lord Fuzzington: We cannot allow this!
Crowd: YEAH!
Lord Fuzzington:Tonite our claws shall drink deeply into their poofy pirate pants!
Crowd: YEAH!
Lord Fuzzington: And their poofy pirate ways!
Crowd: YEAH!
Lord Fuzzington: As I understand the captain and his core crew are currently passed out drunk at the Buggered Choir Boy. After we dispatch them we retake Bobs!
Crowd: YEAH!
Lord Fuzzington: And the gods willing Bob will be a little less stingy with the free sashimi for kitties in the future...
Crowd: YEAH!

SoD
2008-03-10, 04:14 AM
Welcome to the boards, and I await additional...additions with eager...eagerness.

Lord Herman
2008-03-11, 02:46 AM
I like it. :smallbiggrin:

Maybe it's a good idea to use some formatting. A monster write-up is a lot more legible if you use bold for titles (ex: Hit Dice: Unchanged) and italic for special abilities.

Also, welcome to the boards!

Bhu
2008-03-11, 03:00 AM
Hi all. Got some minimal formatting up. Here's another one:

Sometimes the gods have a particularly odd sense of humor. Or perhaps they like to get drunk or stoned. In any event they seem to be responsible for cursing the occasional animal with Were-humanism. Under the light of the full moon these poor creatures become humans. This is not a pleasant experience for them, as slowly over the period of a month they become fully intelligent. But even though they have intelligence that doesn't immediately help them. Fish in the middle of the ocean or birds who are flying at a great height....usually don't enjoy their first transformation. Or survive it. Even animals that do survive the wilderness and learn to control their transformation over time have problems when discovered by people. They're naked, cant talk, and act like animals. Which means people think they are cursed (which is true) and find someone to dispel the curse (turning the Were Human into a normal, unintelligent animal again), burn them as witches in some sort of misunderstanding, or take them in and try to teach them to be people "again". This rarely works out well as the Were Human still has certain atavistic responses. Spiders are still tempted to eat their mates after um..mating. Sharks still view everything as food. Squirrels are obsessed with hoarding nuts. You get the idea.


Creating a Were Human

Were Human is an Acquired or Inherited template that can be added to any Animal or Vermin.

Size and Type: The base creatures type changes to Magical Beast, and it gains the Shapechanger subtype. Size in animal form is unchanged. Size in Human form is Medium. Size in Hybrid form is midway between the two. For example a Colossal Giant Spider would be Huge in its Hybrid form. (To make this easier assign each Size Class a number, add the 2 numbers and divide by 2 and round down. Fine:1, Diminutive:2, Tiny:3, etc.).

Hit Dice: Hit Dice become d10's now that the Were Human is a Magical Beast.

Speed: Land and Swim speed remains unchanged in all 3 forms. If the base creature has no land speed, the hybrid form has a land speed of 15. Flight speed is unavailable in Human form, and half normal in Hybrid form (maneuverability class is one worse than Animal form).

Armor Class: Remains unchanged in animal form. Natural armor bonus is half normal (round up) in Hybrid form, and +0 in human form.

Attack: Base Attack Bonus now becomes +1 per Hit Die. The Were Human retains all natural attacks in Hybrid and Animal forms (although the damage of the attacks in it's Hybrid form may be modified due to the change in Size, see page 291 of the Monster manual). In human form a Were-Human is considered to have the Improved Unarmed Strike Feat

Special Attacks: All Special Attacks are retained in Animal and Hybrid Forms. Only the following Special Attacks are retained in Human form: Ferocity, Improved Grab, Pounce, Rage, Trip. Improved Grab now triggers with a successful unarmed strike. It also gains Cursed Attack while in Animal and Hybrid form:

Cursed Attack (Su): Any animal or vermin successfully bitten by a Were Human becomes a Were Human itself unless it makes a successful Fortitude Save. Save DC is 10 + 1/2 Hit Dice + Constitution modifier. If the base creature does not normally have a bite attack it now gains a Bite as a secondary attack doing 1 point of damage plus 1/2 Strength modifier.

Special Qualities: The Were Human retains all Special qualities in all 3 forms, except Ink Cloud, Jet, Blindsight, and qualities based on alternative physiologies. These are only available in Animal and Hybrid Forms. Vermin Were Humans lose the Mindless Trait as well. Aquatic Were Humans (i.e. Fish) gain Hold Breath in Human form. They may hold their breath for 8 x their Constitution modifier in rounds before they risk drowning (but since they have no problem making swim checks it wont be too much of a problem). All Were Humans gain Alternate Form, Empathy, and DR 10/Silver in all 3 forms.

Alternate Form (Su): The Were Human can assume a bipedal Hybrid Form or become a human. Only the appearance really changes. The Human and Hybrid forms have hands, but that's the only real difference. Changing forms is a full round action until the Were Human has made a DC 15 Willpower Save to control it. After this changing forms is a standard action. Separated body parts or dead Were Humans revert to animal form.

Empathy (Su): The Were Human can communicate with animals of its own species and receives a +4 Racial bonus on Charisma based skill checks against them. It doesn't know how to speak human languages, but still receives the +4 bonus on Charisma based skill checks. Maybe its pheromones. Or maybe people aren't as smart as they think....

Abilities: With the exception of Strength abilities remain the same in all 3 forms. The Were Human rolls 3d6 for Int, and gets +2 Wis, and +4 Cha. For Strength in Hybrid Form, add 10 plus the Animal Forms Strength, divide by 2, and round up. For Strength in human form take 10 and add (or subtract if negative) the Animal Forms Strength modifier.

Saves: If the Were Human was a vermin its Saving Throws must be recalculated as it is now a Magical Beast.

Skills: Racial skill bonuses are retained in all 3 forms. Initially the Were Human knows no languages, but can learn them.

Feats: Unchanged.

Environment: Unchanged.

Organization: Usually becomes Solitary. Pack creatures may form packs if there are enough of them.

Challenge Rating:+1

Treasure: Standard

Alignment: Still Neutral, though that may begin to alter depending on the Were Humans newfound circumstances.

Advancement: By Character Class

Level Adjustment:+1

Human Appearance: The Were Humans human form appears to be of a member of the nearest human race. In a land of Mongolians, it appears as a Mongolian. Scaly animals will have rough skin, hairy animals will still be uncommonly hairy, etc. Animals without hair will be bald in human form. Skin color will be within the human range but similar to its animal form. For example a shark will be very pale, or have a slight greyish cast to its skin. A giant Fire Ant will be copper colored similar to a Native American. This causes some problems when skin color and racial type are not similar, but since most people will believe the Were Human is cursed anyway it lessens the impact of their strange appearance.



Authors Note: I know this is somewhat different than the standard Lycanthrope Template, but it IS a bit unusual, and meant for a silly campaign.

Example Were-Human: "Buffalo" Bill Johnson

Human Form
Medium Magical Beast (Shapechanger)
Hit Dice: 5d8+15 (37 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 10 , touch 10, flat-footed 10
Base Attack/Grapple: +5/+8
Attack: Unarmed Strike +8 melee (1d3+3)
Full Attack: Unarmed Strike +8 melee (1d3+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low-Light Vision, Scent, DR 10/Silver, Alternate Form, Empathy
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 16, Dex 10, Con 16, Int 10, Wis 13, Cha 8
Skills: Listen +7, Spot +7
Feats: Alertness, Endurance
Environment: Temperate Plains
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Neutral
Advancement: By Class Levels
Level Adjustment: -


Hybrid Form
Medium Magical Beast (Shapechanger)
Hit Dice: 5d8+15 (37 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 12 (+2 Natural), touch 10, flat-footed 12
Base Attack/Grapple: +5/+8
Attack: Gore +8 melee (1d6+4)
Full Attack: 1 Gore +8 melee (1d6+4 and 1 Bite +3 melee (2 pts)
Space/Reach: 5 ft./5 ft.
Special Attacks: Cursed Attack
Special Qualities: Low-Light Vision, Scent, DR 10/Silver, Alternate Form, Empathy
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 16, Dex 10, Con 16, Int 10, Wis 13, Cha 8
Skills: Listen +7, Spot +7
Feats: Alertness, Endurance
Environment: Tempreate Plains
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Neutral
Advancement: By Class Levels
Level Adjustment: ----


Bison Form
Large Magical Beast (Shapechanger)
Hit Dice: 5d8+15 (37 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 13 (-1 Size, +4 Natural), touch 9, flat-footed 13
Base Attack/Grapple: +5/+15
Attack: Gore +11 melee (1d8+9)
Full Attack: 1 Gore +11 melee (1d8 +9) and 1 Bite +8 melee (5pts)
Space/Reach: 10 ft./5 ft.
Special Attacks: Cursed Attack
Special Qualities: Low-Light Vision, Scent, DR 10/Silver, Empathy, Alternate Form
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 22, Dex 10, Con 13, Int 10, Wis 13, Cha 8
Skills: Listen +7, Spot +7
Feats: Alertness, Endurance
Environment: Temperate Plains
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Neutral
Advancement: By Class level
Level Adjustment: ---

Late one July evening a simple Buffalo was bitten by a Coyote Were-Human whom his herd promptly stomped to death. This Buffalo found himself growing ever more self aware over the coming weeks. He began to think. "Is this all I do with my life? Eat grass?" "Why are the other Buffalo so bloody stupid?" Man, I really need a bath."

Eventually he split from the herd and wondered near a human settlement on the night of the full moon where he received the shock of his life as he turned into a naked man. He then received the second great shock of his life as a woman marched out of her hut, screamed upon seeing him, and knocked him blissfully unconscious with the club she was carrying. At which point he became a Buffalo.

Thankfully the town knew of a nearby Druid who explained things. Bill has been adopted by the Johnson family who are currently trying to teach him several things: How to speak the common language, how to work a farm, and why being naked is bad for you.

DracoDei
2008-03-11, 09:15 AM
<Snerk>... I like it.
Did you mean to give the +4 adjustment to Charisma and the +4 to Charisma based social checks?

AKA_Bait
2008-03-11, 09:27 AM
Interesting... welcome to the playground Bhu. In terms of saving time with formatting, I might suggest Fax's Guide (http://www.giantitp.com/forums/showthread.php?t=10313) and Reina's other Tools. (http://www.pifro.com/index.htm)

Bhu
2008-03-11, 01:31 PM
<Snerk>... I like it.
Did you mean to give the +4 adjustment to Charisma and the +4 to Charisma based social checks?

Yup. Since most of the animals have a Charisma in the 2-6 range I thought they could use the help.

Bhu
2008-03-12, 01:28 AM
Interesting... welcome to the playground Bhu. In terms of saving time with formatting, I might suggest Fax's Guide (http://www.giantitp.com/forums/showthread.php?t=10313) and Reina's other Tools. (http://www.pifro.com/index.htm)

Kewl the playground has goodies!

Here's one for you sadistic Christmas DM's


Figgy Pudding
Medium Ooze
Hit Dice: 3d10+15 (31 hp)
Initiative: +0
Speed: 10’ (2 squares)
Armor Class: 10, touch 10, flat-footed 10
Base Attack/ Grapple: +2/ +3
Attack: Slam +3 melee (1d6+1 plus 1d6 acid)
Full Attack: Slam +3 melee (1d6+1 plus 1d6 acid)
Space/ Reach: 5’/ 5’
Special Attacks: Constrict 1d6+1 plus 1d6 acid, improved grab, Intoxicating Scent
Special Qualities: Blindsight 60’, Immune to cold and fire, ooze traits, addictive flesh
Saves: Fort +6, Ref +1, Will -4
Abilities: Str 12, Dex 10, Con 21, Int --, Wis 1, Cha 1
Skills: Climb +13
Feats: --
Environment: Cold Forest and Mountains
Organization: Solitary
Challenge Rating: 5??
Treasure: None
Alignment: Neutral
Advancement: 4-6 HD (Medium), 7-9 HD (Large)
Level Adjustment: --


"MUST...CONSUME...PUDDING..."

Figgy Puddings look like blobs of some sort of foodlike substance, and smell delicious. They remain underground in hibernation until winter when they come forth to hunt.

Improved Grab (Ex): If the Figgy Pudding hits with it's Slam attack it gets an automatic Grapple check as a Free action without provoking an attack of opportunity. If it is successful it may begin doing Constriction damage each round it maintains the Grapple.

Constrict (Ex): On a successful Grapple check the Figgy Pudding does 1d6+1 damage and an additional 1d6 acid damage.

Intoxicating Scent (Ex): Anyone within 30 feet of a Figgy Pudding (50 feet if they have Scent) must make a DC 16 Willpower Save (Save DC is Con based) or be consumed by desire to eat the Figgy Pudding. If this happens the Figgy Pudding will split off a small portion of itself (it loses 3 hit points temporarily) and allow it to be consumed. This smaller Figgy Pudding will consume the victim from the inside doing 1d6 points of acid damage per round (beings immune to acid damage will eventually 'evacuate' the pudding) until the victim dies (and it rejoins the larger pudding in devouring the corpse), or a Remove Disease spell kills it (in which case the loss of 3 hit points is permanent for the parent pudding).

Addictive Flesh (Ex): Anyone tasting the flesh of a Figgy Pudding must make a DC 16 Willpower Save (Save DC is Con based) or become addicted to the taste. Thereafter each week the addict must make a DC 10 Willpower Save or compulsively hunt down and try to eat a Figgy Pudding. DC check raises by +1 each week the Save is successful. If the addict cannot get to a Figgy Pudding within one week after a Failed Save he suffers from Insanity (as per the spell) until cured or he gets a Figgy Pudding.

Combat: The Figgy Pudding will let it's Intoxicating Scent do the work for it, and let a potential victim munch away while enveloping it. Should that fail it will immediately attack the nearest person and attempt to constrict.

Lappy9000
2008-03-12, 08:26 PM
Figgy Pudding is now my new favorite ooze.

And I suddenly have the urge to make a prestige class along the lines of "Ambrosal Taster of Figgy goodness."

Bhu
2008-03-13, 01:02 AM
Carnivorous Jungle Death Penguin Swarm
Tiny Magical Beast (Swarm)
Hit Dice: 5d10+5 (32 hp)
Initiative: +0
Speed: 15 ft. (3 squares), Swim 15 ft.
Armor Class: 12 (+2 Size), touch 12, flat-footed 12
Base Attack/Grapple: +5/-
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Dark Vision 60', Swarm Traits, Half Damage from Slashing/Piercing Weapons
Saves: Fort +5, Ref +4, Will +3
Abilities: Str 2, Dex 10, Con 12, Int 2, Wis 14, Cha 2
Skills: Hide +10, Jump +16, Listen +5, Spot +5, Swim +8
Feats: Alertness, Endurance
Environment: Warm Forest
Organization: Solitary, Pair, Group (3-5 Swarms)
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

"Penguins? What the hell are penguins doing in the jungle?"

Humphrey Billingsworth the 3rd was a liar, a cheat, and a complete and utter scoundrel. Unfortunately for the world he also had a taste for primitive tribal women. A taste he indulged while in wizardry school. One, an Orc named Ils, taunted him into entering a competition to create a new species. Humphrey should have known better. Usually these competitions get out of hand, and half the contestants get killed when someones awakened land roving giant squid entry creates an army of the dead and proceeds to take over the campus. But he was in lust. He was also broke. And lacking in even the most basic tenets of common sense. So he broke into the colleges menagerie to steal some subjects, nearly got eaten by an Owlbear, and managed to abscond with several penguins. He was supposed to make a species for jungle habitats.

With penguins.

Needless to say he quickly got incredibly drunk out of despair. And then he decided to say what the hell and just give mutating them a try. Unfortunately for the world "what the hell" came after 3 bottles of Elvish wine. Penguins had several problems adapting to a jungle existence. They couldn't stand heat, they had ridiculously stubby little legs, and virtually no real offensive capability. So he gave them retractable fangs to fix the fighting problem. He tried giving them flight, but at best they had some of pseudo levitation they could use in spurts that allowed them to travel by hopping which they seemed to enjoy immensely. Running out of time he decided to try and use the tactic that "no one would see them coming, they'll make the perfect ambush minion" when he introduced them to the judges the next day. He then locked the penguins up for the night, and passed out.

He locked them up next to a fiendish artifact the school had just taken in for study that had gigantic signs around it saying "STAY 30 FEET FROM THIS THING AT ALL TIMES".

In his defense he was stone drunk.

Long story short the several penguins became several thousand overnight. They ate the competition. And Humphrey, and Ils, and most of the local population. In the afterlife the Gods and Fiends both pretty much rejected Humphrey's soul, and at this moment it seems likely he will become a Vestige. A sad penguiny Vestige.

Skills: Jungle Death Penguins have a +8 Racial Bonus to Swim checks, and can always Take 10 on a Swim chck. They also have a +20 Racial Bonus to Jump Checks.

Combat: Ummm..they're penguins. Penguins aren't known for tactical sense. They just sort of bounce toward the victim and nibble.

The Vorpal Tribble
2008-03-13, 01:57 PM
Vorpal Tribble is here too?
Nothing but another wild rumor, I assure you... :smallwink:


These forums are great though for homebrewing. Be assured you'll get feedback. Wish I could give feedback more on both forums, but I barely have time to make my own before having to run off again.

Bhu
2008-03-14, 02:47 AM
Nothing but another wild rumor, I assure you... :smallwink:


These forums are great though for homebrewing. Be assured you'll get feedback. Wish I could give feedback more on both forums, but I barely have time to make my own before having to run off again.

I know the feeling. And since I'm here, another critter swarm:


Vorpal Shrew Swarm
Diminutive Magical Beast (Swarm)
Hit Dice: 12d10+12 (78 hp)
Initiative: +5
Speed: 15 ft. (3 squares), climb 15 ft.
Armor Class: 20 (+4 Size, +5 Dex, +1 Natural), touch 19, flat-footed 15
Base Attack/Grapple: +12/-
Attack: Swarm (3d6 plus poison)
Full Attack: Swarm (3d6 plus poison)
Space/Reach: 10 ft./0 ft.
Special Attacks:[/B} Vorpal Attacks, Distraction, Poison
[B]Special Qualities: Immune to Weapon Damage, Low Light Vision, Scent, Swarm Traits
Saves: Fort +9, Ref +13, Will +6
Abilities: Str 6, Dex 20, Con 13, Int 6, Wis 14, Cha 10
Skills: Balance +13, Climb +16, Hide +12, Listen +7, Move Silently +12, Spot +7
Feats: Alertness, Endurance, Diehard, Track
Environment: Any Forest
Organization: Solitary, Pair, Mob (2-4 Swarms), Big Mob (10-15 swarms)
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: ---

"Abner...I don't like the way thet grass is movin'..I think we should leave..."

Vorpal Shrews are creations by Prak the Mad, the mage of Bad Critter Forest (and one he actually regrets). Their magically enhanced natural weapons cut through anything (meaning a single shrew makes touch attacks). They appear to be normal (if somewhat rabid) shrews. And by somewhat rabid we mean "teensy mouth-frothing horrors from the Pit".

Poison (Ex): Injury, Fortitude Save DC 17, Initial and Secondary Damage 1d4 Dex. Save DC is Constitution Based. Shrews excrete most of the poisons that build up in their body in their saliva.

Vorpal Attacks (Su): The damage from Vorpal Shrews Natural Attacks is untyped, meaning it bypasses Damage Reduction.

Skills: Vorpal Shrews have a +8 Racial Bonus on Balance, and Climb checks. They also have a +4 Racial Bonus on Hide and Move Silently checks. They may use their Dex or Str modifier for Climb checks, whichever is better, and may always Take 10 on Climb checks, even if rushed or threatened.

Combat: Vorpal Shrews pretty much use standard swarm tactics, i.e. rush the victim and start chewing. Plus they make these horrifying lil' squeaky noises that will keep you awake at nights if you survive.

Gwyn chan 'r Gwyll
2008-03-14, 04:29 PM
*giggles maniacally*

I can imagine them. Vicious little creatures, as soon as have your head off as look at you.

...

...


OMG VORPAL GAZE ATTACKS!!!!!!!!

Bhu
2008-03-15, 02:09 AM
Time to break out the heavy artillery:

Big Spookity Kitty
Tiny Magical Beast
Hit Dice: 6d10+18 (51 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 18 (+2 Size, +3 Dex, +3 Natural), touch 15, flat-footed 15
Base Attack/Grapple: +6/+16
Attack: Claw +14 melee (1d2+6)
Full Attack: 2 Claws +14 melee (1d2+6) and 1 Bite +9 melee (1d3+3)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Improved Grab, Pounce, Rake 1d2+6, Mean Little Bastard
Special Qualities: Low Light Vision, Scent, Sassy, Dark Vision 60'
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 23, Dex 15, Con 17, Int 8, Wis 12, Cha 12
Skills: Balance +12, Climb +12, Hide +8, Jump +16, Listen +3, Move Silently +7, Spot +3
Feats: Anklebiter, Dodge, Improved Initiative
Environment: Temperate Plains
Organization: Solitary, Pair, or Family (3-5 plus 5-20 Little Spookity Kitties)
Challenge Rating: 3???
Treasure: Standard
Alignment: Always Neutral
Advancement: 7-12 HD (Tiny), 13-18 HD (Small)
Level Adjustment: ----

"Aww, look at the lil kitties!!!"

Big Spookity Kitties were an experiment by a particularly loony mage who wanted intelligent guards that didn't stand out, but still had a punch. They appear to be ordinary housecats but for that little gleam in their eyes. They understand common, but cannot speak.

Mean Little Bastard (Ex): Big Spookity Kitties do not take a Size penalty to Grapple checks.

Sassy (Ex): Big Spookity Kitties are immune to fear and morale effects.

Skills (Ex): Kitties have a +4 Racial Bonus on Climb, Hide, and Move Silently checks (hide bonus increases to +8 in tall grass or heavy undergrowth). They also have a +8 Racial Bonus to Balance and Jump checks. And a +4 Racial Bonus to all Grapple checks.

Improved Grab (Ex): If the Kitty hits with a bite or claw attack it may attempt a grapple check as a free action without provoking an attack of opportunity. If the grapple check succeeds it may use its Rake attack.

Combat: Kitties tend to enjoy stalking their prey and will use group tactics if they aren't on a solo hunt. Otherwise they are very straightforward, charging in and immediately attempting to set up a grapple so they can Rake their opponent into submission.

Little Spookity Kitty
Diminutive Magical Beast
Hit Dice: 3d10+6 (22 hp)
Initiative: +5
Speed: 20 ft. (4 squares)
Armor Class: 16 (+4 Size, +1 Dex, +1 Natural), touch 15, flat-footed 15
Base Attack/Grapple: +3/+10
Attack: Claw +10 melee (4 pts)
Full Attack: 2 Claws +10 melee (4 pts) and 1 Bite +5 melee (1d2+1)
Space/Reach: 1 ft./ 0 ft.
Special Attacks: Improved Grab, Pounce, Rake (4 pts), Mean Little Bastard
Special Qualities: Low Light Vision, Scent, Sassy, Dark Vision 60'
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 16, Dex 12, Con 15, Int 4, Wis 10, Cha 10
Skills: Balance +9, Climb +7, Hide +6, Jump +11, Listen +4, Move Silently +6, Spot +4
Feats: Alertness, Improved Initiative
Environment: Temperate Plains
Organization: Solitary, Pair, or Pack (5-20)
Challenge Rating: 2??
Treasure: Standard
Alignment: Always Neutral
Advancement: 4-5 HD (Diminutive)
Level Adjustment: ----

"Awwwwww...look at the little teeny kitties.."

Little Spookity Kitties are Big Spookity Kitty kittens.

Mean Little Bastard (Ex): Kitties do not take a Size penalty to Grapple checks.

Sassy (Ex): Little Spookity Kitties are immune to fear and morale effects.

Skills (Ex): Kitties have a +4 Racial Bonus on Climb, Hide, and Move Silently checks (hide bonus increases to +8 in tall grass or heavy undergrowth). They also have a +8 Racial Bonus to Balance and Jump checks. And a +4 Racial Bonus to all Grapple checks.

Improved Grab (Ex): If the Kitty hits with a bite or claw attack it may attempt a grapple check as a free action without provoking an attack of opportunity. If the grapple check succeeds it may use its Rake attack.

Combat: Pretty much just like the Big Spookity Kitties.




Little Spookity Kitty Swarm
Diminutive Magical Beast (Swarm)
Hit Dice: 18d10 +36 (135 hp)
Initiative: +5
Speed: 20 ft. (4 squares)
Armor Class: 16 (+4 Size, +1 Dex, +1 Natural), touch 15, flat-footed 15
Base Attack/Grapple: +18/-
Attack: Swarm (4d6)
Full Attack: Swarm (4d6)
Space/Reach: 10 ft./ 0 ft.
Special Attacks: Distraction
Special Qualities: Low Light Vision, Scent, Sassy, Dark Vision 60'. Swarm traits, Immune to Weapon Damage
Saves: Fort +13, Ref +13, Will +6
Abilities: Str 16, Dex 12, Con 15, Int 4, Wis 10, Cha 10
Skills: Balance +9, Climb +8, Hide +9, Jump +11, Listen +6, Move Silently +9, Spot +6
Feats: Anklebiter, Improved Initiative
Environment: Temperate Plains
[B]Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Always Neutral
Advancement: -
Level Adjustment: ----


"Ummm..why are those kitties lookin' at us like that Granpa?"

Sometimes Little Spookity Kitties are separated from their parents by death or misfortune. If not killed or raised by Druids as companions they form small prides and ambush prey.

Sassy (Ex): Spookity Kitties are immune to fear and morale effects.

Skills (Ex): Kitties have a +4 Racial Bonus on Climb, Hide, and Move Silently checks (hide bonus increases to +8 in tall grass or heavy undergrowth). They also have a +8 Racial Bonus to Balance and Jump checks. And a +4 Racial Bonus to all Grapple checks.

Distraction (Ex): Any living creature that begins its turn with a swarm in its square must make a DC 21 Fortitude Save or be Nauseated for 1 round (Save is Constitution based).

Combat: Rush em and start tearing is the standard. Not very tactical are kittens...



Anklebiter
You are well adjusted to attacking from below
Prerequisites: Tiny Size Class or smaller
Benefits: Normally with a Reach of 0 you would provoke an attack of opportunity when entering someone else's square. But not in this case. You're a special kitty who breaks that rule due to training. You do not provoke an AoO from entering an opponents square.

Bhu
2008-03-15, 08:54 PM
Barbearian
Large Magical Beast
Hit Dice: 8d10+32 (76 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 15 (-1 Size, +1 Dex, + 5 Natural), touch 10, flat-footed 14
While raging 13 (-1 Size, +1 Dex, +5 Natural, -2 Rage), touch 8,
flat-footed 12
Base Attack/Grapple: +8/+20
Attack: Claw +15 melee (1d8+8), while raging: Claw +17 melee (1d8+10)
Full Attack: 2 Claws +15 melee (1d8+8) and 1 Bite +10 melee (2d6+4), while raging: 2 Claws +17 melee (1d8+10) and 1 Bite +12 melee (2d6+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab, Rage 3/day
Special Qualities: Dark Vision 60 ft., Low Light Vision, Scent, Damage Reduction: 1/-, Trap Sense +2, Improved Uncanny Dodge
Saves: Fort +10 (+12 while raging), Ref +7, Will +3 (+5 while raging)
Abilities: Str 26, Dex 12, Con 18, Int 8, Wis 12, Cha 10
Skills: Listen +6, Spot +7, Swim +16
Feats: Power Attack, Cleave, Destructive Rage, Intimidating Rage
Environment: Cold Forests
Organization: Solitary or Pair
Challenge Rating: 8
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: By character class
Level Adjustment: ---

Frenzied Bearserker (Barbearian, Frenzied Berserker 6
Large Magical Beast
Hit Dice: 8d10+6d12+70 (153 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 15 (-1 Size, +1 Dex, + 5 Natural), touch 10, flat-footed 14
While raging 9 (-1 Size, +1 Dex, +5 Natural, -2 Rage, -4 Frenzy), touch 4,
flat-footed 11
Base Attack/Grapple: +14/+27
Attack: Claw +22 melee (1d8+9), while raging: Claw +17 melee (1d8+10)
Full Attack: 2 Claws +22 melee (1d8+9) and 1 Bite +20 melee (2d6+4), while raging: 2 Claws +27 melee (1d8+15) and 1 Bite +25 melee (2d6+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab, Rage 3/day, Frenzy 3/day, Supreme Cleave, Improved Power Attack, Inspire Frenzy 1/day
Special Qualities: Dark Vision 60 ft., Low Light Vision, Scent, Damage Reduction: 1/-, Trap Sense +2, Improved Uncanny Dodge, Deathless Frenzy
Saves: Fort +16 (+18 while raging), Ref +10, Will +6 (+8 while raging)
Abilities: Str 28, Dex 12, Con 20, Int 8, Wis 12, Cha 10
Skills: Intimidate +6, Listen +6, Spot +7, Swim +16
Feats: Power Attack, Cleave, Destructive Rage, Diehard, Instantaneous Rage, Intimidating Rage, Multiattack
Challenge Rating: 14
Treasure: Standard
Alignment: Chaotic Neutral

"Abner thet there bawr is lookin' at me like I grabbed his wifes butt..."

Barbearians are very large Brown Bears with horrible tempers, and awakened intelligence. The usual requisite insane mage is to blame supposedly. God knows why he'd want surly, irritable, possibly homicidally insane servants but mages are some weird guys. Barbearians have all the abilities of a Barbarian equal to their Hit Dice level, and can qualify for Feats etc as if they were Barbarians. Favored Class is of course Barbarian. For all intents and purposes they appear to be normal Brown Bears. They speak Common and Sylvan.

Skills: The Barbearian gains a +4 Racial Bonus on Swim checks.

Improved Grab (Ex): If a Barbearian hits with a Claw attack it may attempt a Grapple check as a free action without provoking an attack of opportunity.

Combat: Barbearians fight like most bears do, with the addition of Rage, and some intelligence. Grappling is preferred but they'll leisurely beat you to death with their paws if they have the time.

Bhu
2008-03-16, 02:22 PM
DIRE THINGIE TEMPLATE

Dire Thingie is an Inherited or Acquired Template that can be added to any living creature with an Intelligence of 2 or less that has had it's Size Class increased to two Size Classes bigger (with a minimum Size Class of Small), and it's Hit Dice Advanced to twice it's normal amount (with a set minimum based on Size). The minimum Hit Dice based on Base Creatures new Size is Small = 3 HD, Medium = 4 HD, Large = 8 HD, Huge = 12 HD, Gargantuan = 20 HD, Colossal = 36 HD. For example if applied to a Porpoise (which is normally 2 Hit Dice) the Porpoise becomes 4 Hit Dice. If applied to a Rat (which is less than 1 Hit Die) it becomes 3 Hit Dice. Recalculate BAB, Saves, Skills, Stats, Armor Class, Feats, Damage, and Save DC's of special attacks due to new Hit Dice and Size. Recalculate CR (See MM page 294 for suggestions), and then apply this template.

Size and Type: Type does not change.

Hit Dice: Unchanged.

Speed: If the creature is Large or larger it's Base Land Speed (if it has one) increases to 40 feet. Otherwise speed remains unchanged.

Armor Class:The Base Creatures Natural Armor Bonus is 1.5 times greater (round down). For example if the Base Creature had a +4 Natural Armor bonus, it now has a +6. If the base creature has heavy natural armor (i.e. a turtle or armadillo shell for example) it doubles instead. There is a minimum Natural AC Bonus based on Size: Small=+3, Medium=+4, Large=+5, Huge=+6, Gargantuan=+7, and Colossal=+8.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of Base Creature. Range or Area of Effect is 1.5 times bigger (for example if the Base Creature has a Breath Weapon that's a 30' Cone, it's now a 45' Cone).

Special Qualities: Retains all Special Qualities of Base Creature.

Saves: Unchanged.

Abilities: +2 Str, +2 Dex, +2 Con, +4 Cha.

Skills: Unchanged.

Feats: The Base Creature gains Improved Toughness as a Bonus Feat.

Environment: Unchanged

Organization: Usually Solitary

Challenge Rating: +1

Treasure: Unchanged

Alignment: Unchanged

Advancement: Up to double it's base Hit Dice. If that puts it past the minimum for the next size class, it goes up too. For example if the Base Creature is 8 HD, it can go up to 16 HD. It would be 9-11 (Large), 12-16 (Huge).

Level Adjustment: +1

Example of creature using template here:

Dire Lemure
Huge Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 12d8+72 (126 hp)
Initiative: -1
Speed: 40 ft. (8 squares)
Armor Class: 20 (-2 Size, -1 Dex, +13 Natural), touch 7, flat-footed 23
Base Attack/Grapple: +12/+29
Attack: Claw +19 melee (1d8+9)
Full Attack: 2 Claws +19 melee (1d8+9)
Space/Reach: 15 ft./10 ft.
Special Attacks: -
Special Qualities: Damage Reduction 5/Good or Silver, Dark Vision 60', Immunity ot Fire and Poison, Mindless, See in Darkness
Saves: Fort +13, Ref +7, Will +8
Abilities:[/B] Str 28, Dex 8, Con 20, Int -, Wis 11, Cha 9
Skills: -
Feats: Improved Toughness (B)
Environment: Nine Hells of Baator
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Always Lawful Evil
Advancement: 13-19 HD (Huge), 20-24 HD (Gargantuan)
Level Adjustment: ---


Dire Dire Badger
Huge Animal
Hit Dice: 12d8+111 (165 hp)
Initiative: +3
Speed: 40 ft. (8 squares), burrow 10 ft.
Armor Class: 22 (-2 Size, +2 Dex, +12 Natural), touch 10, flat-footed 20
Base Attack/Grapple: +9/+28
Attack: Claw +18 melee (1d8+11)
Full Attack: 2 Claws +18 melee (1d8+11) and 1 Bite +13 melee (2d6+5)
Space/Reach: 15 ft./10 ft.
Special Attacks: Rage
Special Qualities: Low Light Vision, Scent
Saves: Fort +16, Ref +10, Will +5
Abilities: Str 32, Dex 15, Con 27, Int 2, Wis 12, Cha 14
Skills: Listen +10, Spot +11
Feats: Improved Toughness (B), Track (B), Alertness, Toughness, Power Attack, Cleave
Environment: Temperate Forests
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Always Neutral
Advancement: 13-19 HD (Huge), 20-24 HD (Gargantuan)
Level Adjustment: ---

Dire Frost Worm
Colossal Magical Beast (Cold)
Hit Dice: 36d8+504 (666 hp)
Initiative: +0
Speed: 40 ft. (8 squares), burrow 10 ft.
Armor Class: 30 (-8 Size, +28 Natural), touch 2, flat-footed 38
Base Attack/Grapple: +36/+69
Attack: Bite +45 melee (4d6+25/19-20 plus 1d8 cold)
Full Attack: Bite +45 melee (4d6+25/19-20 plus 1d8 cold)
Space/Reach: 30 ft./20 ft.
Special Attacks: Trill, Cold, Breath Weapon
Special Qualities: Dark Vision 60', Death Throes, Immunity to Cold, Low Light Vision, Vulnerability to Fire
Saves: Fort +20, Ref +20, Will +14
Abilities: Str 44, Dex 10, Con 36, Int 2, Wis 11, Cha 15
Skills: Hide +3, Listen +12, Spot +12
Feats: Improved Toughness (B), Ability Focus (Trill, Breath Weapon), Alertness, Cleave, Great Cleave, Improved Critical (Bite), Improved Initiative, Improved Natural Attack (Bite), Iron Will, Large and In Charge, Power Attack, Power Critical (Bite), Weapon Focus (Bite)
Environment: Cold Plains
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Neutral
Advancement: 37-72 HD (Collosal)
Level Adjustment: ---

[B]Trill (Su): 200' area, Will Save DC 32

Breath Weapon (Su): 60' Cone, Reflex Save DC 36

Death Throes (Su): 100' area, Reflex Save DC 34

Bhu
2008-03-17, 11:27 AM
Hmmm....I sense quietness...

Time to go with one of the more surreal templates...

Superhero Template

Superhero is an Acquired Template that can be applied to any creature.

Size and Type: Unchanged (Animals become Magical Beasts).

Hit Dice: The base creature is raised to 5 Hit Dice. If it has 5 or more Hit Dice it gains 5 Hit Dice.

Speed: Base creature gains Fly 120 ft (Good).

Armor Class: Gains +10 Deflection bonus to Armor Class.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Keeps all Special Attacks of the base Creature and gains the following:

Hard Fists: The Base creatures Unarmed Strikes do not provoke attacks of opportunity and do lethal damage.

Ray Vision (Su): Once every 1d4 rounds the Superhero unleashes an energy ray (choose Cold, Electricity, Fire, Force, or Sonic damage). This is a ranged touch attack with a range of 100 feet. Damage is 2d6 plus 1d6 more for every 3 Hit Dice it has.

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

Damage Reduction: Gains DR 5/-.

Immunities: Immune to Fear, Disease, Poison, stunning, sleep effects, nonlethal damage, or critical hits.

Tuff Guy: Gains a Racial bonus to all Saving Throws equal to it's Charisma Bonus (minimum +1)

Enhanced Senses(Ex): The superhero gains a Racial Bonus to all Listen, Search, and Spot rolls equal to it's Charisma Bonus (minimum +1). It also gains this bonus to Survival rolls when tracking by Scent (if it has Scent).

Born Fighter (Ex): The Superhero takes no size penalties to combat maneuvers.

Saves: Unchanged (but see above).

Abilities: +16 Strength, +10 Constitution, Int raises (or lowers) to 10, +4 Charisma.

Skills: Unchanged, remember to add the skill points from the extra Hit Dice.

Feats: Unchanged, remember to add Feats gained because of the extra Hit Dice.

Environment: Any

Organization: Unique

Alignment: Becomes Chaotic Good

Treasure: Unchanged

Challenge Rating: +5?

Advancement: Unchanged (or by Character Class).

Level Adjustment: +6

"Abner...Abner that skwirl has a cape...and I don't think he likes you touching his nuts..."[/I]

Superheroes are cape wearing lunatics who believe they fight for the common good. In reality they cause massive amounts of property damage fighting villains, and usually level the small towns they are in the process of saving. They have the same appearance as the base creature, but with a cape or unusual mask or headdress or something. Some got their power from the Gods, some get it from magical experiments, some are just freaks of nature. But they've all had some life altering event that made them very powerful, and fried their brain.

Example: [B]THE IRON SQUIRREL


Diminutive Magical Beast (Augmented)
Hit Dice: 5d10+25 (52 hp)
Initiative: +7
Speed: 30 ft. (6 squares), 30 ft. climb, 120 ft Fly (Good)
Armor Class: 27 (+4 Size, +3 Dex, +10 Deflection), touch 27, flat-footed 24
Base Attack/Grapple: +5/+9
Attack: Bite +12 melee (1d3+4)
Full Attack: Bite +12 melee (1d3+4)
Space/Reach: 1 ft./0 ft.
Special Attacks: Ray Vision, Hard Fists
Special Qualities: Damage Reduction 5/-, Immunities, Enhanced Senses, Tuff Guy, Born Fighter
Saves: Fort +10, Ref +8, Will +3
Abilities: Str 18, Dex 17, Con 20, Int 10, Wis 12, Cha 10
Skills: Balance +11, Climb +11, Intimidation +4, Listen +3, Spot +3
Feats: Alertness, Improved Initiative
Environment: Any
Organization: Unique
Challenge Rating: 5
Treasure: None
Alignment: Chaotic Good
Advancement: By Character Class
Level Adjustment:+6


The Iron Squirrel appears o have been always powerful, he simply got tired of people picking on his nuts one day. he ferociously defends the local forests nut trees, and may the Gods help anyone trying to raid them.

Skills: Squirrels have a +8 bonus racial bonus on Balance and Climb checks. A squirrel can always choose to take 10 on a Climb check, even if rushed or threatened. A squirrel uses its Dexterity modifier for Climb checks.

Hard Fists: The Iron Squirrels Unarmed Strikes do not provoke attacks of opportunity and do lethal damage.

Ray Vision (Su): Once every 1d4 rounds the Iron Squirrel can shoot a ray from his eyes. The ray is a 100' ranged touch attack doing 3d6 Force damage.

Immunities: Immune to Fear, Disease, Poison, stunning, sleep effects, nonlethal damage, or critical hits.

Tuff Guy: Gains a Racial bonus to all Saving Throws equal to his Charisma Bonus

Enhanced Senses(Ex): The Iron Squirrel gains a Racial Bonus to all Listen, Search, and Spot rolls equal to his Charisma Bonus.

Born Fighter (Ex): The Iron Squirrel takes no size penalties to combat maneuvers.

Bhu
2008-03-19, 12:41 AM
I'm in the process of editing some extra fluff and what not into the earlier entries. Here's another cutesy death swarm for you in teh meanwhile:

Death Gerbil Swarm
Diminutive Magical Beast
Hit Dice: 15d10+45 (127 hp)
Initiative: +9
Speed: 15 ft. (3 squares), Climb 15 ft., Swim 15 ft., Burrow 15 ft.
Armor Class: 24 (+4 Size, +5 Dex, +5 Natural), touch 19, flat-footed 19
Base Attack/Grapple: +15/-
Attack: Swarm (3d6 plus poison)
Full Attack: Swarm (3d6 plus poison)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, Poison
Special Qualities: Immune to Weapon Damage, Low Light Vision, Scent, Swarm Traits, Dark Vision 60', Preternatually Tough
Saves: Fort +11, Ref +15, Will +8
Abilities: Str 4, Dex 21, Con 12, Int 14, Wis 14, Cha 10
Skills: Balance +16, Climb +16, Hide +32, Listen +14, Move Silently +19, Spot +14, Survival +12, Swim +12
Feats: Alertness, Ability Focus (Poison), Dodge, Improved Initiative, Brachiation (B, yes I know they have pudgy little hamster legs, they still swing from trees)
Environment: Any Warm
Organization: Solitary, Pair, or Big Swarm (3-6 swarms)
Challenge Rating: 8??
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: -
Level Adjustment: ---

"Abner...Abner I think that mouse ate something bad 'fore it bit me..."

Death Gerbils are small gerbil or hamster like critters once again made by insane wizards hellbent on ruining the reputation of their profession. Just once you think they'd make soemthing useful that didn't end up killing people and infesting the town. Colors vary, but most have the same insane gleam in their eyes. It's easy to recognize them from the local rodents as they're cuter, and look like they want to eat you. Most gerbils aren't carnivorous, nor do they discuss with you how you'd like to be prepared after you are killed. Death Gerbils understand Common, and 2 other languages (usually of nearby races wherever they live).

Skills: Death Gerbils have a +8 Racial Bonus on Balance, and Climb checks. They also have a +4 Racial Bonus on Hide and Move Silently checks. They may use their Dex or Str modifier for Climb checks, whichever is better, and may always Take 10 on Climb checks, even if rushed or threatened.

Poison (Ex): Injury, Fort Save DC 20, Initial and Secondary Damage 1d4 Strength

Preternaturally Tough (Ex): Death Gerbils have a Racial Bonus to their Saving Throws equal to their Constitution Modifier (yes this means they get double their Con mod for Fort Saves). They also get an additional 2 hp per Hit Die.

Combat: Capable of climbing, swimming, burrowing, or swinging through the trees if necessary, Death Gerbils are all terrain munching machines. Think of them as fuzzy pirhana. Being intelligent it is possible to bribe them however. If you happen to have dozens of suits of gerbil sized magical armor on you it might even be exceptionally possible.

DracoDei
2008-03-19, 08:10 PM
I can't beleive you forgot to give the squirrel ranks in jump...

And you are mixing Hamster and Gerbil in the last entry...

GoC
2008-03-19, 11:09 PM
I love the superhero and dire thingy templates and like the kitty even though the one in my sig would tear them all to shreds.:smallbiggrin:

Bhu
2008-03-20, 01:27 AM
I can't beleive you forgot to give the squirrel ranks in jump...

And you are mixing Hamster and Gerbil in the last entry...

Fixed the Gerbil. The Squirrel can fly so I didnt think he'd need jump, but I can add it in.

Bhu
2008-03-20, 01:28 AM
I love the superhero and dire thingy templates and like the kitty even though the one in my sig would tear them all to shreds.:smallbiggrin:

Wait'll you see the Kitty I can make with my revised 3.5 Kaiju template.....:smallwink:

Bhu
2008-03-21, 02:31 AM
Here's a list of the current critters I have done or am working on right now. If none of them catches anyones eye, I also do requests if there's something you'd like made.

SILLY CAMPAIGNS
Antbird (Page 6)
Apes of Wrath (Page 43)
Archer Fish (Page 6)
Arctic Fox (Page 6)
Armordillo (Page 2)
Armored Turtle (Page 2)
Atlas Hamster (Page 41)
Awakened Spells (Page 8)
Bafoon (Page 37)
Banana Muffin Swarm (Page 43)
Banana Tree Dryad (Page 25)
Barbearian (Page 1)
Beer Pudding (Page 15)
Bee Holder (Page 42)
Bee Swarm (Page 42)
Beholder Cyclops, Calxos (Page 15)
Beholder Cyclops, Carnivex (Page 7)
Beholder Cyclops, Hypnos (Page 13)
Beholder Cyclops, Impetos (Page 15)
Beholder Cyclops, Magos (Page 6)
Beholder Cyclops, Necros (Page 14)
Beholder Cyclops, Phobos (Page 14)
Beholder Cyclops, Somnos (Page 14)
Beholder Cyclops, Tardos (Page 15)
Beholder, Mutate (Page 15)
Beholder Folk (Page 15)
Bell Golem (Page 2)
Bighorn Sheep (Page 6)
Big Bees (Page 42)
Big Bee Swarm (Page 42)
Big Spookity Kitty (Page 1)
Blowfly (Page 6)
Blunderbore (Page 33)
Booze Golem (Page 2)
Bore (Page 35)
Bugbear (Page 7)
Bullfrog (Page 6)
Cactus Dryad (Page 4)
Cameleon (Page 37)
Carnal Mindflayer (not what you're thinking, Page 3)
Carnal Mindflayer Albiniid (Page 4)
Carnal Mindflayer Beholder (Page 3)
Carnal Mindflayer Bimbo (Page 3)
Carnal Mindflayer Blob (Page 3)
Carnal Mindflayer Brain (Page 3)
Carnal Mindflayer Brute (Page 3)
Carnal Mindflayer Childer (Page 3)
Carnal Mindflayer Childer, Mob (Page 3)
Carnal Mindflayer Cuttleworm (Page 4)
Carnal Mindflayer Egg Sac (Page 3)
Carnal Mindflayer Hexapod (Page 3)
Carnal Mindflayer Medusae (Page 3)
Carnal Mindlayer Nautiloid (Page 3)
Carnal Mindflayer Selachii Page 4)
Carnal Mindflayer Slime (Page 4)
Carnal Mindflayer Twitcher (Page 3)
Carnivorous Jungle Death Penguin Swarm (Page 1)
Cash Cow (Page 6)
Catfish God (Page 29)
Chicken Lord (Page 15)
Crab Spider (Page 6)
Cow Bird (Page 43)
Cryptid PrC (Page 4)
Danubans (Page 44)
Death Gerbil Swarm (Page 1)
Devilish Attorney (Page 7)
Devil Mice Swarm (Page 7)
Dire Ankylosaur (Page 23)
Dire Arapaima (Page 32)
Dire Armadillo (Page 18)
Dire Candiru (Page 33)
Dire Chameleon (Page 18)
Dire Chicken (Page 24)
Dire Cow (Page 38)
Dire Duck (Page 21)
Dire Electric Eel (Page 20)
Dire Elephant (Page 25)
Dire Flamingo (Page 26)
Dire Giraffe (Page 20)
Dire Groundhog (Page 19)
Dire Guinea Pig (Page 20)
Dire Gulper Eel (Page 21)
Dire Hamster (Page 19)
Dire Hare (Page 18)
Dire Ibis (Page 22)
Dire Kangaroo (Page 24)
Dire Keet (Page 25)
Dire Kitty (Page 21)
Dire Komodo Dragon (Page 23)
Dire Lemur (Page 23)
Dire Monkeys (Page 12)
Dire Moose (Page 26)
Dire Muntjac Deer (Page 21)
Dire Naked Mole Rat (Page 18)
Dire Nymph (Page 2)
Dire Okapi/Okapi (Page 21)
Dire Ostrich (Page 21)
Dire Parrot (Page 25)
Dire Penguin (Page 24)
Dire Pigeon (Page 24)
Dire Pika (Page 25)
Dire Pirhana (Page 30)
Dire Pocket Gopher Swarm (Page 20)
Dire Poison Arrow Frog (Page 18)
Dire Porcupine (Page 18)
Dire Rabbit (Page 19)
Dire Rhea (Page 21)
Dire Rock Wallaby (Page 24)
Dire Rust Monster (Page 41)
Dire Shrew (Page 19)
Dire Spitting Cobra (Page 18)
Dire Squirrel (Page 25)
Dire Stingray (Page 30)
Dire Swan (Page 22)
Dire Thingie Template (Page 1)
Dire Toucan (Page 34)
Dire Tree Kangaroo (Page 18)
Dire Turkey (Page 25)
Dire Vampire Squid (Page 21)
Dire Vole (Page 21)
Dire Whitetail Deer (Page 21)
Dragon Millipede (Page 19)
Edible Golem (Page 16)
Electric Yak (Page 2)
Emperor Ralph (Page 40)
Evil Minion
Fairy Shrimp (Page 6)
Faux Beholder (Page 41)
Faux Spider (Page 41)
Figgy Pudding (Page 1)
Fire Beetle (Page 16)
Freed Outsider (Page 16)
Fungal Golem (Page 37)
Funk Ape (Page 4)
Giant Banana Slug (Page 22)
Giant Mosquito (Page 17)
Giant Sea Urchin (Page 21)
Giant Tick (Page 3)
Good Kitty (Page 7)
Gunpowder Golem (Page 2)
Habanero Dryad (Page 4)
Hairbeasts (Page 22)
Half-Illithid, Carnal (Page 13)
Hive Golem (Page 37)
Hulk, Aquamarine (Page 16)
Hulk, Cerise (Page 16)
Hulk, Cerulean (Page 16)
Hulk, Fucshia (Page 17)
Hulk, Green (Page 17)
Hulk, Grey (Page 17)
Hulk, Lavender (Page 16)
Hulk, Magenta (Page 16)
Hulk, Orange (Page 17)
Hulk, Periwinkle (Page 17)
Hulk, Sepia (Page 17)
Hulk, Sienna (Page 16)
Hulk, Teal (Page 16)
Hummingbird Swarm (page 7)
Idiot Box (Page 43)
Landsquid (Page 41)
Larval Otyugh (Page 31)
Lemming Swarm (Page 7)
Liberator Fish (Page 42)
Little Spookity Kitty (Page 1)
Little Spookity Kitty Swarm (Page 1)
Main Lobster (Page 25)
Manakin (Page 38)
Manakin Golem (Page 38)
Marble Golem (Page 2)
Martian Template (Page 8)
Mimic Sheep (Page 43)
Moss Dryad (Page 25)
Mother of All Hummingbirds (Page 1)
Mushroom Dryad (Page 25)
Mysterious Magical Maniacal Miniaturized Moose Swarm (Page 4)
Nerf Golem (Page 39)
Omnicidal Furry(Page 41)
Orc Amazons (Page 12)
Pan-Da (Page 2)
Paralegal Imp (Page 6)
Pegataur (Page 48)
Pet Tentacle Monster (Page 42)
Pirhanakeet Swarm (Page 43)
Poop Golem (Page 14)
Putty Panda (Page 2)
Rainbow Butt Monkey (Page 43)
Ram (Page 35)
Rhinoctopus (Page 40)
Rosebush Dryad (Page 28)
Sage Buzzard (Page 8)
Seaweed Dryad (Page 6)
Shark Bird (Page 42)
Shark Bird Swarm (Page 42)
Smiley Faced Spider (Page 37)
Snow Golem (Page 15)
Speaker (Page 7)
Squig (Page 41)
Stone Crab (Page 6)
Stoner (Page 15)
Superhero Template (Page 1)
Swarm Fish (Page 42)
The Basset Folk (Page 41)
The Guppy Folk (Page 44)
The Noble Platypi (Page 41)
The Perfect Template (Page 40)
Tick Swarm (Page 3)
Titan Budgie (Page 26)
Troll Boar (Page 36)
Unfeeling Brute Template (Page 4)
Voracious Lemming (Page 43)
Vorpal Shrew Swarm (Page 1)
Were Humans (Page 1)
Were Kittens (Page 1)
Were Otters (Page 23)
Whale Golem (Page 2)
Vampire Baby Swarm (Page 3)
Vampiric Vermin (Page 4)
Vorpal Shrew Swarm (Page 1)
Voyeur (Page 7)
Yellow Beholder (Page 2)


HORROR CAMPAIGNS
Alp (Page 33)
Amanga Impisi (Page 5)
Bajang (Page 39)
Beast of Blackwater Moor (Page 21)
Cannibal Template (Page 18)
Corporeal Spirit Template (Page 5)
Demoniac Spirit Template (Page 5)
Demon of the Seas (Page 5)
Devil Beast Template (Page 23)
Dinogloth (Page 36)
Dislacer Drake (Page 12)
Displacer Eel (Page 11)
Displacer Fish Swarm (Page 11)
Displacer Newt (Page 12)
Displacer Wyrm (Page 12)
Drei (Page 40)
Face Eater (Page 18)
Fetid Abomination (Page 40)
Firespitter Template (Page 26)
Ghostly Concubine Template (Page 5)
Ghost Feats (Page 4)
Ghost Squid (Page 8)
Ghost Squidling Swarm (Page 8)
Giant Tarantula (Page 37)
Half Ghost Template (Page 5)
Juggernaut Template (Page 23)
Jungle Ghost (Page 18)
Jungle Ghost Mob (Page 18)
Legendary Ghost Template (Page 4)
Legendary Shade Template (Page 4)
Legendary Spectre Template (Page 4)
Legendary Wraith Template (Page 5)
Mansect Template (Page 8)
Pale Shark (Page 42)
Primordial Ghost Template (Page 5, in progress)
Ptera-Gloth (Page 36)
Rot Elemental (Page 19)
Scorpionfly Swarm (Page 17)
Spectral Ape (Page 6)
Spectral Dire Ape (Page 6)
Spectral Swarm (Page 5)
Spectral Vermin Template (Page 5)
Spirit Bird (Page 42)
The Blighted (Page 19)
The Burning Dead Template (Page 38)
The Corrupt Template (Page 8)
The Darkness of Old Night (Page 7)
The Fly People (Page 17)
The Gray Company Template (Page 5)
Tiger Spirit of the Sundarbans (Page 24)
Vampire Squid (Page 5)


BIGGIE SIZE
BIG Sasquatch (Page 31)
Gak, Space Chicken (Page 24)
Greater Kaiju (Page 34)
Kaiju (Page 33)
King Kong (Page 5)
Lesser Kaiju (Page 26)
Revised Kaiju Template (Page 5)
The Black Eye (Page 8)
The Dire Goldfish (Page 3)

ATMOSPHERIC CRITTERS
Black Floater (Page 3)
Cloud Kraken (Page 3)
Floater Ghost (Page 3)
Floating Reef (Page 3)
Sky Trap (Page 3)
Suncatcher (Page 3)
Violet Floater (Page 3)


MYTHOLOGICAL

Adlet (Page 20)
Adze (and Witch Template, Page 31)
Ahkiyyinni (Page 20)
Algul (Page 30)
Aswang (page 37)
Bajang (Page 39)
Baobhan Sith (Page 40)
Baykok (Page 21)
Beaver Women (Page 8)
Bebarlang (Page 41)
Bibi (Page 42)
Big Owl (Page 21)
Brahmaparusha (Page 22)
Bruxsa (Page 43)
Buggane (Page 30)
Cannibal Baby (Page 8)
Chenoo (Page 8)
Deer Woman (Page 12)
Ethiopian Bulls (Page 20)
Empusa (Page 19)
Euryale (Page 29)
Gayal (Page 22)
Gougou (Page 8)
Krampus (Page 29)
Kushtaka (Page 23)
Medusa (Page 30)
Mmbyu (Page 22)
Pacu Pati (Page 22)
Pugwis (Page 21)
Rakshasa (Page 22 and 23)
Serpentoid Template (Page 8)
Stheno (Page 28)
The Bouda Tribe (Page 19)
The Ghost Wrestler (Page 20)
The Serpent Woman (Page 8)
The Terichik (Page 25)
The Worm Men (Page 8)
Tympanios (Page 22)
Vetala (Page 21)
Wolpertinger (Page 27)

CRYPTIDS
Ahool (Page 30)
Altamaha-Ha (Page 20)
Atmospheric Beast (Page 21)
Batsquatch (Page 31)
Beast of Busco (Page 24)
Bigfoot (Star People)(Page 31)
Bigfoot, Wise Ones (Star People)(Page31)
Buru (Page 24)
Bigfoot, Cinematic (Page 22)
Cattle Mutilator (Page 21)
Canvey Island Monster (Page 24)
Con Rit (Page 26)
Dunak (Page 26)
El Chupacabra (Page 26 and 27)
Emela-ntouka (Page 30)
Fear Liath Mor (Page 27)
Flatwoods Monster (Page 30)
Gazeka (Page 25)
Generic Lake Monster (Page 30)
Guariba-boia/Howler Monkey Snake (Page 30)
Jersey Devil (Page 30)
Kalanoro (Page 29)
Lake Flatwoods Monster (Page 30)
Lukwata (Page 30)
Mahambo (Page 20)
Mamlambo (Page 30)
Minhocao (Page 24)
Mokole-Mbembe (Page 30)
Mountain Boomer (Page 25)
Mulilo (Page 27)
Nessie (Giant Eel/Seal/Worm, Page 30)
Sucuriju Gigante (Page 20)
Tatzelwurm (Page 27)
Tzuchinoko (Page 30)
Umdhlebi (Page 24)
Veo (Page 26)

REQUESTS
Abeil Queen, Debarta (Page 27)
Abeil Queen, Gaborah (Page 28)
Abeil Soldier, Debarta (Page 27)
Abeil Soldier, Gaborah (Page 28)
Abeil Vassal, Debarta (Page 27)
Abeil Vassal, Gaborah (Page 28)
Atomic Golem (Page 14)
Banana Muffin Swarm (Page 43)
Beer Lurker (Page 34)
Biggie Sized Leech (Page 48)
Blunderbore (Page 33)
Capsichum (Page 32)
Culvert Fiend (Page 33)
Cyclopean DreadGuard (Page 37)
Darwin Monkey (Page 39)
Dinosaur Satan (Page 23)
Elder Terror (Page 48)
Gorr (Page 48)
Hodag (Page 40)
Kirby (Page 23)
Larval Otyugh (Page 31)
Leechmen (Page 32)
Mad Turtle Swarm (Page 43)
Needleshot Gourna
Psychic Parasite (Page 44)
Ptera-Gloth (Page 34)
Rainbow Butt Monkey (Page 43)
Spleenmocker (Page 48)
Spinal Parasite (Page 46)
Sting (Page 47)
The Nether King (Page 45)
The Seasons (Page 44)
They Who Lie in Wait (Page 33)
Vogoi (Page 20)
Wormfish (Page 46)
Xorth Controller (Page 10)
Xorth Crawler (Page 9)
Xorth Detonator (Page 10)
Xorth Destroyer (Page 9)
Xorth Husk (Page 11)
Xorth Kite (Page 11)
Xorth Orb (Page 11)
Xorth Ravager (Page 9)
Xorth Runner (Page 10)
Xorth Soldier (Page 8)

MONSTER CONTEST ENTRIES
Bee-Holder (Page 42)
Bloody Handed Jack (Page 22)
Bubba the Headless Chicken (Page 13)
Edible Golem (Page 16)
False Gods (Page 27)
Kiseichuu Yuurei (Page 39)
Pembunuh (Page 11)
Singers From Outside (Page 11)
The Angel of Death (Page 36)
The Black Mask (Page 12)
The Mother of Teeth (Page 18)
The Resurrection Women (Page 28)
Voracious Lemming (Page 43)

MISCELLANEOUS
Ammonoid Kraken (Page 21)
Black Render (Page 21)
Chiropterid (Page 12)
Cirrate Kraken (Page 21)
Ghost Kraken (Page 21)

CRITTERS BY OTHERS
Dire Raven by Serpentine (Page 49)
Flying Fish by Shrieking Drake (Page 46)
Mountain Tortoise by Serpentine (Page 49)
Time Flies by Zom B (Page 34)

DracoDei
2008-03-21, 01:57 PM
Personally I am most interested in the atmospheric creatures and the "Mother of All Hummingbirds"... but I want to see them ALL.

Bhu
2008-03-21, 02:22 PM
The atmospheric critters were for someone's campaign, an unusual one in which most people lived in islands miles above the planets surface (which was unseen due to clouds, and no one who went there ever returned). For some odd reason I don't have them saved off on my PC :smallfrown: So while I fix that, here's the MoaH.


The Mother Of All Hummingbirds
Medium Magical Beast
Hit Dice: 12d10+60 (138 hp)
Initiative: +9
Speed: Fly 240 ft. ( 48 squares), Perfect
Armor Class: 20 (+5 Dex, +5 Deflection), touch 20, flat-footed 15
Base Attack/Grapple: +12/+12
Attack: Peck +17 melee (1d6)
Full Attack: Peck +17 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Hurricane Flight, Evasion, Improved Evasion, Uncanny Dodge, Improved Uncanny Dodge
Saves: Fort +13, Ref +15, Will +7
Abilities: Str 11, Dex 21, Con 20, Int 10, Wis 16, Cha 20
Skills: Hide +10, Listen +8, Spot +8
Feats: Fly-By Attack, Hover, Improved Initiative, Lightning Reflexes, Weapon Finesse, Wingover
Environment: Any (only appears when summoned)
Organization: Unique
Challenge Rating: 8?
Treasure: None
Alignment: Neutral
Advancement: 13+ HD
Level Adjustment: ---

"What the hell is that humming sound?"

The Mother of All Hummingbirds is a rather large rainbow colored hummingbird that is rarely seen unless summoned magically. It's purpose and desires are unknown. It is however quite destructive, though it doesn't seem to intend to cause harm. The winds stirred up by it's flight can destroy small villages. But people like it cause it's so pwetty. Darn ignorant them peasants. Despite being almost 6' long the MoaH is only 80 pounds. While she cannot speak she does understand Common, Elven, Auran, and Sylvan.

Hurricane Flight (Ex): When flying the Mother of All Hummingbirds stirs up hurricane force winds around it (it is impossible for it to make Hide or Move Silently Checks while flying). Anything within 10' of the Hummingbird is subject to a Whirlwind Spell (caster level is irrelevant as this spell has no level dependent benefits, the range is fixed, and it can only be dispelled by making the Hummingbird cease to fly). Ranged Attacks against the MoAH are impossible unless made with siege equipment (which still takes a -8 to the attack roll). Listen checks within the 10' are impossible to make, and Spot checks to see inside the area are likewise impossible in dusty areas (the Hurricane Flight grants complete concealment).

Evasion: See PHB page 50.

Improved Evasion: See PHB page 51.

Uncanny Dodge: See PHB page 50.

Improved Uncanny Dodge: See PHB page 50.

Combat: The Mother of All Hummingbirds usually relies on Fly-By attacks and it's Hurricane Flight to finish off foes. If neither of those work it simply flees.

Bluelantern
2008-03-21, 03:11 PM
I want golens! gimme golens! \o/

Specially Bell Golem and the Booze Golem, me and some friends are working in a project about taverns, would mind if we use them? xP

GoC
2008-03-21, 03:26 PM
Bhu, the bolding on the MoaH isn't working correctly. You forgot to include the closing bit: [/b]
EDIT: I want to see the Armordillo!

Bhu
2008-03-21, 04:03 PM
I want golens! gimme golens! \o/

Specially Bell Golem and the Booze Golem, me and some friends are working in a project about taverns, would mind if we use them? xP

Sure, go ahead it's why I post them. Here are the Golems, will be back to add in the formatting later today:


Bell Golem
Large Construct
Hit Dice: 12d10+30 (96 hp)
Initiative: -1
Speed: 20’ (4 squares)
Armor Class: 22 (-1 Size, -1 Dex, +14 natural), touch 8, flat-footed 22
Base Attack/ Grapple: +9/+20
Attack: Slam +14 melee (2d10+7+1d10 Sonic)
Full Attack: 2 Slams +14 melee (2d10+7+1d10 Sonic)
Special Attacks: Berserk, Bell-like Fists, Bong
Special Qualities: Construct Traits, Damage Reduction 10/ Adamantine, Dark Vision
60’, Immunity to Magic, Low-light Vision
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 25, Dex 8, Con --, Int --, Wis 11, Cha 1
Skills: ---
Feats: ---
Environment: Any
Organization: Solitary, or Gang (2-4)
Challenge Rating: 10
Treasure: None
Alignment: Neutral
Advancement: 13-18 HD (large), 19 –33 HD (huge)
Level Adjustment: ---

"Standing in front of the church is an automated Golem whose body appears to be a huge bell. Hmm.. Don't see that every day. The local clergy is either putting on a display of wealth, or one of thems made a drunken bet again..."

Originally conceived by a group of clerics known for their spectacular displays of public drunkenness, these are primarily the guardians of churches and the like. They appear to be a large, metal, bell shaped humanoid with bell like fists.

Bell-Like Fists (Su): The Bell Golem's hands are replaced with large metal bells that bong loudly when striking a victim doing +1d10 Sonic Damage.

Berserk (Ex): When a Bell Golem enters combat there is a cumulative 1% chance per round it goes berserk and attacks the nearest living (or moving) creature near it until none are left. Once a Bell Golem goes berserk there is no known method of re establishing control.

Bong (Su): The Bell Golem's somewhat hollow body is a large bell itself, and it bongs loudly when struck, especially by blunt weapons. When hit by a weapon everyone within a 20' radius takes Sonic damage equal to half the damage done by the weapon hit (full damage if it was a blunt weapon).

Immune to Magic (Ex): Bell Golems are immune to any spell or spell like ability that allows Spell Resistance. However, spells doing Sonic Damage cause it to Bong, doing half the spells damage to everyone else within 20'

Combat: Bell Golems tend to wade in and start smacking away. They don't really have any sense of tactics other than to go for opponents with blunt weapons first.

Construction: A Bell Golem is made from 600 pounds of brass and other metals treated with rare alchemical compounds costing at least 2000 GP. Assembling the Body requires a DC 20 Craft (alchemy) check.

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




Booze Golem
Large Construct
Hit Dice: 10d10+30 (85 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 17 (-1 Size, +3 Dex, +5 Natural), touch 12, flat-footed 14
Base Attack/Grapple:+7/+20
Attack: Slam +15 melee (1d8+9)
Full Attack: 2 Slams +15 melee (1d8+9)
Space/Reach: 10 ft./10 ft.
Special Attacks: Engulf, Berserk, Intoxication, Improved Grab
Special Qualities: Construct Traits, Immunity to Magic, Dark Vision 60 ft., Low Light Vision, Damage Reduction 10/-, Fluid Body
Saves: Fort +3, Ref +6, Will +3
Abilities: Str 29, Dex 16, Con -, Int -, Wis 11, Cha 1
Skills:-
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating:10??
Treasure: None
Alignment: Always Neutral
Advancement: 11-15 HD (large), 16 –30 HD (huge)
Level Adjustment:---

"Dude...dude we SO have to fight this monster.."

Long beloved by Gnomes, Dwarves, and Halflings who all claim to have invented it. The Booze Golem is a tall vaguely humanoid shape composed of some form of alcohol. They think of it as a way to have the Rum protect itself when the army is on the march. And if the Golem is slain it becomes gallons and gallons of booze. There is also a secret code word which when said will make the Golem dissolve back into a pile of alcohol. This code word is chosen by it's creator at the time it is made, and only works for him.

Berserk (Ex): When a Booze Golem enters combat there is a cumulative 1% chance per round it goes berserk and attacks the nearest living (or moving) creature near it until none are left. Once a Booze Golem goes berserk there is no known method of re establishing control.

Improved Grab (Ex): A Booze Golem that successfully hits with a Slam attack can immediately make a Grapple check as a Free Action without provoking an attack of opportunity. If it succeeds it can use it's Engulf attack on any opponent 1 Size Class smaller than itself.

Engulf (Ex): Any living creature that requires air and that is Pinned successfully in a Grapple by a Engulf begins to drown (see DMG page 304). If it escapes drowning it risks becoming intoxicated (see below).

Intoxication (Ex): Each round a living, corporeal opponent is Engulfed it must make a Fortitude Save. DC of the Saving Throw is 10 plus half hit dice plus Constitution modifier, plus a Racial Bonus based on the type of alcohol the Golem is composed of (Ale, Diluted Spirits, or Wine +1/Fortified Wine or Stout Ale +2/Most Spirits +3/Strong Spirits +4/Dangerous Spirits +5). The opponent gains a cumulative -2 to the Saving Throw roll per round engulfed. If he fails he takes 1d2 temporary Dex and Wisdom damage each time the Saving Throw is failed. If Wisdom is reduced to 0 the opponent passes out. If Dexterity is reduced to 0 the opponent is helpless, but just barely conscious. If both go to 0, the opponent must make a second Fortitude Save (same DC) to avoid alcohol poisoning. If he fails he takes 1 temporary point of Con damage every 10 minutes until death, or his stomach is purged. Neutralize or Delay Poison will stop or delay this, and creatures immune to poison are immune to Intoxication. Once the encounter is over the opponent regains 1 point of Wisdom and Dexterity each hour, providing it consmes no more alcohol. Alcohol poisoning heals 1 point of Con per day as usual.

Immunity to Magic (Ex): A Booze Golem is immune to any spell or spell like ability that allows Spell Resistance. The exceptions are spells doing Fire or Cold damage. Spells doing Cold slow the Golem down as the Slow spell for 4 rounds (no Save). Fire spells cause it to explode if it fails a Fortitude Save(the explosion is similar to a Fireball spell cast by a 10th level caster). DC of Fort Save is equal to 10 plus 1 per die of damage the fire spell does.

Fluid Body (Ex): The Booze Golem can take a Full Round action to pass through any porous barrier (i.e. a fence or net, not a solid wall). At rest it appears to be a puddle of alcohol.

Combat: Booze Golems go straight for the Grapple, and when one opponent is stone drunk (or dead) they move on to the next.

Construction: A Booze Golem is made from 72 gallons of alcohol costing at least 1000 GP. Assembling the Body requires a DC 20 Craft (alchemy) check.

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

Bhu
2008-03-21, 04:08 PM
Armordillo
Small Magical Beast
Hit Dice: 2d8+10 (19 hp)
Initiative: -2
Speed: 20 ft. (4 squares), Burrow 5 ft.
Armor Class: 33 (+1 Size, -2 Dex, +24 Natural), touch 9, flat-footed 33
Base Attack/Grapple: +1/-3
Attack: Nibble +2 melee (1d3)
Full Attack: Nibble +2 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Dark Vision 60 ft., Damage Reduction 10/-, Energy Resistance 20 (all types), Immunities, Hard to Budge, Scent, Fortified
Saves: Fort +8, Ref +1, Will +0
Abilities: Str 10, Dex 6, Con 20, Int 1, Wis 10, Cha 2
Skills: Listen +5, Spot +4
Feats: Alertness
Environment: Warm Plains
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Neutral
Advancement: 3-4 HD (Small)
Level Adjustment: ---

"Martha...I just broke my sledgehammer on thet critter's head. Time to call the professionals..."

The Armordillo appears to be a normal armadillo in all respects except 3:

It is a voracious devourer of vegetable crops.
It is incredibly heavy (200 pounds) for it's size.
It has no fear.

Whether it was created , or evolved naturally, 10 out of 10 farmers agree the Armordillo has to go. The problem is how. The things are dman near invulnerable, so unless they're willing to shell out serious money for high level mages, they're stuck with them.


Immunities (Ex): The Armordillo is immune to Fear or morale based effects. It is also immune to non lethal damage, and cannot be Stunned, Dazed, or Staggered. It is immune to the Magic Missile spell.

Fortified (Ex): If an enemy confirms a critical result on an attack roll the Armordillo has a 50% chance of making it just a normal hit.

Hard to Budge (Ex):The Armordillo does not take a Size Penalty when resisting Grapple, Bull Rush, or Trip checks. It also has a +4 Racial Bonus when resisting such checks.

Combat: Armordillo's never initiate combat. They go about their business of devouring crops, and sometimes even ignore attackers if they can't manage to do any damage. The sight of a bunch of villagers breaking their farming tools on the back of a small critter has stunned more than one PC.

Bluelantern
2008-03-21, 06:30 PM
Sure, go ahead it's why I post them. Here are the Golems, will be back to add in the formatting later today:


What I meant is to use it in a E-book, me and some friends are trying to create this Ultima Tavern Guide... but there is one problem, we are all brazilians and thus portuguese speaking, is unlikely that we will ever translate the thing to english, any problems?

Also, I liked both golens (could you post the other golens? and the dire nymph? and the yellow beholder? and...) but shouldn't the Booze Golem be vulnerable to fire? something like "if gets any fire damage it will burn for X rounds" or "If takes X fire damage it will explode!"

=D

Bhu
2008-03-22, 12:24 AM
What I meant is to use it in a E-book, me and some friends are trying to create this Ultima Tavern Guide... but there is one problem, we are all brazilians and thus portuguese speaking, is unlikely that we will ever translate the thing to english, any problems?

Also, I liked both golens (could you post the other golens? and the dire nymph? and the yellow beholder? and...) but shouldn't the Booze Golem be vulnerable to fire? something like "if gets any fire damage it will burn for X rounds" or "If takes X fire damage it will explode!"

=D

As long as you give me credit I have no problem, but I posted these on the Wizards boards a while back. And someone tells me if I post it on their boards, they own it. One of the reasons other than 4e im considering a move here.

Alcohol only burns if it's above a certain proof. And if it is it burns fast, so it would be like an explosion.

Bhu
2008-03-22, 12:42 AM
will format in a bit

Dire Nymph
Medium Fey
Hit Dice: 8d6+20 (48 hp)
Initiative: +1
Speed: 30 ft. (6 squares), swim 15 ft.
Armor Class: 17 (+1 Dex, +2 Deflection, +2 natural armor), touch 13, flat-footed 14
Base Attack/Grapple: +4/+12
Attack: Club + 8 melee (1d8+4/19-20)
Full Attack: Club +8 melee (1d8+4/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fury, Spell-like abilities, Stunning Glance
Special Qualities: Damage Reduction 10/ cold iron, low-light vision, powerful build,
Unusual grace, wild empathy
Saves: Fort + 8, Ref + 9, Will + 11
Abilities: Str 18, Dex 12, Con 18, Int 16, Wis 17, Cha 15
Skills: Concentration +11, Climb +10, Diplomacy +8, Handle Animal +11, Heal +12,
Hide + 10, Intimidate +6, Listen +12, Move Silently +10, Ride +8, Sense Motive +12, Spot
+12, Swim +10, Use Rope +6
Feats: Combat Casting, Power Attack, Improved Bull Rush, Cleave
Environment: Temperate Forests
Organization: Solitary
Challenge Rating: 8??
Treasure: Standard
Alignment: Usually Chaotic Good
Advancement: 11-13 HD (Medium), 14-18 HD (Large)
Level Adjustment: +6

"Wow you are wicked hot for a bigger woman"

"DID YOU JUST CALL ME FAT!?!?!?!"

"Uuuuhh...no I uh...I said you were hot.."

"YOU BETTER LEARN TO RUN _____"

Dire Nymphs were formerly Nymph's of exceptional beauty. Eventually some ticked off a god or some other powerful entity who cursed them to become more....buxom (for lack of a better term). With their newly gained weight the Nymph's were no longer able to blind opponents with their beauty and many became suicidal. Others became inexplicably frisky, and many new Dire Nymphs were created. In any event most Dire Nymphs left their seclusion and headed for more urban areas. They were quickly nicknamed "Pudgy" Nymphs by the less wise (who were promptly beaten within an inch of their lives). Nowadays they are rarely referred to as Nymphs in their presence (many going out of their way to find as polite as euphemism as they can). Dire Nymphs appear to be regular Nymphs plus 10 or 20 pounds. They speak Common and Sylvan.

Fury(Ex): If a Dire Nymph is in any way referred to as fat, unattractive, or feels insulted (and they insult easily) or is hurt or in combat she goes into a Fury. This is similar to the Barbarian Rage and lasts as long and has the same restrictions. But instead of the standard ability adjustments the Nymph gains the following: Immune to Confused, Dazed, Dazzled, Fatigued, Fear, Nauseated, Paralysis, Sickened, Staggered, Stunned, and all Mind Affecting effects. She also is immune to pain and takes no penalties from spells like Symbol of Pain.

Stunning Glance (Su):An angry Dire Nymph may stun a creature within 30 feet with a look. It must make a DC 16 Fort save or be Stunned for 2d4 rounds. Save DC is Charisma based.

Spell Like Abilities (Sp):A Dire Nymph casts spells as a 9th level Druid. Typical Druid spells prepared (6/5/5/4/2/1, Save DC is 13 plus spell level). 0=Detect Magic, Guidance x3, Resistance x2. 1=Jump, Foundation of Stone, Longstrider, Ram's Might, Shillelagh. 2=Barkskin, Bear's Strength, Bull's Endurance, Mountain Stance, Spider Climb. 3=Lion's Charge, Thunderous Roar, Tremor. 4=Essence of the Raptor, Spark of Vitality. 5=Stoneskin.

Powerful Build (Ex): Identical to the racial ability listed in page 12 of the Expanded Psionics Handbook.

Unusual Grace (Su):A Dire Nymph adds her Charisma bonus to her Saves and as a Deflection Bonus to her Armor Class.

Wild Empathy(Ex): This works like the Druids class feature except the Dire Nymph has a +6 racial bonus on the check.

Combat: Dire Nymph's usually buff themselves as much as possible before combat if they know it's coming. Unless the Fury takes them. Then they tend to simply go berserk and wade into the fight.

GoC
2008-03-22, 12:14 PM
The Armordillo's pretty neat!:smallcool:
I think you should make a more advanced version that has some defences though. As it is a child with a wand of magic missile can kill it. Surely it would evolve some defences against that?
How about when it rolls up into a ball it gets hardness 10?

MythMage
2008-03-22, 12:38 PM
That armordillo is more than CR 1. Though it won't deal much damage, it will be dealing damage while the PCs will be dealing none for most of the fight. It's at least 3rd level before they can get the resources to hurt it more often than once every three rounds or so (without wasting all your spells on magic missile - if you've spent all your spells to kill it, it's earned its CR), so it's at least CR 3.

Bhu
2008-03-22, 04:48 PM
Formatted the Dire Nymph, tweaked the Armordillo.


Up next, more golems!

Bluelantern
2008-03-22, 05:13 PM
As long as you give me credit I have no problem, but I posted these on the Wizards boards a while back. And someone tells me if I post it on their boards, they own it. One of the reasons other than 4e im considering a move here.
No problem about the credit. And I am not sure if they actually do something like you said.


Alcohol only burns if it's above a certain proof. And if it is it burns fast, so it would be like an explosion.

Don't forget what is really important here:

Fire.
Fire!!! =D

Bhu
2008-03-23, 02:54 PM
I can't remember where it's at, but there were some really ticked off people about it a while back. If you post material on Wizards board you give them the license to use it. Sucks huh?

Aaaand here's another Golem:

Gunpowder Golem
Medium Construct
Hit Dice: 2d10 +20 (31 hp)
Initiative: +0
Speed: 40’ (8 squares)
Armor Class: 10, touch 10, flat-footed 10
Base Attack/ Grapple: +1/ +2
Attack: Slam + 2 melee (1d4+1)
Full Attack: Slam +2 melee (1d4+1)
Space/ Reach: 5’/ 5’
Special Attacks: Berserk, Engulf
Special Qualities: Construct traits, Damage Reduction 10/ Bludgeoning, Dark
Vision 60’, Immunity to Magic, low-light vision, Explosive
Saves: Fort +3, Ref + 3, Will + 3
Abilities: Str 13, Dex 11, Con --, Int --, Wis 11, Cha 1
Skills: ---
Feats: ---
Environment: Any
Organization: Solitary or Gang ( 2-4) or battle group (10 –40)
Challenge Rating: 2??
Treasure: None
Alignment: Neutral
Advancement: 4-8 HD (medium), 9-18 (large), 19-27 HD (huge)
Level Adjustment: ---


"A shifting humanoid pile of dark powder shambles toward you. You think it might be a dust or ash golem until it slaps Sergeant Bertrand and explodes. Here's hoping the rest of the front line doesn't share his smoking habit"

A Gunpowder Golem is made from gunpowder or something similar as the name implies. It was of course invented by the Gnomes who like inventing things almost as much as they like seeing them explode. It's also the reason Gnomes are banned in some polite societies. Strangely the Panda Folk also make them, and they're known for being an ultra polite society.

Berserk (Ex): When a Gunpowder Golem enters combat there is a cumulative 1% chance per round it goes berserk and attacks the nearest living (or moving) creature near it until none are left. Once a Gunpowder Golem goes berserk there is no known method of re establishing control.

Engulf (Ex): A Gunpowder Golem can attempt to smother an opponent by engulfing it in combat. If it succeeds with a grapple check against a living opponent that breathes it engulfs it. Instead of regular grapple damage the victim begins to suffocate (see page 304 of the DMG).

Immunity to Magic(Ex): The Gunpowder Golem is immune to any spell or spell like ability that allows spell resistance. The one exception is anything doing fire or electricity damage (see below).

Explosive (Ex): If the Gunpowder Golem takes 1 point of fire or electricity damage it explodes. Damage and the area of effect are based on Size. Opponents in the area get a DC 13 Reflex Save for half damage unless they are being grappled by the Gunpowder Golem. Save DC is Constitution based. Damage is 3d6 plus 1d6 for every 2 Hit Dice the Golem has. Area of Effect depends on the Golems size: Medium is 10' radius, Large is 20', Huge is 40'. The explosions area of effect is covered by a thick cloud of smoke for 1d6 minutes afterwards (strong winds will disippate this in 1d6 rounds instead). Entering the smoke has the same effect as breathing heavy smoke (see page 304 of the DMG). Needless to say this also kills the Golem.

Skills: Gunpowder Golems have a racial bonus to the DC of the Explosive ability based on their Size:Medium: +2. Large: +4, Huge: +8.

Combat: Gunpowder Golems realize their explosive nature. They will avoid opponents with fire until they can get close enough to grapple or do serious damage if fire is used. If opponents have no obvious fire they charge in and go straight to the Engulf attack.

Construction: A Gunpowder Golem is made from 200 pounds of gunpowder treated with rare alchemical compounds costing at least 1000 GP. Assembling the Body requires a DC 20 Craft (alchemy) check.

CL 11th; Craft Construct (see MM page 303), Animate Object, Geas/Quest, Fireball, Caster must be 11th Level. Price 8000 GP; Cost 4000 GP + 160 XP

Bhu
2008-03-24, 01:21 AM
Marble Golem
Large Construct
Hit Dice: 11d10+30 (90 hp)
Initiative: +1
Speed: 30’ (6 squares)
Armor Class: 24 (-1 Size, +1 Dex, + 14 Natural), touch 10, flat-footed 23
Base Attack/ Grapple: +8/ +16
Attack: Slam + 10 melee (1d8+4)
Full Attack: 2 Slams +10 melee (1d8+4)
Space/Reach: 10’/ 10’
Special Attacks: Berserk, Marbles
Special Qualities: Construct Traits, Damage Reduction 15/ Adamantine or Bludgeoning,
Dark Vision 60’, Immunity to Magic, Low-light Vision, Scattering
Death
Saves: + 3, Ref +4, Will +3
Abilities: Str 18, Dex 12, Con --, Int – Will 11, Cha 1
Skills: ---
Feats: ---
Environment: Any
Organization: Solitary or Gang (2-4)
Challenge Rating: 9
Treasure: None
Alignment: Neutral
Advancement: 12-18 HD (Large)
Level Adjustment: ---


"A large humanoid figure composed entirely of marbles held together by some magical force shambles toward you as all you can think is " ^^^^ I really hate those friggin' Gnomes..."

Berserk (Ex): When a Marble Golem enters combat there is a cumulative 1% chance per round it goes berserk and attacks the nearest living (or moving) creature near it until none are left. Once a Gunpowder Golem goes berserk there is no known method of re establishing control.

Marbles (Ex): At will as a Standard action a Marble Golem can scatter and become a sheet of living moving marbles. It covers a 20' area. Anything entering the area is subject to a free trip attack that does not provoke an attack of opportunity. If the trip attack is successful, the opponent takes 1d6 subdual damage. The golem itself is considered a swarm of thousands of Fine sized constructs, and has appropriate swarm traits in this form (i.e. Distraction, Immune to Weapon Damage, etc) with 2 exceptions: It doesn't get the usual Swarm attack, just the special trip attacks. And it doesn't suffer the penalties from wind based attacks swarms of Fine sized creatures usually do.

Immunity to Magic(Ex): The Marble Golem is immune to any spell or spell like ability that allows spell resistance, with the exception of Shatter.

Scattering Death (Ex): Upon being killed a marble golem covers a 20' area with marbles. Anything entering or leaving this area must make a DC 15 Balance check or fall prone taking 1d6 subdual damage.

Combat: Gnomes usually have Marble Golems act as spoilers, using their Marbles attack to throw the enemy into disarray.

Construction: A Gunpowder Golem is made from 500 pounds of marbles treated with rare alchemical compounds costing at least 500 GP. Assembling the Body requires a DC 20 Craft (glassblowing) check.

CL 11th; Craft Construct (see MM page 303), Animate Object, Geas/Quest, Caster must be 11th Level. Price 32000 GP; Cost 16000 GP + 640 XP

DracoDei
2008-03-24, 02:20 AM
If all Marble Golems are Large why did you even include the possibility of one taking up a 20' square when it discorporates?

Also, what exactly does the military role of "spoiler" mean?

Bhu
2008-03-24, 12:56 PM
If all Marble Golems are Large why did you even include the possibility of one taking up a 20' square when it discorporates?

Also, what exactly does the military role of "spoiler" mean?

You'll notice under advancement they can be made to be Large.

A spoiler is someone who won't win a fight themselves, but can side with someone else putting them over the top.

DracoDei
2008-03-24, 03:03 PM
Yes, but they START OUT as large... according to the size/type line and confirmed in the Armor Class line and the space/reach line. Even the BAB combined with the strength score, and compared to the attack bonuses for the slams says that this is a large creature as listed in the default entry.

Bluelantern
2008-03-24, 08:11 PM
What in the name of the dark ones is a Carnal Mindflayer?

StoryKeeper
2008-03-24, 08:34 PM
I love these creatures of yours! I'm thinking up a gang of were-kitten spies for my players to encounter the next time I DM.

Bhu
2008-03-25, 03:47 AM
Yes, but they START OUT as large... according to the size/type line and confirmed in the Armor Class line and the space/reach line. Even the BAB combined with the strength score, and compared to the attack bonuses for the slams says that this is a large creature as listed in the default entry.

D'OH!!!!

Sorry bout that. Sometimes I type these things in at 3 am...

Bhu
2008-03-25, 03:53 AM
What in the name of the dark ones is a Carnal Mindflayer?

There's an over the top silliness campaign i run where in a potentially nutty jester diety kidnaps beings from the various DnD worlds and places them in a demidimension only he knows the way in or out of.

In the case of the Mindflayers he kidnapped, they were cut off from their gods and from the Elder Brains, and from everything they knew. So they began experimenting heavily to find a way to continue the species once their tadpoles started dying. After successfully mutating themselves they now reproduce by mating like most other species, and lay eggs which they must guard. The mutations also had the side effect of breaking them mentally, and now their hormones and emotions run roughshod. Some of them go quietly insane, some become serial killers, some become hare krishnas, and some begin a campaign to amass "a harem of supple young elf boys." Hence the term 'carnal.' Since they've rediscovered sex, and can enjoy it now, many are making up for lost time much to the dismay of the other species in the underdark.

They are in a sense, a people with "issues."

Bluelantern
2008-03-25, 10:59 AM
They are in a sense, a people with "issues."

Now I am very afraid to ask about the others...

FatherMalkav
2008-03-25, 01:30 PM
Think you could share the Whale Golem, Yellow Beholder, and to a lesser extent Pan-Da?

Bhu
2008-03-25, 02:05 PM
Now I am very afraid to ask about the others...

Instead of producing a Ulitharid every so often the Carnal Mindflayers beget various freaky mutations, which is what the others listed are.


Will be posting more critters tonight when i get home from work.

DracoDei
2008-03-25, 07:53 PM
D'OH!!!!

Sorry bout that. Sometimes I type these things in at 3 am...

Perfectly alright... I do that too, and it is infinitely kinder to the other board members than delaying typing up something they are looking forward to IMHO.

Bhu
2008-03-26, 12:25 AM
Whale Golem
Gargantuan Construct
Hit Dice: 50d10+60 (335 hp)
Initiative: -1
Speed: Swim 40’ (8 squares)
Armor Class: 28 (- 4 Size, +22 Natural)
Base Attack/ Grapple: +37/ +49
Attack: Tail Slap + 45 melee (2d12+12)
Full Attack: Tail Slap +45 melee (2d12+12)
Space/Reach: 20’/ 15’
Special Attacks: Ram, Sonar Blast
Special Qualities: Construct Traits, Damage Reduction 15/ Adamantine, Dark Vision
60’, Immunity to Magic, Low-light Vision, Blindsight 120’, Cargo
Saves: Fort +16, Ref +15, Will +16
Abilities: Str 35, Dex 8, Con --, Int--, Wis 11, Cha 1
Skills: ----
Feats: ---
Environment: Any aquatic
Challenge Rating: 17
Organization: Solitary
Alignment: Neutral
Advancement: ---
Level Adjustment: ---

"A huge clockwork whale bursts from the water and swims into the bay. You can hear gnomish laughter. They've been drinking again..."

The Whale Golem was developed by the Gnomish Nations as a way to explore the seas, not, we repeat not, as a drunken bet as has been widely reported. Why the Gnomes are interested in exploring the oceans is unknown, but since they have a wide range of odd behaviors manifesting in their society no one really questions it. After all there are Gnomes who collect Dragon poop. Bizarre Golems should come as no surprise. Most people believe they made it just to prove they could.


Ram (Ex): Whenever the Whale Golem does a charge it does 4d6+24 damage. If it uses this against a boat it has a 95% chance of capsizing the boat if it is 30' or less. Boats 31+ feet long have only a 50% chance.

Sonar Blast (Su): Once every 14 rounds the Whale Golem can focus it's sonar to unleash a devastating attack in a 120' cone. It loses it's blindsight ability on any turn the Blast is used. Damage is 24d8 sonic and anyone in the cones area of effect must make a DC 35 Fortitude Save or be permanently deafened. They may also make a DC 35 Reflex Save for half damage.Save DC is 10 plus half hit dice.

Cargo: The Whale Golem can hold up to 16 small creatures in its cargo hold, and contains enough air for 24 hours before it needs to resurface. Optionally it can hold cargo equal to its heavy encumbrance value.

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

Combat: On it's own the Whale Golem will blast any threat with it's Sonar before ramming it and then bludgeoning whatever is left repeatedly. If there are Gnome riders they can give it orders of course.

Construction: A Whale Golem is made from 30 tons of steel treated with rare alchemical compounds costing at least 50000 GP. Assembling the Body requires a DC 25 Craft (clockworks) check.

CL 11th; Craft Construct (see MM page 303), Animate Object, Geas/Quest, Cacophonic Burst, Caster must be 11th Level. Price 230000 GP; Cost 115000 GP + 4600 XP

Bhu
2008-03-26, 12:28 AM
Yellow Beholder
Large Aberration
Hit Dice: 10d8+40 (85 hp, 105 while raging)
Initiative: +6
Speed: 5 ft. (1 square), fly 20 ft. (4 squares, good)
Armor Class: 26 (-1 Size, +2 Dex, +15 Deflection), touch 26, flat-footed 24
While raging 24 (-1 Size, -2 Rage, +2 Dex, +15 Deflection), touch 24,
flat-footed 22
Base Attack/Grapple: +7/+13
Attack: Bite +8 melee (2d6+3), during rage Bite +10 melee (2d6+6)
Full Attack: Bite +8 melee (2d6+3), during rage Bite +10 melee (2d6+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Ghost Touch, Fruit Rage
Special Qualities: Flight, Dark Vision 60 ft.
Saves: Fort +7, Ref +5, Will +9 (+11 during Fruit Rage)
Abilities: Str 14 (18), Dex 14, Con 18 (22), Int 8, Wis 15, Cha 10
Skills: Hide +5, Intimidate +3, Listen +4, Move Silently +5, Spot +4
Feats: Improved Initiative, Improved Natural Attack, Dodge.
Mobility
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Neutral
Advancement: 11-15 HD (Large), 16-30 HD (Huge)
Level Adjustment: ---

"Floating in front of you is a large yellow sphere with black pupil less eyes and a huge mouth. It seems to be eating a ghost if thats possible.....Man, you've really gotta stop sampling the local mushrooms..."

Yellow Beholders were created from lesser Beholderkin to exterminate the nasty problem of Beholder Ghosts. Since Beholders tend to assassinate one another with some frequency, they tend to have a high portion of their race returning from the dead with unfinished business. Unfortunately the Yellow Beholder isn't very bright. It tends to attack anything incorporeal and it also devastates fruit crops sometimes used to feed slave races. Most Beholders kill them on sight. Farmers and Undead aren't very fond of them either. Yellow Beholders speak Beholder. They are roughly 10' in diameter and usually weigh as much as a large buffalo.

Ghost Touch (Ex): Yellow Beholders can touch (and be touched by) Incorporeal creatures. Each still uses its deflection AC bonus against the other, but they are both solid for purposes of fighting each other. Incorporeal creatures are the Yellow Beholders main food source. It also likes fruit which causes some problems....

Fruit Rage (Ex): Most forms of fruit are highy toxic to Yellow Beholders, as well as incredibly addictive. If a Yellow Beholder eats fruit it must make a Fortitude Save (DC 20) or fly into a destructive Rage. This Rage is identical to the Barbarian Rage ability (including duration), and also increases the Yellow Beholders Flight Speed to 30. Stats in parentheses are for while raging. While raging, Yellow Beholders will attack about anything. (Fruit is effectively a poison, Ingested, Fort Save DC 20, Initial and Secondary damage Rage).

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

Combat: Yellow Beholders tend to ignore anything that doesn't attack them first except fruit trees and incorporeal beings which it immediately attacks and begins biting until one of them is eaten or dead. Usually the fruit trees don't fight back but there have been exceptions.

Bhu
2008-03-26, 12:33 AM
Pan-Da
Medium Fey
Hit Dice: 5d6+6 (23 hp)
Initiative: +1
Speed: 40’ (8 squares)
Armor Class: 15 (+1 Dex, + 4 Natural), touch 11, flat-footed 14
Base Attack/Grapple: +2/ +6
Attack: Claw + 6 melee (1d4+4)
Full Attack: 2 Claws +6 melee (1d4+4) and 1 Bite +1 melee ( 1d6+2)
Space Reach: 5’/ 5’
Special Attacks: Pipes, Spell Like Abilities
Special Qualities: Damage Reduction 5/Cold Iron, low-light vision, Wild Empathy,
Spell Resistance 15
Saves: Fort: +3, Ref + 5, Will + 5
Abilities: Str 18, Dex 13, Con 14, Int 15, Wis 13, Cha 18
Skills: Bluff + 8, Climb +8, Concentration + 6, Diplomacy +8, Handle Animal + 8,
Heal +5, Hide +5, Intimidate +8, Knowledge (Nature) + 6, Listen + 6, Move
Silently + 5, Search + 6, Sense Motive +8, Spellcraft +6, Spot + 5, Survival + 5
Feats: Alertness, Endurance, Self-Sufficient
Environment: Temperate Forests
Organization: Solitary
Challenge Rating: 3 without pipes, 5 with??
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: 6-7 HD (Medium), 8-12 HD (Large)
Level Adjustment: --

"Stop me if you've heard this one..."

"NO MORE PUNS!!!"

"Well fine Mr. Touchy Wizard, I just guess I'll settle for doing things to you while your sleeping."

The Pan-Da appears to be a large slightly anthropomorphic panda with short stubby horns (or moose antlers), carrying reed pipes. Some even have cloven hooves for feet. They are whimsical forest guardians, preferring bamboo or pine forests to all others. Approached respectfully (or if offered wine or honey) they can be excellent guides and helpers. Otherwise your in deep trouble as it decides to spend all it's time pulling pranks on you or telling bad puns until you wish for death. They stand about 6' tall, weighing in at 350 pounds, and speak Common and Sylvan.

Pipes (Su): The pipes carried by Pan-Da are identical to those carried by Satyrs.

Spell Like Abilities (Sp): The Panda casts spells from the Bard list, but his spells per day are those of a 5th level Sorcerer. Instead of spells they are considered spell like abilities.

Wild Empathy (Ex): This is identical to the Druid class feature, except the Pan-Da has a +6 Racial Bonus on the roll.

Combat: Pan-Da's usually avoid combat, using their Pipes or spells to lead opponents into trouble. However should this fail they have no problem wading in and beating the unholy crap out of individuals. Groups are another matter....groups they pick at one by one from the cover of the forest.

DracoDei
2008-03-26, 04:21 AM
While the final number is correct you forgot to retain the DEX modifier in listing out the contributing factors to the Yellow Beholder's AC... very cool joke when I got it though... :smallbiggrin:

Bhu
2008-03-27, 02:01 AM
Armored Turtle
Small Construct
Hit Dice: 1d10+10 (15 hp)
Initiative: -1
Speed: 10’ (2 squares)
Armor Class: 22 (+1 Size, +12 Natural, -1 Dex), touch 10, flat-footed 22
Base Attack: +0/ -3
Attack: Bite + 2 melee (1d3+1) or Lesser Orb of Fire +1 Ranged Touch (1d8)
Full Attack: Bite +2 melee (1d3+1) or Lesser Orb of Fire +1 Ranged Touch (1d8)
Space/Reach: 5’/ 5’
Special Attacks: Lesser Orb of Fire
Special Qualities: Construct Traits, Damage Reduction 5/ Adamantine, Dark Vision
60’, low-light Vision
Saves: Fort +2, Ref +1, Will +2
Abilities: Str 12, Dex 8, Con --, Int --, Wis 11, Cha 1
Skills: ---
Feats: ---
Environments: Any
Organization: Solitary, Gang (2-4), or Battalion (10-40)
Challenge Rating: 3
Treasure: None
Alignment: Neutral
Advancement: 2-8 HD (medium), 9-12 HD (large)
Level Adjustment: ---

"Before you is a clockwork turtle roughly 3 feet in diameter with a turret of some sort in its shell. Obviously it must be a Gnome creation, only they would be so gauche..."

Armored Turtles were created by the Gnomish nations to meet a need for armored soldiers, as most of their own people were unwilling to fit that description. They became immensely popular, and many variations were made, some quite large. Armored Turtle battalions were snuck into enemy territory and allowed to lay waste to it with their fire before being mothballed until the next time they were needed. Most of them are the size of a particularly fat halfling, and weigh about 200 pounds or more.

Lesser Orb of Fire (Sp): Once every other round the Turtle may 'cast' Lesser Orb of Fire from the turret in its back. Caster level is equal to the Turtles Hit Dice. Some Turtles have one of the other Lesser Orb spells, but these are rare. Medium or larger Armored Turtles are usually upgraded to the Orb of Fire spell.

Combat: Armored Turtle are pretty straight forward. They simply hold position and fire away with their Lesser Orb of Fire. If anyone gets close they bite.

Construction: An Armored Turtle is made from 235 pounds of steel treated with rare alchemical compounds costing at least 500 GP. Assembling the Body requires a DC 20 Craft (clockworks) check.

CL 11th; Craft Construct (see MM page 303), Animate Object, Geas/Quest, Lesser Orb of Fire, Caster must be 11th Level. Price 6000 GP; Cost 3000 GP + 120 XP

Bhu
2008-03-28, 02:07 AM
Electric Yak
Large Construct
Hit Dice: 12d10+30 (96 hp)
Initiative: +0
Speed: 40’ (8 squares)
Armor Class: 18 (-1 Size, +9 Natural), touch 9, flat-footed 18
Base Attack: +9/ + 17
Attack: Gore + 15 melee (1d10+7)
Full Attack: Gore +15 melee (1d10+7)
Space/Reach: 10’/ 5’
Special Attacks: Electrified Charge
Special Qualities: Construct Traits, Damage Reduction 10/ Adamantine, Dark Vision 60’, Lowlight vision
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 25, Dex 10, Con--, Int --, Wis 11, Cha 1
Skills: ---
Feats: ---
Environment: Any
Organization: Solitary, Gang (2-4), Battalion (6-30)
Challenge Rating: 9 ???
Treasure: None
Alignment: Neutral
Advancement: 13-30 HD (large), 31-42 HD (huge)
Level Adjustment: ---

"You see what appears to be a large clockwork Yak. The Gnomes have been busy again. The boss really doesn't pay you enough for this."

Yet another clockwork experiment by the Gnomish Nations, the Electric Yak is called by some increasing proof of their insanity. The Yaks are usually used as Cavalry, breaking through opposing forces. It looks much like a clockwork Yak made from high grade steel.

Electrified Charge (Su): When an Electric Yak charges it does 3d6+14 damage, plus an additional 2d6 electrical damage.

Combat: Electric Yaks generally Charge, and then repeatedly gore until their opponent falls or they do. They are unimaginative as fighters, but remain dangerous because of their massed numbers.

Construction: An Electric Yak is made from 2000 pounds of steel treated with rare alchemical compounds costing at least 5000 GP. Assembling the Body requires a DC 20 Craft (clockworks) check.

CL 11th; Craft Construct (see MM page 303), Animate Object, Geas/Quest, Lightning Bolt, Caster must be 11th Level. Price 60000 GP; Cost 30000 GP + 1200 XP

GoC
2008-03-28, 04:50 PM
While the final number is correct you forgot to retain the DEX modifier in listing out the contributing factors to the Yellow Beholder's AC... very cool joke when I got it though... :smallbiggrin:

Agreed.:smallbiggrin:

Bhu: I don't suppose you have an automated tank in your critter box...? I want one of those for my "magically advanced" army.
Love the turtle!

Bhu
2008-03-28, 06:52 PM
Agreed.:smallbiggrin:

Bhu: I don't suppose you have an automated tank in your critter box...? I want one of those for my "magically advanced" army.
Love the turtle!

Not yet, but I will eventually. Here's the only othe Construct I have done so far:

Putty Panda
Large Construct
Hit Dice: 10d10+30 (85 hp)
Initiative: -1
Speed: 20’ (4 squares)
Armor Class: 22 (-1 Size, -1 Dex, +14 natural), touch 8, flat-footed 22
Base Attack/ Grapple: +7/ +26
Attack: Slam + 13 melee (1d10+7)
Full Attack: 2 slams +13 melee (1d10+7)
Space/ Reach: 10’/10’
Special Attacks: Berserk, Adhesion, Smother, Improved Grab
Special Qualities: Construct Traits, Damage Reduction 10/ Bludgeoning and
Adamantine, Dark Vision 60’, Immunity to Magic, Low-light
Vision, Immune to Magic
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 25, Dex 8, Con --, Int --, Will 11, Cha 1
Skills: ---
Feats: ---
Environment: Any
Organization: Solitary or Gang (2-4)
Challenge Rating: 10?
Treasure: None
Alignment: Neutral
Advancement: 12-18 HD (large)
Level Adjustment: ---


"Y'know...even from here I just know that thing is trouble..."

One of the few Golems known whose design is obviously deranged, and that ISN'T a creation of the Gnome Kingdoms, the Putty Pandas are the guardians and sometimes foot soldiers of the Pandafolk. It appears to be a large anthropomorphic Panda made from some sort of sticky putty. About 600 pounds or more of sticky putty.

Berserk (Ex): When a Putty Panda enters combat there is a cumulative 1% chance per round it goes berserk and attacks the nearest living (or moving) creature near it until none are left. Once a Putty Panda goes berserk there is no known method of re establishing control.

Adhesion (Ex): Putty Pandas are incredibly sticky. Anyone striking them with a wepon must make a DC 15 Reflex Save (Save DC is Con based) or their weapon is stuck to the Putty Panda. They will have to succeed in a Grapple check to pull it free. Putty Pandas receive a +8 Racial Bonus to Grapple checks.

Improved Grab (Ex): A Putty Panda that successfully hits with a Slam attack can immediately make a Grapple check as a Free Action without provoking an attack of opportunity. If it succeeds it can use it's Smother attack on any opponent 1 Size Class smaller than itself. Due to it's adhesive nature the Putty Panda can grapple a creature of any size class.

Smother (Ex): Any living creature that requires air and that is Pinned successfully in a Grapple by a Putty Panda begins to suffocate (see DMG page 304).

Immune to Magic (Ex): Putty Pandas are immune to any spell or spell like ability that allows Spell Resistance.

Combat: Putty Pandas usually just charge and grapple. They aren't really bright or subtle. And of course they're made for grappling so they may as well take advantage of it.


Construction: A Putty Panda is made from 600 pounds of silly putty treated with rare alchemical compounds costing at least 1000 GP. Assembling the Body requires a DC 20 Craft (alchemy) check.

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

Ninjalitude
2008-03-28, 08:43 PM
Yellow Beholder
Large Aberration
Hit Dice: 10d8+40 (85 hp, 105 while raging)
Initiative: +6
Speed: 5 ft. (1 square), fly 20 ft. (4 squares, good)
Armor Class: 26 (-1 Size, +2 Dex, +15 Deflection), touch 26, flat-footed 24
While raging 24 (-1 Size, -2 Rage, +2 Dex, +15 Defelction), touch 24,
flat-footed 22
Base Attack/Grapple: +7/+13
Attack: Bite +8 melee (2d6+3), during rage Bite +10 melee (2d6+6)
Full Attack: Bite +8 melee (2d6+3), during rage Bite +10 melee (2d6+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Ghost Touch, Fruit Rage
Special Qualities: Flight, Dark Vision 60 ft.
Saves: Fort +7, Ref +5, Will +9 (+11 during Fruit Rage)
Abilities: Str 14 (18), Dex 14, Con 18 (22), Int 8, Wis 15, Cha 10
Skills: Hide +5, Intimidate +3, Listen +4, Move Silently +5, Spot +4
Feats: Improved Initiative, Improved Natural Attack, Dodge.
Mobility
Environment: Any
Organization: Solitary
Challenge Rating: 5 ???
Treasure: Standard
Alignment: Neutral
Advancement: 11-15 HD (Large), 16-30 HD (Huge)
Level Adjustment: ---

"Floating in front of you is a large yellow sphere with black pupil less eyes and a huge mouth. It seems to be eating a ghost if thats possible....."

Yellow Beholders were created from lesser Beholderkin to exterminate the nasty problem of Beholder Ghosts. Since Beholders tend to assassinate one another with some frequency, they tend to have a high portion of their race returning from the dead with unfinished business. Unfortuneately the Yellow Beholder isnt very bright. It tends to attack anything incorporeal and it also devastates fruit crops sometimes used to feed slave races. Most Beholders kill them on sight. Farmers and Unded arent very fond of them either. Yellow Beholders speak Beholder.

Ghost Touch (Ex): Yellow Beholders can touch (and be touched by) Incorporeal creatures. Each still uses its defelction AC bonus against the other, but they are both solid for purposes of fighting each other. Incorporeal creatures are the Yellow Beholders main food source. It also likes fruit which causes some problems....

Fruit Rage (Ex): If a Yellow Beholder eats fruit it must make a Fortitude Save (DC 20) or fly into a Destructive Rage. This Rage is identical to the Barbarian Rage ability, and also increases the Yellow Beholders Flight Speed to 30. Stats in parentheses are for while raging.

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

Combat: Yellow Beholders tend to ignore anything that doesnt attack them first except fruit trees and incorporeal beings which it immediately attacks and begins biting until one of them is eaten or dead.

My Pac-sense is tingling........

Bhu
2008-03-29, 02:17 AM
Okay I believe I had a request way back for the Floaters
Will return to format

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

Suncatcher
Medium Ooze
Hit Dice: 3d10+15 (31 hp)
Initiative: -5
Speed: 5 ft. flight, poor(1 square)
Armor Class: 5 (-5 Dex), touch 5, flat-footed 5
Base Attack/Grapple: +2/+2
Attack: -
Full Attack: -
Space/Reach: 5 ft./5 ft.
Special Attacks: Solar Ray
Special Qualities: Solar Charge, Blindsight 60 ft, ooze traits, Solar Flight, Solar Defense, Flight
Saves: Fort +6, Ref -4, Will -4
Abilities: Str 5, Dex 1, Con 20, Int -, Wis 1, Cha 1
Skills: -
Feats: -
Environment: Upper Atmosphere
Organization: Solitary or Swarm (10 to 1000)
Challenge Rating: 2??
Treasure: None
Alignment: Always Neutral
Advancement: 4-6 HD (medium), 7- 10 HD (Large), 11-15 HD (Huge)
Level Adjustment: ----

Like most Floaters the Suncatcher is a jellyfish like creature that spends it's time floating through the skies catching food in one of several unique ways. In the Suncatchers case it feeds directly on solar energy. The cells making up it's body absorb sunlight converting it into food and defensive abilities. Unfortuneately this built up charge of energy doesn't last forever, and at night the Suncatchers are quite vulnerable. For this reason they stay as high in the atmosphere as they can. Even moonlight provides them enough to feed on, but it wont recharge their defensive batteries. And during breeding season they congregate by the thousands like all Floaters providing a massive hazard to the shipping lanes of the sky.

Solar Charge (Su): The Suncatcher accumulates one Power Point every 15 minutes it spends in strong sunlight, and 1 point every 30 minutes in moderate or weak sunlight. It can store a total number of Power Points equal to it's Constitution plus its Hit Dice (in the case of the base example 23). These Power Points fade at the rate of 1 every 15 minutes in darkness. The Suncatcher may use them to power it's Solar Ray, or enhance it's Speed, Saves, or AC. While it is in direct powerful sunlight it gets 1 free Power Point a turn it may use (these points are not cumulative).

Solar Defense (Su): The Suncatcher may expend Power Points to defend itself in a variety of ways. As an immediate action it can reduce damage it has taken by 2 points for every power point spent. As an immediate action it can gain a +4 racial bonus on all Saves for 1 round (costs 1 Power Point). As a standard acion it can gain a +4 Deflection Bonus to AC for 1 hour by spending 1 Power point (every 2 additional points spent increases the AC bonus by +1).

Solar Flight (Su): By expending Power Points the Sucatcher can increase its Flight Speed. Flight speed increases by +10 feet per point spent for 1 round. For each additional point spent it lasts another round. The Suncatcher may use this ability as an immediate action.

Solar Ray (Su): As a Standard action the Suncatcher may fire a ray of highly focused sunlight with a range of 60 feet. It does 1d6 fire damage per point spent. Creatures vulnerable to Sunlight (such as vampires) take double damage.

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

Combat Tactics: usually a Suncatcher will flee anything large or that it recognizes as a dangerous predator. Otherwise it fires its Ray at anything that gets in range.

Bhu
2008-03-29, 02:19 AM
http://i212.photobucket.com/albums/cc70/bhutastan/monsters/skytrap.jpg

Sky Trap
Medium Ooze
Hit Dice: 5d10+25 (52 hp)
Initiative: -5
Speed: 5 ft. (1 square)
Armor Class: 5 (-5 Dex), touch 5, flat-footed 5
Base Attack/Grapple: +3/+3
Attack: Touch +3 melee touch (poison)
Full Attack: Touch +3 melee touch (poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Ooze Traits, Partial Invisibility, Blindsight 60', Flight
Saves: Fort +6, Ref -4, Will -4
Abilities: Str 10, Dex 1, Con 21, Int -, Wis 1, Cha 1
Skills: -
Feats: Deadly Posion, Virulent Poison (see Savage Species)
Environment: Warm Skies
Organization: Solitary or Swarm (100 -1000)
Challenge Rating: 4??
Treasure: None
Alignment: Always Neutral
Advancement: 6-8 HD (Medium), 9-12 HD (Large)
Level Adjustment: ----

Sky Traps are nearly invisible transparent Floaters that sting small birds and other flying creatures for prey. They have few Predators do to their incredible natural defenses. Many ships hire Wizards of some sort to simply detect them and other similar hazards.

Poison (Ex): The Sky Trap is covered in posionous stinging cells all over it's body. Simply brushing by it is enough to receive horrible burning welts, sometimes which scar for life. Fortitude Save DC is 19 (save is Constitution based). Initial Damage is 1d3 Con, Secondary is 2d3 Con. Any opponent touching the Sky Trap with bare skin or attacking it with Natural weapons must also make a Fortitude Save or be affected by the Sky Traps poison.

Partial Invisibility (Ex): The Sky Trap is almost completely transparent. If it is remaining still and the opponent is more than 10' away it is effectively invisible. If it is moving and the opponent is more than 10' away the opponent may make a Spot check (DC 30) to notice it. If it is still and within 10' an opponent may make a Spot check (DC 20) to notice it. The Spot check DC is only 15 if it is moving. Creatures with an Int of 2 or less do not receive a spot check, for them the Sky Trap is effectively permanently invisible.

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

Combat: The Sky Trap never initiates combat unless it's opponent is at least 2 size classes smaller than it (it mostly feeds on birds and small flying animals). It relies on it's poisonous nature to defend itself against anything else.


Cloud Kraken
Gargantuan Magical Beast (Air)
Hit Dice: 20d10+180 (290 hp)
Initiative: +4
Speed: Fly 20 ft., Poor (4 squares)
Armor Class: 20 (-4 Size, +14 Natural), touch 6, flat-footed 20
Base Attack/Grapple: +20/+44
Attack: Tentacle +26 melee (2d8+10)
Full Attack: 2 Tentacles +26 melee (2d8+10), 6 Arms +24 melee (1d6+5), and 1 Bite +24 melee (4d6+5)
Space/Reach: 20ft./ 15ft. (30 ft with arms, 60 ft with tentacles)
Special Attacks: Improved Grab, Constrict 2d8+10 or 1d6+5
Special Qualities: Dark Vision 60', Cloud Screen, low-light vision, spell like abilities, Flight, Energy Resistance 50 (Electricity), Blindsight 120', Ship Sense
Saves: Fort +21, Ref +12, Will +11
Abilities: Str 30, Dex 10, Con 29, Int 24, Wis 20, Cha 15
Skills: Concentration +24, Hide +15, Intimidate +17, Knowledge (Geography) +22, Knowledge (Nature) +22, Knowledge (Arcana) +22, Knowledge (DM's choice) +22, Listen +28, Search +22, Sense Motive +17, Spot +28, Survival +20, Use Magic Device +17
Feats: Alertness, Improved Initiative, Iron Will, Multiattack, Multigrab, Greater Multigrab, Rending Constriction
Environment: Cloudy Layer
Organization: Solitary
Challenge Rating: 13??
Treasure: Triple Standard
Alignment: usually Neutral Evil
Advancement: 21-32 HD (Gargantuan), 33-60 HD (Collosal)
Level Adjustment: ----

"I remember back in aught four when I was on the Skyship Trieste. We'd flown down towards the Cloudy Layer in hopes of escaping a fleet of cannibal men. Most dangerous thing in the world to do, but we thought it would scare them off. It didn't. Worse yet a storm started brewin', and both them an us were caught in it. Thats when I saw the cloud off the port bow. Black and weird looking, and moving all wrong. Liek it was coming towards us. And then in a moment it was on us and all these arms erupted out of it and began picking men off the ships. Whatever it was smashed the fleet behind us, and you could hear the men screaming even over the winds. We seemed to barely escape with out lives. When I asked the Cap'n bout it later he said he'd accepted a bloody bargain once, and it was best I never spoke of it again."

Cloud Krakens are floating monstrosities that hide in the cloudy layers. Cousins to the marine monsters they are somewhat more intelligent, but less powerful of limb. They hide in the Cloudy Layer and prey on anything that gets close, unless that ship chooses to bargain with them (and they had best be damn quick about doing so).

Improved Grab (Ex): If the Cloud Kraken hits with an arm or tentacle attack it can attempt a Grapple as a free opportunity without provoking an attack of opportunity. If the grapple is successful it may constrict.

Constrict (Ex): A Cloud Kraken deals automatic arm or tentacle damage with a successful grapple check.

Flight (Ex): The Cloud Kraken is naturally buoyant, and effectively has a permanent Feather Fall spell in effect on itself.

Spell Like Abilites (Sp): Once per day the Kraken may cast Control Weather, Control Winds, Fog Cloud, and Sleet Storm as a 9th level Caster.

Cloud Screen (Ex): The Cloud Kraken may 'sweat' a sort of fog from it's pores once per day. This creates a cloud of fog about the Cloud Kraken that looks like a cloud effectively giving it total concealment to those outside the cloud, and partial concealment to those inside the cloud. It lasts up to 2 hours or until the Kraken dispels it. A moderate wind (11+mph) dispels the fog in 4 rounds while a strong wind (21+mph) dispels it immediately. usually this spell is used by a Cloud kraken not hiding in wait in the Cloudy Layer.

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

Ship Sense: A Cloud Kraken may sense the disruptions cause by a ship of Huge Size Class or larger up to 1 mile away.

Combat Tactics: Cloud Krakens are ambush predators. They lie in wait in the Cloudy Layer or in their Cloud Screen for prey to come close to them. Against intelligent opponents it will hide and use it's Spell Like abilities to soften them up before going in for the kill, grabbing and constricting as many opponenets as possible before disappearing into the clouds again. Once it has eaten them it will make another attack run unless the ship has surrendered and offered to make a deal. Details about Cloud kraken deals are sketchy but they seem to be offering safe passage for occasionally luring a meal into their clutches. The Cloud Krakens tentacles have 20 hp, and its arms 10 hp against sunder attempts. If it has a free arm it ill use it to make the attack of opportunity against the Sunder attempt. A Kraken will flee if it loses half its arms or both its tentacles. A Kraken regrows its lims in 1d10+10 days. Cloud Krakens speak Common and Auran.


http://i212.photobucket.com/albums/cc70/bhutastan/monsters/floaterghost.gif

Floater Ghost
Medium Ooze (Incorporeal)
Hit Dice: 4d10+24 (46 hp)
Initiative: +1
Speed: Fly 15 ft. , Good ( 3 squares)
Armor Class: 12 (+1 Dex, +1 Deflection), touch 12, flat-footed 11
Base Attack/Grapple: +3/+3 (+4 for Soul Grapple)
Attack: Touch +4 melee touch (Soul Grapple)
Full Attack: Touch +4 melee touch(Soul Grapple)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Soul Grapple
Special Qualities: Ooze Traits, Incorporeal, Blindsight 60', Flight
Saves: Fort +7, Ref +2, Will +2
Abilities: Str 10, Dex 13, Con 22, Int 4, Wis 13, Cha 13
Skills: -
Feats: Weapon Finesse (Touch)
Environment: Any
Organization: Solitary
Challenge Rating: 5????
Treasure: None
Alignment: Always Neutral
Advancement: 5-12 HD (Large)
Level Adjustment: ----

So called Floater Ghosts are evolutionary oddities like the Phase Spider. Not entirely in our universe and not entirely somewhere else, they feast on the life essence of the living and the undead. They will try to pull the souls of the living from their bodies to consume them, or simply attack incorporeal undead and try eating them on the fly. Due to their glowing bodies they find stealth impossible and usually prefer the direct approach.

Improved Grab (Ex): If the Floater Ghost hits with its Touch Attack it may initiate a Soul Grapple as a free action without provoking an attack of opportunity.

Soul Grapple (Su): The Floater Ghost tries to pull a living beings soul from it's body. This can only be done to living creatures who are not Outsiders or Elementals. This works like a normal Grapple except the Floater Ghost and its opponent use their Charisma modifiers instead of Strength or Dexterity modifiers. Feats or abilities that would normally effect grappling do not effect this. Any round in which the Floater Ghost achieves a Pin Result it does 1d3 Wisdom damage. When its opponents Wisdom reaches 0 it has pulled it's soul from his body and the energy released feeds it. The soul is free to go to it's respective afterlife. but many end up becoming incorporeal undead like ghosts or spectres. If the Floater Ghost attacks an Incorporeal Undead with it's Soul Grapple, proceed as if it has attacked a living creature. If it brings the Undeads Wisdom to 0 it is destroyed permanently.

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

Combat: Like most Floaters the Floater Ghost shows no signs of subtlety. Anything coming within range of its senses is immediately attacked if possible. It will retreat if it takes more than half its hit points in damage, especially from Force effects.

Bhu
2008-03-29, 02:21 AM
http://i212.photobucket.com/albums/cc70/bhutastan/monsters/blackfloater.jpg

Black Floater
Medium Ooze
Hit Dice: 6d10+42 (75 hp)
Initiative: +1
Speed: Fly 30 ft. (6 squares), good
Armor Class: 14 (+1 Dex, +3 Natural), touch 11, flat-footed 13
Base Attack/Grapple: +4/+7
Attack: Tentacle +7 melee (1d4+3)
Full Attack: 6 Tentacles +7 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Blood Drain
Special Qualities: Ooze traits, Blindsight 60', Flight
Saves: Fort +9, Ref +3, Will +2
Abilities: Str 16, Dex 12, Con 25, Int -, Wis 10, Cha 2
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 6??
Treasure: None
Alignment: Always Neutral
Advancement: 7-9 HD (Medium), 10-12 HD (Large)
Level Adjustment: ---

Skills: When floating between obervers and dark clouds (or at night) Black Floaters have a +8 Racial bonus to Hide checks. It loses this bonus if it has fed within the last 8 hours.

Black Floaters are an odd evolutionary offshoot. Instead of nematocysts stinging cells their tentacles are covered in small piercing mouths that drain blood from it's victims.

Improved Grab (Ex): If a Black Floater hits with a tentacle attack successfully it may attempt a grapple check as a free action without provoking an attack of opportunity. If successful it may use its Blood Drain.

Blood Drain (Ex): If a Black Floater makes a successful grapple check it does 1 point of Constitution Damage.

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

Combat: Black Floaters use their speed to run into the middle of foes, and then just begin lashing with tentacles until they get ahold of one. They flee after having drained a total of 8 points of Constitution or being reduced to half hit points.


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

Violet Floater
Medium Ooze
Hit Dice: 6d10+42 (75 hp)
Initiative: -4
Speed: Fly 15 ft. (3 squares), poor
Armor Class: 6 (-4 Dex), touch 6, flat-footed 6
Base Attack/Grapple: +4/+4
Attack: Tendril +4 melee touch attack (1d6 electricity)
Full Attack: 3 Tendrils +4 melee touch attack (1d6 electricity
Space/Reach: 5 ft./5 ft.
Special Attacks: Charged body, Discharge
Special Qualities: Ooze traits, Blindsight 60', Immune to Electricity, Absorption, Flight
Saves: Fort +9, Ref -2, Will +2
Abilities: Str 10, Dex 3, Con 25, Int -, Wis 10, Cha 2
Skills: -
Feats: -
Environment: Any
Organization: Solitary, Pair, Group (3-5)
Challenge Rating: 5??
Treasure: None
Alignment: Always Neutral
Advancement: 7-9 HD (Medium), 10-12 HD (Large)
Level Adjustment: ---

Violet Floaters have adapted to feed off the electrical discharges of the storms in the many cloudier regions, and are among the rarer Floaters. For the most part hey are harmless unless they are attacked.

Charged Body (Su): Anyone touching, grappling with, or attacking the Violet Floater with a natural or metallic weapon takes 1d6 electricity damage.

Discharge (Su): The Violet Floater discharges all the stored electricity it has in a 15' radius centered on itself. It may do this as a standard action. Damage done is equal to the damage it has absorbed.

Absorption (Su): The Violet Floater can absorb up to 10 points of electricity damage per hit die it has. It can store this charge for up to 24 hours.

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

Combat: Violet Floaters will ignore most beings unless they move toward it (it feeds on electricity after all). Some can be bribed to go away by blasting them with electricity spells (i.e. feeding them). Otherwise the Violet Floater will spend several rounds lashing anything that attacks it with tentacles before using its Discharge Attack (if it has stored energy) and running away.

Bluelantern
2008-03-29, 08:47 AM
Darn, I want to see the Carnal mindflayers but I am scared :smallfrown:

Also idea for new creature: Gnome-killing Vine, a revenge on those damn gnomes for creating all thos mechanical monster, the vine grows fast and likes to cover magical constructs (and the things inside them).

DracoDei
2008-03-29, 09:07 AM
A new class of creatures... nice.

Cloud Kraken should PROBABLY have some sort of Blindsight/Blindsense at least to the limits of the reach of its tentacles instead of the Blindfighting feat. Also, any of these with Poor or Clumsy (or maybe even average) maneuverability should have the Hover Feat or something like it (see Beholders for ideas), because I can't imagine them having to maintain forward speed to stay aloft (or plummeting even if KOed/paralyzed/slept).

Bhu
2008-03-29, 03:45 PM
Let me get the formatting and such done and Ill revise some stuff.

Bhu
2008-03-29, 07:57 PM
Revisions of Floaters and Kraken are up. And now for the one that needs soem serious changes:

Floating Reef
Colossal + Ooze
Hit Dice: 100d10+1200 (1750 hp)
Initiative: -5
Speed: Fly 20 ft., poor (4 squares)
Armor Class: 27 (-8 Size, -5 Dex, +30 Natural), touch -3, flat-footed 27
Base Attack/Grapple: +75/+106
Attack: Sting +82 melee (1d3+15 plus poison)
Full Attack: 100 Stings +82 melee (1d3+15 plus poison)
Space/Reach: 100 ft. x 100 ft./100 ft.
Special Attacks: Poison, Engulf, Improved Grab
Special Qualities: Blindsight 360', ooze traits, Flight, Fast Healing 10, Immunities, Imposing, Energy Resistance (Acid, Cold, Electricity, Fire) 30
Saves: Fort +45, Ref +28, Will +34
Abilities: Str 40, Dex 1, Con 35, Int -, Wis 12, Cha 2
Skills: -
Feats: -
Environment: Any sky
Organization: Solitary
Challenge Rating: 27??????
Treasure: None
Alignment: Always Neutral
Advancement: 100 +HD (Colossal)
Level Adjustment: ----

Floating Reefs are collections of individual creatures similar to jellyfish (all Floaters are). In the case of Floating Reefs though they have grown beyond all proportion. The one shown here is a typical member roughly a 100' around, with tentacles over 100' trailing beneath it similar to many jellyfish in a venomous dragnet. Unlike most other jellyfish though it has many, many tentacles capable of independent movement that it uses to defend itself or deal with large or troublesome prey. Many of these creatures have grown bigger and a legendary one called Paradise Lost is over a mile in diameter.

Engulf (Ex): A Floating Reef may wrap its opponent with dozens of small tendrils with a grapple check. As long as a Floating Reef maintains a Grapple the opponent takes 3d6 acid damage as the Reef devours it alive.

Improved Grab (Ex): If a Floating Reef makes a successful Sting attack it may attempt a Grapple as a free action without provoking an attack of opportunity. If successful it may use its Engulf attack.

Poison (Ex): Anyone touching the Floating Reef with their bare skin (i.e. grappling or making an attack with a natural weapon or unarmed strike) or hit by its Sting Attack must make a DC 72 Fortitude Save (Save is Constituion based), or be poisoned. Initial effect is Paralysis for 2d6 rounds, no secondary effect.

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

Immunities (Ex): A Floating Reef is immune to Sleep effects, disease, death effects, ability drain and damage, mind affecting effects, critical hits, non lethal damage, petrification, polymorph, poison, Stunning, fatigue and exhaustion. it is also immune to any spells or spell like abilities that allow Spell Resistance.

Imposing (Ex): Any living creature within 1 mile of a Floating Reef must make a DC 56 Willpower Save (Save DC is Charisma Based). If they make the save they are Shaken until the Floating Reef is out of sight. If they fail by 20 points or less they are Frightened. If they fail by 21-40 points they are Panicked. If they fail by 41 points or more they are Cowering.

Combat: A Floating Reef is usually content to simply drift and allow its dragnet of stinging tentacles to feed it. But if it sense large prey (or something big enough to be a nuisance it will head toward it, sting, and immediately try to Engulf it's paralyzed victim. A Reef can only bring one Sting attack to bear per square. So surrounding it is ironically a bad idea. Reefs are too stupid to understand the concept of retreat, and are better left alone.

Bhu
2008-03-30, 12:21 AM
Updated Critter list on front page

Bluelantern
2008-03-30, 03:55 PM
Where are the carnal mindflayers? :smallfrown:

Bhu
2008-03-30, 05:26 PM
Where are the carnal mindflayers? :smallfrown:

They need....serious PEACHing. Especially the CR/LA. I was going to work on them a little more before posting but here goes the 1st one:

Mindflayer, Carnal (not what you're thinking sicko monkeys)
Large Aberration
Hit Dice: 10d8+30 (75 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 16 (-1 Size, +2 Dex, +5 Natural), touch 11, flat-footed 14
Base Attack/Grapple: +7/+16
Attack: Tentacle +11 melee (1d6+5)
Full Attack: 4 Tentacles +11 melee (1d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Mind Blast, Psionic Powers, Improved Grab, Extract
Special Qualities: Power Resistance 25, Telepathy 100 ft.
Saves: Fort +6, Ref +5, Will +9
Abilities: Str 20, Dex 15, Con 16, Int 17, Wis 15, Cha 19
Skills: Bluff +9, Concentration +9, Diplomacy +9, Intimidate +0, Knowledge (Psionics) +9, Listen +9, Move Silently +8, Psicraft +8, Sense Motive +9, Spot +9, Use Psionic Device +9
Feats: Alertness, Combat Manifestation, Improved Initiative, Overchannel (Combat manifestation and Overchannel are found i nthe Expanded Psionics Handbook)
Environment: Underground
Organization: Solitary, Pair, Cult (3-6 plus 5-10 servants), or City (10-100)
Challenge Rating: 10
Treasure: Double Standard
Alignment: Usually Chaotic Evil
Advancement: By Character Class
Level Adjustment: +8


"Something about the Mindflayer in front of you seems a little off somehow. Maybe it's the nipple rings, or the leather dog collar, or the way it keeps staring at you, but something is waaaaay off..."

When first kidnapped and brought to the Jester's Realm the Mindflayer's were in a bit of a pickle. They were cut off from their God, the Elder Brains, and their entire society. They also seemed to be stricken by some sort of disease, and their tadpoles were failing. It was becoming obvious that they would no longer be able to reproduce by ceremorphosis. Something needed to be done. So the experimentation began, and eventually success was achieved at a horrible price. They now reproduced by the traditional method: having children. The accompanying changes also partially broke their minds driving them into mild lunacy. The resulting Mindflayers are much bigger than usual, and bulkier. They don't require eating brains to live, but are still addicted to them. While their society still (vaguely) resembles that of their ancestors, their newly Chaotic nature makes predicting what they will do or dealing with them an exercise in extreme patience. One might believe he is lord of the world (despite all evidence to the contrary). One might be obsessed with convincing pert young drow boys that joining her harem is a normal rite of passage for all drow men (really she swears). One might think that fire is the solution to all of life's problems (many of which are also coincidentally cause by his constantly setting fires). All of them are obsessed with slavery. Mostly to have minions to babysit their slavering carnivorous offspring (The Mindflayers haven't taken to parenting well). Carnal Mindflayers are usually at least 8' tall, and at least 500 lbs. They still speak Undercommon.

Psionic Powers: A Carnal Mindflayer manifests psionic powers as an 10th level Wilder. Save DC's are Charisma based.

Mind Blast (Su): This Psionic attack is a 60' Cone. Anything in it must make a DC 19 Willpower Save or be Confused for 3d4 rounds. The Save DC is Charisma Based. This power is the equivalent of a 4th level spell.

Improved Grab (Ex): If the Mindflayer hits a Small, Medium, Large, or Huge creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to attach its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn.

Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead.

Combat: Carnal Mindflayers are an unpredictable bunch. Each one is an individual and has their own fighting style they prefer.

DracoDei
2008-03-30, 05:55 PM
(The Mindflayers havent taken to parenting well).
For some reason I found that line pretty darn funny...

Bhu
2008-03-31, 12:26 AM
Okay I'm revising the Floating Reef. No way is that a 27 CR.

Bhu
2008-04-01, 02:47 AM
No thoughts on the Mindflayer?


Mindflayer Childer, Carnal
Small Aberration
Hit Dice: 2d8 (9 hp)
Initiative: +3
Speed: 20 ft. (4 squares)
Armor Class: 16 (+1 Size, +3 Dex, +2 Natural), touch 14, flat-footed 13
Base Attack/Grapple: +1/-4
Attack: Tentacle +4 melee (1d3-1)
Full Attack: 4 Tentacles +4 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Mind Blast, Psionic Powers, Improved Grab, Extract
Special Qualities: Power Resistance 10, Telepathy 30 ft.
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 8, Dex 17, Con 10, Int 10, Wis 13, Cha 13
Skills: Hide +7, Listen +5, Move Silently +4, Spot +5
Feats: Alertness, Weapon Finesse (B)
Environment: Underground
Organization: Solitary, Pair, or Horde (10-100)
Challenge Rating: 2??
Treasure: None
Alignment: Usually Chaotic Evil
Advancement: By Character Class
Level Adjustment: ---

"You hear kind of a gurgling sound followed by crying up ahead around the corner as well as some unidentified tearing sound. You round the bend just in time to see dozens of what look like baby Mindflayers ripping their way out of large, leathery eggs. They look at you in stunned surprise before charging, and falling down because their legs aren't quite steady yet. You flee after pooping yourself."

Carnal Mind Flayer children are surprisingly intelligent for their age, but mostly feral. While they can understand Undercommon they can't quite speak it yet, nor do they have the patience or craftiness of an adult. They travel in mobs eating alive anything they encounter (even possibly each other). Those that make it to young adulthood are taught the Mindflayer ways. Childer are about the same size as a Halfling.

Psionic Powers: A Carnal Mindflayer Childer manifests psionic powers as an 2nd level Wilder. Save DC's are Charisma based.

Mind Blast (Su): This Psionic attack is a 30' Cone. Anything in it must make a DC 12 Willpower Save or be Confused for 2d4 rounds. The Save DC is Charisma Based. This power is the equivalent of a 4th level spell.

Improved Grab (Ex): If the Mindflayer hits a Small or Smaller creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to atatch its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn.

Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead.

Combat: Mindflayer kids aren't subtle, and they definitely aren't tactical geniuses. Usually their idea of fighting consists of charging anything they outnumber, fleeing anything they don't (or thats to big), and mobbing or blasting the crap out of everything else.

Bhu
2008-04-02, 12:57 AM
Mindflayer Childer Mob, Carnal
Gargantuan Aberration
Hit Dice: 30d8 (135 hp)
Initiative: +0
Speed: 10 ft. (2 squares)
Armor Class: 11 (-4 Size, +3 Dex, +2 Natural), touch 9, flat-footed 8
Base Attack/Grapple: +22/-33
Attack: Mob (5d6)
Full Attack: Mob (5d6)
Space/Reach: 20 ft./0 ft.
Special Attacks: Mind Blast, Improved Grab, Extract, Expert Grappler, Trample 2d6-1
Special Qualities: Power Resistance 10, Telepathy 30 ft., Mob Anatomy
Saves: Fort +9, Ref +12, Will +17
Abilities: Str 8, Dex 17, Con 10, Int 10, Wis 10, Cha 10
Skills: Hide +7, Listen +4, Move Silently +4, Spot +4
Feats: Alertness, Improved Bull Rush (B), Improved Overrun (B), Weapon Finesse (B)
Environment: Underground
Organization: Solitary, Horde (3-6 Mobs)
Challenge Rating: 8??
Treasure: None
Alignment: Usually Chaotic Evil
Advancement: ---
Level Adjustment: ---


"Bob...I think I've had too much of your homemade wine...I could swear I see baby monsters devouring the horses.."

Note: Mob rules (Expert Grappler, Mob Anatomy) found in DMG II.

Trample (Ex): DC 24 Reflex Save for half damage.

Mind Blast (Su): This Psionic attack is a 30' Cone. Anything in it must make a DC 25 Willpower Save or be Confused for 2d4 rounds. The Save DC is Charisma Based. This power is the equivalent of a 4th level spell.

Improved Grab (Ex): If the Mindflayer hits a Small or Smaller creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to atatch its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn.

Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead.

Combat: Child mobs aren't that much different than solo Mindflayer kids, except they're more willing to take on groups, or bigger critters.


Mindflayer Egg Sac
Medium Aberration
Hit Dice: 5d8+5 (27 hp)
Initiative: +8
Speed: 30 ft. (6 squares), Climb 30 ft.
Armor Class: 19 (+4 Dex, +4 Natural), touch 14, flat-footed 14
Base Attack/Grapple: +3/+4
Attack: Claw +4 melee (1d4+1)
Full Attack: 4 Claws +4 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spray
Special Qualities: 60' Dark Vision, Low Light Vision, Spider Climb, Wide Angle Vision
Saves: Fort +2, Ref +5, Will +6
Abilities: Str 13, Dex 19, Con 13, Int 4, Wis 14, Cha 4
Skills: Climb +9, Hide +4, Listen +2, Move Silently +4, Spot +2
Feats: Improved Initiative, Run
Environment: Underground
Organization: Solitary or Creche (10-100)
Challenge Rating: 4??
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: ---

"Before you is a great room of more of the foul Mindflayer eggs. Tending them are strange, vaguely spiderlike creatures that seem to be all legs and eyes with some sort of pouch on their back for holding eggs. And to think you volunteered for this instead of the Kobold mission..."

The eggs of Carnal Mindflayers are terribly vulnerable. Therefore the Illithids engineered these creatures to carry them about. The Egg Sac is instructed to flee if anything approaches, and fight when it has to. When the young flayers hatch, it will become their first meal. They vary considerably but are usually vaguely insectoid with multiple eyes and limbs. They understand Common and Undercommon but cannot speak.

Spray (Ex): 30' line of acid once every 1d4 turns. 3d6 acid damage, DC 13 Reflex Save for half damage. Save DC is Constitution based.

Skills: Egg Sacs get a +8 Racial Bonus to Climb checks. They may always Take 10 on a Climb check regardless of the circumstances, and may even climb sheer surfaces or walls.

Combat: Egg Sacs usually try to flee after Spraying. They only fight in melee if cornered.

Bhu
2008-04-03, 01:12 AM
Carnal Mindflayer, Brute
Large Aberration
Hit Dice: 15d8+75 (142 hp, 187 hp Rage)
Initiative: +6
Speed: 50 ft. (10 squares)
Armor Class: 21 (-1 Size, +2 Dex, +10 Natural), touch 11, flat-footed 19
Rage AC: 19 (-1 Size, -2 Rage, +2 Dex, +10 Natural), touch 9, flat-footed 17
Base Attack/Grapple: +11/+22
Attack: Tentacle +17 melee (1d6+7)
(Rage) Tentacle +20 melee (1d6+10)
Full Attack: 4 Tentacles +17 melee (1d6+7) and 2 Claws +12 melee (1d8+3)
(Rage) 4 Tentacles +20 melee (1d6+10) and 2 Claws +15 melee (1d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved Grab, Extract, Rage
Special Qualities: Power Resistance 30, Dark Vision 60', Immunity to Psionics, Damage Reduction 5/-, Fast Healing 2
Saves: Fort +10 (Rage +13), Ref +7, Will +11 (Rage +14)
Abilities: Str 24 (Rage 30), Dex 15, Con 20 (Rage 23), Int 8, Wis 15, Cha 19
Skills: Climb +7, Hide +2, Intimidate +10, Listen +6, Move Silently +4, Spot +6, Survival +4
Feats: Alertness, Improved Initiative, Improved Natural Attack (Claws), Instantaneous Rage, Intimidating Rage, Power Attack
Environment: Underground
Organization: Solitary, Pair, or Pack (4-8)
Challenge Rating: 10
Treasure: Double Standard
Alignment: Usually Chaotic Evil
Advancement: By Character Class
Level Adjustment: ---

"TOR SMASH PUNY MINDFLERGL...Minfayble...Mind..SQUID GUYS!!!"

Every so often something results in a normal Mindflayer becoming a Ulitharid. Unfortunately the Carnal Mindflayers aren't so lucky. In their case the result is a horrifying mutation resulting from their mucking about with their genetics. One common such type of mutant is the Brute, a Mindflayer standing almost 16 feet tall, and weighing half a ton. Psionically blind they are prone to frightening rages, eventually being driven from their homes by their fellows. Brutes crave brains like an addict craves heroin, and the more powerful a psionic brain, the more they want it. Eventually it leads many to become secret cannibals (assuming they're allowed to stay instead of being exiled or killed at birth). Brutes are renowned for high divorce rates, addiction, and brow ridges. They speak a grunting, pidgin version of Undercommon.

Immune to Psionics (Ex): Brutes are immune to all psionically manifested powers that allow a Saving Throw. They get their Power Resistance score against arcane and divine magic, and against Psionic Powers that allow for Power Resistance.

Improved Grab (Ex): If the Mindflayer hits a Small, Medium, or Large creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to attach its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn.

Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead.

Rage (Ex): Identical to the Barbarians Mighty Rage ability on page 26 of the PHB. Brutes can Rage 4 times per day.

Combat: Brutes have little tactical sense beyond charging and flailing away. Some few seem to have figured out stealth, but they don't always use it trusting in their sheer physical power and immunity to psionic harm.



Carnal Mindflayer, Brain
Medium Aberration
Hit Dice: 10d8 (45 hp)
Initiative: +5
Speed: Fly 30 ft. (6 squares)
Armor Class: 14 (+1 Dex, +3 Natural), touch 11, flat-footed 13
Base Attack/Grapple: +7/+4
Attack: Tentacle +4 melee (1d3-3)
Full Attack: 8 Tentacles +4 melee (1d3-3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Mind Blast, Improved Grab, Psionics, Extract
Special Qualities: Telepathy 1 mile, Power Resistance 27, Flight, Wide Angle Vision
Saves: Fort +3, Ref +4, Will +14
Abilities: Str 4, Dex 12, Con 10, Int 30, Wis 24, Cha 24
Skills: Autohypnosis +20, Bluff +17, Concentration +10, Hide +13, Knowledge (Arcana, Psionics, The Planes) +23, Listen +21, Move Silently +13, Psicraft +23, Sense Motive +17, Search +14, Spot +25, Use Psionic Device +20
Feats: Alertness, Combat Manifestation, Improved Initiative, Weapon Finesse, Overchannel (B), Talented (B), Power Penetration (B), Greater Power Penetration (B)*
Environment: Underground
Organization: Solitary
Challenge Rating: 11
Treasure: Double Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: -

* All Feats not from the PHB are from the Expanded Psionics Handbook.


"Hey Bob!! Bob you gotta see this!!! It's like one'a them brains in jars, 'cept it's not!"

Brain mutations are hideous creatures. Roughly 5' tall (most of which is head), they are shrunken and malformed, floating through the air. Their head is covered in eyes and fibrous growths, and they have 8 slender tentacles instead of the usual 4. Antisocial and xenophobic even by Mindflayer standards, they are almost always encountered alone. Usually ranting about how the world will one day pay for it’s crimes against them. Or maybe just about some small cave critter it secretly believes has been it’s own personal stalker. Nothing sucks like being stalked by a normal bat which keeps returning no matter how much you disintegrate it with your mind (of course you also might be living in a cave full of bats...).
Brains speak 10 languages, 2 of which are usually Common or Undercommon, the other 8 tend to be whatever lives nearest.

Improved Grab (Ex): If the Mindflayer hits a Small, Medium, or Large creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to attach its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn.

Extract (Ex): A Mindflayer that begins it's turn with at least 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead.

Psionic Powers: A Carnal Mindflayer Brain manifests psionic powers as an 10th level Erudite. Save DC's are Intelligence based. They get 40 Power Points more per day than an Erudite of their level.

Mind Blast (Su): This Psionic attack is a 60' Cone. Anything in it must make a DC 22 Willpower Save or be Feebleminded as per the spell. The Save DC is Charisma Based. This power is the equivalent of an 8th level spell.

Wide Angle Vision (Ex): Brains get a +4 Racial Bonus on Spot and Search checks, and can't be flanked.

Flight (Su): Brains levitate psionically. They permanently have a Feather Fall spell in effect on their person, even if they become unconscious. If they encounter a Null Psi or Antimagic Field this ability shuts off, and they may crawl at 5' per round.

Combat: Brains open up with psionics and their Mind Blast from a distance, and then single out helpless or feebleminded opponents. Against groups they'll use hit and run tactics until they've reduced most of the party to babbling idiots.

GoC
2008-04-03, 05:19 PM
The panda's CR needs changing. I'd put it at 7 or so.


Colossal
Hit Dice: 100d10+120 (670 hp)
Con 35

Colossal sounds too small. How about Colossal++ (Macro-Fine)?
You also missed an extra 0 on that bonus hp. The actual amount is 100d10+1200 (1750 hp).
I love them though.:smallcool:

Carnal mindflayer: CR 7, LA +2.
Carnal mindflayer brain: LA -.

Bhu
2008-04-04, 02:42 AM
Thanks guys. Just got whacked by a car so I'll try working as soon as I can.

Bluelantern
2008-04-04, 06:55 PM
Thanks guys. Just got whacked by a car so I'll try working as soon as I can.

:smalleek: what???? explain it better

and get well soon :smallfrown:

Bhu
2008-04-05, 08:14 PM
The panda's CR needs changing. I'd put it at 7 or so.



Colossal sounds too small. How about Colossal++ (Macro-Fine)?
You also missed an extra 0 on that bonus hp. The actual amount is 100d10+1200 (1750 hp).
I love them though.:smallcool:

Carnal mindflayer: CR 7, LA +2.
Carnal mindflayer brain: LA -.


The regular mindflayer is CR 8, LA +7 though, and thus thing is a bit more powerful than it.

Bhu
2008-04-05, 08:18 PM
:smalleek: what???? explain it better

and get well soon :smallfrown:

As I was turning into my apartment the guy who was behind me (far enough behind me I had no idea he was there) fell asleep at the wheel and hit me. Shoved the rear drivers side fender/bumper all the way up to the windshield, dislocated the gas tank, broke the drivers seat, and may have bent the frame as well. I seem okay, but wont get x ray results till monday.

Bhu
2008-04-06, 02:29 AM
Carnal Mindflayer, Bimbo
Medium Aberration
Hit Dice: 8d8+8 (44 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 16 (+3 Dex, +3 Natural), touch 13, flat-footed 13
Base Attack/Grapple: +6/+6
Attack: Tentacle +4 melee (1d3)
Full Attack: 4 Tentacles +4 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Mind Blast, Improved Grab, Psionics, Extract, Mesmerize
Special Qualities: Telepathy 100', Power Resistance 25
Saves: Fort +3, Ref +5, Will +10
Abilities: Str 10, Dex 16, Con 12, Int 10, Wis 18, Cha 24
Skills: Bluff +7, Concentration +6, Diplomacy +7, Hide +7, Knowledge (Psionics) +3, Listen +6, Move Silently +7, Psicraft +3, Sense Motive +4, Spot +6, Use Psionic Device +10
Feats: Alertness, Combat Manifestation, Improved Initiative, Weapon Finesse (B) *
Environment: Underground
Organization: Solitary
Challenge Rating: 8
Treasure: Double Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: +7

* Combat Manifestation is from the Expanded Psionics Handbook.

"Dude that hot mindflayer check is checking you out."

"The hot WHAT??"


Mind Flayer Bimbos are among the rarest of mutations, and 90% of them are female. Bimbos are pretty much humanoid except for the mindflayery head. Their skin is jet balck and shiny, and their body is sculpted like a greek statue. For some unknown reason they appear to be incredibly attractive to elves. They are also responsible for the creation and evolution of Mindflayer divorce law, much to the chagrin of virtually everyone. Not that Mindflayers have what is commonly thought of as marriage. Basically it's a contract to fulfill one another's "needs", and an agreement to work mutually towards each others goals. Love usually doesn't enter into it. Divorces are basically fights, and the winner gets to lobotomize the user and keep them as a pet slave.

Basically what we're suggesting is don't get drunk around them if there's a priest or lawyer available.


Improved Grab (Ex): If the Mindflayer hits a Small, Medium, or Large creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to attach its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn.

Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead.

Psionic Powers: A Carnal Mindflayer Bimbo manifests psionic powers as an 9th level Wilder. Save DC's are Charisma based.

Mind Blast (Su): This Psionic attack is a 60' Cone. Anything in it must make a DC 21 Willpower Save or be Charmed (as the Charm Monster spell) for 3d4 minutes. The Save DC is Charisma Based. This power is the equivalent of a 4th level spell.

Mesmerize (Ps): The Bimbo may cast Implanted Suggestion at will as a Psilike ability. Manifester level is equal to the Bimbos Hit Dice. Save DC gains a +2 Racial Bonus against Elves (+4 against Drow). Bimbos use this power to gain sugar daddies who give them money and protection, and the occasional sacrifice. Or to convince elves that Mindflayers are incredibly desirable despite all prior experiences they may have had to the contrary.

Combat: Bimbos prefer to avoid combat relying on their Mind Blast and Mesmerize abilities to have a party member adopt them as their new girlfriend/mate/wife/significant other/etc. Faced with higher numbers they usually flee. One on one, you better get used to Mindflayer snugglin' because you'll end up doing a lot of it. Until they need to munch a brain (unless your willing to get them victims).



Carnal Mindflayer, Hulk
Huge Aberration
Hit Dice: 20d8+300 (390 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 30 (-2 Size, +18 Natural), touch 8, flat-footed 30
Base Attack/Grapple: +15/+40
Attack: Tentacle +30 melee (1d6+17)
Full Attack: 4 Tentacles +30 melee (1d6+17) and 2 Slams +25 melee (1d6+8)
Space/Reach: 15 ft./15 ft.
Special Attacks: Mind Blast, Improved Grab, Psionics, Extract, Swallow Whole
Special Qualities: Telepathy 5 miles, Power Resistance 35, Damage Reduction 5/-
Saves: Fort +21, Ref +6, Will +21
Abilities: Str 44, Dex 10, Con 40, Int 10, Wis 28, Cha 24
Skills: Climb +17, Concentration +35, Intimidate +7, Knowledge (Psionics) +6, Listen +11, Psicraft +10, Spot +11, Use Psionic Device +17
Feats: Alertness, Combat Manifestation, Empower Power, Greater Power Penetration, Improved Initiative, Maximize Power, Power Penetration *
Environment: Any
Organization: Solitary
Challenge Rating: 20
Treasure: Double Standard
Alignment: Usually Chaotic Evil
Advancement: 21-25 HD (Huge), 26-35 HD (Gargantuan)
Level Adjustment: ----

* Feats not found in the PHB are in the Expanded Psionics Handbook.

"You wanna go to WHAT island? Mister we should kill you just for thinkin' bout that..."


Hulks are rare mutants standing 20-30 feet tall. Able to wrestle with Titans, the Hulks are greatly feared even by their own kind. Many are put down when it becomes obvious they are growing bigger than normal. Known for having a strange sense of humor many like to spring on people unawares screaming "IA IA CTHULHU FTHAGN" or some such similar gibberish, and then scampering away to repeat later. Most speak Common.

Improved Grab (Ex): If the Mindflayer hits a creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to attach its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn. If the opponent is Large or bigger it may try to Extract it's brain the next round, if the opponent is Medium or Smaller it can attempt to Swallow it the next round instead.

Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead.

Psionic Powers: A Carnal Mindflayer Hulk manifests psionic powers as an 10th level Wilder. Save DC's are Charisma based. But it may spend points on powers, and has the Power Points per day, of a 20th level Wilder. Their huge brains have massive power cells, but lose flexibility.

Mind Blast (Su): This Psionic attack is a 120' Cone. Anything in it must make a DC 27 Willpower Save or be knocked unconscious for 3d4 rounds. The Save DC is Charisma Based. This power is the equivalent of a 7th level spell.

Swallow Whole (Ex): A Mindflayer Hulk can Swallow an opponent up to 2 Size Classes smaller than itself with a successful grapple check. Once inside the opponent takes 2d6+17 points of bludgeoning damage and 2d6 points of acid damage per round. It may attempt to cut it's way out with a light slashing or piercing weapon by doing 25 points of damage to the stomach (AC 19). Once he exits muscular action closes the hole, so other swallowed creatures muct cut their own way out. A hulks stomach can hold 2 Medium, 8 Small, 32 Tiny, or 64 Diminutive or smaller creatures.

Combat: Hulks are pretty straightforward: Mindblast, Mindblast, zap anything conscious, close and start wailing. Rinse, Repeat.

Bhu
2008-04-07, 05:15 PM
Carnal Mindflayer, Blob
Large Aberration
Hit Dice: 12d8+70 (124 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (-1 Size, -4 Dex, +10 Natural), touch 5, flat-footed 15
Base Attack/Grapple: +9/+15
Attack: Tentacle +10 melee (1d4+2+1d6 acid)
Full Attack: 4 Tentacles +10 melee (1d4+2+1d6 acid)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab, Psionics, Extract, Constrict
Special Qualities: Telepathy 100', Power Resistance 30, Semisolid, Immunities, Fast Healing 3
Saves: Fort +9, Ref +0, Will +12
Abilities: Str 15, Dex 3 , Con 20, Int 15, Wis 18, Cha 18
Skills: Concentration +15, Knowledge (Psionics) +12, Listen +14, Psicraft +12, Spot +14, Use Psionic Device +14
Feats: Combat Manifestation, Improved Initiative, Narrow Mind, Psionic Body, Psionic Fist, Psionic Meditation *
Environment: Underground
Organization: Solitary
Challenge Rating: 12
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: ---

* All Feats not in the PHB may be found in the Expanded Psionics Handbook.

"Omigod, you are so, like, the fattest Mindflayer we have ever seen...How long has it been since you've seen your feet?? Are you even a threat at this ERK.."

"Forgot bout my Psionic powers elfie..."

Blob Mindflayers are grotesquely obese (weighing over 1000 pounds easily, and almost as wide as they are tall), and their flesh has begun to become almost gelatinous. They don't get many willing dates... But then most regular Mindflayers don't get willing dates, let alone mutant ones. They usually speak Common and Undercommon.

Improved Grab (Ex): If the Mindflayer hits a Small, Medium, or Large creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to attach its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn. Or it may Constrict the next turn.

Constrict (Ex): A Blob does 2d4+4+2d6 acid with a successful grapple check.

Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead.

Psionic Powers: A Carnal Mindflayer Blob manifests psionic powers as an 12th level Wilder. Save DC's are Charisma based.

Semisolid (Ex): Blobs are immune to Critical hits and flanking. As a Full round action they can pass through any barrier that isn't completely solid.

Immunities: Blobs are immune to poison, sleep effects, paralysis, and polymorph.

Powerful Build (Ex): Identical to the ability listed on page 12 of the Expanded Psionics Handbook.

Combat: Not much different from regular Mindflayers, however due to their improved physical defenses they are more willing to mix things up physically.



Carnal Mindflayer, Twitcher
Medium Aberration
Hit Dice: 6d8 (27 hp)
Initiative: +7 (Spastic +12)
Speed: 30 ft. (6 squares)
Armor Class: 16 (+3 Dex, +3 Natural), touch 13, flat-footed 13
Spastic: 25 (+8 Dex, +7 Natural), touch 18, flat-footed 17
Base Attack/Grapple: +4/+3
Attack: Tentacle +3 melee (1d4-1)
Spastic: Tentacle +12 melee (1d4+4)
Full Attack: 4 Tentacles +3 melee (1d4-1)
Spastic: 4 Tentacles +12 melee (1d4+4) and 2 Slams +7 melee (1d3+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Psionics, Extract, Go Spastic
Special Qualities: Telepathy 100', Power Resistance 18
Saves: Fort +4, Ref +5 (Spastic +10), Will +11
Abilities: Str 8 (Spastic 18), Dex 17 (Spastic 27), Con 10, Int 13, Wis 18, Cha 18
Skills: Concentration +6, Hide +7, Knowledge (Psionics) +6, Listen +6, Move Silently +6, Psicraft +6, Spot +6, Use Psionic Device +8
Feats: Alertness, Combat Manifestation, Improved Initiative *
Environment: Underground
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: +7

*Combat Manifestation is in the Expanded Psionics Handbook.
"Mah gawd you is thuh thinnest Flayah evah ah did see."

"Go away human..."

"Whatchoo gonna do if' ah don't boy?"

"I beat the last one who refused to leave with his own intestines."

"Bulls.."

"BLEARGHHH" wham wham wham

Twitchers are small incredibly thin Mindflayer mutations. They're main claim to fame is shivering like a chihuahua on speed. Well that and their fits of insane temper. Even when they aren't Frenzying they give people the jitters. Other Mindflayers living near them tend to have some form of teleportation on standby juuuust in case...Twitchers are about the height of a normalhuman, but about 30 pounds underweight. They speak Common and Undercommon.

Improved Grab (Ex): If the Mindflayer hits a Small, Medium, or Large creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to attach its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn.

Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead.

Psionic Powers: A Carnal Mindflayer Twitcher manifests psionic powers as an 6th level Wilder. Save DC's are Charisma based.

Go Spastic (Ex): If insulted, angered, or hurt the Twitcher must make a DC 25 Willpower Save or Go Spastic. It gains a +10 Enhancement bonus to Strength, and Dexterity. Natural Armor Bonus increases to +7, and it gets DR: 5/-. While going Spastic and making a Full Attack it gains 2 Slam attacks doing 1d3 plus it's Strength modifier as Secondary Attacks. It will immediately attack every living thing within sight until everything is dead, or (3+Constitution modifier) rounds have passed, at which point it stops being Spastic, and is instead Fatigued until it gets a full nights sleep. If it becomes Spastic again while Fatigued, it will be Exhausted when the spasm where's off instead. Should it go Spastic again before rresting it must make a DC 20 Fort Save or become unconscious for 12 hours.

Combat: Twitchers usually use their powers and ambush tactics. Until they get hurt and go Spastic. Then they just charge and flail.

Bhu
2008-04-08, 10:47 PM
Any thoughts on this one (Mindflayer break)


The Dire Goldfish
Extra Super Biggie Size Magical Beast
Hit Dice: 400d10+9200 (11400 hp)
Initiative: +3
Speed: Swim 50 ft. (10 squares)
Armor Class: 81 (-16 Size, -1 Dex, +88 Natural), touch 0, flat-footed 81
Base Attack/Grapple: +404/+470
Attack: Nibble +423 melee (4d6+72/19-20)
Full Attack: Nibble +423 melee (4d6+72/19-20)
Space/Reach: 200 ft./150 ft.
Special Attacks: Unsettling Presence, Plow
Special Qualities: Dark Vision 60', Low Light Vision, Blindsense, Damage Reduction 60/-
Saves: Fort +228, Ref +207, Will +140
Abilities: Str 80, Dex 8, Con 50, Int 1, Wis 12, Cha 25
Skills: Listen +137, Spot +137, Swim +177
Feats: Alertness, Cleave, Close-Quarters Fighting, Cumbrous Fortitude, Cumbrous Reflexes, Cumbrous Will, Damage Reduction (x20), Danger Sense, Devastating Critical (Nibble), Diehard, Endurance, Epic Fortitude, Epic Prowess (x4), Epic Reflexes, Epic Toughness (x 40), Epic Will, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (Nibble), Improved Initiative, Improved Natural Armor (x41), Improved Snatch, Multisnatch, Iron Will, Large and In Charge, Overwhelming Critical (Nibble), Power Attack, Power Critical (Nibble), Shock Trooper, Snatch, Swim-By Attack, Weapon Focus (Nibble)
Environment: Elemental Plane of Water
Organization: Unique
Challenge Rating:
Treasure: None
Alignment: Always Neutral
Advancement: 401+ HD (Extra Collosal)
Level Adjustment: ---


"HOLY S___!"

Goldfish collectors know that the larger the bowl you put your goldfish in the bigger it will grow. Someone had the bright idea of taking one to the Plane of Elemental Water to see just how big one could get over time. Bad idea as it turns out. The Dire Goldfish appears to be effectively Immortal. It doesn't age, it does eat, but it doesn't appear to need to.

Plow (Ex): The Dire Goldfish rarely cares about smaller life forms and will just swim through them. Effectively it makes it's full movement, and does a Bull Rush against every creature whose square it enters. They also have to make a DC 246 Reflex Save or take 8d8 damage. They take half damage if they save successfully. For purposes of the Plow the Dire Goldfish is 2 Size categories larger than Colossal. Opponents do not gain attacks of opportunity and cannot stop the Goldfishes movement unless they are at least Colossal size.

Unsettling Presence (Ex): Anything within 1 mile of the Dire Goldfish must make a Willpower Save (DC 217) or be Panicked for 2d6 rounds. If they succeed they are instead Frightened for 2d6 rounds. Save DC is Charisma based.

Immortal (Ex): The Dire Goldfish doesn't need to eat, sleep, breathe, and doesn't age. It is immune to sleep/aging/death effects, disease, poison, mind affecting effects (including Fear and Morale).

Combat: The Dire Goldfish rarely initiates combat unless it is really hungry. At which point it just nibbles away on whatever's biggest and closest. Make sure your faster than other members of the party and it's all good.

DracoDei
2008-04-09, 03:17 AM
Nice concept.
Goldfish are stupid... lower the INT to 1.

Bhu
2008-04-09, 11:45 PM
Nice concept.
Goldfish are stupid... lower the INT to 1.

HA!! They are pretty empty looking now that I think of it...


Back to the mindflayers....


Carnal Mindflayer, Beholder
Medium Aberration
Hit Dice: 10d8+10 (55 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 16 (+3 Dex, +3 Natural), touch 13, flat-footed 13
Base Attack/Grapple: +7/+7
Attack: Tentacle +7 melee (1d4) and 10 Eye Rays +9 ranged touch (2d8+10)
Full Attack: 4 Tentacles +7 melee (1d4) or 10 Eye Rays +9 ranged touch (2d8+10)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Psionics, Extract, Eye Rays
Special Qualities: Telepathy 100', Power Resistance 25, Wide Angle Vision
Saves: Fort +4, Ref +5, Will +11
Abilities: Str 10, Dex 15, Con 12, Int 17, Wis 18, Cha 18
Skills: Autohypnosis +9, Concentration +11, Hide +12, Knowledge (Arcana, Psionics) +13, Listen +10, Move Silently +12, Psicraft +3, Spot +10, Use Psionic Device +14
Feats: Ability Focus (Eyebeams), Alertness, Combat Manifestation, Improved Initiative *
Environment: Underground
Organization: Solitary
Challenge Rating: 11
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: ---

*Combat Manifestation can be found in the Expanded Psionics Handbook

"Aw Jebus....this one's mother done did something wrong..."

Beholder Mindflayers are mutations with many eyes, but otherwise they resemble regular flayers. When informed of the nickname, actual Beholders took unprecedented offense and vowed to wipe them and all Mindflayers from the face of existence. As well as anyone who used the nickname or made the comparison. Darn touchy them Beholders. And it has nothing to do with the rumors of cross species mating either. No sir.......They speak Common, Undercommon, and Beholder (hmm...).

Improved Grab (Ex): If the Mindflayer hits a Small, Medium, or Large creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to attach its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn.

Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead.

Psionic Powers: A Carnal Mindflayer Beholder Manifests psionic powers as an 9th level Wilder. Save DC's are Charisma based.

Wide Angle Vision (Ex): Beholder Flayers get a +4 Racial Bonus on Spot and Search checks, and can't be flanked.

Eye Rays (Su): The Beholder Mindflayer has traded it's Mindblast for several powerful eye rays.
Each eye ray has a range of 150 feet and the effect is the same as Inflict Moderate Wounds as cast by a 12th level caster (Will Save DC 21 for half damage, Save DC is Charisma based).

Combat: Beholder Mindflayers usually just hose down their opponents with eye beams, using their psionic powers to retreat or set up ambushes.



Carnal Mindflayer, Medusae
Large Aberration
Hit Dice: 10d8+20 (65 hp)
Initiative: +7
Speed: 30 ft. (6 squares), Climb 30'
Armor Class: 17 (-1 Size, +3 Dex, +5 Natural), touch 12, flat-footed 14
Base Attack/Grapple: +7/+13
Attack: Tentacle +8 melee (1d4+2)
Full Attack: 4 Tentacles +8 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab, Psionics, Extract, Gaze Attack
Special Qualities: Telepathy 100', Power Resistance 25, Blindsight 120'
Saves: Fort +5, Ref +5, Will +11
Abilities: Str 15, Dex 15, Con 15, Int 17, Wis 18, Cha 18
Skills: Autohypnosis +14, Concentration +7, Hide +8, Knowledge (Psionics) +13, Listen +6, Move Silently +12, Psicraft +13, Spot +6, Use Psionic Device +14
Feats: Alertness, Combat Manifestation, Improved Initiative, Up the Walls *
Environment: Underground
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: --

*Feats not found in the PHB are in the Expanded Psionics Handbook.

"Okay...dude, seriously...what has your daddy been fooling around with?"

"Look, I'm just a mutant, okay?"

"Yeeeeaaahhh....yeah I didn't but that crap from the one with all the eyestalks either....friggin' perverts...."


Medusae Mindflayers are hideous. The only Mindflayer so ugly it's opponents eyes explode rather than look at it. They resemble regular mindflayers with a sluglike body from the waist down, and a head and back teeming with small writhing tendrils. The other Carnal Mindflayers sometimes refer to them as "fugly". The Medusae sometimes refer to other Mindflayers as "you hypocritical, condescending _______ __________". They speak Common, Undercommon, Draconic, and Goblin.

Improved Grab (Ex): If the Mindflayer hits a Small, Medium, or Large creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to attach its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn.

Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead.

Psionic Powers: A Carnal Mindflayer Medusae manifests psionic powers as an 10th level Wilder. Save DC's are Charisma based.

Blinding Gaze (Ex): 1d6 damage and Permanent Blindness as eyeballs explode, 30', DC 19 Fortitude Save Negates (Save DC is Charisma based).

Combat: Medusae Flayers rely on their Gaze Attack to render their victims sufficiently disabled to close in and finish them. They save their Psionic abilities for stubborn foes who make their save or avoid their Gaze.

Bhu
2008-04-10, 11:42 PM
Carnal Mindflayer, Hexapod
Medium Aberration (Aquatic)
Hit Dice: 8d8+16 (52 hp)
Initiative: +7
Speed: Swim 30 ft. (6 squares)
Armor Class: 15 (+2 Dex, +3 Natural), touch 12, flat-footed 13
Base Attack/Grapple: +6/+7
Attack: Arm +12 melee (1d4+6)
Full Attack: 4 Arms +12 melee (1d4+6) and 2 Tentacles +7 melee (1d6+3)
Space/Reach: 5 ft./5 ft. (10 ft. with tentacles)
Special Attacks: Improved Grab, Psionics, Extract, Mind Blast
Special Qualities: Telepathy 100', Power Resistance 25
Saves: Fort +4, Ref +4, Will +9
Abilities: Str 22, Dex 15, Con 15, Int 19, Wis 17, Cha 17
Skills: Concentration +12, Hide +12, Knowledge (Psionics) +14, Listen +13, Psicraft +14, Spot +13, Swim +14, Use Psionic Device +9
Feats: Improved Initiative, Combat Manifestation, Multigrab *
Environment: Warm Aquatic
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: -

* Combat manifestation is from the Expanded Psionics Handbook, Multigrab is from Savage Species.

"Hoooooweeee!! Lookit what ah got's in mah net heah!! You is the ugliest octopus ever I did see..."

"STFU, and drop me back in the water Bubba, or you'll see just how ugly I can be."

Hexapods look like purple octopi, with a few important differences. They have 4 stubby arms, and 2 long tentacles, a lamprey like mouth, and their eyes resemble a mindflayers. Perfectly adapted for aquatic existence, they can be a terror in the reefs of local seaside communities. It's wise not to make Calamari jokes around them. They've heard them all, they don't think they're funny. You have been warned. Hexapods are about 60 to 150 pounds, with an armspan of up to 14 feet. They speak Aquan, Common, Giant, and Sahuagin.

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

Improved Grab (Ex): If the Mindflayer hits a Small, Medium, or Large creature with it's arm or tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to attach its remaining arms/tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn.

Extract (Ex): A Mindflayer that begins it's turn with any combo of 4 arms or tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead.

Psionic Powers: A Carnal Mindflayer Hexapod manifests psionic powers as an 8th level Wilder. Save DC's are Charisma based.

Mind Blast (Su): This Psionic attack is a 60' Cone. Anything in it must make a DC 17 Willpower Save or be Paralyzed for 2d4 rounds. The Save DC is Charisma Based. This power is the equivalent of a 4th level spell.

Combat: Hexapods are DEADLY underwater. They usually open up with the Mindblast as much as possible, and try to finish off drowning paralyzed targets. If this fails they will rely on the psionic powers to create an opening for their grapple.



Carnal Mindflayer, Nautiloid
Large Aberration (Aquatic)
Hit Dice: 12d8+60 (114 hp)
Initiative: +0
Speed: 30 ft. (6 squares), Swim 20 ft.
Armor Class: 21 (-1 Size, +12 Natural), touch 9, flat-footed 21
Base Attack/Grapple: +9/+20
Attack: Claw +15 melee (1d8+7)
Full Attack: 2 Claws +15 melee (1d8+7), and 1 Radula +10 melee (2d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved Grab, Psionics, Bore, Charge, Powerful Build
Special Qualities: Telepathy 100', Power Resistance 30, Damage Reduction 5/-, Amphibious
Saves: Fort +11, Ref +4, Will +12
Abilities: Str 25, Dex 10 , Con 24, Int 15, Wis 18, Cha 18
Skills: Concentration +17, Knowledge (Psionics) +12, Listen +14, Psicraft +12, Spot +14, Use Psionic Device +14
Feats: Combat Manifestation, Improved Inititative, Power Attack, Improved Bull Rush, Reckless Charge *
Environment: Underground or any Aquatic
Organization: Solitary
Challenge Rating: 13
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: +11

* Combat Manifestation is from the Expanded Psionics Handbook, Reckless Charge is from the Miniature's Handbook.

"Abner..."

"Yuh Cletus?"

"Whut the hail is thet thar thang?"

"Ah dunno but it just et Bill Johnston. And his boat."

"S'pose we shud stop fishin'?"

"Now lets not be hasty Abner..."


Nautiloids are unusual even for mutates. They appear vaguely like incredibly stocky Mindflayers covered in a horn-like shell. Two great tusks jut from the sides of their jaws, which they use in ramming attacks. The mouth is surrounded by many fine tentacles, and it hides a huge radula, the Nautiloid's most fearsome weapon. They're pretty xenophobic. They don't even keep slaves. Which means they spend much of their time ranting about the work they have to do or why they cant eat each others brains instead of those disgusting foreigners. Then they stare at each other uncomfortably for a while. Then they change the subject. Nautiloids speak Common and Aquan.

Improved Grab (Ex): If the Nautiloid hits a Small, Medium, or Large creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it may use it's Bore attack the next round.

Psionic Powers: A Carnal Mindflayer Nautiloid manifests psionic powers as an 12th level Wilder. Save DC's are Charisma based.

Charge (Ex): A Nautiloid does 2d8+14 damage with a charge.

Powerful Build (Ex): Identical to the ability listed on page 12 of the Expanded Psionics Handbook.

Bore (Ex): With a successful grapple check the Nautiloids tentacles and radula bore into the victims skull killing it instantly. This does not work against creatures with multiple heads (at leas until its gotten all the heads), elementals, oozes, undead, constructs, and plants.

Combat: Nautiloids almost always charge, and follow up with a grapple if they believe they can. Psionics are reserved for trickier situation where brute force will not suffice.

Bhu
2008-04-12, 12:37 AM
Well since the Mindflayers seem not so popular judging by the lack of replies lets try something out of the blue:

Vampire Baby Swarm
Tiny Undead
Hit Dice: 12d12+15 (93 hp)
Initiative: +7
Speed: 15 ft. (3 squares), Climb 15 ft.
Armor Class: 18 (+2 Size, +3 Dex, +3 Natural), touch 15, flat-footed 15
Base Attack/Grapple: +6/-
Attack: Swarm (3d6 plus blood drain plus energy drain)
Full Attack: Swarm (3d6 plus blood drain plus energy drain)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, Blood Drain, Energy Drain, Domination
Special Qualities: Half Damage from Slashing and Piercing, Swarm Traits, Dark Vision 60', +2 Turn Resistance, Damage Reduction 5/Silver, Fast Healing 2, Gaseous Form, Energy Resistance 10 (Cold and Electricity), Spider Climb, Undead Traits, Weaknesses
Saves: Fort +4, Ref +8, Will +9
Abilities: Str 8, Dex 16, Con -, Int 6, Wis 13, Cha 14
Skills: Bluff +6, Hide +24, Listen +8, Move Silently +16, Search +7, Sense Motive +5, Spot +7
Feats: Toughness x5, Alertness (B), Improved Initiative (B), Lightning Reflexes (B)
Environment: Any
Organization: Solitary
Challenge Rating: 8??
Treasure: Standard
Alignment: Always Evil (any)
Advancement: -
Level Adjustment: ---

"Burt...Burt I don't like me the look o' them babies...I think we should squish 'em and run...screw that let's just run."

The Gods alone know how these swarms come into existence. Who knew vampires could have kids? In litters no less. No wonder women are afraid of them...

Skills: Vampire Baby Swarms have a +4 Racial Bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

Blood Drain (Ex): Living creatures hit by the Vampire Babies swarm attack lose 2 points of Constitution due to drain each round.

Energy Drain (Su): Living Creatures hit by the Vampire Babies swarm attack gain one negative level. The Save DC to remove the negative level is 18 (Save is Charisma based).

Gaseous Form (Su): See monster manual page 254.

Spider Climb (Ex): Vampire Babies can climb walls as though with the Spider Climb spell.

Combat: Vampire Babies pretty much act like any other Swarm. "Oh look victims..FOR THE HORDE!!!!!!!!!!!!!!!!!!!!"

Bhu
2008-04-13, 01:30 AM
Tick Swarm
Fine Vermin
Hit Dice: 6d8-6 (21 hp)
Initiative: +4
Speed: 20’ (4 squares), climb 20’
Armor Class: 22 (+8 Size, +4 Dex), touch 22, flat-footed 18
Base Attack/ Grapple: +8/ -
Attack: 2d6 plus Blood Drain plus disease
Space/Reach: 10’/ 0’
Special Attacks: Distraction, Anesthetize, Blood Drain, Disease
Special Qualities: Dark Vision 60’, Immune to Weapon Damage, swarm traits, Scent,
Vermin Traits,
Saves: Fort +4, Ref +6, Int +2
Abilities: Str 1, Dex 19, Con 8, Int --, Wis 10, Cha 2
Skills: Hide +20, Spot + 4
Feats: Alertness (B), Endurance (B), Diehard (B)
Environment: Any Warm or Temperate
Organization: Solitary, Tangle (2-4 swarms), or Infestation (7-12 swarms)
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: None
Level Adjustment: ---


"AAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHH!!!!!!!!!!!!"

Again, they're Ticks. No explanation is necessary.

Skills: Ticks receive a +4 Racial Bonus to Hide and Spot checks.

Anesthetize (Ex): A creature attacked by a Tick Swarm must make a Spot check vs it's Hide check to notice it is being attacked if it is in grasses or vegetation higher than half the victims height. Each round of blood drain gains the victim another Spot roll with a cumulative +2 Bonus per round after the first. Creatures attacked by Tick Swarms in open areas or who have some means of detecting them other than sight can see them normally.

Blood Drain (Ex): Any creature damaged by the Tick Swarm loses 1 point of Constitution per round until he exits the Swarm and spends one full round pulling the Ticks off his body.

Disease (Ex): Any creature damaged by the Tick Swarm must make a DC 12 Fort Save or contract the Red Ache disease (see page 292 of the DMG).

Combat: They're Ticks. No explanation necessary, we all know what the sneaky little monsters do. Brrr...

Bhu
2008-04-13, 08:33 PM
Giant Tick
Tiny Vermin
HitDice: 1/2d8+2 (4 hp)
Initiative: + 0
Speed: 20 ft. (4 squares), climb 10 ft.
Armor Class: 14 (+2 Size Bonus, +2 Natural armor Bonus), touch 12, flat-footed 14
Base Attack/Grapple: +0/ -12 (+0 if attached)
Attack: Touch +2 melee (Attach)
Full Attack: Touch +2 melee (Attach)
Space/Reach: 2 ½ ‘/ 0 ‘
Special Attacks: Attach, blood drain, Disease
Special Qualities: Dark Vision 60’, Scent, Vermin Traits
Saves: Fort +4, Ref +0. Will +0
Abilities: Str 3, Dex 10, Con 14, Int --, Wis 10, Cha 2
Skills: Hide + 16, Spot +4
Feats: -
Environment: Any Temperate or Warm Mountains, Hills, Plains, Marsh, or Forest
Organization: Solitary or Colony (8-16)
Challenge Rating: 1/4
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---

Small Vermin
Hit Dice: 1d8+2 (6hp)
Initiative: +0
Speed: 30’ (6 squares), Climb 20’
Armor Class: 14 (+1 Size, +3 Natural), touch 11, flat-footed 14
Base Attack/Grapple: + 0/ -5 (+7 if attached)
Attack: Touch + 1 melee (Attach)
Full Attack: Touch +1 melee (Attach)
Space/Reach: 5’/ 5’
Special Attacks: Attach, Blood Drain, Disease
Special Qualities: Dark Vision 60’, Scent, Vermin Traits
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 9, Dex 10, Con 14, Int --, Wis 10, Cha 2
Skills: Hide + 12, Spot +4
Feats: -
Organization: Solitary, Colony (2-5), or Swarm (6-11)
Challenge Rating: 1/2

Medium Vermin
Hit Dice: 2d8+4 (8 hp)
Initiative: +0
Speed: 40’ (8 squares), Climb 20’
Armor Class: 14 (+4 Natural), touch 10, flat-footed 14
Base Attack/Grapple: +1/+6
Attack: Bite +2 melee (1d6+1)
Full Attack: Bite +2 melee (1d6+1)
Space/Reach: 5’/ 5’
Special Attacks: Improved Grab, Blood Drain, Disease
Special Qualities: Dark Vision 60’, Scent, Vermin Traits
Saves: Fort +5, Ref +0, Will +0
Abilities: Str 13, Dex 10, Con 14, Int --, Wis 10, Cha 2
Skills: Hide: +4, Spot +4
Feats: -
Organization: Solitary, Colony (2-5), or Swarm (6-11)
Challenge Rating: 1
Advancement: 3 HD (Medium)

Large Vermin
Hit Dice: 4d8
Initiative: +0
Speed: 50’ (10 squares), Climb 30’
Armor Class: 16 (-1 Size, +7 Natural), touch 10, flat-footed 16
Base Attack/Grapple: +3/+15
Attack: Bite +5 melee (1d8+4)
Full Attack: Bite +5 melee (1d8+4)
Space/Reach: 10’/ 5’
Special Attacks: Improved Grab, Blood Drain, Disease
Special Qualities: Dark Vision 60’, Scent, Vermin Traits
Saves: Fort +6, Ref +1, Will +1
Abilities: Str 19, Dex 10, Con 14, Int --, Wis 10, Cha 2
Skills: Hide +4 , Spot +4
Feats: -
Organization: Solitary, Colony (2-5), or Swarm (6-11)
Challenge Rating: 2
Advancment: 5-7 HD (Large)

Huge Vermin
Hit Dice: 8d8
Initiative: +0
Speed: 50’ (10 squares), Climb 30’
Armor Class: 20 (-2 Size, +12 Natural), touch 8, flat-footed 20
Base Attack/Grapple: +6/+24
Attack: Bite +10 melee (2d6+6)
Full Attack: Bite +10 melee (2d6+6)
Space/Reach: 15’/ 10’
Special Attacks: Blood Drain, Improved Grab, Disease
Special Qualities: Dark Vision 60’, Scent, Vermin Traits
Saves: Fort +9, Ref +2, Will +5
Abilities: Str 23, Dex 10, Con 16, Int --, Wis 10, Cha 2
Skills: Hide +4 , Spot +4
Feats: -
Organization: Solitary, Colony (2-5), or Swarm (6-11)
Challenge Rating: 5
Advancement: 9-16 HD (Huge)

"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHH!!! GITITOFFMEGITIEOFFMEGITITOFFME!!!!"

I'd add a description here but lets face it you all know what Ticks are.

Skills: Ticks receive a +4 Racial Bonus to Hide and Spot checks. Medium or Larger Ticks have a +4 Racial Bonus to Grapple checks. Tiny or Small Ticks have a +12 Racial Bonus to Grapple checks.

Attach (Ex): Small or smaller Ticks may make a touch attack to attach themselves to an opponent. It loses it's Dexterity bonus to AC, and may be grappled or struck with a weapon. To remove an attached Tick through grappling you must Pin it.

Improved Grapple (Ex): Medium or larger Ticks that successfully hit with a Bite attack may immediately make a Grapple check as a Free Action without provoking an attack of opportunity. If it is successful it may use it's blood drain.

Blood Drain (Ex): A Tick does 1d4 temporary Constitution damage per round it is attached (if Small or smaller) or round it successfully maintains a Grapple (if Medium or larger). Once a Tick drains a specific amount of Constitution it drops off and leaves the area. Tiny=4 Con, Small=6 Con, Medium=9 Con, Large=13 Con, Huge=19 Con.

Disease (Ex): Any living creature successfully bitten by the Tick (if medium or bigger), or that it successfully attaches to (if Small or smaller) must make a Fortitude or contract the Red Ache disease (see DMG page 292). Save DC is 12 for Tiny or Small, 13 for Medium, 14 for Large, and 17 for Huge.

Combat: Grapple and suck, pretty much like real life Ticks.

DracoDei
2008-04-14, 06:10 PM
Ticks... I like it... goes well with the other giant insects(great minds think alike... there were giant ticks in 1st edition)... now we just need fleas.

Bhu
2008-04-15, 03:30 AM
Vampiric Vermin

This is an Acquired Template that can be applied to any Vermin of Medium Size or bigger that has a Bite attack.

Size and Type: Type becomes Undead.

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

Speed: Unchanged

Armor Class: Base Creatures Natural Armor Bonus increases by +6.

Attacks: Unchanged.

Damage: Unchanged.

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

Blood Drain (Ex): If a Vampiric Vermin pins it's opponent in a Grapple, it does it's Bite damage each round as well as draining 1d4 Con.

Attract Swarms (Su): Swarms of Vermin seem attracted to Vampiric Vermin. There will always be 1d6 Swarms of some kind of vermin near a Vampiric Vermin that attack it's foes. As long as they remain within 60' they share the Vampiric Vermins Immunity to Cold.

Create Spawn (Su): Any Vermin applicable to apply this template to that is killed by a Vampiric Vermin becomes one in 1d4 days.

Energy Drain (Su): Living creatures struck by the Vampiric Vermins Natural Weapons gain 2 negative levels. It can only use this ability once per round.

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

Damage Reduction (Su): Vampiric Vermin gain Damage Reduction 10/Silver and Magic

Fast Healing (Ex): Vampiric Vermin gain Fast Healing 5.

Immunities: Vampiric Vermin are Immune to Cold.

Turn Resistance (Ex): Vampiric Vermin have +4 Turn Resistance.

Spider Climb (Ex): Vampiric Vermin can climb surfaces as though with the Spider Climb spell.

Saves: Unchanged

Abilities: +8 Str, +4 Dex, Wis +4, Cha +4

Skills: Vampiric Vermin have a +8 Racial Bonus on Hide, Listen, Move Silently, Search, and Spot checks.

Feats: Vampiric Vermin gain Alertness, Dodge, Great Fortitude, Improved Initiative, and Lightning Reflexes.

Environment: Any, usually Unchanged.

Organization: Solitary

Challenge Rating: Same as Base Creature +2

Treasure: None

Alignment: Always Neutral Evil

Advancement: unchanged

Level Adjustment: Same as base Creature +8

Example of creature using template here:

Vampire Tick
Huge Undead
Hit Dice: 8d12 (52 hp)
Initiative: +6
Speed: 50 ft. (10 squares), Climb 30 ft.
Armor Class: 30 (-2 Size, +2 Dex, +20 Natural), touch 10, flat-footed 28
Base Attack/Grapple: +6/+28
Attack: Bite +14 melee (2d6+10 plus disease plus energy drain)
Full Attack: Bite +14 melee (2d6+10 plus disease plus energy drain)
Space/Reach: 15 ft./10 ft.
Special Attacks: Blood Drain, Create Spawn, Energy Drain, Attract Swarms, Improved Grab, Disease
Special Qualities: Scent, Undead Traits, Dark Vision 60 ft., Damage Reduction 10/Silver and Magic, Fast Healing 5, Immune to Cold, Turn Resistance, Spider Climb
Saves: Fort +8, Ref +6, Will +4
Abilities: Str 31, Dex 14, Con -, Int -, Wis 14, Cha 6
Skills: Hide +10, Listen +12, Move Silently +10, Search +8, Spot +12
Feats: Alertness, Dodge, Great Fortitude, Improved Initiative, and Lightning Reflexes.
Environment: Any
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Neutral Evil
Advancement: -
Level Adjustment: ----


"Maw...the giant bug outside says I have to let him eat you..."

Vampiric Vermin are usually created by magical ritual, and are used as shock troops by evil Druids turned Blighter and Wizards. Sometimes Clerics too. They aren't usually well controlled, and are left to their own devices to destroy the surrounding countryside in preparations for their masters plan. Of course their master may then have to put down his creation if he can't bring it to heel.

DracoDei
2008-04-15, 07:32 AM
Canonically I think even evil druids don't like undead, and crunch wise have no listed means of creating them... in 3.0 Masters of the Wild there is a prestige class for fallen Druids called the Blighter that this would fit perfectly (although some re-crunching to specify which spells get used or creating a new spell). I don't know if it made the jump to 3.5.

Bhu
2008-04-16, 01:12 AM
I was gonna eventually post the means of creating them. In my one campaign a former Druid gone insane turned Blighter/Lich uses them as the basis of her army.

DracoDei
2008-04-16, 10:25 AM
I have a creature that I need to get around to posting for a construct that only an druid could create, alignment is irrelevant, and while insanity isn't REQUIRED per se, it certainly helps. It is called an "Acorn Folly" and the limbs must be fashioned from oak limbs that the druid personally worked in his base, unaltered form, using NO tools what-so-ever, but only his own body. This means that most druids are reduced to casting (Greater) Magic Fang and gnawing the limbs until they are thin enough to break in the right places. The frame must then be covered in several thousand acorns, each of while has to have Goodberries cast on it (If 10% of them had Fire Seeds cast on them then its slams gain the flaming enchantment). It has DR 10 (or maybe 15 I haven't decided)/SQUIRREL.... I include a lengthy definition of what constitutes certain levels of squirrelliness... Live Squirrels bound to a blugeoning weapon are the best (but unless extreme measures are taken they only remain alive for one hit), dead squirrels or arrows with heads made of squirrel bone are next. Weapons coated in squirrel blood below that, and weapons shaped like or with a squirrel drawn/engraved on them only negate a few points of the DR. Even full round contact with a squirrel inflicts some damage so strapping them to your armor and grappling it works too... It has SR too, also bypassed by squirrelesque spells... magic missiles that take the form of squirrels that can leap to the range of the spell from the caster's hand to bite the target... Burning hands that takes the form of a squirrel (normal sized except for the tail) of pure flame perched on the casters thumbs with a giant, 10' long tail that lashes back and forth through the area of effect.... Fireballs that take the form of an large, glowing, red acorn that streaks forth to explode into a burst of hundreds (thousands?) of baby squirrel shaped bits of flame.

Int 10+, Wis ~6 (created by a madman, remember?)

Fire, Acid, Lightning, and Cold Resistance 5 (6?) to prevent grenade-likes from functioning well.

Some sort of self-repair ability.

Speed 20 or maybe even 15, and maybe can't run (so the party can escape).

The idea is that the party is sent to get rid of this menace (the druid was hauled off to the loony bin a month ago by the royal gaurds, but they didn't stick around to clear out his creations and the townsfolk are still terrified. , and finds they can't really hurt it (but CAN occasionally do a FEW points of damage). They need to figure out to run away (if a party member is killed I am going to be very heavy with the hints!). If they are very smart they will grab some acorns that got knocked off to study. Anyway, based on having seen it, and knowing who the creator was (might even have a side quest that they can do if they like to fight a lot of his minions/awakened creatures to get his notes... anyway it is then off to the local library to research what weaknesses this thing might have... depending on how much data they collect they get bonuses to the Knowledge(Arcana), Knowledge(Arcana) and/or Spellcraft rolls involved. Information given based on how high the check result scores. Then the mages (and maybe clerics) sit down and start researching how to modify their spells, while everyone else (possibly with some towns people with them) goes out to catch squirrels and figures out the best ways of turning them into weapons... If they do it right the final battle should be a cake-walk.

The following space provided so Janesville party members can read the rest of this thread without accidently reading spoilers.

Bhu
2008-04-17, 12:54 AM
OMG thats awesome. Just be sure none of them decides to take a certain PrC on the Wizards Board (if your curious I'll PM you).

Mysterious Magical Maniacal Miniaturized Moose Swarm
Tiny Magical Beast
Hit Dice: 12d10 (66 hp)
Initiative: +3
Speed: 20 ft. (4 squares)
Armor Class: 16 (+2 Size, +3 Dex, +1 Natural), touch 15, flat-footed 13
Base Attack/Grapple: +12/-
Attack: Swarm (3d6)
Full Attack: Swarm (3d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, Trip
Special Qualities: Low Light Vision, Dark Vision 60', Swarm Traits, Half Damage from Slashing and Piercing
Saves: Fort +10, Ref +11, Will +5
Abilities: Str 6, Dex 16, Con 10, Int 2, Wis 12, Cha 4
Skills: Hide +10, Listen +8, Spot +8
Feats: Alertness, Endurance, Great Fortitude, Run
Environment: Cold or Temperate Forests
Organization: Solitary, Herd (3-5 Swarms)
Challenge Rating: 7
Treasure: None
Alignment: Usually Chaotic Neutral
Advancement: -
Level Adjustment: ---


"Maw...Maw the mooses got Abner..."

These are a species of magically created miniature moose the size of cats. The gods alone known what they were created for. They seem as stubborn and irrationally violent as the usual sized moose. perhaps a tad more so, as they have to make up for their lack of size. Originating in Bad Critter Forest (figures), they have spread quickly over the world.

Trip (Ex): The Moose swarm will attempt to knock opponents over, and then trample on them. Any creature they subject to their Swarm attack they immediately get a Trip attack against as a Free Action without provoking an attack of opportunity (and the opponent can't try to trip them back). Their Swarm attack does +1d6 against Prone opponents.

Combat: The Mooseswarm will charge, and try to knock it's opponent over, before repeatedly jumping up and down on it. If it cannot eventually trip an opponent it will flee. Before sneaking back up on him an hour later when his guard is down and trying it again just for the sake of stubborness.

Bhu
2008-04-18, 03:34 AM
Funk Ape
Medium Magical Beast
Hit Dice: 4d10+8 (30 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +2 Natural. +2 Deflection), touch 14, flat-footed 14
Base Attack/Grapple: +4/+6
Attack: Slam +6 melee (1d4+2)
Full Attack: 2 Slams +6 melee (1d4+2) and 1 Bite +1 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Funk, Blur
Special Qualities: Low Light Vision, Dark Vision 60 ft., Immunities
Saves: Fort +6, Ref +6, Will +3
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 14, Cha 12
Skills: Climb +10, Listen +8, Spot +7
Feats: Alertness, Ability Focus (Funk)
Environment: Warm Forest
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always Chaotic Neutral
Advancement: 5-8 HD (Large)
Level Adjustment: ---


" Oh..ohmigod...what is that? It smells like mindflayer poop and burning rubber...avenge me...sputter...cough..."

Funk Apes are the result of experiments by Prak the Mad. Prak had set up shop in what was eventually to become known as Bad Critter forest, and begun experimenting on the life there, turning most of the local animals into Magical Beasts in the process. The Funk Ape appears to be a large baboon that smells bad. Really bad. So bad in fact that even the dead are repulsed. The miasma surrounding the Funk Ape even causes the air to shimmer and distort like some kind of haze.

Skills: Funk Apes get a +8 Racial Bonus to Climb checks, and can always take 10 on climb checks even if rushed or threatened.

Funk (Su): The Funk Ape smells bad. Any creature within 60' of it that can smell is in trouble. Even if it can't smell something seems to bother it. Once inside this area all living creatures with a sense of smell must make a DC 16 Fortitude Save (Save DC is Constitution based) or pass out for 1d6 rounds, be Nauseated for 1d6 rounds after awakening, and then Sickened for 1d6 hours more. As long as the creature remains within 60' of the Funk Ape it will have to make Saves to avoid unconsciousness. Creatures that aren't living or that have no sense of smell (or that are incorporeal) must also make a DC 16 Fortitude Save, or be Sickened as long as they are within 60' of the Funk Ape.

Blur (Su): Due to the air around it boiling the Funk Ape permanently has it's own personal Blur spell.

Immunities (Ex): Funk Apes are immune to disease (it's killed off by their Funk), inhaled gases or poisons (which can't get through the Funk), and any attack relying on their sense of smell (they have none due to the Funk).

Combat: Funk Apes are only mildly aggressive and usually sit in trees and fling poo at intruders. Occasionally they'll get riled up and charge. After that they just continuously whack their opponent till he falls or they run away if hurt too bad. Most opponents simply black out or puke near them which is and endless supply of entertainment for the ape.

Bhu
2008-04-18, 08:30 PM
Habanero Dryad
Medium Fey
Hit Dice: 4d6 (14 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 15 (+ 4 Dex, +1 natural), touch 14, flat-footed 11
Base Attack/Grapple: +2/ +2
Attack: Dagger +6 melee (1d4/19-20) or Grapple +6 melee, or Pepper Spray +6 ranged
Full Attack: Dagger +6 melee (1d4/19-20) or Grapple +6 melee, or Pepper Spray +6 Ranged
Space/Reach: 5’/ 5’
Special Attacks: Improved Grapple, Pepper Spray, Spell-like Abilities, Spicy Grapple
Special Qualities: Damage Reduction 5/cold iron, plant dependent, wild empathy
Saves: Fort +3, Ref +8, Will +6
Abilities: Str 10, Dex 19, Con 11, Int 14, Wis 15, Cha 18
Skills: Escape Artist +11, Handle Animal +11, Hide +11, Knowledge (Nature) +11,
Listen +9, Move Silently +11, Ride +6, Spot +9, Survival +9, Use Rope +4
Feats: Great Fortitude, Weapon Finesse
Environment: Warm Forests
Organization: Solitary or group (4-7)
Challenge Rating: 4?
Treasure: Standard
Alignment: Chaotic Good
Advancement: By character class
Level Adjustment: -


"Hey baby you wanna night of warm lovin'?"

"How is it I always get the missions involving Dryads?"

"Cause of that incident in Bogonia where you were caught with the Lord's sister."

"SHE FORCED HERSELF ON ME DAMMIT!! How was I supposed to know she was man crazy?"

"Y'know if you weren't such a big manly Paladin I might actually believe that..."

Habanero Dryads appear similar to normal Dryads except their hair is leafy and their skin is green instead of wooden (the exception being their bosoms which are a bright orange. And like most brightly colored things this is nature's way of saying stay away monkey boy). Instead of being linked to a tree they are linked to a Habanero bush. This gives them some minor protection as some cultures value the Habanero for food, and virtually no animals want to eat them. Unfortunately for the local populace they will soon find out that Habanero Dryads are far more frisky than regular ones, and they're always on the hunt for a decent looking humanoid male. To the detriment of the aforementioned humanoid male, virtually all bodily fluids of the Dryad contain capsaicin, the chemical that makes peppers hot. Embracing one, let alone carrying it any further, has it's perils. Habanero Dryads speak Common, Elven, and Sylvan.

Improved Grapple (Ex): Habanero Dryads are experts at grabbing onto and hugging recalcitrant humans. They may make grapple attemps without provoking an attack of opportunity.

Pepper Spray (Ex): Once per round as a standard action a Habanero Dryad can hock a loogie at anyone within 20 feet. This is a ranged attack, and if it is successfult the victim must make a DC 12 Fortitude Save or be Blinded for 1d4 rounds. If the Dryad confirms a critical hit, the victim does not get a save.

Spicy Grapple (Ex): Habanero Dryads can sweat capsaicin at will. While grappling a victim they work it into his skin as much as possible. In addition to regular grppling damage, a victim must make a DC 12 Fortitude Save (Save DC is Constitution based) each round it is in the grapple or be Dazed for 1 round, and Sickened for the duration of the Grapple and 1d4 rounds thereafter. The Save DC is +4 if the victim is lightly clothed or naked. Prolonged exposure (more than 10 rounds) causes actual chemical burns doing 2 points of acid damage a round thereafter. If the Grapple check is a natural 20, roll again as if confirming a critical hit. If successful the Dryad has worked the stuf into her opponents eyes, blinding him for 1d6 rounds if he fails a DC 12 Fortitude Save, and for 1 round if he makes it (Save DC is Fortitude based).

Plant Dependent (Su): The Habanero Dryad is mystically bound to her pepper bush and can't stray more than 300 yards from it. Those who do become ill and die within 4d6 hours. The bush does not radiate magic.

Spell Like Abilities (Sp): Same as regular Dryad.

Wild Empathy (Ex): This power works like the Druids class feature, except that the Dryad has a +6 Racial bonus on the check.

Combat: Similar to most Dryads really. They use their spell like abilities to charm potential problems. Or they spit pepper juice in their eyes and grapple till they give up.

Bhu
2008-04-19, 04:07 PM
Cactus Dryad
Medium Fey
Hit Dice: 4d6+12 (26 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
Base Attack/Grapple: +2/+3
Attack: Fist +4 melee (1d4+1d6+1)
Full Attack: 2 Fists +4 melee (1d4+1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-Like Abilities, Thornskin
Special Qualities: Damage Reduction 5/Cold Iron, Cold Vulnerability, Cactus Dependent, Immune to Heat, Wild Empathy
Saves: Fort +3, Ref +6, Will +7
Abilities: Str 12, Dex 14, Con 14, Int 14, Wis 17, Cha 16
Skills: Handle Animal +3, Hide +2, Intimidate +3, Knowledge (Nature) +2, Listen +3, Move Silently +2, Sense Motive +3, Spot +3, Survival +3
Feats: Improved Toughness, Weapon Finesse
Environment: Warm Deserts
Organization: Solitary, or Clsuter (4-7)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: By Character Class
Level Adjustment: -

Dryad: "Soooooo...Mr. Paladin..."
Paladin: "Look, I do't want any trouble. I'm just here to collect the artifact I need for my quest. Are you ladies gonna give it to me, or....?"

(Insert Mass Giggling)

Dryad 2: "Oh, we're gonna give it to you allright.."
Paladin: "This is why I've never liked fey. No respect for the Law."
Dryad: "Give the girls a chance. They're a teensy upset cause they haven't had any dates in a while."
Paladin: "Madam in defense of my gender, you're covered in sticky needles."
Dryad: "And you can be too if you want..."
Paladin: "Just give me the artifact."
Dryad: "And what do we get in return? A woman has needs you know."
Paladin: "Woman???"
Dryad: "Yes, woman. Y'know me."
Paldin "YOU'RE A PLANT!!"
Dryad: "Look your getting needled one way or the other. Just cooperate and it'll be quicker."
Paladin: I am SO telling Pelor about this."

Cactus Dryads are similar to regular Dryads except they're tied to a Cactus as opposed to a tree. They're quite lonely living all alone out in the desert by themselves. Much information can be gotten from them by simply chatting with them. Except for attractive men. They have...a more difficult time.
Cactus Dryads are green-skinned women covered in cactus needles. Cactus Dryads speak Common, Elven, and Sylvan.

Spell-Like Abilities (Sp): At will Briar Web (DC:15), Camouflage, Speak With Plants
3/day: Critical Strike, Forestfold, Quill Blast (DC:18)
1/day: Dehydrate (DC:16)

Caster Level 6, Save DC's are Wisdom based. All spells not listed in the PHB should be in the Spell Compendium.

Thornskin (Ex): Cactus Dryads do +1d6 piercing damage with their fists or grapples. Anyone striking them with an unarmed strike or natural wepaon, or grappling them takes 5 points of piercing damage.

Cactus Dependent (Su): This is the same as the standard Dryad's Tree Dependency, except it involves a cactus (see page 90 of the Monster Manual).

Wild Empathy (Ex): This power works like the Druid's Wild Empathy Class Feature except the Dryad has a +6 Racial Bonus on the check.

Combat: Generally the Dryads will Camouflage themselves and Hide. If the opponents are close they'll cast Critical Strike and try to surprise them, if not they'll use Quill Blast. Or Briar Web and then Dehydrate.

Bhu
2008-04-21, 12:43 AM
Unfeeling Brute Template

Unfeeling Brute is an Inherited Template that can be added to any living, corporeal creathanged

Hit Dice: Unchangure that is medium or larger.

Size and Type: Unced, remember to add new Con bonus.

Armor Class: Natural Armor Class increases by +4

Speed: Lower base speed of all movement types by 5 feet, to a minimum of 5 feet.

Attacks: All natural attacks increase their damage die as if you were one Size Class larger (see MM page 291). If you have no attacks but unarmed strikes, your unarmed strikes become Slam attacks doing lethal damage. Unarmed strikes also increase 1 die.

Special Qualities: The base creature gains Powerful Build (see Races of Stone page 56), and becomes immune to all mind affecting effects. It also gains DR x/- depending on its Hit Dice. 1-4 HD=DR 1, 5-8 HD=DR 2, 9-12 HD=DR 3, 13-16 HD=DR 4, 17+ HD=DR 5.

Saves: Fortitude Saving Throws gain a +2 Racial Bonus

Abilities: Bonuses for Str, Dex, and Con depend on Size. Int becomes a 3 if it is 4 or higher, a 1 if it's a 2 or 3, and - if it's a 1 (the Base Creature also becomes Mindless in this instance). Wis and Cha are unchanged.


Size Str Dex Con
Medium +5 -2 +4
Large +10 -2 +4
Huge +15 -4 +8
Gargantuan +20 -4 +8
Colossal +25 -8 +12

Skills: Gains a +8 Racial bonus to Intimidate checks. Adjust skills due to new Int. It loses all skills other than Racial Bonuses if it becomes Mindless.

Feats: Gains 1 bonus Feat from the following list for every 3 Hit Dice if it meets the prerequisites: Area Attack, Awesome Blow, Brutal Throw, Crush, Cumbrous Fortitude, Diehard, Endurance, Fling Enemy, Great Fortitude, Greater Powerful Charge, Improved Bull Rush, Improved Critical, Improved Natural Armor, Improved Overrun, Involuntary Rage, Large and in Charge, Mighty Jumping, Pain Mastery, Power Attack, Powerful Charge, Power Critical, Power Throw, Pushback, Roll With It, Stomp, Toughness, and Improved Toughness. It loses all Feats except the Bonus Feats if it becomes Mindless.

Environment: Unchanged

CR: 5 or less HD: =1, 6-10 HD: +2, 11-15 HD: +3, 16+ HD: +4

Alignment: Most Brutes become Neutral unless they are prevented (i.e. Outsiders that are restricted in alignment)

Level Adjustment: +4

"So whaddya call this guy?"

"HE...IS...BISON MAAAAAAAAAAAAAAAAAAAAAANNNNNN!!"

"Ooookaaayyy..."

Unfeeling Brutes are twisted mistakes of nature who are all brawn and little or no brain. What causes this is unknown, but pollution by mages or alchemists (or teh interference of drunken gods) is often blamed. They make pretty good cheap muscle. Just keep them fed and happy. Or bad times is a'comin'.

Bison Man
Minotaur, Unfeeling Brute
Large Monstrous Humanoid
Hit Dice: 6d8+24
Initiative: -1
Speed: 25 ft. (5 squares)
Armor Class: 17 (-1 Size, -1 Dex, +9 natural), touch 8, flat-footed 17
Base Attack/Grapple: +6/+19
Attack: Greatclub +14 melee (3d6+9) or Gore +14 melee (2d6+9)
Full Attack: Greatclub +14/+9 melee (3d6+9) and Gore +9 melee (2d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Powerful Charge 7d6+13
Special Qualities: Darkvision 60', natural Cunning, Scent, DR 2/-
Saves: Fort +10, Ref +4, Will +5
Abilities: Str 29, Dex 8, Con 19, Int 3, Wis 10, Cha 8
Skills: Intimidate +9, Listen +6, Search +2, Spot +6
Feats: Great Fortitude, Power Attack, Track, Greater Powerful Charge (B), Powerful Charge (B)
Environment: Underground
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Neutral
Advancement: By Character Class
Level Adjustment: +6

Bison Man was doubly cursed by the Gods for the actions of his parents. Not only did he become a Minotaur, he's incredibly dumb. But to give him a fighting chance, they did make him a bit tougher than usual. Eventually he was adopted by a kindly old spinster woman at the edge of town named Granny Moses. And by kindly old spinster we mean lunatic hermit well into both insanity and senility. She believes that the Bison Man is a superhero who will save the villagers from evil and lead them into a new golden age. Of course she also sometimes think the local cabbage crop are demons in disguise, and that the local villagers eat cabbage because they are mind controlled into doing so.

Jayngfet
2008-04-21, 02:05 AM
bhu, do you have a holy symbol or shal I craft one for you as your unnoficial high priest?


love the dryads and carnal mindflayer please make more...

Bhu
2008-04-22, 03:55 AM
I got a couple more flayers on the way actually :smallbiggrin:

Bhu
2008-04-23, 01:48 AM
Something a lil different real quick: A Monster PrC



CRYPTID

Picture URL

"Yorp?"

Cryptids are animals or hominids that may or may not exist but have been seen by many people.

BECOMING A CRYPTID
You don't really become a cryptid you're pretty much born one.

ENTRY REQUIREMENTS
Type: Any Animal or Vermin, Any Magical Beast with an Intelligence of 2 or less, Any Giant, Humanoid, or Monstrous Humanoid with a Racial Intelligence Penalty
Special: Must have ranks in Hide or Move Silently OR a Feat giving bonuses with one of those 2 skills OR a Racial Bonus to one of those skills.


Class Skills
The Cryptid's class skills (and the key ability for each skill) are Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Wis), Spot (Wis), Survival (Wis), and Swim (Str). They also have any skills listed in their monster entry not included here as a class skill.
Skills Points at Each Level : 2 + int

Hit Dice: d8


BAB Fort Ref Will Abilities
1. +0 +2 +2 +0 Size is No Problem
2. +1 +3 +3 +0 Camouflage
3. +2 +3 +3 +1 Only A Legend
4. +3 +4 +4 +1 Speed is No Problem
5. +3 +4 +4 +1 Hide In Plain Sight
6. +4 +5 +5 +2 Bigfoot Is a Commie
7. +5 +5 +5 +2 Ambush
8. +6 +6 +6 +2 I Am As One With the Bushes
9. +6 +6 +6 +3 OMG Bigfoot Is An Alien
10.+7 +7 +7 +3 Obfuscation

Weapon Proficiencies: Cryptids gain no new weapon or armor proficiencies

Size Is No Problem (Ex): Cryptids take no Size Class Penalty to Hide Checks.

Camouflage (Ex): Identical to the ability listed on page 51 of the PHB.

Only A Legend (Ex): Myths and rumors about you have become so obfuscated in the retelling, that all Knowledge skill checks made to gain information about you (i.e. Knowledge:Nature if you're an animal) take a -4 Penalty.

Speed Is No Problem (Ex): Cryptids take no penalties to Hide or Move Silently checks regardless of how fast they move.

Hide In Plain Sight (Ex): Identical to the ability listed on page 51 of the PHB.

Bigfoot Is A Commie (Ex): The penalties to Knowledge skill checks from Only A Legend raise to -8. Opponents with Bardic Knowledge or similar type abilities have a -4 on those rolls now too.

Ambush (Ex): If you are successfully hidden or concealed and your opponents cannot see you, you can spring from hiding and let out a huge roar while you charge as a Standard Action. Any opponent capable of perceiving you must make a Willpower Save (DC is 10 plus half your Hit Dice plus Charisma Modifier, +4 for every Size Class bigger you are than your opponent) or be Panicked for 2d6 rounds. If they succeed they are Shaken for the rest of the encounter (mostly from the embarrassment of having their bowels release).

I Am As One With The Bushes (Ex): You can always Take 10 on Hide and Move Silently checks, regardless of the circumstances you find yourself in.

OMG Bigfoot Is An Alien (Ex): Knowledge checks made against you (unless it happens to be Knowledge: Your specific Cryptid) automatically fail to provide any useful information. Bardic Knowledge type checks are now at -8. People just seem to invent total gibebrish about you.

Obfuscation (Su): People you encounter now cannot remember things correctly. Any being encountering you must make a Willpower Save (DC is 10 plus half hit dice plus Charisma modifier plus 4 for every Size Class bigger you are than them). If they succeed, they cannot remember details exactly. For example if you are a bigfoot they will disagree on color, or size, or minor details. Some might even believe you are a wolfman or bear man, or an animal. But they will have the gist of the encounter right.

If they don't succeed things get fun. They disagree wildly on what they saw/experienced. For 1d6 days after the event whenever it is mentioned or someone inquires about it they will become hysterical, either brutally rationalizing anything and everything they saw ("swamp gas. Hadda be."), or spew the most delirious, psychedelic nonsense they can muster. Either way they won't come across as a believable witness. Even after the 1d6 days are up they still won't agree on what they saw, but it'll be less nutzoid. This is a Mind-affecting effect.

Paladin: "Okay, so let's run through this again. You were 'adventuring' outside our city, when an unknown thing attacked you. What did it look like again?"

The Dwarf: "It was a bear. Just a bear. Musta been hopped up on potions or somethin'..."

The Halfling: "IT CAME FROM THE SKY!!!! IT CAAAMME FROOM THE SKYYYYYYYYYYYYY!!!!!"

The Human: "It had 14 mouths and 16 buttocks, and a tongue in it's eyeballs!"

The Elf: "It was a multiheaded, lightning spewing, anthropomorphic Buttwhale with flaming _________ of DOOM!!"

Paladin: "You uh...you wouldn't be out here in the woods sampling the local mushrooms would you? They're bad stuff."

Dwarf: "No sir, we aren't drug users."

Paladin: "Cause I can't help but notice all the mushrooms over in your camping site..."

Halfling: "The Squirrel left those after he ate Bob's brain."

Paladin: "The...squirrel...."

Human: "Yeah a squirrel ambushed us with some mindblasts after that thing attacked. He dropped the shrooms after fleeing with Bob's head."

Paladin: "Just for my own personal edification...what does a squirrel look like?"

Dwarf: "They're kinda tall purple people with tentacles on their face, and ..."

Paladin: "THATS A MINDFLAYER YOU IDIOT!!"

Elf: "No, Mindflayers are littly fuzzy forest critters with foofy tails that store nuts for the winter."

Paladin: "You people are nuts. Unless I get some straight answers and you tell me where this thing went someone is getting this +2 Holy Flaming Bastard Sword right up their.."

Elf: "THAT WAY!! It went that way!"

2 minutes later

Dwarf: "You know darn well it didn't go that way."

Elf: "I hadda get rid of the Paladin so we could flee. They're one step removed from being serial killers you know."



PLAYING A CRYPTID
You are a legendary being that may or may not be real. So don't show up very often, hide as much as possible. Show yourself only to drunks, or people who are alone, or who would be stigmatized by their society. If you get spotted by someone believeable lay low for a while.
Combat: You really only enter into combat when you're one on one with someone you can take (it furthers your legend when the body is found), or you have no choice.
Advancement: Most cryptids advance as creatures of their type after they have maxed out the levels of this PrC.
Resources: Cryptids only available resource will be members of their own species. And mybe a few friendly cryptozoologists. Others will want to kill them for a variety of reasons.

CRYPTIDS IN THE WORLD
"Ah knows there's a critter or sumpin' up on Black Rock! Knows it ah tell ye!'
Cryptids are rarely seen by civilized people, usually by accident. And for good reason. Civilized people are nuts. They poop everywhere, throw trash around, and keep trying to put an arrow in you because "thet thar pelt'd look good by the fahr".
Daily Life: Your daily life isn't any different than any animals or primitive hominids really. Other than the occasional hunter determined to prove your existence.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Most organizations will be determined to find and expose Cryptids as real. Whether or not they want to help you or sell Nessie burgers is a different story...

NPC Reaction
General reactions can be described as "HOLY ____ IT'S A SKUNK APE!!!!!!!!!!!!!!!!!!MAH!!MAH!!!GIT MAH APE KILLIN' BOW!!!!"

CRYPTIDS IN THE GAME
Monsters with the Cryptid template will be a good deal more sneaky and crafty than they would usually. This template also assumes that whatever critter you apply it to is a possibly legendary not well known beast in your campaign world.
Adaptation: As can be expected this is a not entirely serious PrC. So it would do best in goofy campaigns.
Encounters: PC's will usually encounter a Cryptid at random somwhere on the outskirts of civilization.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12:

DM: "Okay as you come to the clearing you notice a large hairy hominid. He appears to be wearing a shirt saying "I am NOT the transvestite father of Elvis' mutant space child."

Player 1: "How does he look?"

DM: "He's smiling. You notice he's carrying a rock..."

Players 2-4: "Awwwwwww ****..."


Bob
N Male Sasquatch/Cryptid 9
Init +0, Senses: Listen +5, Spot +5, Dark Vision 60', Scent
Languages Sasquatch
------------------------------------------------
AC 11, touch 9, flat-footed 11 (-1 Size, +2 Natural)
hp 93 (12 HD)
Fort +10, Ref +9, Will +7
------------------------------------------------
Speed 40 ft. (8 squares)
Melee Unarmed Strike +12/+7 (1d4+4) or Spear +12/+7 (1d8+4)
Base Atk +9, Grp +17
Atk Options Ambush (DC 14 plus possible size modifiers)
-----------------------------------------------
Abilities Str 18, Dex 10, Con 16, Int 6, Wis 12, Cha 7
SQ Size Is No Problem, Camouflage, Only A Legend, Speed Is No Problem, Hide In Plain Sight, Bigfoot Is A Commie, Ambush, I Am As One With The Bushes, OMG Bigfoot Is An Alien
Feats Alertness, Improved Unarmed Strike, Simple Weapon Proficiency (Spear), Stealthy, Toughness
Skills Climb +5, Hide +6, Intimidate +1, Listen +5, Move Silently +4, Spot +5, Survival +2
Possessions Spear, or maybe a rock...


EPIC CRYPTID

Hit Die: d8
Skills Points at Each Level : 2 + int
Bonus Feats: The Epic Cryptid gains a Bonus Feat every 2 levels higher than 20th

Bhu
2008-04-24, 02:31 AM
Carnal Mindflayer, Selachii
Large Aberration (Aquatic)
Hit Dice: 10d8+40 (85 hp)
Initiative: +7
Speed: Swim 50 ft. (10 squares)
Armor Class: 16 (-1 Size, +2 Dex, +5 Natural), touch 11, flat-footed 14
Base Attack/Grapple: +7/+12
Attack: Bite +11 melee (1d10+5)
Full Attack: Bite +11 melee (1d10+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab, Psionics, Swallow, Mind Blast
Special Qualities: Telepathy 100', Power Resistance 25
Saves: Fort +7, Ref +5, Will +10
Abilities: Str 20, Dex 15, Con 18, Int 19, Wis 17, Cha 17
Skills: Concentration +14, Hide +8, Knowledge (Psionics) +14, Listen +13, Move Silently +10, Psicraft +14, Spot +13, Swim +13, Use Psionic Device +13
Feats: Improved Initiative, Combat Manifestation, Ability Focus (Mind blast)
Environment: Warm Aquatic
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: ---

"Awright!! Tourists! I love tourists! Oooh and they have a lil dwarf hottie...Maybe I won't be eating them all after all..."

Selachii flayers resemble great purple sharks with lamprey like mouths surrounded by small tentacles, and no dorsal fin. They are perfectly adapted for underwater life. Unlike real sharks these Mindflayer mutations tend to have a sense of mischief, and spend much time playing with their prey. usually by sneaking up on them while telepathically projecting the theme song from Jaws into their heads. How they know the Jaws theme song is irrelevant, and we ask that you do not pursue this line of questioning further. Selachii are roughly the size of a Bull or Mako shark. They speak Aquan and Common.

Skills: Selachii have a +8 Racial Bonus to Swim chacks, and can always Take 10 on a Swim check. They may use the Run action while swimming in a straight line.

Improved Grab (Ex): If the Mindflayer hits with it's Bite attack it may attempt a Grapple check as a Free Action without provoking an attack of opportunity. If successful it may Swallow the next round.

Psionic Powers: A Carnal Mindflayer Selachii manifests psionic powers as an 10th level Wilder. Save DC's are Charisma based.

Mind Blast (Su): This Psionic attack is a 60' Cone. Anything in it must make a DC 20 Willpower Save or be Panicked for 3d4 rounds. The Save DC is Charisma Based. This power is the equivalent of a 4th level spell.

Swallow Whole (Su): A Selachii can extend its jaws to Swallow a Medium or smaller opponent by making a successful Grapple check. A swallowed creature takes 1d6+5 bludgeoning damage and 1d6+5 acid damage each round. A swallowed creature may cut its way out with a light slashing or piercing weapon by doing 15 points of damage to teh Selachii's stomach (AC 13). Once the creature exits muscular action closes the hole, and other creatures must cut their own way out. The Selachii's stomach can hold 1 Medium or Small, 4 Tiny, or 8 Diminutive or Smaller creatures.

Combat: Selachii blast their foes with their Mind Blast in an attempt to thin out the group opposing them. They will then eat whoever is slowest, or whoever seems most dangerous (i.e. casters, peple who made their saves). They will repeat this picking foes off one by one. Their tentacles are too small to extract brains, so they just swallow victims whole usually.



Carnal Mindflayer, Slime
Medium Aberration
Hit Dice: 8d8+16 (52 hp)
Initiative: +7
Speed: 30 ft. (6 squares), Climb 30'
Armor Class: 17 (+2 Dex, +3 Natural, +2 Deflection), touch 14, flat-footed 16
Base Attack/Grapple: +6/+7
Attack: Tentacle +7 melee (1d4+1)
Full Attack: 4 Tentacles +7 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Psionics, Extract, Mind Blast
Special Qualities: Telepathy 100', Power Resistance 25, Slime
Saves: Fort +4, Ref +4, Will +9
Abilities: Str 12, Dex 15, Con 15, Int 19, Wis 17, Cha 17
Skills: Balance +4, Climb +5, Concentration +12, Hide +2, Knowledge (Psionics) +14, Listen +13, Psicraft +14, Spot +13, Use Psionic Device +13
Feats: Improved Initiative, Combat Manifestation, Multigrab
Environment: Underground
Organization: Solitary
Challenge Rating: 9?
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: +8?

"I am so not touching that. You didn't say they'd be icky..."

"Of course they're icky, they're Mindflayers. Thats the entire friggin point of being a Mindflayer!"

Slime Mindflayers are covered in noxious purple goo. They can alter the consistency to make it sticky or oily. While the other flayers dont mind them, most humanoids find them disgusting. Except for some perverts among the Drow. What is it with the Drow anyway? They are otherwise pretty identical to the average Carnal Mindflayer.


Improved Grab (Ex): If the Mindflayer hits a Small, Medium, or Large creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to attach its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn.

Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead.

Psionic Powers: A Carnal Mindflayer Slimer manifests psionic powers as an 8th level Wilder. Save DC's are Charisma based.

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

Slime (Ex): A Slimer is covered in purple slime. As a Free Action it can later the slime to make it sticky or oily. If the slime is sticky the Slimer gains a +8 Circumstance Bonus to Climb, Balance, Trip, and Grapple checks (except when its trying to escape a Grapple). If the slime is Oily it gains a +8 Circumstance Bonus to Swim, Trip, and Grapple checks (only when attempting to escape a Grapple). It also gains a -8 Circumstance penalty to Climb and Balance checks. The slime also gives it a +2 Deflection Bonus to AC. Track rolls are automatically successful unless the Slimer enters the water at some point.

Combat: Slimers tend to try to hide, mind blast, and then close for grapple as soon as possible using their slime to ensure their prey cant escape.

Obscurejones
2008-04-24, 03:01 AM
Cryptids in D20...

This will end in fun.

Jayngfet
2008-04-24, 01:50 PM
more mindflayer goodness!


and what is with the drow anyway?

Bhu
2008-04-25, 04:00 AM
Cryptids in D20...

This will end in fun.

We have a whole thread of cryptids over on the monster boards at wizards :D

GoC
2008-04-25, 09:01 AM
I love the Cryptids.:smallcool:

Bhu
2008-04-25, 06:46 PM
You can find the Cryptozoology thread here http://forums.gleemax.com/showthread.php?t=729590

I also contribute to

Mythological Creatures http://forums.gleemax.com/showthread.php?t=679086

The Dinosaur Managerie http://forums.gleemax.com/showthread.php?t=422781

The Skull Island Bestiary (Kong Fans Unite!) http://forums.gleemax.com/showthread.php?t=740152

The Creatures of Spec http://forums.gleemax.com/showthread.php?t=765891

And occasionally some threads on jungle critters, fey, and swarms.

Bhu
2008-04-26, 02:49 AM
Carnal Mindflayer, Albiniid
Large Aberration (Aquatic)
Hit Dice: 10d8+40 (85 hp)
Initiative: +7
Speed: 30 ft. (6 squares), Swim 30 ft., Climb 30 ft.
Armor Class: 16 (-1 Size, +3 Dex, +4 Natural), touch 12, flat-footed 13
Base Attack/Grapple: +7/+11
Attack: Tentacle +11 melee (1d4+4)
Full Attack: 4 Tentacles +11 melee (1d4+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab, Psionics, Extract, Mind Blast
Special Qualities: Telepathy 100', Power Resistance 25, Blind-Sight 60', Amphibious, Blind
Saves: Fort +7, Ref +6, Will +10
Abilities: Str 18, Dex 16, Con 18, Int 16, Wis 17, Cha 19
Skills: Climb +12, Concentration +9, Hide +13, Knowledge (Psionics) +8, Listen +7, Move Silently +13, Psicraft +13, Spot +7, Swim +17, Use Psionic Device +14
Feats: Blindfight, Combat Manifestation, Overchannel, Talented *
Environment: Underground
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: ---

*Feats not found in the Players Hanbook are from the Expanded Psionics Handbook.

"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHH!

"Tor...relax man it's just a giant albino flesheating Mindflayer."

"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHH!

Seriously, relax man, we've killed these things before."

"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHH!

I swear to god if you don't shut the hell up I'm gonna lock you in this room with him."

".......'

Albiniids are underground aquatic Mindflayers mutations. Bone white with no eyes and suckers on their limbs, they aren't pretty even by Mindflayer standards. Most of them are extremely cannibalistic, which means they tend to get put down at birth. But they aren't picky if other flayers aren't available. They'll eat anything down to the bone. Some of them eat bones too. Albiniids understand Common, Undercommon, and Dwarven, but few of them speak. Most of them tend to be completely bonkers from years of isolation with no one to talk to and have forgotten how to talk.


Skills: Albiniids have a +8 Racial Bonus to Climb and Swim checks, and can always Take 10 on a Climb or Swim check.

Improved Grab (Ex): If the Mindflayer hits a Small, Medium, or Large creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to attach its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn.

Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead.

Psionic Powers: A Carnal Mindflayer Albiniid manifests psionic powers as an 10th level Wilder. Save DC's are Charisma based.

Mind Blast (Su): This Psionic attack is a 60' Cone. Anything in it must make a DC 20 Willpower Save or be Blinded and Deafened for 3d4 rounds. The Save DC is Charisma Based. This power is the equivalent of a 4th level spell.

Blind (Ex): Albiniids are blind, and therefore immune to any effects that are purely visual, such as flashes of light or visual illusions.

Combat: Albiniids will generally try to blind their foes putting them at a disadvantage. Then they can grapple and extract more leisurely. Many do hit and run attacks like this, slowly taking groups one at a time.


Carnal Mindflayer, Cuttleworm
Large Aberration
Hit Dice: 10d8+70 (115 hp)
Initiative: +5
Speed: 30 ft. (6 squares), Swim 30 ft., Climb 30 ft.
Armor Class: 16 (-1 Size, +1 Dex, +6 Natural), touch 10, flat-footed 15
Base Attack/Grapple: +7/+11
Attack: Tentacle +11 melee (1d4+4)
Full Attack: 6 Tentacles +11 melee (1d4+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab, Psionics, Extract, Mind Blast
Special Qualities: Telepathy 100', Power Resistance 25
Saves: Fort +10, Ref +4, Will +10
Abilities: Str 18, Dex 12, Con 25, Int 10, Wis 17, Cha 19
Skills: Climb +12, Concentration +7, Hide +6, Knowledge (Psionics) +5, Listen +5, Move Silently +6, Psicraft +5, Spot +5
Feats: Blindfight, Combat Manifestation, Overchannel, Wounding Attack *
Environment: Underground
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: ---

*Feats not found in the Players Handbook appear in the Expanded Psionics Handbook.

"Jim...Jim that big boogity worm on the wall is talking to me without no voice..."

"And it's moments like this why none of the other adventurers wanted to be with you when we decided to split up Bubba."

Cuttleworm mutants resemble Carrion Crawlers from a great distance. The other Mindflayers find them disturbing, and treat them much the way primitive humans treat mentally or physically disadvantaged individuals. Which is to say not too well. In return the Cuttleworms treat other Mindflayers like humans if they have one cornered alone. Which is to say not too well.


Skills: Cuttleworms have a +8 Racial Bonus to Climb checks, and can always Take 10 on a Climb check.

Improved Grab (Ex):If the Mindflayer hits a Small, Medium, or Large creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to attach its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn.

Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead.


Psionic Powers: A Carnal Mindflayer Cuttleworm manifests psionic powers as an 10th level Wilder. Save DC's are Charisma based.

Mind Blast (Su): This Psionic attack is a 60' Cone. Anything in it must make a DC 20 Willpower Save or be Paralyzed for 3d4 rounds. The Save DC is Charisma Based. This power is the equivalent of a 4th level spell.

Combat: Cuttleworms usually open up with a paralyzing Mind Blast or 3 before munching on someone. Psionic powers tend to be reserved for troublesome individuals, and escapes.

Bhu
2008-04-26, 09:18 PM
Okay I promised the guys over on Wizards I'd finally finish a project I've had up fro a while now. Basically I did 13 Undead templates for last Halloween, and they arent' quite done (or PEACHed). So I'll be switching to posting the dark stuff for a bit. Please PEACH.

When the templates refer to Ghost Feats they'll be referring to the following list, which is also in progress:

Extra Special Attack

Prerequisites: Any Incorporeal Undead Template that gives a list of Special Attacks to choose from, such as Ghost, Legendary Ghost, Ghost of the Deeps, etc.
Benefits: You may choose 1 more Special Attack than normal.


Extra Special Quality

Prerequisites: Any Incorporeal Undead Template that gives a list of Special Qualities to choose from, such as Ghost, Legendary Ghost, Ghost of the Deeps, etc.
Benefits: You may choose 1 more Special Quality than normal.


Empowered Necromantic Weapon

Prerequisites: Necromantic Weapon Special Attack
Benefits: Weapon specific Feats such as Weapon Focus, Weapon Finesse, Weapon Specialization, Power Critical, etc may be used with your Necromantic Weapon.

Empowered Ghosts Curse

Prerequisites: Ghost's Curse Special Attack
Benefits: Once per day you may cast Greater Bestow Curse as a Supernatural Ability.

The following Feats from Libris Mortis may be taken as Ghost Feats: Baleful Moan, Contagious Paralysis, Death Master, Empowered Ability Damage, Endure Sunlight, Eviscerator, Fell Animate, Fell Drain, Fell Frighten, Fell Weaken, Ghostly Grasp, Improved Energy Drain, Improved Paralysis, Improved Turn Resistance, Life Drain, Lifebond, Lifesense, Necrotic Reserve, Positive Energy Resistance, Quicken Manifestation, Spell Drain

The following Feats from Savage Species may be taken as Ghost Feats: Ability Focus, Irresistible Gaze, Narrowed Gaze, Pervasive Gaze, Piercing Gaze

Bhu
2008-04-26, 09:32 PM
Legendary Ghosts are the most powerful and notorious of their kind. Only the most powerful of heroes should attempt to send them to their rest.

LEGENDARY GHOST

Template Type: Legendary Ghost is an acquired template that can be applied to any Aberration, Animal, Dragon, Giant, Humanoid, Magical Beast, Monstrous Humanoid, or Plant. The Base Creature must also have a CR of at least 15.

A Legendary Ghost uses all the base creatures statistics and special abilities except as noted below:

Size and Type: The base creatures type changes to undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

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

Speed: Legendary Ghosts have a Fly Speed of 50 with Perfect maneuverability, unless the base creature already has better.

Armor Class: Natural Armor is the same as the Base Creatures plus its Charisma bonus (minimum of +1), but only applies to ethereal encounters. When a legendary Ghost manifests (see below), its natural armor bonus is +0, but it gains a Deflection bonus equal to its Charisma modifier or its Hit Dice divided by 3, whichever is higher (minimum of +1).

Attacks: A Legendary Ghost retains all the attacks of the Base Creature, but those relying on physical contact do not effect creatures that arent ethereal.

Damage: Against ethereal creatures, the Legendary Ghost attacks normally. Against non ethereal targets the Legendary Ghost usually cant physically damage them but can use special attacks (see below).

Special Attacks: A Legendary Ghost retains all the Special Attacks of the base creature, but those relying on physical contact cannot effect non ethereal creatures. The Legendary Ghost also gains the Manifestation Ability and 3 others from the following list. The Save DC against a Special Attack is 10 plus half hit dice plus Charisma modifier unless otherwise stated.

Deadly Gaze (Su): Gaze attack. Death, range 30 ft, Fortitude Save negates. Opponents slain in this manner rise as Ghosts within 24 hours.

Deadly Touch (Su): This is a melee touch attack that Drains 1d6 Constitution unless the opponent makes a successful Fortitude Save. If the Save is successful the opponent still takes 1d6 points of negative energy damage (plus the Legendary Ghosts Strength Bonus). The Legendary Ghost may use its Dexterity Bonus instead of Strength to make this attack. Opponents slain by this attack rise as Ghosts within 24 hours. With each successful attack the ghost gains 5 temporary hit points for 1 hour (10 if the attack was a successful critical).

Necromantic Weapon (Su): In life the Legendary Ghost wielded a powerful magical weapon, and does so in death as well. This weapon is a physical extension of the Ghost and cannot be disarmed, sundered, or targetd by spells or abilities that specifically target weapons. Regardless of appearance it does 2d6 negative energy damage and is considered a +3 weapon. It criticals on a 20 doing x3 damage. It also has one ability from the following list:

1) Reach weapon. It has the Bodyfeeder ability (See page 30 of the Magic Item Compendium). it is also considered a Reach weapon of course.
2) Ranged weapon. It has the Implacable ability (See page 37 of the magic Item Compendium). Range increment is 80 feet regardless of appearance.
3) Exotic weapon. It has the Cursespewing ability (See page 31 of the Magic Item Compendium).
4) Slashing Weapon. It has the Stygian and Vampiric abilities (See page 44-45 of the Magic Item Compendium).
5) Piercing Weapon. It has the Souldrinking ability (See page 44-45 of the Magic Item Compendium)>
6) Blunt Weapon. It has the Profane Burst ability (See page 40 of the Magic Item Compendium).

Hungry Touch (Su): This is a melee touch attack using the legendary Ghosts Strength or Dexterity modifier, whichever is greater. If it hits successfully the opponent takes 1d6 negative energy damage for 1 round per point of the Legendary Ghosts Charisma modifier (minimum of 1 round). The victims skin begins to blacken and flake away, and if he is killed his body turns into ash. He may not be Raised or Resurrected. Hungry Touch will not work again on the same victim until the duration of the previous touch has expired.

Hellish Scream (Su): The Legendary Ghost may scream, causing all living opponents within 100 ft become Panicked for 8 rounds plus 1 round per point of the Legendary Ghosts Charisma modifier unless they make a Will Save. If the opponent Saves successfully he is Frightened for 1 round per point of the Legendary Ghosts Charisma modifier instead (but is immune to further effects from this Legendary Ghosts Hellish Scream for 24 hours).

Terror (Su):Any living creature within 60 ft. of the Legendary Ghost that can see it must make a Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.

Possession (Su): This is identical to the Malevolence ability used by normal Ghosts (see page 118 of the Monster Manual) with one exception: While possessing a body you may use your Hungry Touch or Deadly Touch abilities if you have them, and the victims body gets no Saving Throw.

Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual).

Psychokinesis (Su): The Legendary Ghost may use the spell Telekinesis at will as a Supernatural ability.

Hallucinatory World (Su): The Legendary Ghost may cast Mirage Arcana 3 times per day, and Shadow Landscape once per day as a Supernatural ability.

Ghost's Curse (Su): You may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending your existence without permanently getting rid of you) a Legendary Ghost is automatically subjected to this ability and receives no Save.

Embrace (Su): As a full round action, once a day you may attempt to kidnap a victim. You must be manifested and make a touch attack. If it is successful, the victim must make a Willpower Save or he ends up adjacent to you on the Ethereal Plane. Assuming he defeats you, he must find his own way back to his home plane.

Special Qualities: A Legendary Ghost has all the Special Qualities of the Base Creature plus Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, and 1 other from the following list:

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual but deserves some clarification. It is much more difficult to release a Legendary Ghost because their goals are far more epic in scope than a regular ghosts. A regular Ghost might want the death of the man that killed him. A Legendary Ghost reuires the death of his murderer and every living relative no mater how distant. A regular Ghost might want you to rid the land of a monster that destroyed him and his people. A Legendary Ghost wants you to rid the land of a cabal of 8 Ancient Wyrm Red Dragons. A regular ghost wants you to return the magical weapon that was stolen from his grave. A Legendary Ghost wants you to do the same, but the weapon is currently being held by Lolth herself.

Turn Immunity (Ex): You are Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 100' of a Legendary Ghost, and Panic if forced to do so (they remain Panicked so long as the Legendary Ghost is within Range).

Lifesense (Su): Legendary Ghosts may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Damage Reduction: The Legendary Ghost has Damage Reduction 10/Epic.

Deathly Power (Ex): The Save DC's of all your special attacks are +4. If you have spells, spell-like abilities, or supernatural abilities from a class these are included as well.

Spell Resistance (Ex): The Legendary Ghost gains Spell Resistance equal to 10 plus half its hit Dice plus its Charisma modifier.

Unnatural Vitality (Ex): The Legendary Ghost gains Maximum hit points per hit die. Prerequisite: Base Creature must have a Base Fortitude Save of +9 or higher.

Necromantic Armor (Su): The Legendary Ghost wore a suit of powerful magical armor and appears to do so in death as well. This is not real armor and is a physical extension of the ghost. It cannot be targeted by effects or spells that normally target armor or equipment. The Legendary Ghosts Natural Armor bonus is double its Charisma modifier (minimum of +2, applies only to ethereal encounters, this stacks with any other natural armor the base creature may have). Against non ethereal encounters the Legendary Ghost has a Deflection bonus to it's Armor Class equal to double it's Charisma modifier, or equal to half it's Hit Dice, whichever is greater.

Saves: Saves remain unchanged except for changes due to new stats.

Abilities: +4 Str, +4 Dex, +2 Wis, +8 Cha. Legendary Ghosts have no Constitution Score.

Skills: Legendary Ghosts have a +8 Racial Bonus to Hide, Intimidate, Listen, Move Silently, Search, and Spot checks.

Feats: Legendary Ghosts get 1 Ghost Feat as a Bonus Feat (Ghost Feats will be detailed soon)

Environment: Any, often as Base Creature.

Organization: Unique

Challenge Rating: Same as Base Creature +5

Treasure: None

Alignment: Any

Advancement: As Base creature

Level Adjustment: Same as Base Creature +8

Example of creature using template here:

"No one visits the old Mind Flayer city anymore. We thought since the assault that it was safe to burn down and forget. But rumors of something in the ruins drew our attention. We'd always heard that they'd conducted experiments on their own there. Odd behavior for the flayers.

Wouldn't you know onw of the things lived on still. A mutant freak even by their standards. Killing it was a mercy, even though such monsters don't deserve mercy.

And then it came back..."

The Experiment (Mind Flayer/Fighter 7/Legendary Ghost)
Medium Undead (Incorporeal)
Hit Dice: 15d12 (97 hp)
Initiative: +4
Speed: Fly 50 ft. (10 squares), Perfect
Armor Class: 24 (+4 Dex, +10 Natural), touch 14, flat-footed 20 against ethereal
21 (+4 Dex, +7 Deflection), touch 21, flat-footed 17 against corporeal
Base Attack/Grapple: +13/+16
Attack: Tentacle +17 melee touch (1d4+3) only vs ethereal
Full Attack: 4 Tentacles +17 melee touch (1d4+3) only vs ethereal
Space/Reach: 5 ft./5 ft.
Special Attacks: Mind Blast, Psionics, Improved Grab, Extract, Terror, Embrace, Manifestation, Deadly Gaze
Special Qualities: Spell Resistance 25, Telepathy 100 ft., Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, Damage Reduction 10/Epic
Saves: Fort +7, Ref +8, Will +12
Abilities: Str 17, Dex 18, Con -, Int 19, Wis 19, Cha 25
Skills: Bluff +15, Climb +13, Concentration +17, Craft (Weaponsmith) +9, Diplomacy +11, Disguise +7 (+9 Acting), Hide +20, Intimidate +28, Jump +13, Knowledge (any) +12, Listen +20, Move Silently +20, Search +12, Sense Motive +11, Spot +20, Swim +13
Feats: Cleave, Combat Casting, Combat Expertise, Great Cleave, Improved Initiative, Power Attack, Weapon Finesse, Quicken Manifestation (B)
Challenge Rating: 20
Treasure: None
Alignment: Neutral Evil
Level Adjustment: +15


Improved Grab (Ex):If the Mindflayer hits a Small, Medium, or Large creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to attach its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn. For the Experiment this only works against victims on the Ethereal Plane.

Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead. For the Experiment this only works against opponents on the Ethereal Plane.

Psionic Powers: A Mindflayer manifests psionic powers as an 9th level Psion (telepath). Save DC's are Charisma based. The Experiment must have Manifested to use these powers against opponents on the Material Plane.

Mind Blast (Su): This Psionic attack is a 60' Cone. Anything in it must make a DC 24 Willpower Save or be Stunned for 3d4 rounds. The Save DC is Charisma Based. This power is the equivalent of a 4th level spell. The Experiment must have Manifested to use this power against opponents on the Material Plane.

Terror (Su): Any living creature within 60 ft. of the Experiment that can see it must make a DC 24 Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.

Deadly Gaze (Su): Gaze attack. Death, range 30 ft, DC 24 Fortitude Save negates. Opponents slain in this manner rise as Ghosts within 24 hours.

Embrace (Su): As a full round action, once a day the Experiment may attempt to kidnap a victim. It must be manifested and make a touch attack. If it is successful, the victim must make a DC 24 Willpower Save or he ends up adjacent to it on the Ethereal Plane. Assuming he defeats the Experiment, he must find his own way back to his home plane.

Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual).

Unnatural Aura (Su): Animals will not come within 100' of the Experiment, and Panic if forced to do so (they remain Panicked so long as the Legendary Ghost is within Range).

Lifesense (Su): The Experiment may automatically sense Living creatures within 100' as thought it had Blindsight. It also automatically know the strength of their life force as if it had cast Deathwatch.

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual but deserves some clarification. It is much more difficult to release a Legendary Ghost because their goals are far more epic in scope than a regular ghosts. To release the Experiment the PC's must find some of the Mindflayers that originally tormented it (they escaped the destruction) and bring them to it so it can murder them. Communicating with it will be difficult, even if the PC's speak the Mindflayers language.

Combat: The Experiment usually opens with its Mind Blast and Psionic abilities to sow confusion. After whcih it will use Embrace to kidnap victims to the Ethereal Plane one by one where it can use its ability to Extract brains.

Jayngfet
2008-04-26, 10:00 PM
even more 'flayers? yay!

:smallbiggrin:

GoC
2008-04-26, 11:00 PM
Necromantic Weapon (Su): In life the Legendary Ghost wielded a powerful magical weapon, and does so in death as well. This weapon is a physical extension of the Ghost and cannot be disarmed, sundered, or targetd by spells or abilities that specifically target weapons. Regardless of appearance it does 2d6 negative energy damage and is considered a +3 weapon. It criticals on a 20 doing x3 damage. It also has one ability from the following list:

I'd recommend changing that to an enhancement bonus equal to HD/2.
CR adjustment seems a wee bit high. There's no way the experiment is CR 20.

Bhu
2008-04-27, 10:36 PM
I'd recommend changing that to an enhancement bonus equal to HD/2.
CR adjustment seems a wee bit high. There's no way the experiment is CR 20.

A regular Ghost template raises CR by +2. And this thing is much more powerful than it is. Granted I didn't exactly use a great example. But still once it manifests it has a save or die gaze, can mindblast and use psionics, and then kidnap 1 person to the ethereal to fight him one on one. Unless the party can follow. Which they probably will if they've encountered it before. But that first encounter probably equals at least 1 dead PC.

If i change the weapon to half hit dice that can be exploited to do a +10 weapon or more. Which still might be doable

Bhu
2008-04-29, 02:59 AM
Okay how about I cut the CR to +4. That puts it at a CR 19.

Bhu
2008-04-30, 12:36 AM
Legendary Spectres are among the most powerful of their kind. it is uncertain what events lead to a creation of a Spectre this powerful, but they are far more dangerous than their weaker brethren. Only the most powerful of heroes should attempt to fight them. (which is a nice way of saying their intended to be Epic level Spectres).


LEGENDARY SPECTRE

Legendary Spectre is an Acquired Template that can be applied to any Aberration, Animal, Dragon, Giant, Humanoid, Magical Beast, or Monstrous Humanoid. The Base Creature must also have a minimum CR of 15.

Size and Type: The base creatures type changes to Undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

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

Speed: Base Creature gains a Fly Speed of 80 ft. (Perfect) unless it already has better.

Armor Class: The Base Creature loses it's Natural Armor Bonus but gains a Deflection Bonus of equal value (or it's Charisma bonus, whichever is higher) +3.

Attacks: A Legendary Spectre retains all the attacks of the Base Creature, but they become incorporeal touch attacks.

Damage: If the Base Creature has multiple natural attacks they are now incorporeal touch attacks doing negative energy damage instead of physical damage (damage changes depending on size). Otherwise it gains an Incorporeal touch attack whose damage is based on the Base Creatures size: Fine (1d2), Diminutive (1d3), Tiny (1d4), Small (1d6), Medium (1d8), Large (2d6), Huge (2d8), Gargantuan (4d6), and Colossal (4d8).

Special Attacks: Retains none of the Special Attacks of the Base Creature, and gains Energy Drain, Create Spawn, and Terror (plus 1 more from the following list). Saves for all Special Attacks are 10 plus half hit dice plus Charisma modifier.

Energy Drain (Su): Each time an opponent is hit by the Legendary Spectres incorporeal touch attack it must make a Fortitude Save or gain 2 Negative levels. For each such negative level bestowed the Legendary Spectre gains 5 temporary hit points.

Create Spawn (Su): Any living being killed by the Legendary Spectre rises as a Spectre under it's control within 1d4 days (assuming the victim qualifies for the Spectral Creature template).

Terror (Su): Any living creature within 60 ft. of the Legendary Spectre that can see it must make a Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.

Deadly Gaze (Su): Gaze attack. Death, range 30 ft, Fortitude Save negates. Opponents slain in this manner rise as Spectres within 24 hours.

Hellish Scream (Su): The Legendary Spectre may scream, causing all living opponents within 100 ft become Panicked for 8 rounds plus 1 round per point of the Legendary Spectres Charisma modifier unless they make a Will Save. If the opponent Saves successfully he is Frightened for 1 round per point of the Legendary Spectres Charisma modifier instead (but is immune to further effects from this Legendary Spectres Hellish Scream for 24 hours).

Possession (Su): This is identical to the Malevolence ability used by normal Ghosts (see page 118 of the Monster Manual) with one exception: While possessing a body you may use your touch attack on the victim without needing a to hit roll.

Deadly Curse (Su): You may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending your existence without permanently getting rid of you) a Legendary Spectre is automatically subjected to this ability and receives no Save.


Special Qualities: Retains all the Special Qualities of the Base Creature, and gains Turn Immunity, Unnatural Aura, Lifesense, and Sunlight Powerlessness (plus one from the following list).

Turn Immunity (Ex): You are Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 100' of a Legendary Spectre, and Panic if forced to do so (they remain Panicked so long as the Legendary Spectre is within Range).

Lifesense (Su): Legendary Spectres may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Sunlight Powerlessness: Legendary Spectres are powerless in natural sunlight and can only take a single move or attack action while in it. They will not willingly enter sunlight, and flee from it given the chance.

Deathly Power (Ex): The Save DC's of all your special attacks are +4. If you have spells, spell-like abilities, or supernatural abilities from a class these are included as well.

Spell Resistance (Ex): The Legendary Spectre gains Spell Resistance equal to 10 plus half its hit Dice plus its Charisma modifier.

Unnatural Vitality (Ex): The Legendary Spectre gains Maximum hit points per hit die. Prerequisite: Base Creature must have a Base Fortitude Save of +9 or higher.

Saves: Unchanged, except for changes due to the new stats.

Abilities: +8 Dex, +4 Int, +4 Wis, +8 Cha. Legendary Spectres have no Strength or Constitution score.

Skills: Legendary Spectre gains a +8 Racial Bonus on Hide, Listen, Move Silently, Search, and Spot checks.

Feats: The Base Creature gains 1 Ghost Feat.

Environment: Any, usually same as base Creature

Organization: Solitary

Challenge Rating: +5

Treasure: Unchanged.

Alignment: As Base Creature, but if it is not already Evil it becomes so.

Advancement: As Base Creature.

Level Adjustment: +9

"There used to be a Giant in the rocks up in the mountains in the old days. An outcast. hated even by his own kind. We called him the Gray Man. Lost a lot of people to him too. He never did raid for food or possessions. Always just to kill. We called for help from Noble after Noble to put him down and they all failed.

Eventually the King decided the Giant was an embarassment, and possibly a threat to his sovereignty. He sent his son, a great Knight, with a small army here. They fought and killed the Giant after a long battle. We feasted for days.

The feasts were cut short when the Giant came back. But different this time. Like some kind of pale gray mist he was. Not substantial. Instead of pounding us from afar with boulders he openly walked into town, killing people with a touch. After murdering the Kings son he set to destroying the rest of us.

A few of us escaped. We've been trying to figure out what happened for years. And how to reverse it. Lucky for us he keeps to the rocks up there now. We've had mages scrying the place to learn what they can. My only hope is these priests with us are as good as they say. I'm hoping prayer can put down what our swords didn't."

The Gray Man (Stone Giant/Barbarian 7/Legendary Spectre)
Large Undead
Hit Dice: 21d12 (252 hp)
Initiative: +6
Speed: 50 ft. (8 squares), Fly 80 ft. (Perfect)
Armor Class: 26 (-1 Size, +6 Dex, +11 Deflection), touch 26, flat-footed 20
Armor Class: 24 (-1 Size, -2 Rage, +6 Dex, +11 Deflection), touch 24, flat-footed 18
Base Attack/Grapple: +17/+29 (+31 Raging)
Attack: Slam +22 melee touch (2d6 negative energy damage plus Energy Drain)
Full Attack: 2 Slams +22 melee touch (2d6 negative energy damage plus Energy Drain)
Space/Reach: 10 ft./10 ft.
Special Attacks: Energy Drain, Create Spawn, Terror, Hellish Scream, Rage 2/day
Special Qualities: Dark Vision 60', Low Light Vision, Turn Immunity, Unnatural Aura, Lifesense, Sunlight Powerlessness, Unnatural Vitality, Fast Movement, Illiteracy, Uncanny Dodge, Improved Uncanny Dodge, DR 1/-, Trap Sense +2
Saves: Fort +14, Ref +12, Will +9 (+11 Raging)
Abilities: Str 27(31 Raging), Dex 23, Con -, Int 14, Wis 16, Cha 19
Skills: Climb +21, Hide +18 (+26 in rocky terrain), Jump +21, Listen +21, Move Silently +14, Search +10, Spot +20, Survival +15
Feats: Ability Focus (Terror)(B), Combat Reflexes, Instantaneous Rage, Intimidating Rage, Iron Will, Mad Foam Rager, Point Blank Shot, Power Attack, Precise Shot
Challenge Rating: 20
Treasure: Standard
Alignment: Neutral Evil
Level Adjustment: ---

Energy Drain (Su): Each time an opponent is hit by the Gray Man's incorporeal touch attack it must make a DC 24 Fortitude Save or gain 2 Negative levels. For each such negative level bestowed the Gray Man gains 5 temporary hit points.

Create Spawn (Su): Any living being killed by the Gray Man rises as a Spectre under it's control within 1d4 days (assuming the victim qualifies for the Spectral Creature template).

Terror (Su): Any living creature within 60 ft. of the Gray Man that can see it must make a DC 26 Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.

Hellish Scream (Su): The Gray Man may scream, causing all living opponents within 100 ft become Panicked for 12 rounds unless they make a DC 24 Will Save. If the opponent Saves successfully he is Frightened for 4 rounds instead (but is immune to further effects from this Legendary Spectre's Hellish Scream for 24 hours).

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

Lifesense (Su): The Gray Man may automatically sense Living creatures within 100' as thought they had Blindsight. It also automatically knows the strength of their life force as if it had cast Deathwatch.

Unnatural Vitality (Ex): The Gray Man gains Maximum hit points per hit die.

Sunlight Powerlessness: The Gray Man is powerless in natural sunlight and can only take a single move or attack action while in it. It will not willingly enter sunlight, and flee from it given the chance.

Combat: The Gray Man relies on Terror and it's Hellish Scream to destabilize opposition before charging in with it's touch.

shaddy_24
2008-04-30, 04:11 PM
You know what? This is one of the coolest threads ever. It's that simple. These creatures are awesome. I wish I had found this earlier. Most of the creatures don't fit in thematically with my campagn, but good job anyway.

Bhu
2008-05-01, 01:31 AM
You know what? This is one of the coolest threads ever. It's that simple. These creatures are awesome. I wish I had found this earlier. Most of the creatures don't fit in thematically with my campagn, but good job anyway.

Thanks :smallbiggrin:


I have a lot I'll be posting eventually so there's probably some that will fit no matter what the campaign is. And I do take requests too.

Bhu
2008-05-02, 02:24 AM
Much like the Legendary Spectre the Legendary Shade is an Epic level Shadow.



LEGENDARY SHADE

Legendary Shade is an Acquired Template that can be applied to any Aberration, Animal, Dragon, Giant, Humanoid, Magical Beast, or Monstrous Humanoid. The Base Creature must also have a minimum CR of 15.

Size and Type: The base creatures type changes to Undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

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

Speed: Base Creature gains a Fly Speed of 60 ft. (Perfect) unless it already has better.

Armor Class: The Base Creature loses it's Natural Armor Bonus but gains a Deflection Bonus of equal value (or it's Charisma bonus, whichever is higher) +3. For example if it has a +5 Charisma Bonus it has a +8 Deflection Bonus to AC. (Unless it somehow already has a higher Deflection bonus).

Attacks: A Legendary Shade retains all the attacks of the Base Creature, but they become incorporeal touch attacks.

Damage: If the Base Creature has multiple natural attacks they are now incorporeal touch attacks doing negative energy damage instead of physical damage. Otherwise it gains an Incorporeal touch attack whose damage is based on the Base Creatures size: Fine (1d2), Diminutive (1d3), Tiny (1d4), Small (1d6), Medium (1d8), Large (2d6), Huge (2d8), Gargantuan (4d6), and Colossal (4d8).

Special Attacks: Retains none of the Special Attacks of the Base Creature, and gains Strength Drain, Create Spawn, and Terrifying Appearance (plus 1 from the following list). Saves for all Special Attacks are 10 plus half hit dice plus Charisma modifier.

Strength Drain (Su): Any living being struck by the Legendary Shades touch attack also takes Strength damage (if it's Strength is reduced to 0 it dies). Strength Damage depends on the Legendary Shades size: Fine (1 point), Diminutive (1d2), Tiny (1d3), Small (1d4), Medium (1d6), Large (1d8), Huge (2d6), Gargantuan (2d8), and Colossal (4d6). This is a negative energy effect.

Terrifying Appearance (Su): Any living being within 60' of the Legendary Shade must make a Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to this particular Legendary Shades Terrifying Appearance for 24 hours.

Create Spawn (Su): Any living being killed by the Legendary Shade rises as a Shadow under it's control within 1d4 days (assuming the victim qualifies for the Umbral Creature template).

Possession (Su): This is identical to the Malevolence ability used by normal Ghosts (see page 118 of the Monster Manual) with one exception: While possessing a body you may use your touch attack at will with no to hit roll.

Deadly Curse (Su): You may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending your existence without permanently getting rid of you) a Legendary Shade is automatically subjected to this ability and receives no Save.

Calling Darkness (Su): The Legendary Shade can cast Shades once per day as a Supernatural ability.

Shadowrun (Su): You may cast Shadow Walk 3 times per day as a Supernatural ability.

Banish Light (Su): You may cast Blacklight at will as a Supernatural ability.

Clutching Shadows (Su): You may cast Shadow Binding at will as a Supernatural ability.

Special Qualities: Retains all the Special Qualities of the Base Creature, and gains Turn Immunity, Unnatural Aura, Lifesense, and Sunlight Powerlessness (and 1 more from the following list).

Turn Resistance (Ex): Legendary Shades gain Turn Resistance +4.

Unnatural Aura (Su): Animals will not come within 100' of a Legendary Shade, and Panic if forced to do so (they remain Panicked so long as the legendary Shade is within Range).

Lifesense (Su): Legendary Shades may automatically sense Living creatures within 100' as though they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Deathly Power (Ex): The Save DC's of all your special attacks are +4. If you have spells, spell-like abilities, or supernatural abilities from a class these are included as well.

Spell Resistance (Ex): The Legendary Shade gains Spell Resistance equal to 10 plus half its hit Dice plus its Charisma modifier.

Unnatural Vitality (Ex): The Legendary Shade gains Maximum hit points per hit die. Prerequisite: Base Creature must have a Base Fortitude Save of +9 or higher.

Saves: Unchanged, except for changes due to the new stats.

Abilities: +8 Dex, +4 Wis, +8 Cha. Legendary Shades have no Strength or Constitution score.

Skills: Legendary Shades gains a +8 Racial Bonus on Hide, and Move Silently checks. It loses these bonuses in bright light.

Feats: The Base Creature gains 1 Ghost Feat.

Environment: Any, usually same as base Creature

Organization: Solitary

Challenge Rating: +7

Treasure: None.

Alignment: Always Chaotic Evil.

Advancement: As Base Creature.

Level Adjustment: +9

"We used ta have trouble with them Willy Wisps out in the swamps east a' town. Always killin' people. Causin' mischief. Took us hirin' a mage of some kind ta get rid of em.

Course now there's somethin' worse out there. A shadow that follows people. Do what I'm doin' young feller. Get the hell out of this place while you can."

The Black Spot (Will O' Wisp/Fighter 7/Legendary Shade)
Small Undead (air)
Hit Dice: 16d12 (104 hp)
Initiative: +17
Speed: Fly 60 ft. (12 squares), perfect
Armor Class: 33 (+1 Size, +13 Dex, +9 Deflection), touch 33, flat-footed 20
Base Attack/Grapple: +13/-
Attack: Blast + 27 melee touch (2d8 negative energy plus 1d4 Str Drain)
Full Attack: Blast + 27 melee touch (2d8 negative energy plus 1d4 Str Drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Strength Drain, Create Spawn, Terrifying Appearance, Possession
Special Qualities: Turn Immunity, Unnatural Aura, Lifesense, Sunlight Powerlessness, Deathly Power, Dark Vision 60', Natural Invisibility, Immunity to Magic
Saves: Fort +8, Ref +18, Will +12
Abilities: Str -, Dex 37, Con -, Int 15, Wis 20, Cha 20
Skills: Bluff +17, Diplomacy +7, Disguise +4 (+6 acting), Hide +17 (+25 in shade), Intimidate +24, Listen +19, Move Silently +5 (+13 in shade), Search +14, Spot +19, Swim +11, Survival +7 (+9 following tracks)
Feats: Alertness, Blindfight, Combat Expertise, Combat Reflexes, Dodge, Flyby Attack, Hover, Improved Initiative, Melee Evasion. Mobility, Spring Attack, Weapon Finesse (B), Empowered Ability Damage (B)
Challenge Rating: 20
Treasure: 1/10 Coins, 50% Goods, 50 % Items
Alignment: Chaotic Evil
Level Adjustment: -

Strength Drain (Su): Any living being struck by the Black Spot's touch attack also takes 1d4 Strength damage (if it's Strength is reduced to 0 it dies). This is a negative energy effect.

Terrifying Appearance (Su): Any living being within 60' of the Black Spot must make a DC 27 Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to the Black Spot's Terrifying Appearance for 24 hours.

Create Spawn (Su): Any living being killed by the Black Spot rises as a Shadow under it's control within 1d4 days (assuming the victim qualifies for the Umbral Creature template).

Possession (Su): This is identical to the Malevolence ability used by normal Ghosts (see page 118 of the Monster Manual) with one exception: While possessing a body you may use your touch attack at will with no to hit roll. Save DC is 27.

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

Lifesense (Su): The Black Spot may automatically sense Living creatures within 100' as though it had Blindsight. It also automatically know the strength of their life force as if it had cast Deathwatch.

Deathly Power (Ex): The Save DC's of all the Black Spot's special attacks are +4. If you have spells, spell-like abilities, or supernatural abilities from a class these are included as well.

Natural Invisibility (Ex): The Black Spot may become invisible (as per the spell) at will as a Free Action.

Immunity to Magic (Ex): The Black Spot is immune to any spell or spell-like ability that allows Spell Resistance except Maze and Magic Missile.

Skills: The Black Spot gains a +8 Racial Bonus on Hide, and Move Silently checks. It loses these bonuses in bright light.

Combat: The Black Spot is pretty similar to a regular Will O Wisp in combat, just much deadlier.

GoC
2008-05-02, 11:01 PM
Forgot to comment on these:


Dire Goldfish
Feats: Cleave, Great Cleave, Lightning Reflexes
These don't fit the flavor.
Make it Colossal++++ (Macro-Tiny). That's about 200ft long.:smallbiggrin:

Re Cactus Dryad:I feel most wizards will simply cast Stone Skin and go to town!:smallbiggrin:


Okay how about I cut the CR to +4. That puts it at a CR 19.
Better but not perfect. Anything with save-or-dies is hell on both players and the DM. I'd recommend making the DC on the Death Gaze -4 lower (this goes to the Legendary spectre too).

The Legendary Shade shouldn't have an LA (because people could pump it's SR into the sky).
And at that CR adjustment it's save DCs and hp are going to really suck. It's most powerful ability is the strength drain (which is essentially a die or die). CR adjustment should depend on size.
In general it's more like a living trap. If the PCs detect it first they kill it in one round due to it's really low hp and saves, and if it sees the PCs first it kills one or more.
I recommend changing the SR to 15+1/2 hitdie or 19+CR.

Hmm...
A bit too much criticism there so I'll finish off with:
Keep up the good work!

Bhu
2008-05-02, 11:55 PM
Constructive Crticism is why i post these :D

Bhu
2008-05-03, 11:31 PM
Forgot to comment on these:


These don't fit the flavor.
Make it Colossal++++ (Macro-Tiny). That's about 200ft long.:smallbiggrin:

Macro-Tiny??? I was thinking of moving Lightning Reflexes, but Cleave and Great Cleave are there for a reason.




Better but not perfect. Anything with save-or-dies is hell on both players and the DM. I'd recommend making the DC on the Death Gaze -4 lower (this goes to the Legendary spectre too).

I made it the standard save it says to make it in the MM. It was supposed to be EPic or Near Epic PC's going against these so I figured it would be okay.


The Legendary Shade shouldn't have an LA (because people could pump it's SR into the sky).

The SR is based on it's Hit Dice not its LA. Unless you mean something I'm missing.


Will be editing all 3 tonight, and maybe adding a new one. Thanks once again for the feedback.

Oh and I touched up the Floating Reef a bit.

Bhu
2008-05-04, 12:06 AM
LEGENDARY WRAITH

Legendary Wraith is an Acquired Template that can be applied to any Humanoid. The Base Creature must also have a minimum CR of 15.

Size and Type: The base creatures type changes to Undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

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

Speed: Base Creature gains a Fly Speed of 80 ft. (Perfect) unless it already has better.

Armor Class: The Base Creature loses it's Natural Armor Bonus but gains a Deflection Bonus of equal value (or it's Charisma bonus, whichever is higher) +3. For example if their Charisma Bonus is +5, they have a Deflection Bonus to AC of +8. (Unless it somehow already has a higher Deflection Bonus to AC).

Attacks: A Legendary Wraith retains all the attacks of the Base Creature, but they become incorporeal touch attacks.

Damage: If the Base Creature has multiple natural attacks they are now incorporeal touch attacks doing negative energy damage instead of physical damage. Otherwise it gains an Incorporeal touch attack whose damage is equal to its unarmed strike damage.

Special Attacks: Retains none of the Special Attacks of the Base Creature, and gains Constitution Drain, Create Spawn, and Terrifying Appearance, plus one from the following list. Saves for all Special Attacks are 10 plus half hit dice plus Charisma modifier.

Consitution Drain (Su): Any living being struck by the Legendary Wraiths touch attack also takes Constitution damage. Constitution Damage depends on the Legendary Wraiths size: Fine (-), Diminutive (1 point), Tiny (1d2), Small (1d3), Medium (1d4), Large (1d6), Huge (1d8), Gargantuan (2d6), and Colossal (2d8).

Terrifying Appearance (Su): Any living being within 60' of the Legendary Wraith must make a Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to this particular Legendary Wraiths Terrifying Appearance for 24 hours.

Create Spawn (Su): Any living being killed by the Legendary Wraith rises as a Wraith under it's control within 1d4 days (assuming the victim qualifies for the Wraith template).

Deadly Gaze (Su): Gaze attack. Death, range 30 ft, Fortitude Save negates. Opponents slain in this manner rise as Wraiths within 24 hours.

Necromantic Weapon (Su): In life the Legendary Wraith wielded a powerful magical weapon, and does so in death as well. This weapon is a physical extension of the Wraith and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. Regardless of appearance it does 2d6 negative energy damage and is considered a +3 weapon that is a touch attack. It criticals on a 20 doing x3 damage. It also does the Wraiths normal Constitution damage. This is always a melee weapon.

Hellish Scream (Su): The Legendary Wraith may scream, causing all living opponents within 100 ft to become Panicked for 8 rounds plus 1 round per point of the Legendary Wraiths Charisma modifier unless they make a Will Save. If the opponent Saves successfully he is Frightened for 1 round per point of the Legendary Wraiths Charisma modifier instead (but is immune to further effects from this Legendary Wraiths Hellish Scream for 24 hours).

Deadly Curse (Su): You may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending your existence without permanently getting rid of you) a Legendary Wraith is automatically subjected to this ability and receives no Save.


Special Qualities: Retains all the Special Qualities of the Base Creature, and gains Turn Immunity, Unnatural Aura, Lifesense, and Sunlight Powerlessness (plus 1 other from the following list):

Turn Immunity (Ex): Legendary Wraiths are immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 100' of a Legendary Wraith, and Panic if forced to do so (they remain Panicked so long as the Legendary Wraith is within Range).

Lifesense (Su): Legendary Wraiths may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Sunlight Powerlessness: Legendary Wraiths are powerless in natural sunlight and can only take a single move or attack action while in it. They will not willingly enter sunlight, and flee from it given the chance.

Damage Reduction: The Legendary Wraith has Damage Reduction 10/Epic.

Deathly Power (Ex): The Save DC's of all your special attacks are +4. If you have spells, spell-like abilities, or supernatural abilities from a class these are included as well.

Spell Resistance (Ex): The Legendary Wraith gains Spell Resistance equal to 10 plus half its hit Dice plus its Charisma modifier.

Necromantic Armor (Su): The Legendary Wraith wore powerful magic armor in life, and appears to do so now. It's Deflection Bonus to Armor Class doubles.

Saves: Unchanged, except for changes due to the new stats.

Abilities: +8 Dex, +6 Int, +6 Wis, +6 Cha. Legendary Wraiths have no Strength or Constitution score.

Skills: Legendary Wraiths gain a +8 Racial Bonus on Hide, Listen, Move Silently, Search and Spot checks.

Feats: The Base Creature gains 1 Ghost Feat.

Environment: Any, usually same as base Creature

Organization: Solitary

Challenge Rating: +7

Treasure: None.

Alignment: Always Lawful Evil.

Advancement: As Base Creature.

Level Adjustment: +11

"Your father? He was a great man. Was. Best warrior we had. Saved us from so many monsters I can't remember them all. I wish we hadn't run into that Hag. She cursed your father when he ran her through. Nothing went right after that. The crops failed on land he owned. The animals in his fields withered and died. And sometimes they came back. Lots of things that died there came back. And we put them all down again. It took a toll on him after a while. He went mad. Killed himself one night, and the town buried him on his own land to prevent the curse from spreading.

We should have known better. He came back like everything else did. But worse. So much worse. It's your job now. Go out into the world and find out what can be done Adolphus. Come back and kill your father. For good this time."

The Old Baron (Human male, Fighter 15/Legendary Wraith)
Medium Undead
Hit Dice: 15d12 (97 hp)
Initiative: +5
Speed: Fly 80 ft. (16 squares), Perfect
Armor Class: 31 (+5 Dex, +16 Deflection), touch 31, flat-footed 26
Base Attack/Grapple: +15/-
Attack: Necromantic Sword +24 melee touch (2d6+2 negative energy/x3 plus 1d4 Con Drain) or Touch +20 melee touch (1d4 Con)
Full Attack: Necromantic Sword +24/+19/+14 melee touch (2d6+2 negative energy/x3 plus Con Drain) or Touch +20 melee touch (1d4 Con)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constitution Drain, Create Spawn, Terrifying Appearance, Necromantic Weapon
Special Qualities: Turn Immunity, Unnatural Aura, Lifesense, Sunlight Powerlessness, Necromantic Armor
Saves: Fort +11, Ref +10, Will +9
Abilities: Str -, Dex 20, Con -, Int 19, Wis 14, Cha 21
Skills: Hide +13, Intimidate +23, Knowledge (Local, Nobility)+13, Listen +14, Move Silently +13, Ride +23, Search +13, Sense Motive +11, and Spot +14
Feats: Weapon Focus (longsword), Weapon Specialization (Longsword), Power Attack, Cleave, Great Cleave, Combat Reflexes, Dodge, Defensive Sweep, Overwhelming Assault, Lunging Strike, Power Critical (Longsword), Combat Expertise, Karmic Strike, Great Fortitude Iron Will, Epowered Necromantic Weapon (B)
Challenge Rating: 21
Treasure: None
Alignment: Lawful Evil
Level Adjustment: +11

Consitution Drain (Su): Any living being struck by the Baron's touch attack also takes 1d4 Constitution damage.

Terrifying Appearance (Su): Any living being within 60' of the Baron must make a DC 22 Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to the Baron's Terrifying Appearance for 24 hours.

Create Spawn (Su): Any living being killed by the Baron rises as a Wraith under his control within 1d4 days (assuming the victim qualifies for the Wraith template).

Necromantic Weapon (Su): In life the Baron wielded a powerful magical weapon, and does so in death as well. This weapon is a physical extension of the Baron and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. Regardless of appearance it does 2d6 negative energy damage and is considered a +3 weapon that is a touch attack. It criticals on a 20 doing x3 damage. It also does the Barons normal Constitution damage.

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

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

Sunlight Powerlessness: The Baron is powerless in natural sunlight and can only take a single move or attack action while in it. He will not willingly enter sunlight, and flees from it given the chance.

Necromantic Armor (Su): The Baron wore powerful magic armor in life, and still appears to do so. His Deflection Bonus to Armor Class doubles.

The Old Baron appears to be a shadowy figure in heavy plate carrying a longsword.

Combat: The Old Baron usually just charges in swinging. In death he seems to have abandoned tactics for simple butchery. Of course he also hasn't fought anyone or thing that could give him trouble.

Bhu
2008-05-05, 12:49 AM
Spectral Swarms are free roaming magically created guardians. Most outlive their creators and become randomly traveling destroyers eating all in their path afterwards.

SPECTRAL SWARM

Spectral Swarm is an Acquired Template that can be added to any Aberration, Animal, Magical Beast, or Vermin Swarm.

Size and Type: The base creatures type changes to undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

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

Speed: Spectral Swarms have a Fly Speed of 50 with Perfect maneuverability, unless the base creature already has better.

Armor Class: Unchanged.

Attacks: A Spectral Swarm retains all the attacks of the Base Creature, but those relying on physical contact do not effect creatures that arent ethereal.

Damage: Against ethereal creatures, the Spectral Swarm attacks normally. Against non ethereal targets the Spectral Swarm usually cant physically damage them but can use special attacks (see below). When using its Swarm attack it does negative energy damage instead of physical damage against non ethereal targets.


Special Attacks: A Spectral Swarm retains all the Special Attacks of the base creature, but those relying on physical contact cannot effect non ethereal creatures. The Spectral Swarm also gains the following:

Consume Swarm (Su): When a Spectral Swarm kills a Swarm of the same type as it's Base Creature (i.e. if a Spectral Spider Swarm kills a Spider Swarm) it adds that Swarms Hit Dice to it's own total 1d4 days later. Each time a new swarm is absorbed increase the Spectral Swarms Area by 5'.


Special Qualities: A Spectral Swarm retains all Special Qualities of the Base Creature, plus all of the following:

Dawn Flight (Ex): When the sun rises at dawn, a Spectral Swarm cannot cross over from the Ethereal Plane. Instead of being Incorporeal beings stuck between the Prime and Ethereal, they shift fully into the ethereal and cannot manifest again until nightfall.

Turn Immunity (Ex): You are Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 100' of a Spectral Swarm, and Panic if forced to do so (they remain Panicked so long as the Spectral Swarm is within Range).

Lifesense (Su): Spectral Swarms may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Saves: Saves remain unchanged except for changes due to new stats.

Abilities: +2 Str, +8 Dex, +4 Cha (minimum Charisma of 10. If it is below 10, raise it to 10). Spectral Swarms have no Constitution Score.

Skills: Spectral Swarms have a +8 Racial Bonus to Hide, Intimidate, Listen, Move Silently, Search, and Spot checks.

Feats: Spectral Swarms gain no Bonus Feats.

Environment: Any, often as Base Creature

Organization: Unchanged.

Challenge Rating: +3

Treasure: Unchanged.

Alignment: Always Neutral Evil.

Advancement: Depends on how many Swarms it can Consume (see above).

Level Adjustment: n/a

Example of creature using template here:

"Back in the old days we had locust problems every year. The famines they caused were horrible. Babies died in their cribs, while the cattle died in the fields. It was like the bugs were possessed.

And one day a man named Alister came to town with his young apprentice. He claimed to be a Wizard, and said for a fee he could fix our problem. We paid him half and the locusts didn't appear the next day. When he came to collect the last half he said he wanted more, or the locusts would come back. We agreed. And then tried to kill him in his sleep. he escaped, his apprentice didn't. Or should I say, his son didn't.

The town was terrified when he told us. We waited weeks for his revenge. Then months. When it didn't come we hoped he'd moved on. And then the locusts came back. At least we thought they were locusts at first. But they didn't eat crops anymore..."

The Swarm (Advanced Locust Swarm/Spectral Swarm)
Diminutive Undead
Hit Dice: 27d12 (175 hp)
Initiative: +8
Speed: Fly 50 ft. (10 squares), perfect
Armor Class: 22 (+4 Size, +8 Dex), touch 22, flat-footed 18
Base Attack/Grapple: +20/-
Attack: Swarm (5d6 negative energy damage)
Full Attack: Swarm (5d6 negative energy damage)
Space/Reach: 30 ft./0 ft.
Special Attacks: Distraction, Consume Swarm
Special Qualities: Dark Vision 60', Immune to weapon damage, swarm traits, Dawn Flight, Turn Immunity, Lifesense, Unnatural Aura
Saves: Fort +15, Ref +17, Will +9
Abilities: Str 3, Dex 27, Con -, Int -, Wis 10, Cha 10
Skills: Hide +16, Intimidate +8, Listen +12, Move Silently +16, Search +8, Spot +12
Feats: -
Environment: Temperate Plains
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Neutral Evil
Advancement: Varies
Level Adjustment: --


Consume Swarm (Su): When a Spectral Swarm kills a Swarm of the same type as it's Base Creature (i.e. if a Spectral Spider Swarm kills a Spider Swarm) it adds that Swarms Hit Dice to it's own total 1d4 days later. Each time a new swarm is absorbed increase the Spectral Swarms Area by 5'.

Dawn Flight (Ex): When the sun rises at dawn, a Spectral Swarm cannot cross over from the Ethereal Plane. Instead of being Incorporeal beings stuck between the Prime and Ethereal, they shift fully into the ethereal and cannot manifest again until nightfall.

Distraction (Ex): Any living creature vulnerable to swarm damage within The Swarm's area of effect must make a DC 23 Fortitude Save or be Nauseated 1 round. Using skills that involve patience or concentration require a DC 20 Concentration check. Casting or concentrating on spells requires a Concentration check (DC 20+spell level).

Unnatural Aura (Su): Animals will not come within 100' of a Spectral Swarm, and Panic if forced to do so (they remain Panicked so long as the Spectral Swarm is within Range).

Lifesense (Su): Spectral Swarms may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Combat: The Swarm isn't subtle. It charges the nearest creature and attacks it until it dies. Rinse, Repeat. Given a chance it'll devour everything it can before the sun causes it to retreat.

Bhu
2008-05-06, 03:49 AM
Demoniac Spirit

Demonic Spirit is an Acquired Template that can be applied to any humanoid (or native Outsider) with a fiendish ancestry. It mush have Fiendish Heritage Feats, or the Half Fiend or Unholy Scion Templates, or be a Tiefling, or something similar acceptable to the DM.

Size and Type: The base creatures type changes to undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

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

Speed: Gains a Fly speed equal to it's land speed (manouverability perfect)

Armor Class: Natural Armor is the same as the Base Creatures plus its Charisma bonus (minimum of +1), but only applies to ethereal encounters. When a legendary Ghost manifests (see below), its natural armor bonus is +0, but it gains a Deflection bonus equal to its Charisma modifier or its Hit Dice divided by 3, whichever is higher (minimum of +1).

Attacks: A Demoniac Spirit retains all the attacks of the Base Creature, but those relying on physical contact do not effect creatures that arent ethereal.

Damage: Against ethereal creatures, the Demoniac Spirit attacks normally. Against non ethereal targets the Demoniac Spirit usually cant physically damage them but can use special attacks (see below).


Special Attacks: A Demoniac Spirit retains all the Special Attacks of the base creature, but those relying on physical contact cannot effect non ethereal creatures. The Demoniac Spirit also gains the Manifestation Ability, and 3 others from the following list. The Save DC against a Special Attack is 10 plus half hit dice plus Charisma modifier unless otherwise stated.

Deadly Gaze (Su): Gaze attack. Death, range 30 ft, Fortitude Save negates. Opponents slain in this manner rise as Ghosts within 24 hours.

Hungry Touch (Su): This is a melee touch attack using the Demoniac Spirits Strength or Dexterity modifier, whichever is greater. If it hits successfully the opponent takes 1d6 negative energy damage for 1 round per point of the Demoniac Spirits Charisma modifier (minimum of 1 round). The victims skin begins to blacken and flake away, and if he is killed his body turns into ash. He may not be Raised or Resurrected. Hungry Touch will not work again until the duration of the previous touch has expired.

Hellish Scream (Su): The Demoniac Spirit may scream, causing all living opponents within 100 ft become Panicked for 8 rounds plus 1 round per point of the Legendary Ghosts Charisma modifier unless they make a Will Save. If the opponent Saves successfully he is Frightened for 1 round per point of the Demoniac Spirits Charisma modifier instead (but is immune to further effects from this Demoniac Spirits Hellish Scream for 24 hours).

Terror (Su):Any living creature within 60 ft. of the Demoniac Spirit that can see it must make a Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.

Possession (Su): This is identical to the Malevolence ability used by normal Ghosts (see page 118 of the Monster Manual) with one exception: While possessing a body you may use your Hungry Touch or Deadly Touch abilities if you have them, and the victims body gets no Saving Throw.

Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual).

Ghost's Curse (Su): You may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending your existence without permanently getting rid of you) a Demoniac Spirit is automatically subjected to this ability and receives no Save.

Embrace (Su): As a full round action, once a day you may attempt to kidnap a victim. You must be manifested and make a touch attack. If it is successful, the victim must make a Willpower Save or he ends up adjacent to you on the Ethereal Plane. Assuming he defeats you, he must find his own way back to his home plane.


Special Qualities: A Demoniac Spirit has all the Special Qualities of the Base Creature plus Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, and 1 other from the following list:

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual but deserves some clarification. It is much more difficult to release a Demoniac Spirit because their goals are far more epic in scope than a regular ghosts. Usually they will be tied to a specific place or object which must be destroyed to also destroy them. A common example is that the ghost can only be truly slain by a weapon it wielded in life, which must be used by a Good opponent. Optionally a Cleric can cast Miracle after destroying a Demoniac Spirit to get rid of it. Some can be banished to their Fiendish parents plane of existence, but they may come back.

Turn Immunity (Ex): You are Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 100' of a Demoniac Spirit, and Panic if forced to do so (they remain Panicked so long as the Demoniac Spirit is within Range).

Lifesense (Su): Demoniac Spirits may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch. They also can sense Good creatures within the same radius of effect.

Damage Reduction: The Demoniac Spirit has Damage Reduction 10/Epic.

Deathly Power (Ex): The Save DC's of all your special attacks are +4. If you have spells, spell-like abilities, or supernatural abilities from a class these are included as well.

Spell Resistance (Ex): The Demoniac Spirit gains Spell Resistance equal to 10 plus half its hit Dice plus its Charisma modifier.

Unnatural Vitality (Ex): The Demoniac Spirit gains Maximum hit points per hit die. Prerequisite: Base Creature must have a Base Fortitude Save of +9 or higher.

Saves: Saves remain unchanged except for changes due to new stats.

Abilities: +4 Dex, +2 Int, +2 Wis, +8 Cha. Demoniac Spirits have no Constitution Score.

Skills: Demoniac Spirits have a +8 Racial Bonus to Hide, Intimidate, Listen, Move Silently, Search, and Spot checks.

Feats: Demoniac Spirits get 1 Ghost Feat as a Bonus Feat (Ghost Feats will be detailed soon)

Environment: Any.

Organization: Same as Base Creature.

Challenge Rating: +5

Treasure: As Base Creature.

Alignment: Unchanged, unless Base creature wasn't Evil, in which case it becomes Evil.

Advancement: As Base Creature

Level Adjustment: +8

Example of creature using template here:

"The DeLarosa's were always an evil family. Tyrants one and all. Murderers, rapists, thieves, and liars. When Baron DeLarosa and his wife left on holiday we were so glad to be rid of them, even if only for a while.

It was worse when they came back. Much worse. There was an unspoken wall between the Baron and his wife. Nothing went well in the Barony after that. Wells dried. The fields caught fire and burned in the suns light. The country was dying. But the Barons wife Emilie was doing well. Pregnant with child, and growing fatter by the day. A child, rumor finally had it, that wasn't the Barons.

He murdered the gossipers in the public square many times, but it didn't stop them all. It was said the baroness' child was cursed, a monster devouring the land to sustain its own hideous life. There were worse rumors. That the Baroness had taken to devouring children, and would no longer eat normal food. That she had gone mad.

Things continued to get worse until the child was born. The Baroness died giving birth, and in his 'grief' the Baron withdrew into himself. His underlings squabbled for power, further pressing the people down in their fighting and bloodshed. On his daughters 13th birthday we rose up and killed the Baron and all his court, down even to the children and the infirm.

Or so we thought. His daughter Elisha came back. At least we thought she was his daughter. Elisha was never truly human in life, and she's worse now in death."

Elisha (Human female, appears 13, Aristocrat 6/Unholy Scion/Demoniac Spirit)
Medium Undead (Evil, Incorporeal
Hit Dice: 6d12 (39 hp)
Initiative: +8
Speed: Fly 30 ft. (6 squares), Perfect
Armor Class: 22 (+4 Dex, +8 Natural), touch 14, flat-footed 18
22 (+4 Dex, +8 Deflection), touch 22, flat-footed 18 against non ethereal
Base Attack/Grapple: +4/+4
Attack: Claw +8 melee (1d4-1) against non ethereal or Hungry Touch +8 melee (1d6)
Full Attack: 2 Claws +8 melee (1d4-1) against non ethereal or Hungry Touch +8 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell Like Abilities, Unholy Strike, Manifestation, Terror, Hungry Touch, Hellish Scream
Special Qualities: Damage Reduction 5/Good or Magic, Damage Reduction 10/Epic, Dark Vision 60', Fast Healing 4, Energy Resistance 5 (acid/cold/electricity/fire), Spell Resistance 16, Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense,
Saves: Fort +3, Ref +5, Will +8
Abilities: Str 8, Dex 18, Con -, Int 22, Wis 18, Cha 27
Skills: Bluff +17, Gather Information +17, Hide+21, Intimidate +25, Knowledge (Local +10, Nobility +11), Listen +21, Move Silently +21, Search +23, Sense Motive +17, Spot +21
Feats: Ability Focus (Hellish Scream)(B), Great Fortitude, Improved Initiative, Weapon Finesse
Environment: Any
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Chaotic Evil
Advancement: By character class
Level Adjustment: +13

Spell-Like Abilities (Sp): Elisha may cast the following as spell like abilities: Charm Person (DC 19), Dominate Person (DC 23), Enervation, and Protection From Good 3/day. Desecrate 1/day. Caster Level is 6.

Unholy Strike (Su): Elisha's natural and melee weapons are treated as evil for purposes of overcoming Damage Reduction, and do +2d6 damage against good opponents.

Hellish Scream (Su): Elisha may scream, causing all living opponents within 100 ft become Panicked for 16 rounds unless they make a DC 21 Will Save. If the opponent Saves successfully he is Frightened for 8 rounds instead (but is immune to further effects from Elisha's Hellish Scream for 24 hours).

Terror (Su): Any living creature within 60 ft. of the Elisha that can see her must make a DC 21 Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.

Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual).

Hungry Touch (Su): This is a melee touch attack using the Elisha's Strength or Dexterity modifier, whichever is greater. If she successfully hits the opponent takes 1d6 negative energy damage for 8 rounds. The victims skin begins to blacken and flake away, and if he is killed his body turns into ash. He may not be Raised or Resurrected. Hungry Touch will not work again until the duration of the first touch has expired.

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual. To destroy Elisha it is necessary to kill the people responsible for her undeath, namely the peasants who revolted and murdered the Baron and his family.

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

Lifesense (Su): Elisha may automatically sense Living creatures within 100' as though she had Blindsight. She also automatically know the strength of their life force as if they had cast Deathwatch. She also can sense Good creatures within the same radius of effect.

Combat: Elisha will usually try to corner and Charm or Dominate lone investigators to do her bidding or cause confusion. Assuming her Terror ability doesn't render them senseless. Then she brings the Touch into play. If she faces a group she'll unleash the Hellish Scream, and then begin using her Touch.

Bhu
2008-05-07, 01:42 AM
Corporeal Spirits are beings who have refused to accept their death and continue on as undead. Trapped on the Ethereal Plane, they come to the Prime Material Plane when blood is spilled on their grave, or when certain events transpire related to their life. For example, if they were a famous fighter, they may return if someone attempts to tarnish their reputation.
Above all Corporeal Spirits are great liars. They even lie to themselves in an attempt to convince themselves they're still alive. Corporeal Spirits refuse to believe they're dead, and say they are just victims of a curse for example. This unshakable belief is thought by some to be the source of their power. That and the blood they feast on to maintain their semblance of life.

CORPOREAL SPIRIT

Corporeal Spirit is an Acquired Template that can be applied to any Aberration, Animal, Dragon, Giant, Humanoid, Magical Beast, Monstrous Humanoid or Plant.

Size and Type: The base creatures type changes to undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. Size is unchanged.

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

Speed: Speed and movement remains unchanged. The Corporeal Spirit gains a Flight Speed of 50 (Perfect) unless it already has better.

Armor Class: Natural Armor is the same as the Base Creatures plus its Charisma bonus (minimum of +1).

Attacks: A Corporeal Spirit retains all the attacks of the Base Creature, but those relying on physical contact do not effect creatures that arent ethereal (unless it has manifested). The Base Creature gains a Bite attack if it does not have one already. Damage depends on the Corporeal Spirits size (Fine: 1 point, Diminutive: 1d2, Tiny: 1d3, Small: 1d4, Medium: 1d6, Large: 1d8, Huge: 2d6, Gargantuan: 3d6, Colossal: 4d6). This bite attack cannot be used while the Corporeal Spirit is maintaining it's Lifelike Appearance (see below).

Damage: Against ethereal creatures, the Corporeal Spirit attacks normally. Against non ethereal targets the Corporeal Spirit usually cant physically damage them but can use special attacks (unless it has manifested).

Special Attacks: A Corporeal Spirit retains all the Special Attacks of the base creature, but those relying on physical contact cannot effect non ethereal creatures (unless it has manifested). The Corporeal Spirit also gains the Corporeal Manifestation Ability, and 3 others from the following list. The Save DC against a Special Attack is 10 plus half hit dice plus Charisma modifier unless otherwise stated.

Corporeal Manifestation (Su): A Corporeal Spirit can emerge from the Ethereal Plane when blood is spilled on it's physical remains, or during certain circumstances related to it's life decided by the DM. It manifests as a physical being temporarily losing it's Incorporeal Subtype. If destroyed it returns to the Ethereal Plane until it can find a way through again.

Ghost's Curse (Su): You may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending your existence without permanently getting rid of you) a Corporeal Spirit is automatically subjected to this ability and receives no Save.

Numbing Touch (Su): Your touch is cold and numbs the body of your victims. If a Corporeal Spirit successfully Grapples a victim that victim must make a Fortitude Save or become Paralyzed until the Corporeal Spirit releases it's hold.

Slay Memory (Su): The Corporeal Spirit may psychically assault victims to erase their memories. As a Full Round Action it may choose 1 opponent within 30 feet, and that victim must make a Willpower Save or lose all memory of the past 24 hours. Only Break Enchantment, Dispel Evil, Miracle, Wish, or a similar spell will restore the lost memories.

Strike Dumb (Su): The Corporeal Spirit may psychically assault victims to render them speechless. As a Full Round Action it may choose 1 opponent within 30 feet, and that victim must make a Willpower Save or be rendered incapable of revealing anything it knows about the Corporeal Spirit, as well as being mute. Only Break Enchantment, Dispel Evil, Miracle, Wish, or a similar spell will restore the lost memories.

Terrifying Appearance (Su): If your Lifelike Appearance is lost, any living creature within 30' seeing your true appearance must make a Willpower Save or become Panicked for 1d6 rounds plus 1 round per point of your Charisma modifier. If they make their save successfully, they are immune to the Terrifying Appearance of this Corporeal Spirit for 24 hours.

Bestial Rage (Su): If your Lifelike Appearance is lost you go into a berserker frenzy attacking every living creature you can detect until everything is dead. This state is identical to the Barbarian Rage ability listed on page 25 of the PHB, except you also temporarily grow long claws which you can use as Secondary natural weapons. Damage depends on the Corporeal Spirits size (Fine: -, Diminutive: 1 point, Tiny: 1d2, Small: 1d3, Medium: 1d4, Large: 1d6, Huge: 1d8, Gargantuan: 2d6, Colossal: 3d6).


Special Qualities: A Corporeal Spirit has all the Special Qualities of the Base Creature plus Blood Drinking, Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, Lifelike Appearance, and 1 other from the following list:

Blood Drinking (Ex): A Corporeal Spirit must consume the blood of living creatures to maintain it's ties to the material plane. After 2 weeks without blood the Corporeal Spirit cannot maintain it's lifelike appearance. After that it must make a DC 15 Fortitude Save each day it goes without food or return to the Ethereal Plane. The save DC gains a cumulative +1 each day until the Corporeal Spirit fails. The amount of blood consumed is immaterial so long as some is drank each day, however most Corporeal Spirits feel compelled to gorge, often revealing themselves in the process.

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual.

Turn Immunity (Ex): You are Immune to Turn/Rebuke Undead attempts.

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

Lifesense (Su): Corporeal Spirits may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Lifelike Appearance (Su): When manifested corporeal spirits 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 Corporeal Spirit as he was when he died, with pale skin, and their eyes long gone. The Corporeal Spirit cannot maintain this facade if it has been more than 2 weeks without feeding, or on Hallowed ground. If a Corporeal Spirit 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 Corporeal Spirit gets a Willpower Save (DC is 10 plus spell level plus appropriate attribute modifier) to control what information its opponent receives. This does not work if the Corporeal Spirit has lost it's Lifelike Appearance.

Iron Skin: The Corporeal Spirit has Damage Reduction 10/Magic.

The Blood is the Life (Su): For 1 hour after feeding all rolls made by the Corporeal Spirit are at +2.

Spell Resistance (Ex): The Corporeal Spirit gains Spell Resistance equal to 10 plus half its hit Dice plus its Charisma modifier.

Unnatural Vitality (Ex): The Corporeal Spirit may add its Charisma modifier to it's hit points instead of it's now nonexistent Constitution score.

Saves: Unchanged

Abilities: +8 Str, +4 Dex, +2 Wis, +4 Cha. Corporeal Spirits have no Constitution Score.

Skills: Corporeal Spirits have a +8 Racial Bonus to Bluff, Diplomacy, Intimidate, Listen, and Spot checks.

Feats: Corporeal Spirits get 1 Ghost Feat as a Bonus Feat (Ghost Feats will be detailed soon)

Environment: Any, usually same as Base Creature.

Organization: Same as Base Creature, usually Solitary now.

Challenge Rating: +2

Treasure: Unchanged

Alignment: Unchanged, but many tend towards evil because of their feeding requirements.

Advancement: As Base Creature

Level Adjustment: +5

Example of creature using template here:

"No one has ever liked the house at the end of Salem Street. It's old, and run down, and even a little disturbing to look at. Strange cries have been heard from it at night, and many of the people in neighboring houses have long since left. In it lives the Old Man. No one remembers his name, and he was considered old during your fathers time. You recall the first time you saw him as a child. You knew something about him was wrong. Animals fled from him, and even the flies that swarmed in the summertime didn't bother him. And his eyes were strange. Terrifying. Like the eyes of someone who has looked into Hell, and found it wanting. His smile made you want to vomit.

Recently the Guild that adopted you decided to raid his house. The supposition was that he must have had a great deal of money to survive without working all this time. You even sent a low level Mage in just in case. Some of the more superstitious members thought he might be a mage himself due to his longevity. It's been 3 weeks. They haven't come back. Other Guild members have been found daily, drained of blood with their backs broken, hanging from the towns lamp posts. You are one of the few left, and in desperation you have turned yourself in to the Order of Saint Cuthbert. In return for swearing off a life of crime and devoting yourself to the Church they will help you rid the world of what you believe is some sort of monster. You can only hope the priest they sent with you is able to help. He looks young. Too eager to prove himself.

And then the Old Man steps out into the street. Even the driving wind and rain from the summer storms don't seem to bother him. He smiles. A mouth full of razors. And you think for the second time today: I am going to die tonite."


The Old Man (Male Human, apparent age undeterminable but very old, Hexblade 11/Corporeal Spirit)
Medium Undead
Hit Dice: 11d12 (71 hp)
Initiative: +5
Speed: 30 ft. (6 squares), Fly 50 ft (good)
Armor Class: 15 (+1 Dex, +4 Natural), touch 11, flat-footed 14
Armor Class Raging : 13 (-2 Rage, +1 Dex, +4 Natural), touch 9, flat-footed 12
Base Attack/Grapple: +11/+15
Attack: Bite +15 melee (1d6+4) or Grapple +15 or weapon +15
Bite +17 melee (1d6+6) or Grapple +17 or weapon +17when raging
Full Attack: 1 Bite +15 melee (1d6+4) or Grapple +15 or weapon +15/+9
1 Bite +17 melee (1d6+4) and 2 Claws +12 melee (1d4+3) or Grapple +17 or weapon +17/+12 when Raging
Space/Reach: 5 ft./5 ft.
Special Attacks: Corporeal Manifestation, Ghosts Curse, Numbing Touch, Bestial Rage, Greater Hexblades Curse 3/day, Spells
Special Qualities: Blood Drinking, Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, Lifelike Appearance, DR 10/Magic, Mettle, Arcane Resistance
Saves: Fort +5, Ref +4, Will +11 (+13 Raging)
Abilities: Str 18 (22 Raging), Dex 12, Con -, Int 13, Wis 16, Cha 19
Skills: Bluff +19, Concentration +11, Diplomacy +19, Intimidate +19, Knowledge Arcana +8, Listen +11, Spellcraft +8, Spot +11
Feats: Combat Casting (B), Spell Focus (Necromancy) (B), Ability Focus (Hexblades Curse), Great Fortitude, Improved Initiative, Dodge, Empowered Ghosts Curse (B)
Challenge Rating: 13
Treasure: See below
Alignment: Chaotic Evil
Level Adjustment: +5

Spells Known: 1st (DC 15, 2/day): Charm Person, Disguise Self, Karmic Aura, Reaving Aura
2nd (DC 16, 2/day):Karmic Backlash, Blindness/Deafness
3rd (DC 17, 1/day): Hound of Doom, Vampiric Touch

Corporeal Manifestation (Su): The Old Man can emerge from the Ethereal Plane when blood is spilled on his physical remains, or if someone enters his house. He manifests as a physical being temporarily losing it's Incorporeal Subtype. If destroyed he returns to the Ethereal Plane until he can find a way through again.

Ghost's Curse (Su): The Old Man may cast Bestow Curse (DC 19) at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending his existence without permanently getting rid of him)the Old Man is automatically subjected to this ability and receives no Save.

Numbing Touch (Su): The Old Man's touch is cold and numbs the body of his victims. If he successfully Grapples a victim, that victim must make a DC 19 Fortitude Save or become Paralyzed until the Old Man releases ihis hold.

Bestial Rage (Su): If his Lifelike Appearance is lost the Old Man goes into a berserker frenzy attacking every living creature he can detect until everything is dead. This state is identical to the Barbarian Rage ability listed on page 25 of the PHB, except he also temporarily grows long claws which he can use as Secondary natural weapons. Damage is 1d4.

Blood Drinking (Ex): The Old Man must consume the blood of living creatures to maintain his ties to the material plane. After 2 weeks without blood he cannot maintain his lifelike appearance. After that he must make a DC 15 Fortitude Save each day he goes without food or return to the Ethereal Plane. The save DC gains a cumulative +1 each day until he fails. The amount of blood consumed is immaterial so long as some is drank each day.

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual. To permanently end the Old Man he must be shown proof of his demise, and be compelled to accept it.

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

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

Lifelike Appearance (Su): When manifested corporeal spirits 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 19 for the Old Man) to see through it. In which case they see the Corporeal Spirit as he was when he died, with pale skin, and their eyes long gone. The Corporeal Spirit cannot maintain this facade if it has been more than 2 weeks without feeding, or on Hallowed ground. If a Corporeal Spirit 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 Corporeal Spirit gets a Willpower Save (DC is 10 plus spell level plus appropriate attribute modifier) to control what information its opponent receives. This does not work if the Corporeal Spirit has lost it's Lifelike Appearance.

Mettle:[/B] If the Old Man makes a successful Will or Fortitude Save against an attack that would normally have a lesser effect on a successful Save, he instead completely negates the effect.

Arcane Resistance: The Old Man gets a +4 bonus to saving throws against spells and spell like abilities.

Hexblades Curse: 3 times per day the Old Man may curse a visible target within 60'. The target must make a DC 21 Willpower Save or take a -4 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour.

The Old Man died peacefully in his sleep, but his spirit refused to accept it. he still has all the appropriate equipment for an 11th level PC, and all the money he's stolen from his victims.

Combat: The Old Man usually uses his Hexblade's Curse, Ghost's Curse, and spells to soften up opponents from afar, before Grappling them and strangling them to death. After that he rips them apart to get to their blood.

Bhu
2008-05-08, 02:28 AM
Okay finished revising the Corporeal Spirit and added a ghost feat. Any thoughts so far on the last few ghosts?

Shademan
2008-05-08, 04:43 AM
i loved your dryads. XD
made me laugh all way home! gotta use 'em in my campaign now.
sea-weed dryads please?

MelkorsHalo
2008-05-08, 05:15 AM
your ghosts are really creepy so far. i'm impressed with your talent at both silly and creepy stuff. wish i had your homebrewing skills. i'm interested in seeing your kaiju template, cause kaiju are awesome.

Bhu
2008-05-09, 04:19 AM
as soon as I get all 13 ghost templates up you will see seaweed dryads and the Kaiju template. I promise.


Ghostly Concubines are men or women who lived lustful lives and died regretting not finding love. they carry on as corporeal ghosts haunting the home they lived in, seducing any attractive members of the opposite sex that enter it, and destroying or driving off any others. They will slowly consume the life of their intended, hoping that he/she will be the true love they are looking for, so they can move on into the afterlife. They can even create half ghost children.


GHOSTLY CONCUBINE

Ghostly Concubine is an Acquired Template that can be added to any Humanoid or Monstrous Humanoid.

Size and Type: The base creatures type changes to undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

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

Speed: The Ghostly Concubine has a Flight Speed of 50 (Perfect) unless it already has better.

Armor Class: Natural Armor is the same as the Base Creatures plus its Charisma bonus (minimum of +1), but only applies to ethereal encounters (unless the Ghostly Concubine has manifested).

Attacks: A Ghostly Concubine retains all the attacks of the Base Creature, but those relying on physical contact do not effect creatures that aren't ethereal (unless it has manifested).

Damage: Against ethereal creatures, the Ghostly Concubine attacks normally. Against non ethereal targets the Ghostly Concubine usually cant physically damage them but can use special attacks (unless it has manifested).

Special Attacks: A Ghostly Concubine retains all the Special Attacks of the base creature, but those relying on physical contact cannot effect non ethereal creatures (unless it has manifested). The Corporeal Spirit also gains the Corporeal Manifestation Ability, Loving Touch, and 3 others from the following list. The Save DC against a Special Attack is 10 plus half hit dice plus Charisma modifier unless otherwise stated.

Corporeal Manifestation (Su): A Ghostly Concubine can emerge from the Ethereal Plane at will. It manifests as a physical being temporarily losing it's Incorporeal Subtype.

Ghost's Curse (Su): You may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending your existence without permanently getting rid of you) a Ghostly Concubine is automatically subjected to this ability and receives no Save.

Numbing Touch (Su): Your touch is cold and numbs the body of your victims. If a Ghostly Concubine successfully Grapples a victim that victim must make a Fortitude Save or become Paralyzed until the Ghostly Concubine releases it's hold.

Slay Memory (Su): The Ghostly Concubine may psychically assault victims to erase their memories. As a Full Round Action it may choose 1 opponent within 30 feet, and that victim must make a Willpower Save or lose all memory of the past 24 hours. Only Break Enchantment, Dispel Evil, Miracle, Wish, or a similar spell will restore the lost memories.

Strike Dumb (Su): The Ghostly Concubine may psychically assault victims to render them speechless. As a Full Round Action it may choose 1 opponent within 30 feet, and that victim must make a Willpower Save or be rendered incapable of revealing anything it knows about the Ghostly Concubine, as well as being mute. Only Break Enchantment, Dispel Evil, Miracle, Wish, or a similar spell will restore the lost memories.

Charm (Su): The Ghostly Concubine may cast Charm Monster as a Supernatural ability at will.

Loving Touch (Su): Any creature you make a touch attack against must make a Fortitude Save or gain 1 negative Energy level. These levels are cumulative, but you can only drain 2 levels per victim per day. the touch does not need to look like an attack and actually feels quite pleasurable. The victim must make a Willpower Save to even realize it is an attack. If the victim truly loves the Ghostly Concubine (and dies from this), he will become a Ghost himself the following night, and the Ghostly Concubine and he will go on to the afterlife.

Special Qualities: A Ghostly Concubine has all the Special Qualities of the Base Creature plus Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, Lifelike Appearance, and 1 other from the following list:

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual, with one clarification. The only way to truly rid the world of a Ghostly Concubine is for the object of her affection to truly fall in love with her and join her willingly in the afterlife.

Turn Immunity (Ex): You are Immune to Turn/Rebuke Undead attempts.

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

Lifesense (Su): Ghostly Concubines may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Lifelike Appearance (Su): When manifested Ghostly Concubines 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 Ghostly Concubine as she was when she died. The Ghostly Concubine cannot maintain this facade on Hallowed ground. Ghostly Concubine's are even capable of producing children (see the Half Ghost template). Spells that would detect it's undead nature or health or alignment do not work upon it well. The Ghostly Concubine gets a Willpower Save (Dc is 10 plus spell level plus appropriate attribute modifier) to control what information its opponent receives. This does not work if the Ghostly Concubine has lost it's Lifelike Appearance.

Spell Resistance (Ex): The Ghostly Concubine gains Spell Resistance equal to 10 plus half its hit Dice plus its Charisma modifier.

Unholy Grace (Su): The Ghostly Concubine adds a Profane Bonus to her AC and Saving Throws equal to her Charisma modifier.

Protective Charm (Su): The Ghostly Concubine can give her lover a charm to protect him. This can be virtually anything as long as the Ghostly Concubine has spent at least 24 hours with it. It must spend this time attuning itself to the object. As long as her lover carries it on his person (and the Ghostly Concubine still wants it too), he gains a +2 Profane Bonus on all Saving throws.

Improved Lifelike Appearance (Su): Feats, skills, or abilities that would normally key off your Constitution modifier (for example Rage or Concentration checks), may now use your Charisma modifier instead.

Saves: Saves remain unchanged except changes due to new stats.

Abilities: +4 Dex, +2 Int, +4 Wis, +6 Cha. Ghostly Concubines have no Constitution Score.

Skills: Ghostly Concubines have a +8 Racial Bonus to Bluff, Diplomacy, Intimidate, Listen, and Spot checks.

Feats: Ghostly Concubines get 1 Ghost Feat as a Bonus Feat (Ghost Feats will be detailed soon)

Environment: Any (usually same as Base Creature).

Organization: As Base Creature (usually Solitary).

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: As Base Creature.

Level Adjustment: +5


"We camped in an abandoned town back in November. The war with the Flayers had gotten worse. We chose a crumbling brothel as our temporary shelter from the snows. It looked to be the sturdiest building still up. And surprisingly the cleanest. There was no dust inside. It had been kept up. That should have warned us. Especially when we found food and water but no one living.

Young James was the first to go. After the first heavy snows trapped us inside, he began to waste away. His health failed and his mind began to go. He couldn't remember things. Eventually he died, and we heard wailing in the night. A womans wailing. We found no one.

Then others began to go one by one the same way. Always the youngest, most attractive men. The guards swore they caught glimpses of a 'white lady' at night. We could never find her. And we tried day after day. Eventually it came down to myself, the priest, and a grizzled old killer named Karl. I didn't relish being with him at all, let alone trapped here with the thought that if the snow melted tomorrow I'd have to make the long trek to civilization with him lying next to me at night. Wondering when he'd murder me as well. The Flayers had done things to him. He wasn't much human anymore. Had no fear.

She came for us eventually and made us a deal. Said if one of us would stay with her to keep her company, she'd let the others go. Karl jumped at the chance. I knew his intentions weren't exactly what most men would call good, but the woman was a monster of some kind herself.

The priest and I fled. We came back after the war was over during the spring. We found Karls corpse laying on a bed, wasted away to a skeleton. We both ran when we heard a womans voice say 'He just wasn't the right one you know. He couldn't love me.' No one has gone into that town anymore. They know it's cursed, and it'll never be rebuilt. Your young and you have a long life ahead of you. Forget stories about taming ghost women boy. They're just stories. The only thing waiting for anyone in that place is death."

The Pale Woman (Human Female, indeterminate age, Beguiler 11/Ghostly Concubine)
Medium Undead
Hit Dice: 11d12 (71 hp)
Initiative: +3
Speed: 30 ft. (6 squares), Fly 50 ft. (Perfect)
Armor Class: 23 (+3 Dex. +5 Natural, +5 Profane), touch 18, flat-footed 18
Base Attack/Grapple: +5/+5
Attack: Touch +8 melee touch (energy drain) or Grapple +5
Full Attack: Touch +8 melee touch (energy drain) or Grapple +5
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells, Surprise Casting, Cloaked Casting, Corporeal Manifestation, Loving Touch, Charm, Numbing Touch, Slay memory
Special Qualities: Armored Mage, Trapfinding, Rejuvenation, Turn Immunity, Unatural Aura, Lifesense, Lifelike Appearance, Unholy Grace, Advanced Learning (Serene Visage, Mesmerizing Glare, Illusory Feast)
Saves: Fort +8, Ref +11, Will +17
Abilities: Str 10, Dex 16, Con -, Int 19, Wis 17, Cha 20
Skills: Bluff +24, Concentration +16, Diplomacy +24, Disguise +15, Gather Information +16, Hide +14, Intimidate +13, Knowledge (Arcana, Local) +14, Listen +22, Move Silently +14, Sense Motive +14, Spellcraft +14, Spot +22
Feats: Silent Spell (B), Still Spell (B), Spell Focus (Illusion, Enchantment), Greater Spell Focus (Illusion, Enchantment), Ability Focus (Loving Touch)
Challenge Rating: 13
[B]Treasure: None
Alignment: Neutral
Level Adjustment: +5

Spells: 0: 6/day, DC 14 (18 if Illusion, Enchantment)
1st: 7/day, DC 15 (19 Illusion, Enchantment)
2nd: 7/day, DC 16 (20 Illusion, Enchantment)
3rd: 7/day, DC 17 (21 Illusion, Enchantment)
4th: 7/day, DC 18 (22 Illusion, Enchantment)
5th: 4/day, DC 19 (23 Illusion, Enchantment)

Surprise Casting (Ex): The Pale Woman may make a Bluff check to feint in combat as a move action. If successful her target is Denied it's Dex Bonus to AC for the next melee attack or spell cast. She must remain in melee with the target.

Advanced Learning (Ex): The spells listed are added to the Pale Womans spell list.

Cloaked Casting (Ex): The Pale Womans spells gain a +1 to their Save DC if your opponent is Denied his Dex Bonus to AC. She also is +2 on rolls to overcome their Spell Resistance.

Corporeal Manifestation (Su): The Pale Woman can emerge from the Ethereal Plane at will. She manifests as a physical being temporarily losing her Incorporeal Subtype.

Charm (Su): The Pale Woman may cast Charm Monster as a Supernatural ability at will (DC 20).

Loving Touch (Su): Any creature she makes a touch attack against must make a DC 22 Fortitude Save or gain 1 negative Energy level. These levels are cumulative, but she can only drain 2 levels per victim per day. The touch does not need to look like an attack and actually feels quite pleasurable. The victim must make a DC 22 Willpower Save to even realize it is an attack. If the victim truly loves the Pale Woman (and dies from this), he will become a Ghost himself the following night, and the Pale Woman and he will go on to the afterlife.

Numbing Touch (Su): The Pale Womans touch is cold and numbs the body of her victims. If a she successfully Grapples a victim that victim must make a DC 20 Fortitude Save or become Paralyzed until she releases the hold.

Slay Memory (Su): The Pale Woman may psychically assault victims to erase their memories. As a Full Round Action she may choose 1 opponent within 30 feet, and that victim must make a DC 20 Willpower Save or lose all memory of the past 24 hours. Only Break Enchantment, Dispel Evil, Miracle, Wish, or a similar spell will restore the lost memories.

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual, with one clarification. The only way to truly rid the world of a Ghostly Concubine is for the object of her affection to truly fall in love with her and join her willingly in the afterlife.

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

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

Lifelike Appearance (Su): When manifested Ghostly Concubines 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 20 for the Pale Woman) to see through it. In which case they see the Ghostly Concubine as she was when she died. The Ghostly Concubine cannot maintain this facade on Hallowed ground. Ghostly Concubine's are even capable of producing children (see the Half Ghost template). Spells that would detect it's undead nature or health or alignment do not work upon it well. The Ghostly Concubine gets a Willpower Save (DC is 10 plus spell level plus appropriate attribute modifier) to control what information its opponent receives. This does not work if the Ghostly Concubine has lost it's Lifelike Appearance.

Unholy Grace (Su): The Pale Woman adds a +5 Profane Bonus to her AC and Saving Throws.

Armored Mage (Ex): The Pale Woman does not suffer Arcane Spell failure chance in Light Armor.

Trapfinding (Ex): Identical to the ability listed on page 50 of the PHB.

Combat: The Pale Woman usually uses her spells from a distance to sow discord and confusion or trap interlopers. When she has separated a young man she desires she will attempt to seduce him into undeath.

Debihuman
2008-05-09, 08:30 AM
The Old Baron (Human male, Fighter 15/Legendary Wraith)
Medium Undead
Hit Dice: 15d12 (97 hp)
Initiative: +5
Speed: Fly 80 ft. (16 squares), Perfect
Armor Class: 29 (+5 Dex, +14 Deflection), touch 29, flat-footed 24
Base Attack/Grapple: +15/-
Attack: Necromantic Sword +24 melee touch (2d6+2 negative energy/x3 plus 1d4 Con Drain) or Touch +20 melee touch (1d4 Con)
Full Attack: Necromantic Sword +24/+19/+14 melee touch (2d6+2 negative energy/x3 plus Con Drain) or Touch +20 melee touch (1d4 Con)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constitution Drain, Create Spawn, Terrifying Appearance, Necromantic Weapon
Special Qualities: Turn Immunity, Unnatural Aura, Lifesense, Sunlight Powerlessness, Necromantic Armor
Saves: Fort +11, Ref +10, Will +7
Abilities: Str -, Dex 20, Con -, Int 19, Wis 14, Cha 21
Skills: Hide +13, Intimidate +23, Knowledge (Local, Nobility)+13, Listen +14, Move Silently +13, Ride +23, Search +13, Sense Motive +11, and Spot +14
Feats: Weapon Focus (longsword), Weapon Specialization (Longsword), Power Attack, Cleave, Great Cleave, Combat Reflexes, Dodge, Defensive Sweep, Overwhelming Assault, Lunging Strike, Power Critical (Longsword), Combat Expertise, Karmic Strike, Great Fortitude. Epowered Necromantic Weapon (B)
Challenge Rating: 21
Treasure: None
Alignment: Lawful Evil
Level Adjustment: +11



I think the Baron has too many feats. He should have the following:

1 bonus feat for being Human;
6 for Levels of Fighter;
1 bonus fighter feat; and
1 bonus for acquiring the the Legendary Wraith template. This gives him a total of 9 feats.

You gave him 14 feats.

I think his Deflection bonus is off. His charisma is 20, so his CHA bonus is +5 with the +3 for the template should be +8. How does Necromantic armor double this? Does it double his CHA bonus? If so, I'm getting +13. How did you get +14?

I'm not crazy about the mechanic. If he gets a deflection bonus from his CHA why should it stack with the Necromantic Armor bonus? Furthermore, why on earth should it double? Having a magic weapon and armor should be a requirement for this template and you should explain which magic armor and weapon the Baron formerly wielded so that his transformation to Demonic Spirit flows better. You have too many variables that you don't explain.

Debby

Debihuman
2008-05-09, 09:19 AM
Demoniac Spirit



Should this be Demonic rather than Demoniac?




Elisha (Human female, appears 13, Aristocrat 6/Unholy Scion/Demoniac Spirit)
Medium Undead (Evil, Incorporeal
Hit Dice: 6d12 (39 hp)
Initiative: +8
Speed: Fly 30 ft. (6 squares), Perfect
Armor Class: 22 (+4 Dex, +8 Natural), touch 14, flat-footed 18
22 (+4 Dex, +8 Deflection), touch 22, flat-footed 18 against non ethereal
Base Attack/Grapple: +4/+4
Attack: Claw +8 melee (1d4-1) against non ethereal or Hungry Touch +8 melee (1d6)
Full Attack: 2 Claws +8 melee (1d4-1) against non ethereal or Hungry Touch +8 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell Like Abilities, Unholy Strike, Manifestation, Terror, Hungry Touch, Hellish Scream
Special Qualities: Damage Reduction 5/Good or Magic, Damage Reduction 10/Epic, Dark Vision 60', Fast Healing 4, Energy Resistance 5 (acid/cold/electricity/fire), Spell Resistance 16, Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense,
Saves: Fort +3, Ref +5, Will +8
Abilities: Str 8, Dex 18, Con -, Int 22, Wis 18, Cha 27
Skills: Bluff +17, Gather Information +17, Hide+21, Intimidate +25, Knowledge (Local +10, Nobility +11), Listen +21, Move Silently +21, Search +23, Sense Motive +17, Spot +21
Feats: Ability Focus (Hellish Scream), Great Fortitude, Improved Initiative, Weapon Finesse
Environment: Any
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Chaotic Evil
Advancement: By character class
Level Adjustment: +13



Is Ability Focus (Hellish Scream) its bonus feat? You didn't indicate which one was the bonus feat.

In case anyone didn't know, Unholy Scion is a Template from Heroes of Horror. I had to look it up.

Bhu, I think you overly complicate your example by not using open gaming content. As creatures go, the samples are sweet but they don't highlight the templates because you use too much non-open content material.

Unholy Scion is one of the problems because it's gained a lot of nifty abilities from that first. Then, when you go to showcase how the demonic spirit template, it gets overshadowed by the other nifty features.

Debby

Bhu
2008-05-09, 03:17 PM
I think the Baron has too many feats. He should have the following:

1 bonus feat for being Human;
6 for Levels of Fighter;
1 bonus fighter feat; and
1 bonus for acquiring the the Legendary Wraith template. This gives him a total of 9 feats.

You gave him 14 feats.

I think his Deflection bonus is off. His charisma is 20, so his CHA bonus is +5 with the +3 for the template should be +8. How does Necromantic armor double this? Does it double his CHA bonus? If so, I'm getting +13. How did you get +14?

I'm not crazy about the mechanic. If he gets a deflection bonus from his CHA why should it stack with the Necromantic Armor bonus? Furthermore, why on earth should it double? Having a magic weapon and armor should be a requirement for this template and you should explain which magic armor and weapon the Baron formerly wielded so that his transformation to Demonic Spirit flows better. You have too many variables that you don't explain.

Debby

He gets 1 Feat for being human, 6 Feats for being 15th level, 1 Ghost Feat, and 8 Fighter Feats. Now that I look at it he needs 2 more. He gets his Cha Bonus (5)+3 as a Deflection Bonus to AC, and Necromantic Armor double that to 16, so I made an oopsie there. I'll word things a little better

Debihuman
2008-05-09, 04:44 PM
He gets 1 Feat for being human, 6 Feats for being 15th level, 1 Ghost Feat, and 8 Fighter Feats. Now that I look at it he needs 2 more. He gets his Cha Bonus (5)+3 as a Deflection Bonus to AC, and Necromantic Armor double that to 16, so I made an oopsie there. I'll word things a little better

Oops, forgot the additional fighter bonus feats at even levels. So yes, the Baron should have 16 feats. Boy, he's a nasty bugger isn't he?

Debby

Bhu
2008-05-10, 03:34 AM
Oops, forgot the additional fighter bonus feats at even levels. So yes, the Baron should have 16 feats. Boy, he's a nasty bugger isn't he?

Debby

I wanted most of the Ghosties to be pretty nasty :D

Bhu
2008-05-10, 03:46 AM
Half Ghosts are the children of Corporeal Spirits or Ghostly Concubines. Many devote their lives to destroying evil incorporeal undead due to the powers their half dead nature gives them. Unfortunately their lives usually end tragically. When a Half Ghost dies it is almost a given that the Half Ghost template will be replaced by one making them some sort of incorporeal undead, usually evil. At which points their comrades will have to destroy them.




Half Ghost

Half Ghost is an Acquired Template that can be applied to any Humanoid that has the Tomb Tainted Soul Feat.

Size and Type: Size and type remain unchanged. However spells or abilities that detect undead may detect the Half Ghost as such (see below).

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Base Creature gains a Deflection Bonus to it's Armor Class equal to it's Natural Armor Bonus or it's Charisma modifier, whichever is higher. This Bonus ONLY applies to attacks made by incorporeal undead.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: The Half Ghost retains all the Special Attacks of the Base Creature, plus as follows:

Ghost Touch (Su): All weapons (including natural attacks, grapples and unarmed strikes) used by the Half Ghost are considered to have the Ghost Touch ability so long as he is holding them (obviously his natural weapons and fists permanently have this ability).

Final Rest (Su): If a Half Ghost destroys an incorporeal undead with the Rejuvenation ability (i.e. most Ghosts), that Ghost is permanently gone and doesn't return.

Special Qualities: The Half Ghost retains all the Special Qualities of the base Creature, plus as follows:

Ghost Touch (Su): The Half Ghosts armor and equipment have the Ghost Touch special ability while he is wearing them.

See Invisible (Ex): The Half Ghost can See Invisible as per the spell at will.

Partially Dead (Ex): Half Ghosts do not sleep. They require one quarter as much food as normal for their race. They can hold their breath for 8 times their Constitution modifier before they risk suffocation. On the down side spells that detect whether or not they are alive (i.e. Deathwatch) register them as dead. Spells that detect Undead have a 50% chance of registering them as such. When a Half Ghost dies it loses the Half Ghost Template and immediately gains whatever template it's undead parent had. If it does not meet the prerequisites for that template it gains the Legendary Ghost Template (if it qualifies) or the Ghost Template.

Immunities (Ex): Half Ghosts are immune to Paralysis, sleep effects, death effects, Ability Drain, Energy Drain, fatigue and exhaustion effects, and spells or effects similar to Magic Jar.

Detect Ghost (Su): The Half Ghost automatically knows if an incorporeal Undead is within 50'. He does not know the exact location, only that it is nearby.

Saves: The Base Creature gains a +2 Profane Bonus on all Saves against Undead attacks or abilities.

Abilities: +2 Cha

Skills: Unchanged

Feats: Unchanged.

Environment: As Base Creature.

Organization: As Base Creature.

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: As Base Creature.

Level Adjustment: +2

"Your mother hasn't told you about your father has she? Years ago when she was young a man came to the village. He said his name was Wotan, and the warriors of his tribe had outcast him after his father had broken an oath. Him and all his family. He was the last one left, the journey from the frozen wastelands had killed the others. We fed and cared for him, and your mother nursed him back to health. She even fell in love with him after a time.

And then the deaths started. People found drained of blood. We suspected a wampir but could find none. Ogres began swarming from the mountains, and for a time there was war, and the deaths were forgotten. Until we found Ogre corpses drained the same way. The Jarl called for a meeting with the Ogres. A temporary truce until we found out who or what our common enemy was. The Ogres had an old witch woman who said she would track it down. She was the most terrifying hag I'd ever seen.

But not half so terrifying as what she found. She called the dead up to speak to them and they led her to my door. She died fighting Wotan, as did many others. The wounds I have that made me unfit for fighting I gained that night. The Ogres left the next day, calling our village cursed. Your mother and I were nearly burned for housing Wotan. And then it got worse when it was known that she was with child. We were nearly killed many times, and moved many times before you were born.

Your father was a monster. A dead thing that should have been in his grave. He is why you can see things no one else can. He is why you are cursed. He is why you will be the greatest help to the village when you learn to control what you can do. You are a ghost killer. Not human, but not yet a monster. I am sorry. But there is nothing else I can do for you. The shamans will take you today to train you for your destiny."

Example of creature using template here:

Slaine (Human, 24 years old, Fighter 12/Half Ghost)
Medium Humanoid (Human)
Hit Dice: 12d10+36 (102 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
Base Attack/Grapple: +12/+15
Attack: Unarmed Strike +15/+10/+5 melee (1d10+3) or Grapple +16
Full Attack: Unarmed Strike +15/+10/+5 melee (1d10+3) or Grapple +16
Space/Reach: 5 ft./5 ft.
Special Attacks: Ghost Touch, Final Rest
Special Qualities: Ghost Touch, See Invisible, Partially Dead, Immunities, Detect Ghost, Save Bonus, AC Bonus
Saves: Fort +13, Ref +5, Will +8
Abilities: Str 16, Dex 13, Con 16, Int 10, Wis 12, Cha 10
Skills: Climb +8, Handle Animal +5, Intimidate +5, Jump +8, Ride +6, Swim +8
Feats: Improved Unarmed Strike, Improved Grapple, Superior Unarmed Strike, Earths Embrace, Weapon Focus (Grapple), Improved Critical (Grapple), Power Critical (Grapple), Power Attack, Improved Initiative, Great Fortitude, Tomb Tainted Soul, Endurance, Iron Will
Challenge Rating: 13
Treasure: See below
Alignment: Neutral
Level Adjustment: +2

Slaine will have the money/equipment of a typical 12th level PC

Ghost Touch (Su): All weapons (including natural attacks, grapples and unarmed strikes) used by Slaine are considered to have the Ghost Touch ability so long as he is holding them (obviously his natural weapons and fists permanently have this ability).

Final Rest (Su): If Slaine destroys an incorporeal undead with the Rejuvenation ability (i.e. most Ghosts), that Ghost is permanently gone and doesn't return.

Ghost Touch (Su): Slaine's armor and equipment have the Ghost Touch special ability while he is wearing them.

See Invisible (Ex): Slaine can See Invisible as per the spell at will.

Partially Dead (Ex): Half Ghosts do not sleep. They require one quarter as much food as normal for their race. They can hold their breath for 8 times their Constitution modifier before they risk suffocation. On the down side spells that detect whether or not they are alive (i.e. Deathwatch) register them as dead. Spells that detect Undead have a 50% chance of registering them as such. When a Half Ghost dies it loses the Half Ghost Template and immediately gains whatever template it's undead parent had. If it does not meet the prerequisites for that template it gains the Legendary Ghost Template (if it qualifies) or the Ghost Template.

Immunities (Ex): Slaine is immune to Paralysis, sleep effects, death effects, Ability Drain, Energy Drain, fatigue and exhaustion effects, and spells or effects similar to Magic Jar.

Detect Ghost (Su): Slaine automatically knows if an incorporeal Undead is within 50'. He does not know the exact location, only that it is nearby.

Combat: Slaine has specialized in destroying ghosts by grappling with them. he finishes many mortal opponents the same way.

Bhu
2008-05-11, 08:33 PM
Spectral Vermin are monstrous vermin turned into undead monstrosities by powerful spellcasters through unholy rituals. They usually outlive their creators, killing and devouring anything that enters their territory. For each 10 Hit Dice of living creature they destroy they gain 1 Hit Die permanently. Theoretically there is no upper limit to the size (and number of hit dice) they can gain.


SPECTRAL VERMIN

Spectral Vermin is an Acquired Template that can be applied to any Vermin Size Class Medium or larger.

Size and Type: The base creatures type changes to undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

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

Speed: Base movement of all movement types increases by +20 feet. If the Base Creature has flight, manouverability changes to Perfect.

Armor Class: The Base Creature loses it's Natural Armor Bonus but gains a Deflection Bonus of equal value (or it's Charisma bonus, whichever is higher).

Attacks: A Spectral Vermin retains all the attacks of the Base Creature, but they become incorporeal touch attacks.

Damage: The damage of the Spectral Vermin's regular attacks is now negative energy damage instead of physical, and no longer adds it's Strength modifier for damage.

Special Attacks: Retains all of the Special Attacks of the Base Creature (if they are mentioned below), and gains Energy Drain, and Terrifying Appearance. Saves for all Special Attacks are 10 plus half hit dice plus Charisma modifier.

Energy Drain (Su): Each time an opponent is hit by the Spectral Vermin's incorporeal touch attack it must make a Fortitude Save or gain 2 Negative levels. For each such negative level bestowed the Spectral Vermin gains 5 temporary hit points.

Terrifying Appearance (Su): Any living being within 60' of the Spectral Vermin must make a Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to this particular Spectral Vermin's Terrifying Appearance for 24 hours.

Energy Spray (Su): If the base creature has an acidic spray attack, it gains Energy Spray. The size and damage are the same, but damage is now negative energy damage instead of acid.

Death Attack (Su): If the Base Creature has a poisonous attack, it gains the Death Attack (so called because it appears to kill its opponent). If the Spectral Vermin successfully hits with the formerly poisonous attack the opponent must make a Fortitude Save or be paralyzed permanently. Any spell/effect that removes curses or Remove Paralysis will cure this condition. A DC 20 Spot check or a DC 15 Heal check will reveal the victim is still alive.

Spectral Web (Su): If the Base Creature has a Web attack, it gains the Spectral Web attack. When thrown, instead of entangling the opponent, the opponent must make a Fortitude Save or lose 1d6 Dexterity (after which the web fades). The web may be thrown at will, not just 8 times per day.

Please note I only looked at Vermin in the Monster Manual. Will add other Special Attacks as I look through the other Vermin.

Special Qualities: Retains all the Special Qualities of the Base Creature, and gains Turn Immunity, Unnatural Aura, Lifesense, and Sunlight Powerlessness.

Turn Immunity (Ex): You are Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 100' of a Spectral Vermin, and Panic if forced to do so (they remain Panicked so long as the Spectral Vermin is within Range).

Lifesense (Su): Spectral Vermin may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Sunlight Powerlessness: Spectral Vermin are powerless in natural sunlight and cannot move or attack while in it. They will not willingly enter sunlight, and flee from it given the chance.

Saves: Spectral Vermin receive a +4 Racial Bonus on Willpower Saves

Abilities: +4 Dex, Int becomes 4 (Spectral Vermin is still immune to mind affecting effects), +4 Wis, +10 Cha. Spectral Vermin have no Strength or Constitution score.

Skills: Spectral Vermin gain a +8 Racial Bonus on Hide, Listen, Move Silently, Search, and Spot checks.

Feats: The Base Creature gains 1 Ghost Feat.

Environment: Any, usually same as base Creature

Organization: Solitary

Challenge Rating: +4

Treasure: Standard. More depending on age and power.

Alignment: Always Neutral Evil

Advancement: As Base Creature, but there is no maximum size or Hit Die limit (see above).

Level Adjustment: ---


"There used to be a Wizard up on Black Peak. Built his spire right out of the mountain. Had no doors, and the only openings were when he wanted one to appear. We always assumed there was a way in somewhere in the mountain caves. He always got in by magic that we saw.

When he started calling things down from the sky the towns mayor decided he needed to go. Not that we could really do anything, so we puttered around the mountains roots looking in the caves. And wouldn't you know we did find one that led into the mountain. As black a pit as I've ever seen. Crawling with spiders and vermin. We lost a lot of men just finding the cave, let alone cleaning it out.

He knew what we were up to of course. He had something waiting for us as we hacked and burned our way to his sanctuary. We lost everyone. Everyone but me, coward that I was. I had run screaming while they fought and died. It got the Wizard too in the end. It's up there now. Still. Waiting for anything that comes it's way. And if the Gods are with us it'll stay in that damned mountain, and never come out."

The Spider of Black Peak (Advanced Gargantuan Monstrous Spider/Spectral Vermin)
Gargantuan Undead
Hit Dice: 20d12 (130 hp)
Initiative: +5
Speed: 50 ft. (10 squares), Climb 30 ft.
Armor Class: 21 (-4 Size, +5 Dex, +10 Deflection), touch 21, flat-footed 16
Base Attack/Grapple: +15/+34
Attack: Bite +16 melee touch (2d8 negative energy plus death attack plus energy drain)
Full Attack: Bite +16 melee touch (2d8 negative energy plus death attack plus energy drain)
Space/Reach: 20 ft./15 ft.
Special Attacks: Energy Drain, Terrifying Appearance, Death Bite, Spectral Web
Special Qualities: Turn Immunity, Unnatural Aura, Lifesense, Sunlight Powerlessness, Dark Vision 60', Tremor Sense 60'
Saves: Fort +12, Ref +11, Will +12
Abilities: Str 25, Dex 21, Con -, Int 4, Wis 14, Cha 12
Skills: Climb +16, Hide +5 (+13 when using webs), Jump +7, Listen +10, Move Silently +10 (+18 when using webs), Search +5, Spot +17
Feats: Positive Energy Resistance (B)
Environment: The Black Peak
Challenge Rating: 13
Treasure: See below
Alignment: Neutral Evil
Level Adjustment: ---

Energy Drain (Su): Each time an opponent is hit by the Spiders incorporeal touch attack it must make a DC 21 Fortitude Save or gain 2 Negative levels. For each such negative level bestowed the Spider gains 5 temporary hit points.

Terrifying Appearance (Su): Any living being within 60' of the Spider must make a DC 21 Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to the Spiders Terrifying Appearance for 24 hours.

Death Attack (Su): If the Spider successfully hits with it's Bite attack the opponent must make a DC 21 Fortitude Save or be paralyzed permanently. Any spell/effect that removes curses or Remove Paralysis will cure this condition. A DC 20 Spot check or a DC 15 Heal check will reveal the victim is still alive.

Spectral Web (Su): If the Base Creature has a Web attack, it gains the Spectral Web attack. When thrown, instead of entangling the opponent, the opponent must make a DC 21 Fortitude Save or lose 1d6 Dexterity (after which the web fades). The web may be thrown at will, not just 8 times per day.

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

Lifesense (Su): The Spider may automatically sense Living creatures within 100' as though it had Blindsight. It also automatically know the strength of their life force as if it had cast Deathwatch.

Sunlight Powerlessness: The Spider is powerless in natural sunlight and cannot move or attack while in it. It will not willingly enter sunlight, and flee from it given the chance.

Combat: The Spider of Black Peak usually softens up its enemies with it's Spectral Webs, and then moves into to finish them off with it's bite attack.

Bhu
2008-05-14, 02:04 AM
The Ghosts of the Deeps are chaotic ravagers, destroying all in their path. All of them thus far have been sea creatures, or beings who died at sea and sank to the bottom. It is thought that something at the bottom of the ocean brings them back in a grotesque parody of life. It is whispered perhaps that it may be a dead God, resting in the sea instead of the Astral Plane who sends them forth to bring back souls to feed upon...


GHOST OF THE DEEPS

Ghost of the Deeps is an Acquired Template that can be applied to any Aberration, Animal, Dragon, Humanoid, Magical Beast, Monstrous Humanoid, or Plant that has died in the ocean.

Size and Type: The base creatures type changes to Undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

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

Speed: Base Creature gains a Fly Speed of 50 ft. (Perfect) unless it already has better. It also gains a Swim Speed equal to it's Fly speed.

Armor Class: Natural Armor is the same as the Base Creatures plus its Charisma bonus (minimum of +1), but only applies to ethereal encounters. When a Ghost of the Deeps manifests (see below), its natural armor bonus is +0, but it gains a Deflection bonus equal to its Charisma modifier (minimum of +1).

Attacks: A Ghost of the Deeps retains all the attacks of the Base Creature, but those relying on physical contact do not effect creatures that aren't ethereal.

Damage: Against ethereal creatures, the Ghost of the Deeps attacks normally. Against non ethereal targets the Ghost of the Deeps usually cant physically damage them but can use special attacks (see below).

Special Attacks: A Ghost of the Deeps retains all the Special Attacks of the base creature, but those relying on physical contact cannot effect non ethereal creatures. The Ghost of the Deeps also gains the manifestation Ability and 3 others from the following list. The Save DC against a Special Attack is 10 plus half hit dice plus Charisma modifier unless otherwise stated.

Deadly Touch (Su): This is a melee touch attack that Drains 1d6 Constitution unless the opponent makes a successful Fortitude Save. If the Save is successful the opponent still takes 1d6 points of negative energy damage (plus the Ghost of the Deeps Strength Bonus). The Ghost of the Deeps may use its Dexterity Bonus instead of Strength to make this attack. Opponents slain by this attack rise as Ghosts within 24 hours. With each successful attack the ghost gains 5 temporary hit points for 1 hour (10 if the attack was a successful critical).

Necromantic Weapon (Su): In life the Ghost of the Deeps wielded a powerful magical weapon, and does so in death as well. This weapon is a physical extension of the Ghost and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. Regardless of appearance it does 2d6 negative energy damage and is considered a +3 weapon. It criticals on a 20 doing x3 damage. It also has one ability from the following list:

1) Reach weapon. It has the Bodyfeeder ability (See page 30 of the Magic Item Compendium). it is also considered a Reach weapon of course.
2) Ranged weapon. It has the Implacable ability (See page 37 of the magic Item Compendium). Range increment is 80 feet regardless of appearance.
3) Exotic weapon. It has the Cursespewing ability (See page 31 of the Magic Item Compendium).
4) Slashing Weapon. It has the Stygian and Vampiric abilities (See page 44-45 of the Magic Item Compendium).
5) Piercing Weapon. It has the Souldrinking ability (See page 44-45 of the Magic Item Compendium)>
6) Blunt Weapon. It has the Profane Burst ability (See page 40 of the Magic Item Compendium).

Hungry Touch (Su): This is a melee touch attack using the Ghost of the Deeps Strength or Dexterity modifier, whichever is greater. If it hits successfully the opponent takes 1d6 negative energy damage for 1 round per point of the Ghost of the Deeps Charisma modifier (minimum of 1 round). The victims skin begins to blacken and flake away, and if he is killed his body turns into ash. He may not be Raised or Ressurected. Hungry Touch will not work again on the same victim until the duration of the previous touch has expired.

Hellish Scream (Su): The Ghost of the Deeps may scream, causing all living opponents within 100 ft become Panicked for 8 rounds plus 1 round per point of the Ghost of the Deeps Charisma modifier unless they make a Will Save. If the opponent Saves successfully he is Frightened for 1 round per point of the Ghost of the Deeps Charisma modifier instead (but is immune to further effects from this Ghost of the Deeps Hellish Scream for 24 hours).

Horrific Appearance (Su): Identical to the regular Ghosts ability (see page 118 of the Monster Manual).

Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual).

Ghost's Curse (Su): You may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending your existence without permanently getting rid of you) a Ghost of the Deeps is automatically subjected to this ability and receives no Save.

Call Storm (Su): The Ghost may cast Control Weather once per day as a Supernatural Ability.

Whirlpool (Su): The Ghost can create a Whirlpool once per week as a Supernatural Ability. The effects are similar to the Greater Whirlwind spell, but only effects creatures and objects in the water (and it cant be moved).

Crush of the Depths(Su): You may cast Drown once per day as a Supernatural Ability.

Red Tide (Su): Once per week you can cerate a Red Tide as a Supernatural ability. The water in a 1 mile radius fills with deadly toxins and turns red. Anything swimming in it must make a Fortitude Save or contract Slimy Doom (see DMG page 292). If they ingest any water the Save DC is +2. The water remains red for 4d12 hours.

Special Qualities: A Ghost of the Deeps has all the Special Qualities of the Base Creature plus Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, and 1 other from the following list:

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual. To date no one knows exactly what will lay to rest a Ghost of the Deeps. They all seem to be random destroyers but some believe that have a specific purpose. Unfortunately few are willing to risk their lives to discern that purpose. Most Ghosts of the Deeps are destroyed only after long effort.

Turn Immunity (Ex): You are Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 100' of a Ghost of the Deeps, and Panic if forced to do so (they remain Panicked so long as the Ghost is within Range).

Lifesense (Su): Ghosts of the Deeps may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Deathly Power (Ex): The Save DC's of all your special attacks are +4. If you have spells, spell-like abilities, or supernatural abilities from a class these are included as well.

Spell Resistance (Ex): The Ghost of the Deeps gains Spell Resistance equal to 10 plus half its hit Dice plus its Charisma modifier.

Energy Resistance (Ex): The Ghost gains Energy Resistance 10 to all Energy Types.

Fast Healing (Ex): The Ghost gains Fast Healing 5.

Saves: Saves remain unchanged except for changes due to new stats.

Abilities: +4 Str, +4 Dex, +4 Wis, +6 Cha. Ghosts of the Deeps have no Constitution Score.

Skills: Ghosts of the Deeps have a +8 Racial Bonus to Hide, Intimidate, Listen, Move Silently, Search, Spot, and Swim checks. They can always take 10 on a Swim check, even when distracted or endangered. Ghosts of the Deeps can use the Run action while swimming in a straight line.

Feats: Ghosts of the Deeps get 1 Ghost Feat as a Bonus Feat (Ghost Feats will be detailed soon)

Environment: Any Aquatic (only appears in oceans)

Organization: Unchanged, usually Solitary

Challenge Rating: +5

Treasure: Unchanged

Alignment: Always Chaotic Evil

Advancement: As Base Creature

Level Adjustment: +8

Example of creature using template here:

"Old Captain Obed, he was one of the best traders on the seas. I wouldn't be where I am now without him. It grieved me terribly to see him laid low in the end.

We were in a waterfront bar drinking after a successful run. Blowing off steam. Thinking about what next. And this madman comes in screaming he wants to hire a ship to take him into the middle of the ocean. Says he has a map that shows him where the Trench is. It's an old legend that there's a trench on the ocean floor containing the body of a dead god that hungers for souls and pulls men down to it. He says that we can salvage all the wrecks around it and make a fortune.

Obed must have been out of his mind to listen, but he did. Says to me lets do it. His gold is as good as anyone elses, and we can throw him off ship if he is mad or causes too much trouble. Besides there were riches aplenty along the way.

My father fell ill. I had to stay behind and take care of him. He barely pulled through.

Lucky me. The trip was a wash. Months went by, and no one returned. 10 years later Obed came into town, saying all hands had gone down and that only he was left. He'd been rescued on a small island that shouldn't have had enough food or shelter to keep him going. He said his new God had kept him alive. He had found the Trench but the wrecks were too deep too salvage without magical help.

Apparently he'd convinced someone cause next I knew there was a big fancy expedition mounted. Wizards and Clerics in tow even. It didn't come back either. But Obed did. He flew in from the sea one night, dead as a beached whale. A big glowing skeleton flying around shrieking. But I knew it was him. He told me. He touched down by my side and called me by name. Said he'd become death itself. Said the world was ending. Said he'd given me the gift of being eaten last so I could watch it all.

We've tried everything to get rid of him. Priests, spells, magic weapons. Nothings worked. I don't want to see the world eaten. I've arranged to have my body burned tonite when it's found. Good luck nephew.

If you're sane you'll join me."

Captain Obed (Male Human, Rogue 8/Ghost of the Deeps)
Medium Undead (Incorporeal)
Hit Dice: 8d12 (52 hp)
Initiative: +9
Speed: Fly 50 ft. (10 squares), Perfect
Armor Class: 21 (+5 Dex, +6 Natural), touch 15, flat-footed 21
Agains non ethereal: 21 (+5 Dex, +6 Deflection), touch 21, flat-footed 21
Base Attack/Grapple: +6/+9
Attack: Necromantic Sword +14/+9 melee (2d6+3/x3)
Full Attack: Necromantic Sword +14/+9 melee (2d6+3/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak Attack +4d6, Manifestation, Call Storm, Whirlpool, Red Tide, Necromantic Weapon (Slashing)
Special Qualities: Trapfinding, Evasion, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2, Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, Deathly Power
Saves: Fort +2, Ref +11, Will +5
Abilities: Str 17, Dex 20, Con -, Int 10, Wis 16, Cha 22
Skills: Balance +5, Bluff +10, Climb +8, Diplomacy +10, Gather Information +10, Hide +18, Intimidate +18, Knowledge (Local) +10, Knowledge (Geography) +10, Listen +16, Move Silently +18, Profession (Captain) +9, Search +13, Spot +16, Swim +20
Feats: Weapon Finesse, Improved Initiative, Extra Special Attack (Slashing Necromantic Weapon)(B)
Challenge Rating: 13
Treasure: None
Alignment: Chaotic Evil
Level Adjustment: +8

Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual).

Call Storm (Su): Captain Obed may cast Control Weather once per day as a Supernatural Ability.

Whirlpool (Su): Captain Obed can create a Whirlpool once per week as a Supernatural Ability. The effects are similar to the Greater Whirlwind spell, but only effects creatures and objects in the water (and it cant be moved).
Save DC 22.

Red Tide (Su): Once per week Captain Obed can cerate a Red Tide as a Supernatural ability. The water in a 1 mile radius fills with deadly toxins and turns red. Anything swimming in it must make a DC 22 Fortitude Save or contract Slimy Doom (see DMG page 292). If they ingest any water the Save DC is +2. The water remains red for 4d12 hours.

Necromantic Weapon (Su): In life Captain Obed wielded a powerful magical weapon, and does so in death as well. This weapon is a physical extension of his Ghost and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. A crackling black longsword it does 2d6 negative energy damage and is considered a +3 weapon. It criticals on a 20 doing x3 damage. It also has the Stygian and Vampiric abilities (see pages 444-45 of the Magic Item Compendium).

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual. To date no one knows exactly what will lay to rest a Ghost of the Deeps. They all seem to be random destroyers but some believe that have a specific purpose. Unfortunately few are willing to risk their lives to discern that purpose. Most Ghosts of the Deeps are destroyed only after long effort. In Captain Obed's case he is willed into existence by an Undead God. Destroying his creator destroys him.

Turn Immunity (Ex): Captain Obed is Immune to Turn/Rebuke Undead attempts.

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

Lifesense (Su): Captain Obed may automatically sense Living creatures within 100' as though he had Blindsight. He also automatically know the strength of their life force as if they had cast Deathwatch.

Deathly Power (Ex): The Save DC's of all Obed's special attacks are +4.

Combat: Captain Obed usually appears long enough to use one of his special attacks to disrupt shipping or destroy a vessel before disappearing again. If confronted by an opponent capable of flying after him he will rely on his sword or the storms he can call to dissuade them.

Bhu
2008-05-15, 03:13 AM
This one still isn't finished, and needs work, so feel free to PEACH the others whilst I tweak it :smallbiggrin:



Once upon a time in the dim past a God assembled 10,000 of his most ardent worshippers to inform them that he was going to battle with a being of unknown origin and power, and that he might not return to them. In the end the deity lost, not to the being he had bravely opposed, but by the treachery of his fellow deities, who wiped him from the collective memory of the world (as well as the reason for their deeds). But his servants remembered. Gathering around their dying master he imparted them with his power, slaying them all, but raising them again in horrible unlife. They would be his vengeance upong the world. He told them to march forth and slay the worshippers of his betrayers, for all Gods needed worshippers to exist. By destroying them his slayers would fade from memory just as he was. They killed everything living in their path, becoming forgotten after they were led to a portal dispersing them to other planes of existence. The trick only worked so long. They have gathered again on the Ethereal Plane and now cleanse world after world. They can be summoned by magic ritual to take revenge for someone they deem worthy, at the cost of his/her life. He/she gains revenge on those who have wronged him or her, but must join the Gray Company afterwards. Unfortunately they then go on to wipe out everything in their path. The Gray Company is always at 10,000 members. Should one of them be destroyed, the next opponent they slay that qualifies for the template will join them.


THE GRAY COMPANY

The Gray Company is an Acquired Template that can be applied to any Giant, Humanoid, or Monstrous Humanoid that has a CR of at least 15.

Size and Type: The base creatures type changes to Undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

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

Speed: All Base movement rates increase by +20. If the Base Creature has a Fly Speed and the Manouverability is less than Perfect, it becomes Perfect.

Armor Class: Members of the Gray Company lose their Natural Armor Bonus (if any) and gain a Deflection Bonus equal to their former Natural AC Bonus (minimum +16).

Attacks: Attacks are unchanged.

Damage: Physical attacks now do Negative Energy damage instead of physical damage, but the Gray Company must Manifest to use them.

Special Attacks: Keeps all Special Attacks of the base creature, plus gains the following:

Corporeal Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual), except the Gray Company manifests as a physical entity and temporarily loses it's Incorporeal Subtype. If destroyed temporarily the member fades back to the Ethereal Plane for 24 hours.

Necromantic Weapon (Su): In life members of the Gray Company wielded a powerful magical weapon, and they do so in death as well. This weapon is a physical extension of the ghost and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. Regardless of appearance it does 2d6 negative energy damage and is considered a +3 weapon. It criticals on a 20 doing x3 damage. It also has one ability from the following list:

1) Reach weapon. It has the Bodyfeeder ability (See page 30 of the Magic Item Compendium). it is also considered a Reach weapon of course.
2) Ranged weapon. It has the Implacable ability (See page 37 of the magic Item Compendium). Range increment is 80 feet regardless of appearance.
3) Exotic weapon. It has the Cursespewing ability (See page 31 of the Magic Item Compendium).
4) Slashing Weapon. It has the Stygian and Vampiric abilities (See page 44-45 of the Magic Item Compendium).
5) Piercing Weapon. It has the Souldrinking ability (See page 44-45 of the Magic Item Compendium)>
6) Blunt Weapon. It has the Profane Burst ability (See page 40 of the Magic Item Compendium).

Terrifying Appearance (Su): Any living being within 60' of the Gray Company must make a Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to this particular members Terrifying Appearance for 24 hours.

Godslayer (Su): The Gray Company gets bonuses when fighting anything that has a Deity as a Patron, is the servant of a deity (Archons, Angels, etc), or that IS a deity (or an Aspect of such). When fighting these beings the Gray Company gains a Divine Bonus to all Attack and Damage rolls equal to their Charisma modifier.

Special Qualities: Keeps all Special Qualities of the base creature, plus gains the following:

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual but deserves some clarification. The Gray Company cannot be permanently destroyed until all the Gods involved in the betrayal of their creator are destroyed. Destroyed members are replaced with anyone who petitions the Company for help, or anyone who qualifies for the template who died fighting them. They can be beaten back temporarily, or sent away, but until the Gods themselves are dead, or interfere to bring about the Company's end they will never be destroyed.

Immunities (Ex): The Gray Company is Immune to Turn/Rebuke Undead attempts, positive energy damage or effects, and Exalted/Profane/Sacred/Vile damage. Opponents who have Exalted, Profane, Sacred, or Vile bonuses to not get them against members of the Gray Company.

Unnatural Aura (Su): Animals will not come within 100' of a member of the Gray Company, and Panic if forced to do so (they remain Panicked so long as the member is within Range).

Lifesense (Su): The Gray Company's members may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Damage Reduction: The Gray Company has Damage Reduction 10/Epic.

Spell Resistance (Ex): The Gray Company gains Spell Resistance equal to 10 plus half its hit Dice plus its Charisma modifier.

Saves: +3 Racial Bonus to all Saving Throws.

Abilities: +6 Strength, +4 Dex, +4 Wis, and +4 Cha. Members of the Gray Company have no Constitution Score.

Skills: Members of the Gray Company gain a +8 Racial Bonus on Hide, Listen, Move Silently, Search and Spot checks.

Feats: The Base Creature gains 1 Ghost Feat.

Environment: Any

Organization: The Gray Company has 10,000 members. If it should go below that it will recruit (see above).

Challenge Rating: +3

Treasure: None

Alignment: Always Neutral.

Advancement: As Base Creature.

Level Adjustment: ---

Example of creature using template here:

Jerusalem (15th Level Neutral Male Human Fighter/member of the Gray Company)
Medium Undead (Incorporeal)
Hit Dice: 15d12 (97 hp)
Initiative: +8
Speed: 50 ft. (10 squares)
Armor Class: 30 (+4 Dex, +16 Deflection), touch 30, flat-footed 30
Base Attack/Grapple: +15/+21
Attack: Necromantic Scimitar +25 melee (2d6+13/19-20)
Full Attack: Necromantic Scimitar +25/+20/+15 melee (2d6+13/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Corporeal Manifestation, Necromantic Weapon (scimitar), Terrifying Appearance, Godslayer
Special Qualities: Rejuvenation, Immunities, Unnatural Aura, Lifesense, Damage Reduction 10/Epic, Spell Resistance 21
Saves: Fort +14, Ref +14, Will +13
Abilities: Str 22, Dex 18, Con -, Int 11, Wis 16, Cha 18
Skills: Climb +18, Hide +12, Intimidate +17, Jump +18, Knowledge (History, Planes, Religion) +2, Listen +11, Move Silently +12, Search +8, Spot +11, Swim +18
Feats: Adaptable Flanker, Cleave, Combat Reflexes, Danger Sense, Greater Weapon Focus (Scimitar), Greater Weapon Specialization (Scimitar), Great Cleave, Great Fortitude, Improved Critical (Scimitar), Improved Initiative, Iron Will, Lightning Reflexes, Power Critical (Scimitar), Power Attack, Vexing Flanker, Weapon Focus (Scimitar), Weapon Specialization (Scimitar), Empowered Necromantic Weapon (B)
Environment: Any
Organization: Solitary
Challenge Rating: 18
Treasure: None
Alignment: Neutral
Advancement: By Character Class
Level Adjustment: -

Corporeal Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual), except the Gray Company manifests as a physical entity and temporarily loses it's Incorporeal Subtype. If destroyed temporarily the member fades back to the Ethereal Plane for 24 hours.

Necromantic Weapon (Su): In life members of the Gray Company wielded a powerful magical weapon, and they do so in death as well. This weapon is a physical extension of the ghost and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. Jerusalem uses a scimitar that does 2d6 negative energy damage and is considered a +3 weapon. It criticals on a 20 doing x3 damage. It also has the Stygian and Vampiric abilities.

Terrifying Appearance (Su): Any living being within 60' of the Jerusalem must make a DC 21 Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to Jerusalems Terrifying Appearance for 24 hours.

Godslayer (Su): Jerusalem gets bonuses when fighting anything that has a Deity as a Patron, is the servant of a deity (Archons, Angels, etc), or that IS a deity (or an Aspect of such). When fighting these beings the Gray Company gains a +4 Divine Bonus to all Attack and Damage rolls.

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual but deserves some clarification. The Gray Company cannot be permanently destroyed until all the Gods involved in the betrayal of their creator are destroyed. Destroyed members are replaced with anyone who petitions the Company for help, or anyone who qualifies for the template who died fighting them. They can be beaten back temporarily, or sent away, but until the Gods themselves are dead, or interfere to bring about the Company's end they will never be destroyed.

Immunities (Ex): Jerusalem is Immune to Turn/Rebuke Undead attempts, positive energy damage or effects, and Exalted/Profane/Sacred/Vile damage. Opponents who have Exalted, Profane, Sacred, or Vile bonuses to not get them against Jerusalem.

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

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

"So it's revenge you want is it? Well, I can't give you revenge on the King and his armies. But..there is something that can. If you're willing to pay the price. Are you willing to lose your soul for revenge? Are you willing to damn the world to an early grave for one selfish moment? Are you willing to spend all eternity washing world after world in the blood of it's peoples? If you are willing to pay such a price there are those who will help you..."

Combat: Jerusalem closes and begins swinging. Being immortal and nearly invulnerable has made him cocky, and he doesn't always use the best tactics anymore. It isn't too often something gives him a challenge.

Bhu
2008-05-16, 04:07 AM
Almost got the Gray COmpany done. Just haveta finisht the example and the CR/LA. Anyone think i went a little too over the top with it? It's supposed to be a tad world threatening.

Bhu
2008-05-17, 03:07 AM
This one also needs some work. basically I have to apply 13 templates before applying this template.


Primordial Ghosts are ghosts of beings who are hundreds of thousands, perhaps millions of years old. Most of them are of species that have gone extinct. This makes them particularly difficult to get rid of, as no one alive will likely know what they're motivation is. It may require the intervention of a God to permanently destroy a Primordial Ghost if the PC's cannot find a way to look back into time and figure out what is necessary to put it to rest.


Primordial Ghost

Primordial Ghost is an Acquired Template that can only be applied to a Ghost that has lived long enough to have gotten the Evolved Undead Template at least 12 times. This can be any type of Ghost (Ghost, Ghost Brute, Legendary Ghost, Ghostly Concubine, Ghost of the Deeps, Demoniac Spirit) so long as the Ghost cannot become Corporeal.

Size and Type: Unchanged.

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: The Primordial Ghost retains all the Special Attacks of the Base Creature, modified as follows:

If the Base Creature has Deadly Gaze or Corrupting Gaze, it gets Withering Gaze instead.
If the base Creature has Corrupting Touch or Hungry Touch it gets Aura of Black Dust instead.
If the Base Creature has Deadly Touch, Draining Touch, or Slavering Doom it gains Smite Soul instead.
If the Base Creature has Bloodcurling Howl, Frightful Moan, or Hellish Scream it gains Howl of Doom instead.
If the Base Creature has Horrific Appearance, Loom, or Terror it gains Walking Nightmare instead.
If the Base Creature has Malevolence or Possession it gains Inhabit Shell instead.
If the Base Creature has Necromantic Weapon it gains Epic Necromantic Weapon instead.
If the Base Creature has Telekinesis or Psychokinesis it gains Totengeist instead.
If the Base Creature has Ghosts Curse, it gains Mark of Doom instead.
If the Base Creature has Numbing Touch it gains Paralytic Aura instead.
If the Base Creature has Slay Memory the ability destroys all of the victims memories, not just the last 24 hours.
If the Base Creature has Charm it gains Aura of Beauty instead.
If the Base Creature has Loving Touch it does 1d3 Negative Levels, and the Ghost may drain up to 5 levels per day.
Any Spell Like or Supernatural Abilities that mimic spells may be used more often. 1/week is now 1/day. 1/day is now 3/day. More than once per day gets an additional use per day.

Other abilities are otherwise unchanged.

Withering Gaze (Su): Gaze attack, 60', Death, Fortitude Save Partial (opponent takes 3d6 damage instead of dying), Save DC is Charisma based. Opponents slain by the Withering Gaze become Ghosts in 1d4 rounds.

Aura of Black Dust (Su): Any living creature coming within 30' of the Primordial Ghost begins to die and shrivel away into dust. It must make a Fortitude Save (Save DC is 10 plus Half Hit Dice plus Charisma Modifier) each round it is within range or die. If the Save is successful the opponent takes 3d6 damage instead. if he dies he may not be Resurrected unless Miracle or Wish is cast first.

Smite Soul (Su): By making a touch attack the Primordial Ghost can force it's opponent to make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or die as his soul is sundered from his body. The opponent immediately gains the Legendary Spectre Template.

Howl of Doom (Su): When the Primordial Ghost howls every living being within 120' must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or become Paralyzed for 2d6 rounds, and Frightened for 2d6 rounds after. If the Save is successful the opponent is Frighted for 1d4 rounds, and Shaken for 24 hours. If the opponent rolls a natural 1 on his Save, he dies instantly and rises as a Ghost the next day.

Walking Nightmare (Su): Any living creature within 120' of the Primordial Ghost must make a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or take 2d4 temporary Strength, Dexterity, and Constitution Damage. If the Save is successful the opponent is immune to this Primordial Ghosts Walking Nightmare Ability for 24 hours.

Inhabit Shell (Su): This is identical to the Possession ability, but when you successfully possess a victim they're soul is displaced effectively killing them. They go to the afterlife and you can inhabit the body as long as you wish, although it is now effectively a Zombie.

Epic Necromantic Weapon (Su): In life the Primordial Ghost wielded a powerful magical weapon, and does so in death as well. This weapon is a physical extension of the Ghost and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. Regardless of appearance it does 3d6 negative energy damage and is considered a +5 weapon (2d6 damage and considered +2 if Twin weapons). It criticals on a 19-20 doing x3 damage. It also has one ability from the following list:

1) Reach weapon. It has the Bodyfeeder and Bloodfeeding abilities (See pages 29-30 of the Magic Item Compendium). It is also considered a Reach weapon of course.
2) Ranged weapon. It has the Implacable and Maiming abilities (See pages 37-38 of the Magic Item Compendium). Range increment is 80 feet regardless of appearance.
3) Exotic weapon. It has the Cursespewing and Paralyzing abilities (See pages 31 and 39 of the Magic Item Compendium).
4) Slashing Weapon. It has the Bloodfeeding, Stygian and Vampiric abilities (See page 29 and 44-45 of the Magic Item Compendium).
5) Piercing Weapon. It has the Enervating, Soulbreaker, and Souldrinking abilities (See pages 34 and 44-45 of the Magic Item Compendium).
6) Blunt Weapon. It has the Profane, Profane Burst, and Consumptive abilities (See pages 31, 40 of the Magic Item Compendium).
7) Twin Weapons. They have the Defending, Defensive Surge, and Blurstrike abilities (See pages 27 and 30 of the Magic Item Compendium).

Mark of Doom (Su): You may cast Greater Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending your existence without permanently getting rid of you) a Primordial Ghost is automatically subjected to this ability and receives no Save.

Totengeist (Su): You may use Telekinesis at will, with a few changes. When using the Sustained Force or Violent Thrust options maximum weight is 75 pounds per caster level. When using the Combat Maneuver you gain a +4 Bonus to the opposed roll.

Paralytic Aura (Su): Any living creature approaching within the Primordial Ghost must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be paralyzed for 2d6 rounds.

Aura of Beauty (Su): Any creature within 60' of the Primordial Ghost who looks at her must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be permanently Charmed as per the Charm Monster spell.



Special Qualities: The Primordial Ghost retains all the Special Qualities of the base Creature, modified as follows:

If the Base Creature has Turn Resistance it gains Turn Immunity instead.
If the Base Creature has Unnatural Aura or Lifesense the ranges are doubled.
If the Base Creature has Damage Reduction it becomes DR 20/Epic.
If the Base Creature has Spell Resistance, it becomes 10 plus 1/2 Hit Dice plus double Charisma modifier.
If the Base Creature has Necromantic Armor, increase the Deflection Bonus by another +5.
If the Base Creature has Protective Charm, the Bonus is +4 instead.
Other Special Qualities are unchanged.


Saves: Unchanged.

Abilities: Unchanged.

Skills: Unchanged

Feats: The Primordial Ghost gains 3 Ghost Feats as Bonus feats.

Environment: Any

Organization: Solitary (usually Unique)

Challenge Rating:

Treasure: Unchanged

Alignment: Unchanged if it is evil, otherwise it becomes evil

Advancement: As Base Creature

Level Adjustment:

Example of creature using template here:


"It is rare for anyone to go into the Red Valley. The plants there are unhealthy looking, and some seem to paw at you if you get too close. All the animals there eat meat. Rest is impossible.

And then there's the dragon. Scar. Called that because of the scar over his destroyed left eye. You'd always heard it was a dragon anyway. And now you have to find out how to kill it. An outcast member of the tribe fled into the Red Valley after being caught murdering the Chiefs daughter when she refused to go with him. That night you heard roars from the valley, and his screams. The next day a few braver souls ventured into the Valley and saw his corpse shriveling into dust and blowing away on the wind. But not before it looked at them and asked for help.

Since then something comes out of the Valley hunting at night, and more tribesmen have been found dead. The creature they describe isn't a dragon. A huge reptile with small forepaws and huge jaws. It looks like the paintings in the caves of the Old Ones. Old Ones who were dead before your tribes ancestors existed. An impossibility.

And yet tonight you are tracking it. Or trying to. It's then that the animals run by you, some of them dying on the spot. You hide in a nearby cave and wait for it. It doesn't take long. The thing walks out of the gloom, pale and insubstantial. Like a ghost. The plants die as it touches them, and shrivel into black dust. You smell nothing. It makes no noise. It's like it isn't there. And then it roars. Your ears bleed.

Your tribe cannot fight this. And you know it will not leave until you come out to face it. Better to fall on your own spear than die like the others have."

Scar (Tyrannosaurus Rex, Ghost Brute, Evolved Undead Template x12, Primordial Ghost)
Huge Undead
Hit Dice: 18d12 (126 hp)
Initiative: +1
Speed: Fly 30 ft. (6 squares), perfect
Armor Class: 26 (-2 Size, +1 Dex, +17 Natural), touch 9, flat-footed 25
Armor Class against Non Ethereal: 37 (-2 Size, +1 Dex, +28 Deflection), touch 37, flat-footed 36
Base Attack/Grapple: +13/+30
Attack: Bite
Full Attack: Bite
Space/Reach: 15 ft./10 ft.
Special Attacks: Spell Like Abilities, Aura of Black Dust, Howl of Doom
Special Qualities: Fast Healing 36, Manifestation, Rejuvenation, Turn Immunity, SR 51
Saves: Fort +16, Ref +12, Will +8
Abilities: Str 28, Dex 12, Con -, Int 2, Wis 15, Cha 42
Skills: Hide +6, Listen +22, Search +4, Spot +22
Feats: Alertness, Improved Natural Attack (Bite), Run, Toughness x3, Track, Ability Focus (Aura of Black Dust), Extra Special Attack: Howl of Doom (B), Extra Special Quality: Spell Resistance (B)
Environment: The Red Valley
Organization: Unique
Challenge Rating: 22+
Treasure: None
Alignment: Neutral
Level Adjustment: ---


Spell Like Abilities (Sp): Caster Level 18
3/day:Circle of Death (DC 32), Confusion (DC 30), Contagion (DC 30), Greater Invisibility, Haste,
3/day: Creeping Doom, Hold Monster (DC 32)
4/day: Unholy Blight (DC 30)

Aura of Black Dust (Su):

Howl of Doom (Su):

will return to finish

Bhu
2008-05-18, 12:37 AM
a little something for you to all have fun with whilst I work on that last template:

Kong
Huge Animal (Augmented)
Hit Dice: 36d8+252 (414 hp)
Initiative: +8
Speed: 40 ft. (8 squares), Climb 40 ft.
Armor Class: 20 (-2 Size, +4 Dex, +8 Natural), touch 12, flat-footed 16
Base Attack/Grapple: +27/+48
Attack: Slam +38 melee (2d8+13)
Full Attack: 2 Slams +38 melee (2d8+13) and 1 Bite +33 melee (1d8+7)
Space/Reach: 15 ft./15 ft.
Special Attacks: Improved Grab, Deadly Grapple, Throw Opponent, Throw Rock, Slam Ground, Arm Sweep
Special Qualities: Low light Vision, Scent
Saves: Fort +27, Ref +16, Will +15
Abilities: Str 36, Dex 18, Con 24, Int 3, Wis 16, Cha 16
Skills: Balance +12, Climb +21, Intimidate +23, Jump +21, Listen +8, Spot +8, Survival +8, Tumble +8
Feats: Awesome Blow, Close Quarters Fighting, Combat Reflexes, Dodge, Eyes In the Back of Your Head, Improved Initiative, Improved Multigrab, Large and in Charge, Mighty Leaping, Mighty Roar, Mobility, Multigrab, Power Attack, Defensive Throw (B), Area Attack (B), Fling Enemy (B)
Environment: Warm Forest, Hills, Mountain
Organization: Solitary
Challenge Rating: 17??
Treasure: None
Alignment: Neutral
Advancement: 37+ HD (Huge)
Level Adjustment: ----

Improved Grab (Ex): If Kong successfully hits with his Slam attack he may immediately make a Grapple Check as a Free Action without provoking an attack of opportunity. Unlike the normal Improved Grapple ability he may use this on creatures up to 1 Size class larger than himself.

Deadly Grapple (Ex): If Kong may successfully keep an opponent pinned in a Grapple for 3 consecutive rounds it must make a DC 41 Fortitude Save or die (Save DC is Strength based).

Throw Opponent (Ex): Kong may pick up and throw his opponent to the ground in a sort of bodyslam. If he suceeds in a successful Grapple check he may pick his opponent up and hurl them to the ground doing 2d6+26 damage. The opponent is considered Prone ater this attack.

Throw Rock (Ex): Kong may throw Rocks as a Huge Giant (see Monster Manual page 118).

Slam Ground (Ex): As a full round action Kong may slam the ground with both fists creating a shockwave that radiates out in a 180' radius from Kong. Opponents must make an opposed Balance check vs an attack roll by Kong, or fall prone. Structures within this area take 1d6+13 plus the structure's Hardness (maximum of +5) damage.

Arm Sweep (Ex): As a Full Round action Kong may make a large sweeping blow with his arm and hit every creature in a 180 degree arc (i.e. thats in front of him or on either side) with his slam attack. he may use the Awesome BLow Feat in conjunction with this.

SKills: Megaprimatus have a +8 Racial Bonus on Climb and Jump checks. They also have a +4 Racial Bonus on Balance and Tumble checks.

Yes this is the version of Kong from the Jackson film. He has the Augmented Subtype because of the high Int score. he was definitely a special ape so I gave him a little something extra.

Bhu
2008-05-19, 02:01 AM
Well here's the Kaiju template. It's one of my earlier efforts and I feel it needs revised, and it's a tad unfinished. WIll return to format shortly


THE NEW KAIJU TEMPLATE

Kaiju is an inherited Template that can be applied to any corporeal being of Huge Size or Smaller.

Size and Type: Size becomes Colossal. Type remains unchanged except for Animals and Vermin. Their type changes to Magical Beast. Giants and Humanoids become Monstrous Humanoids. All Subtypes are retained.

Hit Dice: Hit Die type remains the same unless the base creature has changed type (i.e. an animal has become a Monstrous Beast). The Base creature adds 40 Hit Dice.

Speed: The base creatures speed increases to 20 ft. if it is slower than 20, otherwise it remains the same. Kaiju with the ability to fly have Poor maneuverability. If you take the Titanic Size Class ability base speed is 25.

Armor Class: The Kaiju gains a bonus to it's Natural Armor Class of +15 with additional bonuses from their increase on size. To save time I have added them here: Medium or Smaller = +29, Large = +27, Huge = +24. Also the monster will have a new Size modifier of -8 to it's Armor Class. If it takes teh Titanic Size Class ability increase the bonus to Natural AC by +1.


Attacks: The Kaiju gains a -8 Size modifier to it's attacks due to it's new Size. If it can use a weapon it gets a maximum of 4 attacks per round with the Full Attack Option (unless Feats, spells, class options, etc alter this). Do not forget to alter the base creatures attack bonus due to its new ability stats. Base Attack Bonus becomes that of a Fighter regardless of Creature Type (i.e. +1 per level). If the Kaiju has no natural attacks (i.e. it's humanoid, or the base creature was too small to do any damage) consult page 296 of the Monster Manual and give it an appropriate attack for it's body style and Size Class. For a humanoid, it will gain 2 slam attacks. If an insect too small to originally do any harm it likely has a bite of some sort, etc.


Damage: Damage of all the Kaiju's natural attacks increases with it's size increase (consult page 291 of the Monster Manual). Don't forget to add the creature's new Str modifier to damage. Special Attacks will also go up in damage and are covered below.

Space/Reach: If the creature is Colossal (Tall) it's new Space is 40 ft. by 40 ft. If it is Colossal (Long) it's new space is 40 ft. by 80 ft. If it is Colossal (Long and Thin) it's new Space is 30 ft. by 120 ft. Reach depends on the base creatures reach: 0 to 5 ft. becomes 20 ft. Reaches 10 feet or above add +10 feet to the Reach. Creatures like Giant Squid that have 2 reaches (one normal and one for a specific attack) increase both. The Giant Squid normally has a Reach of 15' with it's tentacles, and double that (30') for its tentacles. A Kaiju Squid has a Reach of 25' (15 +10) and 50' (25 x2) with it's tentacles. If the base creature has any attacks with a Line effect they become a 10 foot by 150 foot line. If it has any attacks with a Cone effect they become an 80 foot cone. If it has any Ray attacks the new range becomes 300 feet. Other ranged attacks or areas of effect change based on the base creatures size: Diminutive or smaller
is x8, Tiny or Small is x4, Medium or Large is x3, Huge is x2.

Special Attacks: The Kaiju keeps all the Special Attacks of the Base Creature with some modifications. The Save DC for Ability/Energy Drains, Fear/Frightful Presence (or other terror inducing abilities), Gaze Attacks, and any Spell Like/Supernatural/Psionic abilities is now 10 + 1/2 Hit Dice + Charisma modifier. The Save DC for Breath Weapons and Poison is now 10 + 1/2 Hit Dice + Constitution Modifier. Damage for special attacks changes with the new size.

Ability Drain/Damage: Does 1d8 points unless it already does more damage/drain than this.
Breath Weapon: Now does 20d6 damage +1d6 for 3 every 3 Hit Dice over 40 unless it already does more.
Constriction: Now does 3d6 + one and a half times Strength Bonus, unless it already does more. If constriction is based on some sort of claw/pincer attack it does double that attacks normal damage plus Strength bonus.
Energy Drain: Drains 2 levels unless it already does more.
Poison: If the poison does regular damage its Initial and Secondary Damage is 2d6 unless it already does more. Non damage effects do not change.
Spells or Psionics: If the base creature can cast spells or manifest psionics that does not change at all, but the primary casting/manifesting stat is now Charisma. Arcane casters are considered to cast spells as a Sorcerer, Divine as a Favored Soul.
Swallow Whole: The monsters Swallow Whole ability is replaced with the following: The Kaiju can try to swallow any opponent of Huge Size or smaller by making a successful Grapple check (Gargantuan or smaller if you take the Titanic Size Class ability). Once swallowed the opponent takes crushing damage equal to 2d8 + the Kaiju's Strength bonus and 3d6 acid damage per round. A swallowed creature can cut its way out using claws or a light piercing or slashing weapon and doing 50 points of damage to the Kaiju's digestive tract. The digestive tracts AC is equal to 10 + half the Kaiju's natural armor bonus. Once the swallowed creature exits muscular action closes the hole and any other swallowed creatures must cut their own way out.

All Kaiju gain a Trample Attack and Frightening Presence:

Trample (Ex): As a standard action during its turn a Kaiju may Trample a Gargantuan or smaller opponent. It does 4d12 plus the kaiju's Strength modifier. If the Kaiju has 4 or more legs add double the Strength modifier. If the Kaiju has no legs or many legs (a snake or centipede) do not add the Strength modifier. Victims can attempt a Reflex Save for Half Damage. DC is 10 + 1/2 Hit Dice + Strength modifier. Does 5d12 if you have taken the Titanic Size Class ability.

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

In addition to Special attacks it may already have and Trample the Kaiju may pick from the following list. It gets one special attack, plus one more for every 3 Hit Dice above 40:

Ability Drain (Su): The Kaiju's primary attack (or its constriction if it has the Constriction ability) drains 1d8 from one stat which is chose at creation. Attacks drain with each hit, Constriction drains each round the hold is maintained. A Fortitude Save (DC equals 10 + 1/2 Hit DIce + Charisma modifier) can be made to avoid this drain effect. This is otherwise identical to the ability listed in Monster Manual page 305 with one exception: At creation choose one of the following options: A successful Drain gives the Kaiju 5 temporary hit points for 1 hour, or it gives it a cumulative +1 to hit and damage rolls for 1 hour, or the Save DC's of it's Special Attacks are +2 for 1 hour. You must choose during creation to decide if the Ability Drain is linked to your primary attack, Constriction, or is done during a successful Grapple check.

Augmented Criticals (Ex): This may be taken multiple times. Choose one of the following: A) All the Kaiju's regular attacks have their critical threat range increased by 2 (i.e. if their claws normally critical on a 20, now they critical on an 18-20). B) One of the Kaiju's Special Attacks has it's critical threat range increased by 1 (assuming it actually does critical damage such as a ray, area effects dont count). C) All of the Kaiju's regular attacks have their critical damage multiplier increased by 1 (i.e. if they normally do x2 damage with a critical, they now do x3. D) You have a +4 Racial bonus on rolls to confirm Criticals. You must choose a different option whenever you pick this Special Attack.

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

Blinding Flash (Su):The Kaiju can emit a blinding flash of light a number of times per day equal to its Charisma modifier. Anyone within 100 feet of the Kaiju looking at it that has eyes must make a Fortitude Save (DC: 10 + 1/2 Hit Dice + Charisma modifier) or be Blinded for 1d6 minutes. If the Save is successful they are blinded for 1d4 rounds.

Constriction (Ex): If the Kaiju suceeds in a grapple check it can constrict its opponent for 3d6+one and a half times Strength bonus. Does 4d6 if you have taken the Titanic Size Class Special ability. If the Constriction is instead based on pincers/claws it does double the claws regular damage plus Strength bonus.

Diseased Attack(Ex):The Kaiju's natural attacks are infected with disease. Opponents who are successfully struck by these attacks must make a Fortitude Save (DC is 10 + 1/2 Hit Dice + Constitution Modifier) or be infected. You may choose any disease on page 292 of the DM's Guide that has Contact or Injury listed as an infection method (except Mummy Rot).

Disease Spray (Ex):You may spray an opponent with infected fluids. This is an 80 foot cone that may be used every 1d4 rounds. Opponents must make a Fortitude Save (DC is 10 +1/2 Hit Dice + Constitution Modifier)or be infected. You may choose any disease on page 292 of the DM's Guide that has Contact or Injury as an infection method except Mummy Rot (Diseases with the Injury infection method will only infect if you have already injured the opponent before spraying them).

Energized Attack (Su):As a standard action once per minute you may charge your natural attacks attacks with energy of some type. You must chose the type when the Kaiju is created, and the effect last 1d4+1 rounds. During this time the natural attacks do an extra 3d6 damage of the appropriate energy type, this damage is not multiplied on a critical. You may choose Acid, Cold, Electricity, Fire, Force, Negative Energy, Postive Energy, or Sonic. Optionally you may choose during creation to link your Energized Attacks to your natural attacks, Constriction, or successful Grapple attacks. This ability may be chosen more than once. If so, decide which version of the Energized Attack you are using (the effects of picking it more than once do not stack).

Energy Attack (Su):Once every 1d4 rounds the Kaiju can make an energy attack of some sort. You must choose the energy type during creation and may choose Acid, Cold, Electricity, Fire, Force, Negative Energy, Positive Energy, or Sonic. It may take the form of an 80' Cone, a 10'x150' Line, a Ray with a range of 300 feet, an Energy Missile with a range of 150 feet, or an Explosive Blast with a range of 200 feet and a 60 foot radius spread. An opponent can make a Reflex Save for half damage against the Cone, Line, and Explosive Blast Effects for half damage (Save DC is 10 + 1/2 Hit Dice + Constitution or Charisma Modifier, you choose during creation). The Ray and Energy Missile attacks are Ranged Touch Attacks that Critical on a Natural 20 doing double damage. Damage for the Cone, Line, or Explosive Blast attacks are 20d6 damage plus 1d6 damage for every 3 Hit Dice over 40. Energy Missiles are 15d6 damage plus 1d6 damage for every 3 Hit Dice over 40. Rays are 10d6 Damage plus 1d6 for every 3 Hit Dice over 40. If using this attack as a breath Weapon it must be defined as such during creation.

Energy Drain Attack (Su): The Kaiju may Drain Energy Levels with its natural attack or with a successful grapple attempt (choose at creation). This Drains one Energy level per successful attack (or per round if grappling) unless the enemy makes a successful Fortitude Save (DC: 10 +1/2 Hit Dice + Charisma modifier). The Kaiju gains 5 temporary hit points (10 hit points on a critical hit) for the next hour.

Energy Drain (Su): You may Drain energy levels with an attack. The attack is an 80' Cone, a 10'x150' Line, or a 300' Ray. Opponents inside the Area of Effect of the Line or Cone (or struck by the Ray) must make a Fortitude Save (DC: 10 + 1/2 Hit Dice + Charisma modifier) or lose 2 Energy Levels. The Ray criticals on a Natural 20 draining 4 Energy Levels. The Kaiju does not gain any benefits from draining Energy Levels in this way. The Energy Drain attack may be used once every 1d4 rounds.

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

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

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

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

Psi Like Ability (Sp):Each time this Special Attack is picked the Kaiju gains 1 psionic power as a Psi Like Ability. The Kaiju is considered to be a 20th level Manifester, and Save DC is 10 + 1/2 Hit Dice + Charisma modifier. The Kaiju may pick any Psionic power on the Psychic Warrior List. Powers of second level or less may be used 5 times per day, powers of 3rd to 5th level may be used 3 times per day, powers of 6th level or higher may be used once per day.

Ranged Attack (Ex):You have some sort of ranged physical attack such as spines or missiles. It comes in one of 3 forms: An 80' Cone, a 10'x150' Line, an Explosion with a range of 200 feet and a 60' spread, or a ranged attack using your ranged attack bonus and with a range increment of 200'. Decide at the creation if damage is blunt, piercing, or slashing. Opponents receive a Reflex Saving Throw for Half Damage vs the Cone, Line or Explosion versions (DC is 10 + 1/2 Hit Dice + Constituion modifier). Damage for Cone, Line or Explosion is 10d6 +1d6 for every 3 Hit Dice over 40. Damage for Ranged attack version is 5d6 + 1d6 for every 3 Hit Dice over 40 + Strength modifier (and it criticals on a Natural 20 doing double damage).

Rock Throwing/Catching (Ex): You receive a +1 Racial bonus on attack rolls when throwing rocks. You can throw up to Huge sized rocks (1 ton in weight). Damage is 4d6 + Strength Bonus. Once a round, if you would normally be hit by a rock you can make a Reflex Save to catch it (DC is 15 for Small, 20 for Medium, 25 for Large, or 30 for Huge, if the projectile has a magical bonus the Save DC is increased by that amount). You must be ready for and aware of the attack to make this attempt. If you have taken the Titanic Size Class ability you can throw up to Gargantuan Sized Rocks doing 5d6 damage (DC: 35 to catch).

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

Spell Like Ability (Sp):Each time this Special Attack is picked the Kaiju gains 1 spell as a Spell Like Ability. The Kaiju is considered to be a 20th level Sorcerer, and Save DC is 10 + 1/2 Hit Dice + Charisma modifier. The Kaiju may pick any Sorcerer or Druid spell of 8th level or less. Spells of second level or less may be used 5 times per day, spells of 3rd to 5th level may be used 3 times per day, spells of 6th level or higher may be used once per day.

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

Swallow Whole (Ex):Identical to the ability listed above at the beginning of Special Attacks.

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

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

Special Qualities: The Kaiju keeps all Special Qualities of the Base Creature. If any of them have an area of effect it is increased in size similarly to the kaiju's Special Attacks. A Kaiju also gains the following:

Damage Reduction (Ex): A Kaiju gains Damage Reduction 25/Epic. If it already has Damage Reduction it is replaced by this ability.

Dark Vision (Ex): Range is 120 feet.

Energy Resistance (Ex): The Kaiju gains Energy Resistance 50 to one type of energy listed further up under Energy Attack (DM's will note there are some non standard energy types listed). This is the same as the energy type used by the Kaiju's Energized Attack or Energy Attack (you choose 1 if it has neither).

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

Spell Resistance (Su): The Kaiju gains Spell Resistance equal to 10 + it's CR. This ability replaces Spell resistance the base creature may already have.

The Kaiju also gains 1 additional Special Quality, and another additional Special Quality for every 3 Hit Dice over 40:

Absorb Energy (Su):Choose one type of energy the Kaiju has Energy Resistance to. Any damage of this type that penetrates the Kaiju's Energy Resistance is absorbed giving it some sort of temporary bonuss for the next 10 minutes. You must choose which option at creation. You may take this ability more than once to absorb different kinds of energy as long as you have multiple Energy Resistance types. Your options are:
1) The absorbed energy is added to your hit points as temporary hit points.
2)The Save DC's of your Special attacks are increased by +1 for every 10 points of energy damage done
3)Your to hit and damage rolls are increased by +1 for every 10 points of energy damage done
4)Your Deflection bonus to Armor class is increased by +1 for every 10 points of energy damage done
5)Your Saving Throws are increased by +1 for every 10 points of energy damage done
6) You may immediately use an ability such as Energy Attack that can only be used so many times per round even if you just used it. You can do this once per attack you absorb and the attack must do at least 10 hp of amage.
7) You may use one spell like ability an extra time per day as long as you do it within the next 10 minutes. You can do this once per attack absorbed, as long as that attack does 10 hp of damage or more.
8)Extend the duration of a Special Attack like Energized Attack one round per 10 points of damage absorbed.
Options that provide a bonus can accu,ulate a maximum bonus of +10.

Additional Energy Resistance (Ex): This may be taken multiple times. Each time it is taken you gain Energy Resistance 50 to 2 additional types of energy listed under Energy Attack above.

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

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

Death Throes (Su):When killed this Kaiju explodes doing energy damage of the same type as it has resistance to (choose one at creation if it has more than one). All creatures within 100 feet of the Kaiju must make a Reflex Save (DC=10 + 1/2 Hit Dice + Constitution modifier) or take 20d6 energy damage (+1d6 per 3 hit dice over 40). A successful Save halves this damage.

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

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

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

Forcefield (Su):Once per day you may create a glowing field of force around yourself for a number of rounds equal to your Charisma modifier. It is effectively the same as a Wall of Force except that it protects you personally as opposed to an area.

Half Construct (Ex): You may only take this Special Quality if the Base Creature was one of the following types: Animal, Aberration, Dragon, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Outsider, Undead, or Vermin. You must also have a solid non amorphous body. Parts of the Kaiju have been replaced with alchemical clockworks and machinery, granting it some Construct like abilities. The Kaiju becomes immune to Poison, Paralysis, Stunning, Disease, and Death Effects. It is also no longer subject to Critical Hits, non lethal damage, and fatigue/exhaustion. It may benefit from either Heal or Repair spells. You are considered a Construct for purposes of taking Feats.

Heavy Armor (Ex):The Kaiju has incredibly thick armor plating, even for one of it's kind. It gains DR: 10/-. This doesn't stack with his other DR. If the Kaiju is attacked by something that would negate it's Damage Reduction: Epic, it still applies this. The Kaiju also has a 50% chance of ignoring any critical hits that are confirmed on it.

Immunity (Ex):The Kaiju is completely immune to one form of attack listed under Energy Attack, or immune to poison and disease. This Special Quality may be taken multiple times.

No Breath (Ex):The Kaiju does not breath and is immune to gas based attacks that require a Fortitude Saving Throw. It can exist buried in the Earth, underwater, or the depths of space easily.

Reflect Energy (Su):If an energy based attack that you have Energy Resistance to fails to penetrate your Energy Resistance once damage is rolled it is reflected back at the attacker. This only works on energy attacks with a to hit roll.

Reflect Spells (Su):Targeted spells and spell-like effects that fail to penetrate the kaiju's Spell Resistance are reflected back at the caster.

See Invisibility (Su):The Kaiju can See Invisibility as a 20th level Sorcerer permanently. It can suppress or resume this ability as a free action.

Semi Solid (Ex): To take this special quality the base creature must not have a solid body, such as an Elemental or Ooze (or some Aberrations and Outsiders). Kaiju with this ability are incredibly amorphous. The Kaiju takes no damage from Piercing weapons, 1/2 damage from Slashing weapons, and full damage from Blunt weapons. Semi Solid may not be taken if you have the Forcefield, Half Construct, Heavy Armor, or Spines Special Qualities and Vice Versa. You must always be vulnerable to at least 1 energy type.

Spell Absorption (Su):If the Kaiju is specifically targeted by a Spell, and it fails to defeat the Kaiju's Spell Resistance, the Kaiju absorbs the Spell. The Kaiju can use this to increase its own power temporarily. Your options are:
1) Gain Regeneration: X . X=the spell level of the spell absorbed.
2)The Save DC of the next Special Attack you use is increased by an amount equal to the level of the spell absorbed.
3)Gain a temporary cicumstance bonus to attack and damage rolls equal to the level of the spell absorbed.
4)Gain a Deflection bonus to Armor Class for equal to the level of the spell absorbed.
5)Gain a circumstance bonus to all Saving Throws equal to the level of the spell absorbed.
6)You can apply one of the following metamagic Feats to your Spell Like ability the next time you use it: Enlarge Spell, Extend Spell, QUicken Spell, Silent Spell, Still Spell, Fortify Spell, Sculpt Spell
7) Gain a circumstance bonus equal to double the spells level of all energy attacks you make.
These bonuses last 1 minute per spell level.

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

Titanic Size Class (Ex): You are one of the rare Kaiju thats larger even than the others. This Special Quality can only be taken if the Kaiju has more than 60 Hit Dice. You are one Size Class larger than Colossal. You gain a -16 Size penalty to AC and attack rolls, a -32 Size Penalty to Hide Rolls, and a +32 Size Bonus to Grapple checks. The Range of all Special Attacks, and the values listed under Space/Reach are doubled. Your natural attacks add 1 die (i.e. from 3d6 to 4d6). Other effects will be listed in their individual entries.

Saves: The Kaiju's Saves are now recalculated based on it's new Hit Dice (and potentially new type). I put a chart for this later in the thread.

Abilities: Kaiju are fairly Hardy and gain +4 to Strength and Constitution along with the bonuses it gets for his increased size. Charisma increases by +20, and Intelligence becomes a 2. Wisdom is unchanged. To make it easier here's a chart for the total stat increases:

Huge:+20 Str, +12 Con
Large: +28 Str, -2 Dex, +16 Con
Medium: +36 Str, -4 Dex, +20 Con
Small: +40 Str, - 6 Dex, +22 Con
Tiny: +44 Str, -8 Dex, +22 Con
Diminutive: +46 Str, -10 Dex, +22 Con
Fine: +46 Str, -12 Dex, + 22 Con

If the Kaiju has the Titanic Size Class Special Quality add another +8 Strength, -2 Dex, +4 Con.

Skills: The Kaiju has 1 skill point per hit die (4 points for the first Hit Die). Class SKills are the skills possessed by the base creature. If he Kaiju has Psi-Like or Spell-Like abilities it also has Concentration as a Class skill. The Kaiju retains any racial skill bonuses the base creature possesses.

Feats: The number of Feats possessed by the Kaiju is recalculated based on the Kaiju's new Hit Dice total. Feats chosen after the 20th Hit Die may be chosen from Epic Feats if the Kaiju qualifies. You must keep the Base Creatures Feats unless the Kaiju no longer qualifies for them (i.e. Weapon Finesse)

Climate/Terain: Any, or same as Base Creature

Organization: Unique or Solitary

Challenge Rating: CR increases by 20, with an additional +1 per 2 Hit Dice over 40.

Treasure: None

Alignment: Kaiju tend toward Neutrality and Chaos but can be any alignment.

Advancement: n/a

Level Adjustment: n/a



KAIJU FEATS

Agile Kaiju (Prerequisites: Kaiju, Base creature must have been Small or Smaller and had a Dexterity of 15 or better): The Kaiju does not lose Dexterity due to the size increase.

Crafty Kaiju (Prerequisites: Kaiju, Base creature must have had an Intelligence of 15 or higher): The Kaiju retains the base creatures original intelligence score.

Damage Field (Prerequisites: Kaiju, Energized Attack Special Attack): When using your Energized Attack your entire body is infused with the energy. Opponents striking you during this time must make a Fortitude Save (DC is 10 + 1/2 Hit Dice + Charisma modifier) or take 3d6 damage of the appropriate energy type. You may do energy damage with a simple touch attack, or add it to grapple or constriction damage if using either of thiose attacks.

Extend Energized Attack (Prerequisites: Kaiju, Energized Attack): When using your Energized Attack it lasts 3 rounds longer. Each time this Feat is taken its duration is increased another 3 rounds.

Death Ray (Prerequisites: Kaiju, Ray Special Attack): Your Ray special Attack does untyped damage, bypassing Damage Reduction and Energy Resistance.

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

Powered Attack (Prerequisites: Kaiju, Energized Attack): When you successfully hit with your energized attack you may add your Charisma bonus to the damage done (Charisma bonus damage is the same as the form of energy damage being done).

Powerful Blast (Prerequisites: Kaiju, Energy Attack): Each time you take this Feat choose one Energy Attack you possess. It's damage is increased by +2d6.

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

Extra Attack (Prerequisites: Kaiju):The Kaiju possesses an attack it does not normally have. You may define this attack as you will (bite, gore, stinger, tail club, claw, etc). If it becomes the Kaiju's new Primary attack it does 4d6 damage. if it is another secondary attack it does 2d8 damage. If you have taken the Titanic Size Class ability the damage is 5d6 for a primary and 3d8 for a secondary attack.

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

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

Rocket Fist (Prerequisites: Kaiju, Construct):

Buzzsaw (Prerequisites: Kaiju, Construct):

Flying Razors (Prerequisites: Kaiju, Ranged Attack):

Potency (Prerequisites: Kaiju): This feat may be taken multiple times. If taken the Kaiju may is considered one alignment type for purposes of overcoming damage reduction. You may only choose alignment types that are present in the Kaiju's own alignment. Optionally you may also have your natural attacks be considered Adamantine for purposes of overcoming Damage Reduction.

Engulf (Prerequisites: Kaiju. Semi Solid):

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

Reeking Attack (Prerequisites:Kaiju, Energy Attack doing either Fire or Acid damage):

Burning Attack (Prerequisites: Kaiju, Energy Attack doing Fire or Acid damage):

Stunning Attack (Prerequisites: Kaiju, Energy Attack doing Cold, Electricity, Sonic, Force, or Positive/negative Energy Damage):

Brutal Attack (Prerequisites: Kaiju, Energy Attack doing Sonic or Force damage):
Vulnerability:

Bhu
2008-05-20, 03:37 AM
Okay I have the formatting up for the Kaiju Template. See originally I wanted ou to be able to make just about anything (ever watch Ultraman?? I wanted to go for variety). I think I made it a little too out there though. I want to redo it in some way. Perhaps separate templates by power level, or make Kaiju a Type.

Bhu
2008-05-21, 01:45 AM
Working on the Seaweed Dryad now, will post when finished. In the meantime here's an old critter I custom made for someone on the Wizards Boards:


Amanga Impisi (False Hyena)
Medium Aberration
Hit Dice: 12d8+48 (102 hp)
Initiative: +6
Speed: 50 ft. (10 squares)
Armor Class: 20 (+2 Dex, +8 Natural), touch 12, flat-footed 18
Base Attack/Grapple: +9/+12
Attack: Bite +12 melee (1d6+3)
Full Attack: Bite +12 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Madness Gaze, Spell-like abilities
Special Qualities: Alternate Form, Summon Pack, Regeneration 5, Damage
Reduction 5/Good, Telepathy 100', Scent, Dark Vision 60',
Immunities
Saves: Fort +8, Ref +6, Will +12
Abilities: Str 16, Dex 15, Con 18, Int 16, Wis 18, Cha 18
Skills: Bluff +9, Diplomacy +9, Hide +7, Intimidate +9, Knowledge
(Arcana) +8, Knowledge (Religion) +8, Listen +9, Move
Silently +7, Search +8, Sense Motive +9, Spot +9, Survival +7
Feats: Ability Focus (Madness Gaze), Track, Narrowed Gaze,
Pervasive Gaze, Improved Initiative
Environment: Warm Deserts or Plains
Organization: Solitary or traveling with hyena pack
Challenge Rating: 9
Treasure: None
Alignment: Chaotic Evil
Advancement: 13-30 HD (Medium)
Level Adjustment: ---

"We used to make sure the Hyenas never came near our villages. We knew they were evil back then. We knew what would happen. But the young people these days, they've forgotten the old ways for money and material things. And they think having the Hyenas as pets are a symbol of status. Back in the old days I killed a Hyena out on the plains at night, and when it died it...changed. I haven't slept much at nights since. Especially since they've been bringing them into the city. I know they're watching me. Take this machete boy. It's special. When I die, you know what to use it for."

The Amanga Impisi is a creature from the depths of space that arrived on the world many millenia ago. It has been confused with demons and other such creatures for a long time. The Amanga's goals appear to be uncertain as they travel not with each other but with packs of Hyenas. It is rumored they feed on the fear and madness of mortal men, and work to disrupt societies and cause massive bloodshed. They appear as vaguely hyena like in shape with hooved feet. The skin is armor plated with fleshy tendrils of some kind running down the back and sides like some sort of perverse mane. The heavily armored head is much like a hyenas skull with split nostrils and random thornlike growths. The face is blood red turning to green near the mane, with the body mostly yellow. Natives in areas inhabited by them tend to believe the Hyena is an evil creature. Amanga speak their own language.

Madness Gaze (Su): Become permanently Insane, range 30', Willpower Save DC
22 Negates. Save is Charisma Based. If the Willpower Save
is failed the victim acquires some sort of permanent insanity.
See the Unearthed Arcana or D20 Call of Cthulhu for
examples of Insanity. The DM should pick one appropriate to
the moment.

Spell Like Abilities (Sp): The Amanga is considered an 8th level Sorcerer, and can
cast spells like one. Spells per Day and Spells known are
the same as an eighth level Sorcerer except they are
considered Spell Like Abilities. It may only choose spells
from the Enchantment, Divination, and Illusion schools.

Alternate Form (Su): At will the Amanga can appear to be a normal Hyena. This
is an effect, and has no effects on stats. Creatures
unaffected by Glamers are immune to this ability and see
the Amanga as it is. Turning this ability on or off is a
free action.

Summon Pack (Su): Once per day the Amanga can summon a pack of 8 Hyenas.
This works like the spell Summon Natures Ally V in all
other respects.

Immunities (Ex): The Amanga is immune to poison, paralysis, polymorph, sleep
and death affects, and stunning.

Side note: Amanga means "lie" in Zulu. Impisi is their name for the Hyena.

Combat: The Amanga will stalk its prey in the bush for weeks slowly destroying its mind with its spell like abilities before using its gaze to drive it over the brink. After that it and the pack tear the victim apart.

Bhu
2008-05-23, 07:10 PM
Whilst I work on the last Ghost template and the seaweed dryad here's another oldie:

Vampire Squid
Large Aberration (Aquatic)
Hit Dice: 8d8+40 (76 hp)
Initiative: +4
Speed: 40 ft. swim(8 squares)
Armor Class: 21 (-1 Size, +4 Dex, +8 Natural), touch 13, flat-footed 19
Base Attack/Grapple: +6/+16
Tentacle +11 melee (1d6+6)
[B]Full Attack: 8 Tentacles +11 melee (1d6+6) and 1 Bite +6 melee
(1d8+3)
Space/Reach: 10 ft./10 ft. (20 ft with tentacles)
Special Attacks: Improved Grab, Blood Drain
Special Qualities: Blindsight 120', Vulnerability to Light, Poison Cloud, Partial
Invisibility, Fast Healing 3, Immune to Cold
Saves: Fort +7, Ref +8, Will +8
Abilities: Str 23, Dex 18, Con 20, Int 15, Wis 15, Cha 14
Skills: Escape Artist +18, Knowledge (Arcana, The Planes, Things
Man Was Not Meant to Know) +7, Listen +6, Move Silently +12,
Search +7, Spot +6, Swim +18
Feats: Multigrab, Greater Multigrab, Lightning Reflexes
Environment: Cold Aquatic
Organization: Solitary, Hunting Pack (3-5), Mass Swarm (10-100)
Challenge Rating: 10 ??
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: 9-15 HD (Large), 16-25 HD (Huge)
Level Adjustment: ----


"I...am sorry Paul. I know your family fortune is in that wreck at the bottom of the trench. But I can't go back down there. I know what lives down there in the dark. it took my arm, and I won't let it get the rest of me. You'll have to find someone else. And Paul? May the Gods protect you. Even though they didn't do me much good..."

The Beings referred to as Vampire Squid in some rare books live in the deepest parts of the ocean where there is never any light. They are one of the few things feared by the Anguilians and rightly so. They and their Sahuagin relatives refer to them as "The Hungering Dark". Swarms of Vampire Squid have destroyed their cities. No one has ever really seen one, but the very very rare victim to escape their clutches described it as being similar to wrestling with an Octopus except the flesh was more fluid and elastic, covered with what felt like hooked barbs and noxious boils. Vampire Squid have never attempted to communicate with anyone and it is unknown if they understand any form of language. For the most part they stay in the depths other than rare feeding frenzy's which bring them closer to the surface.

Improved Grab(Ex): If a Vampire Squid hits an opponent of any size with its tentacle attack it may attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the Grapple attempt it may use its Blood Drain ability.

Blood Drain (Ex): If a Vampire Squid succeeds with its Improved Grab it constricts with its tentacles. The barbs from the tentacles do 1d6+6 damage per round, and the mouths lining the tentacles drain 2 Con worth of blood per round as long as the Grapple is maintained

Partial Invisibility (Ex): The material that Vampire Squid are composed of renders it invisible to Dark Vision. They do not become visible when attacking. Combined with the lack of light in the areas it normally inhabits this usually makes it completely invisible.

Vulnerability to Light(Ex): If exposed to even the tiniest amount of light the Vampire Squid begins to boil and rot away, losing 1d4 Con a round from something similar to torch light and taking double damage from all spells with the Light descriptor. A Daylight spell destroys it instantly. It is for this reason no one has ever truly described one. And unfortunately it also leads to other problems...

Poison Cloud (Ex): Whenever the Vampire Squid is exposed to Light or dies it begins to rot away turning into a thick poisonous cloud of oil that causes anything in it to bleed from its pores. Anything within 10' of the Vampire Squid must make a DC 19 Fortitude Save (Save is Con based). Initial and Secondary Damage is 2d6 Constitution. The cloud lasts as long as the Squid is losing Con due to light exposure, and for 1d4 rounds thereafter.

Skills: A Vampire Squid receives a +10 Racial Bonus to Escape Artist checks, and a +8 Racial Bonus to Swim checks. It may always Take 10 on a Swim check, and may use the Run Action while swimming in a straight line.

Combat: Vampire Squids immediately close to Grapple. They flee immediately from light or any creature that puts up a serious fight.

Bhu
2008-05-25, 04:10 AM
another oldie whilst I keep working on the promised stuffs:

Demon of the Seas
Medium Aberration (Aquatic, Chaos, Evil)
Hit Dice: 10d8+50 (95 hp)
Initiative: +5
Speed: 20 ft. (4 squares), Swim 50 ft.
Armor Class: 21 (+1 Dex, +10 Natural), touch 11, flat-footed 20
Base Attack/Grapple: +7/+12
Attack: Pincer + 12 melee (1d8+5)
Full Attack: 2 Pincers +12 melee (1d8+5) and I Bite +7 melee (1d6+2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rend (2d8+10), Poison, Improved Grab, Special Attack
Special Qualities: Amphibious, Dark Vision 60', Regeneration 5, Special Defense
Saves: Fort +8, Ref +4, Will +9
Abilities: Str 21, Dex 12, Con 21, Int 4, Wis 15, Cha 15
Skills: Climb +8, Intimidate +5, Listen +5, Spot +5, Survival +5, Swim +13
Feats: Ability Focus (Poison), Power Attack, Cleave, Improved Initiative
Environment: Any Aquatic
Organization: Solitary, Pair, Gang (3-6), Horde (100-1000)
Challenge Rating: 9
Treasure: Double Standard
Alignment: Always Chaotic Neutral
Advancement: 11-16 HD (Large), 17-24 HD (Huge), 25-35 HD (Gargantuan), 36-50 Hit Dice (Colossal)
Level Adjustment: -----

You man the watch as every year at this time. They will come when the tides rise. By the hundreds maybe, and you must warn the towns when they surface. The wind and rain lash the waves and you with equal fervor for hours. And then the calm comes, and the things begin to crawl from the sea. Tall, and barrel chested they are, like the brutish apes of the southern forests. But these apes are covered in hard shell, not fur, and their forelimbs end in lobster like claws, not hands. The face is vaguely lobsterlike as well but for the multiple eyes and all the tendrils coming from the lower part of it's face like one of the Nautiloids you used to fish for as a child. Anemone like tendrils sprout from it at random like parasitic growths. And these are merely the newborns...

It's uncertain what the origin of the Sea Demons is. Every year during the summer storms they swarm from the ocean killing and devouring everything in sight. Coastal regions and island nations have until the next year to rebuild, and harden their defenses before the next wave. it is assumed that the Demons are the newborns, as larger versions are encountered on the open seas if any members of the swarm survive. But no one has ever encountered the parents of these creatures...

Improved Grab (Ex): If a Sea Demon hits with it's Pincer attack it may make a Grapple Check as a Free Action without provoking an attack of opportunity. If successful it may do it's Rend damage each round it maintains the Grapple.

Rend (Ex): With a successful Grapple check (or if both Pincers hit) the Sea Demon may rend for 2d8+10 damage.

Poison (Ex): Injury, Fort Save 22, Initial damage 1d6 Dex, Secondary damage is paralysis for 1d6 minutes. Save DC is Con based.

Special Attack (Su): Sea Demons are very prone to mutation, and none look alike entirely. Each has spells seemingly linked to its appearance it can cast as Supernatural Abilities. They have a 1st level spell they can use at will, a 3rd level spell they can use 3 times per day, and a 5th level spell they can use once a day. They get one set form the following list:

1)Shark:1st level (Critical Strike), 3rd level (Manyjaws), 5th (Vortex of Teeth)

2)Whale: 1st level (Shock and Awe), 3rd level (Thunderous Roar), 5th level (Draconic Might)

3)Eel: 1st level (Lesser Orb of Electricity), 3rd level (Scintillating Sphere), 5th level (Ball Lightning)

4)Jellyfish: 1st level (Babau Slime), 3rd level (Amorphous Form), 5th level (Acid Sheath)

5)Cephalopod: 1st level (Camouflage), 3rd level (Girallons Blessing), 5th level (Rejuvenation Cocoon)

6)Crustacean: 1t level (Mage Armor), 3rd level (Jagged Tooth), 5th level (Indominability)

7)Echinoderm: 1st level (Doom), 3rd level (Quillfire), 5th (Poison Thorns)

8)Worm:1st level (Spirit Worm), 3rd level (Infestation of Maggots), 5th level (Crawling Darkness)

See Spell Compendium for spells

Special Defense: Sea Demons are very prone to mutation. They get one defense from the following list:

1) Increase Natural Armor Bonus by +5
2) Energy Resistance 10 to one energy Type or Energy Resistance 5 to 2 energy Types.
3) Scent
4) Spell Resistance Equal to 10 plus Hit Dice
5) Blindsight 60'
6) Damage Reduction 5/Magic
7) Fast Healing 3
8) May cast any 1 Abjuration Spell of 3rd level or less 3 times per day as a Supernatural ability.

Combat: Combat varies with what attack/defense the Demon has chosen. Most simply rush forward into their foes and begin ripping.

DracoDei
2008-05-25, 06:12 AM
Should be Hit-Dice of some sort, not "level" that determines what SLA's they get I think.

Edit: Also you didn't give the AMOUNT of DR supplied by random mutation #6.

Bhu
2008-05-25, 04:48 PM
Should be Hit-Dice of some sort, not "level" that determines what SLA's they get I think.

Edit: Also you didn't give the AMOUNT of DR supplied by random mutation #6.

They get all hte spells listed. May need to reword that a little. Added in the DR. Thanks Draco.

Bhu
2008-05-25, 10:23 PM
Added CR/LA to The Gray Company. Let me know if you disagree.

Bhu
2008-05-27, 03:07 AM
Seaweed Dryad almost done. Should have it up tomorrow.



Spectral Ape
Size/Type: Large Magical Beast
Hit Dice: 6d10+18 (51 hp)
Initiative: +6
Speed: 40 ft. (8 squares), Climb 20 ft.
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +6/+12
Attack: Slam +11 melee (1d6+6) or Rock +11 ranged (1d6)
Full Attack: 2 Slams +11 melee (1d6+6) and 1 Bite +6 melee (1d4+3) or or Rock +11 ranged (1d6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab, Constrict (2d6+12)
Special Qualities: Darkvision 60 ft., Low-light vision, Greater Invisibility
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 23, Dex 14, Con 17, Int 5, Wis 12, Cha 5
Skills: Climb +14, Listen +4, Move Silently +5, Spot +4
Feats: Improved Initiative, Power Attack, Spectral SKirmisher
Environment: Warm forests
Organization: Solitary, Hunting Party (3-6), Colony (10-20), or City (50-75)
Challenge Rating: 6
Treasure: Standard
Alignment: Always neutral
Advancement: 7-12 HD (Large)
Level Adjustment: --

"We could hear them in the night. That's when they came out, despite us not being able to see them. We started getting picked off one by one, until we fled the jungles. We went back in with a Wizard who claimed he could see the invisible. Said we were just fighting apes. Helped us fight them even, until something we couldn't see plucked him from the ground and crushed him like a grape 20 feet up in the air. We won't go back now. No matter what you or anyone else is willing to pay. You want whats in that ruin it's yours. I'll give you the map. But my help ends there."

In the Jungles of (insert name here) there is a legend that long ago a wizard was destroyed by his own creations, and that his former palace is now a rotting hulk, eaten by the jungle, and haunted by the remains of what he left behind. The truth is that there is a large fortress somewhere in the jungle, and it is haunted not by apparitions, but by great apes that can walk unseen. When slain they appear, and are white, horribly malformed and misshapen gorilla like hominids. The apes are highly territorial, and omnivorous. They are smart enough to know that they are invisible, and are often quiet knowing that hearing and smell are the only ways most beings can find them. Adventurers will often blindly walk unawares into the entire colony of them. Spectral Apes are similar in size to Dire Apes, and do not appear to be capable of speech despite their higher intelligence.

Skills: Spectral Apes have a +8 Racial Bonus to Climb checks, and may always take 10 on a Climb check even if rushed or threatened.

Greater Invisibility: This ability is constant allowing the Spectral Ape to remain Invisible even while attacking. It works like the spell Greater Invisibility, and lasts as long as the Spectral Ape is alive (it becomes visible 1 minute after death). This ability is not subject to Invisibility Purge.

Improved Grab: If a Spectral Ape hits with it's Slam attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it may Constrict the next round.

Constrict: The Spectral Ape does 2d6+12 with a successful Grapple check.

Combat: Spectral Apes go straight for the Grapple. Lock up with the victim and rip him to shreds. Sometimes if there are groups they'll fling rocks, but generally they like to be up close and personal

Bhu
2008-05-28, 01:15 AM
as promised:



Seaweed Dryad
Medium Fey (aquatic)
Hit Dice: 4d6+8 (22 hp)
Initiative: +0
Speed: Swim 30 ft. (6 squares)
Armor Class: 15 (+5 Natural), touch 10, flat-footed 15
Base Attack/Grapple: +2/+6
Attack: Grapple +6 (Grapple)
Full Attack: Grapple +6 (Grapple)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-Like Abilities, Improved Grab, Constrict (2d3+8)
Special Qualities: Damage Reduction 5/Cold Iron, Seaweed Dependent
Saves: Fort +5, Ref +4, Will +4
Abilities: Str 19, Dex 10, Con 14, Int 15, Wis 11, Cha 18
Skills: Escape Artist +7, Hide +14, Knowledge (Nature) +9, Listen +7, Move Silently +11, Spot +7, Survival +7, Swim +19
Feats: Great Fortitude, Skill Focus (Hide)
Environment: Warm or Temperate Aquatic
Organization: Solitary, or
Challenge Rating: 4
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: By Character Class
Level Adjustment: --


"So...come here often sailor?"
"Pelor give me strength."
"We're more interested in your Endurance actually."

Seaweed Dryads appear as greenish women with dreadlocks made of seaweed. They are sometimes a little friendlier to sailors than land Dryads are to people, but they are somewhat deadlier as well. Even the animals leave them alone. Not so much because they're more powerful, they're just more willing to do some damage. Seaweed Dryads speak Common, Elven, and Sylvan.

Spell-Like Abilities (Sp): Caster Level 6, Save DC's are Wisdom based.
At will: Entangle (DC 11), Kelpstrand, Speak With Plants
3/day: Water Breathing, Charm Person (DC 11), Commune With Nature
1/day: Suggestion (DC 13)
Spells not in the PHB may be found in the Spell Compendium.

Improved Grab (Ex): The Seawead Dryad may make a Grapple attempt without provoking attacks of opportunity.

Constrict(Ex): The Seaweed Dryad does 2d3+8 with a successful Grapple check.

Seaweed Dependent (Su): This is the same as the Tree Dependent ability regular Dryads have (see MM page 90-91), except instead of a tree it's a patch of seaweed.

Skills: A Seaweed Dryad has a +4 Racial Bonus to Hide and Move Silently checks (Hide Bonus increases to +8 in seaweed) and a +8 Racial Bonus to Swim checks. they may always take 10 on a Swim check, and may use the Run Action while swimming in a straight line.

Combat: Seaweed Dryads usually lure surface dwellers in for a kiss promising them use of their Water Breathing spell. Then they Grapple. If a Grapple wont bring them down they'll try spells, or whatever weapon they may have found. Usually they hide if they think they can't confront someone.

Bayar
2008-05-28, 03:11 AM
These are rather funny to read. :smallbiggrin:

Rappy
2008-05-28, 04:45 AM
Ah, the spectral ape family....Jungle Creatures, good times there.

MelkorsHalo
2008-05-28, 05:07 AM
Well here's the Kaiju template. It's one of my earlier efforts and I feel it needs revised, and it's a tad unfinished. WIll return to format shortly


THE NEW KAIJU TEMPLATE

lots of stuff




whoo kaiju! my thoughts:

size/type: i see no reason giants wouldn't stay giants. this would just make them bigger giants.

hit dice: not sure on this. maybe increase to 40, instead of adding? also, some racial hit dice are better than others, after all. dragon/outsider as opposed to undead, for example. i will think on this.

special attacks: wow. that's a lot.

special qualities: ditto.

skills: why so few? isn't this based on the racial hit die anyway? templates generally give bonuses or penalties to skills.

feats: base creatures should keep their racial bonus feats. others aren't affected.

CR: seems like this would vary depending on choices of... all of that, really.

overall good, but i think you're right in that it should probably be a series of templates. i love variety, but it seems you're trying to do too much with just one template. wish i could offer more advice, but i am not skilled in homebrew-fu.

Bhu
2008-05-29, 12:11 AM
Ah, the spectral ape family....Jungle Creatures, good times there.

The thread is still going strong actually. Making critters there as we speak :D

One last spookity critter and back to the funny:

Spectral Dire Ape
Size/Type: Huge Magical Beast
Hit Dice: 18d10+90 (189 hp)
Initiative: +5
Speed: 50 ft. (10 squares), Climb 30 ft.
Armor Class: 19 (-2 size, +1 Dex, +10 natural), touch 9, flat-footed 18
Base Attack/Grapple: +18/+36
Attack: Slam +26 melee (1d8+10) or Rock +19 ranged (2d8+10)
Full Attack: 2 Slams +26 melee (1d8+10) and 1 Bite +21 melee (1d6+3) or Rock +19 ranged (2d8+10)
Space/Reach: 15 ft./15 ft.
Special Attacks: Improved Grab, Constrict (2d8+20)
Special Qualities: Darkvision 60 ft., Low-light vision, Greater Invisibility
Saves: Fort +16, Ref +12, Will +7
Abilities: Str 31, Dex 12, Con 21, Int 5, Wis 12, Cha 5
Skills: Climb +18, Listen +8, Move Silently +8, Spot +8
Feats: Awesome Blow, Improved Bull Rush, Improved Initiative, Greater Multigrab, Multigrab, Power Attack, Spectral Skirmisher*
Environment: Warm forests
Organization: Solitary
Challenge Rating: 13
Treasure: Standard
Alignment: Always neutral
Advancement: 19-36 HD (Huge), 37-54 HD (Gargantuan)
Level Adjustment: --

* See Savage Species and PHB 2 for some Feats.

"I warned you not to go in there! I warned you! Now it's followed you back, and it'll get us all! Get off my land and don't come back you fools! Go spend what time you have left regretting what you've done."

Every so often there's a nasty mutation of sorts among the Spectral Apes. Or perhaps they just keep getting bigger with age. There are few recorded instances of s Spectral Dire Ape (possibly due to their invisibility), but slain specimens have been 20-30' tall.

Skills: Spectral Dire Apes have a +8 Racial Bonus to Climb checks, and may always take 10 on a Climb check even if rushed or threatened.

Greater Invisibility: This ability is constant allowing the Spectral Dire Ape to remain Invisible even while attacking. It works like the spell Greater Invisibility, and lasts as long as the Spectral Dire Ape is alive (it becomes visible 1 minute after death). This ability is not subject to Invisibility Purge.

Improved Grab: If a Spectral Dire Ape hits with it's Slam attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it may Constrict the next round.

Constrict: The Spectral Ape does 2d8+10 with a successful Grapple check.

Combat: Spectral Dire Apes go straight for the Grapple. Lock up with the victim and rip him to shreds. Usually one in each hand.

Bhu
2008-05-31, 04:10 AM
How bout I make Kaiju a Type?


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

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


will return to finish. Trying to figure out which abilities would be common to All Kaiju.

Bhu
2008-06-01, 12:49 AM
Bullfrog
Large Magical Beast
Hit Dice: 8d10+24 (68 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 13 (-1 Size, +1 Dex, +3 Natural), touch 10, flat-footed 12
Base Attack/Grapple: +6/+15
Attack: Bite +10 melee (1d8+5) or Tongue +10 melee (grapple)
Full Attack: Bite +10 melee (1d8+5) or Tongue +10 melee (grapple)
Space/Reach: 10’/5’ (10’ with Tongue)
Special Attacks: Tongue Grapple, Powerful Charge
Special Qualities: Dark Vision 60’, Low Light Vision
Saves: Fort +9, Ref +7, Will +4
Abilities: Str 20, Dex 12, Con 16, Int 1, Wis 14, Cha 4
Skills: Jump +13, Listen +7, Spot +7
Feats: Alertness, Skill Focus: Jump, Improved Initiative
Environment: Warm Marsh, Plains, Forest
Organization: Solitary, Pair, or Herd (6-30)
Challenge Rating: 4??
Treasure: None
Alignment: Always Neutral
Advancement: 9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment: ---

"Bert...Bert you hear that? It sounded like a thousand frogs ribbited at once..."

In some sort of drunken college spree several wizards came across the methods used to make the Owlbear, and created a bison sized frog with horns. Then just for giggles when they got tired of them setting around eating giant bugs and farting all over the place they turned them loose into the wild. Now swampdwellers everywhere can raise the vicious little halfwits as food.

Tongue Grapple (Ex): The Bullfrog has an adhesive tongue that allows it to make grapple checks without the usual penalty for grappling with one extremity. Attacking with it's tongue does not provoke an Attack of Opportunity, and if the Bullfrog wins the Grapple check it can reel a target in that turn and begin doing bite damage with each successful grapple check on proceeding turns.

Powerful Charge (Ex): When Bullfrogs do their initial leaping charge, they slam into opponents for 2d8+10 bludgeoning damage.

Combat: If an opponent is within range of their tongue Bullfrogs will attempt to grapple and then begin munching. Otherwise they charge, and then proceed to bite.

Rappy
2008-06-01, 04:19 AM
So many shades of Impossible Creatures right there, bhu.

Bhu
2008-06-02, 12:55 AM
Crab Spider
Huge Magical Beast
Hit Dice: 10d10+30 (85 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 21 (-2 Size, +3 Dex, +10 Natural), touch 11, flat-footed 18
Base Attack/Grapple: +10/+25
Attack: Pincer +15 melee (2d6+7)
Full Attack: 2 Pincers +15 melee (2d6+7) and 1 Bite +10 melee (2d6+3 plus poison)
Space/Reach: 15'/10'
Special Attacks: Poison, Pincer Grab, Constrict (4d6+7)
Special Qualities: Low Light Vision, Dark Vision 60', Scent
Saves: Fort +9, Ref +10, Will +4
Abilities: Str 25, Dex 17, Con 14, Int 3, Wis 12, Cha 2
Skills: Climb +10, Hide -1, Jump +10, Spot +4
Feats: Cleave, Great Cleave, Improved Toughness, Power Attack
Environment: Warm Forests and Mountains
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always Neutral
Advancement: 11-19 HD (Huge)
Level Adjustment: ---

"Aw crap...the local spiders can break swords now. Retreeeeaaatt!!"


This appears to be a huge Wolf Spider with crab pincers. Yet another in a long line of Owlbear knockoffs. As usual with giant freaky wizard created monsters they got loose and bred like rabbits. Now they haunt forests everywhere and make nuisances of themselves. Most people believe they're as dumb as any spider, but people who have encountered them swear they giggle when they disarm opponents.


Poison (Ex): Injury Fortitude DC 17, Initial and Secondary Damage 1d8 Str. Save DC is Constitution Based.

Pincer Grab (Ex): If the Crab Spider succeeds with a Pincer attack it can make one of the following attacks as a Free Action without provoking an Attack of Opportunity: Grapple, Trip, Sunder.

Constrict (Ex): If the Crab Spider succeeds with a Grapple check it does its constriction damage each turn. It may also attempt to attack with it's Bite attack once per turn.

Combat: Crab Spiders have an unexpected cunning. Usually they will attempt to just straightforward grapple and constrict, then bite to let the poison finish off prey. If surrounded they will trip up the slower looking targets, or try Sundering weapons.

GoC
2008-06-02, 11:35 AM
Spectral Vermin are awesome!:smallcool:

Cpt. Obed's CR should be 10 (5 rogue+5 CR increase). He's also very short on hp. A 10th level wizard casting a twinned magic missile will do enough damage to one-shot him. Which also leaves puzzled as to how he killed those clerics and wizards...

In general it's very hard to make undead with CR adjustments as they become very brittle. I generally put little shields on them to absorb damage (has Cha modifierxHD hp).

The CR adjustment on The Gray Company is way too high. Those boost are worth about +3 CR not +5 CR and it should have LA +7 or -.

Seaweed Dryad: Solitary or...?

As usual your creatures are awesome!:smallcool:

Silence
2008-06-02, 11:50 AM
My 8th level party is going to be very suprised when they get owned by cute, furry animals.

Rappy
2008-06-03, 04:08 AM
I like the crab spider as well. The question: how many animal naming puns can you manage before you bore people with your creations? The answer: none!

Bhu
2008-06-03, 04:10 AM
Spectral Vermin are awesome!:smallcool:

Cpt. Obed's CR should be 10 (5 rogue+5 CR increase). He's also very short on hp. A 10th level wizard casting a twinned magic missile will do enough damage to one-shot him. Which also leaves puzzled as to how he killed those clerics and wizards...

In general it's very hard to make undead with CR adjustments as they become very brittle. I generally put little shields on them to absorb damage (has Cha modifierxHD hp).

The CR adjustment on The Gray Company is way too high. Those boost are worth about +3 CR not +5 CR and it should have LA +7 or -.

Seaweed Dryad: Solitary or...?

As usual your creatures are awesome!:smallcool:

Fixed em. Made Obed a level 8 Rogue so he matches the CR. Peek at Rejuvenation. It's how he kills people. You can destroy Obed over and over and over again, and the power of his Master will always bring him back. To put down Obed you have to kill a God. Or at least find a way to shut off his influence on the outside world.

Bhu
2008-06-04, 01:56 AM
Blowfly
Fine Magical Beast (Air)
Hit Dice: 1d10 (5 hp)
Initiative: +7
Speed: Fly 40 ft. (8 squares), Good
Armor Class: 25 (+8 Size, +7 Dex), touch 25, flat-footed 18
Base Attack/Grapple: +1/-20
Attack: -
Full Attack: -
Space/Reach: 1/2 ft./0 ft.
Special Attacks: Gust of Wind
Special Qualities: Dark Vision 60 ft., Scent
Saves: Fort +2, Ref +9, Will +0
Abilities: Str 1, Dex 25, Con 10, Int 1, Wis 11, Cha 10
Skills: Listen +4, Spot +4
Feats: Alertness
Environment: Any
Organization: Solitary or Swarm (6-30)
Challenge Rating: 1/2
Treasure: None
Alignment: Neutral
Advancement: -
Level Adjustment: ---

"Abner...git me mah fly swatting longbow..."

Blowflies are large black flies invented by a madman in his magical labs for purposes of amusement. they are generally regarded as among the most hated magical creations known today, even more reviled than the Owlbear. Large swarms of them are rumored to produce hurricane like winds, destroying communities. They appear to be hideous flies roughly 2 inches long.

Gust of Wind (Su): The Blowfly may cast the spell Gust of Wind as a Supernatural ability at will as a 3rd level Sorcerer.

Combat: Nervous flies blast the source of their irritation with Gust of Wind and fly away. But the little monsters keep coming back, just like real flies. Pesky lil sob's.

Bhu
2008-06-05, 02:46 AM
Antbird
Tiny Magical Beast
Hit Dice: 1d8 (4 hp)
Initiative: +2
Speed: 5 ft. (1 square), Fly 60 ft (Good)
Armor Class: 19 (+2 Size, +2 Dex, +5 Natural), touch 14, flat-footed 17
Base Attack/Grapple: +0/-8
Attack: Bite +2 melee (1d3+1d3 acid)
Full Attack: Bite +2 melee (1d3+1d3 acid)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Improved Grab
Special Qualities: Dark Vision 60 ft., Scent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 10, Dex 15, Con 10, Int 1, Wis 12, Cha 9
Skills: Listen +3, Spot +3
Feats: Weapon Finesse
Environment: Warm Plains, Forest, or Swamp
Organization: Solitary or flock (10-1000)
Challenge Rating: 1
Treasure: None
Alignment: Neutral
Advancement: 2 HD (Small), 3-4 HD (Medium)
Level Adjustment: ---

"Abner...git me mah bird shootin' thingy. Them freak birds is in the corn agin."

Antbirds are an unholy mingling of ant and bird created by the same magic that created owlbears. Unfortunately the magic was just as faulty, and the things wreak havoc when they swarm each year to migrate, eating everything in sight. It is said their creator was creatively murdered at the hands of a mob of farmers.

Improved Grab (Ex): If the Antbird succeeds in biting an opponent it can make a grapple check as a free action without provoking an attack of opportunity. If it succeeds it does bite damage each round the hold is maintained.

Combat: Antbirds usually fly straight at their opponent, latch on, and bite until it dies, or it wounds the Antbird. If there is a swarm they attack en masse, stripping crops, livestock, and even people.

Shademan
2008-06-05, 04:50 AM
AHAHAHAHA! that seaweed dryad was GREAT!
and now kaijuus!? dude i love you!
...
in a very hetero and buddy-like way. geez.

imagine a collosal steel golem. with the chest reinforced with bones taken off a dragons ribcage!
yes i just saw tokyo s.o.s
good movie.

Bhu
2008-06-06, 10:40 PM
Archer Fish
Small Magical Beast
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: Swim 40 ft. (8 squares)
Armor Class: 15 (+1 Size, +3 Dex, +1 Natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/-7
Attack: Spit +3 Ranged (1d6/x3)
Full Attack: Spit +3 Ranged (1d6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spit
Special Qualities: Dark Vision 60 ft.,
Saves: Fort +2, Ref +5, Will +0
Abilities: Str 5, Dex 17, Con 11, Int 2, Wis 11, Cha 6
Skills: Listen +2, Spot +2
Feats: Point Blank Shot
Environment: Warm Aquatic
Organization: Solitary or School (6-30)
Challenge Rating: 1
Treasure: None
Alignment: Neutral
Advancement: 2-3 HD (Medium)
Level Adjustment: ---

"Abner...git the preacher. Thet carp done shot me!"

Magicians have always been known for trying to breed magical guardians, so it isn't surprising that one day some madman would invent a really large Perch that could puke arrows. Well actually they're arrow like bits of Force, but that's precious little difference to the redneck fishermen being shot by them.

Spit(Su): The Archer Fish can spit arrows of force. Stats are identical to a Small Longbow, and firing it under water, or out of the water doesn't provice any penalties.

Skills: The Archer Fish has a +8 Racial Bonus to Swim checks, and can always take 10 on a swim check even if threatened or endangered. It may use the Run action while swimming in a straight line.

Combat: The Archer Fish rarely initiates combat as long as nothing approaches within 10' that seems threatening. Then it burps arrows till the threat dies, or flees the area.

Bhu
2008-06-09, 02:22 AM
Arctic Fox
Tiny Magical Beast (Cold)
Hit Dice: 10d10+10 (65 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 18 (+2 Size, +3 Dex, +3 Natural), touch 15, flat-footed 15
Base Attack/Grapple: +10/+2
Attack: Bite +15 melee (1d3+1d6 cold)
Full Attack: Bite +15 melee (1d3+1d6 cold)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Arctic Weather, Cold Touch
Special Qualities: Dark Vision 60 ft., Scent
Saves: Fort +8, Ref +10, Will +6
Abilities: Str 10, Dex 16, Con 12, Int 5, Wis 14, Cha 20
Skills: Hide +14, Listen +8, Move Silently +8, Spot +8
Feats: Weapon Finesse, Skill Focus (Hide), Alertness, Dodge
Environment: Any Cold
Organization: Solitary
Challenge Rating: 4
Treasure: none
Alignment: Neutral
Advancement: 11-15 HD (Tiny)
Level Adjustment: ---

"So...your money or your crops."


Arctic Foxes appear to be normal white foxes. Unfortunately the winter comes with them. Meaning they are quite the nuisance. They used to use it to extort farmers till they learned farmers don't have any money. So now they extort the communities the farmers depend on. No one has yet figured out what they need or use the money for. Arctic Foxes speak Common and Sylvan.

Arctic Weather (Su): Weather within 5 miles of an Arctic Fox undergoes a drastic change. The temperature lowers by 30 degrees, and winds increase by 20 mph. If this makes it cold enough to snow, it does so.

Cold Touch (Su): Anyone touching the Arctic Fox (natural weapon, grapple, unarmed strike, etc) takes 1d6 cold damage. Anyone it successfully attacks takes 1d6 cold damage as well (or 1d6 cold per round in a grapple).

Combat: Arctic Foxes avoid combat with anything bigger than themselves (and because they know that most other beings want them dead because of the weather they cause).

Bhu
2008-06-11, 04:03 AM
Bighorn Sheep
Medium Magical Beast
Hit Dice: 3d10+9 (25 hp)
Initiative: +1
Speed: 30 ft. ( 6 squares)
Armor Class: 15 (+1 Dex, +4 Natural), touch 11, flat-footed 14
Base Attack/Grapple: +2/+4
Attack: Butt +4 melee (1d8+2)
Full Attack: Butt +4 melee (1d8+2)
Space/Reach: 5’/5’
Special Attacks: Powerful Charge
Special Qualities: Low Light Vision, Dark Vision 60’
Saves: Fort +6, Ref +4, Will +1
Abilities: Str 15, Dex 12, Con 17, Int 2, Wis 11, Cha 4
Skills: Listen +3, Spot +3
Feats: Power Attack, Improved Bull Rush, Improved Overrun (B), Reckless Charge (B)
Environment: Temperate Plains, Hills, or Mountains
Organization: Solitary or Herd (5-500)
Challenge Rating: 1??
Treasure: None
Alignment: Always Neutral
Advancement: 4-5 HD (Medium)
Level Adjustment: ---

"Jed?? Can you hear me Jed?? Speak to me!"

"I knew jumpin' that sheep was a bad idea..."

These appear to be mule sized sheep with oversized horns, and armor reinforced necks and foreheads. They are infamously temperamental, and territorial. Their origin is unknown but the local Druids always seem to need to be somewhere else when the subject is brought up. Many attempts have been made to domesticate them and all have failed. The locals would love access to the wool.

Powerful Charge (Ex): When charging the Bighorn Sheep's Butt attack does 2d8+4, and it can make a Bull Rush attack as a Free Action without provoking an Attack of Opportunity.

Combat: Bighorn Sheep generally charge into the fray, then repeatedly slam their forehead into opponents until they flee or stop moving. The rams will fight to the death while the flock escapes.

Bhu
2008-06-12, 06:03 AM
Cash Cow
Large Magical Beast
Hit Dice: 4d8+16 (34 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 24 (-1 Size, +15), touch 9, flat-footed 24
Base Attack/Grapple: +3/+12
Attack: Butt +7 melee (1d8+8)
Full Attack: Butt +7 melee (1d8+8)
Space/Reach: 10 ft./5 ft.
Special Attacks: Stampede, Trample (2d6+16)
Special Qualities: Dark Vision 60 ft., Scent, Valuable, DR 5/Adamantine
Saves: Fort +8, Ref +4, Will +1
Abilities: Str 20, Dex 10, Con 18, Int 2, Wis 11, Cha 6
Skills: Listen +6, Spot +5
Feats: Alertness, Endurance
Environment: Temperate Plains
Organization: Solitary or Herd (6-30)
Challenge Rating: 2
Treasure: See text
Alignment: Neutral
Advancement: 5-6 HD (Large)
Level Adjustment: ---

"Abner...that cow's hide looks ta be made o' Platinum..."

Cash Cows appear to be regular cattle whose hide has a somewhat metallic sheen. When killed they may be dissected as many of their organs are precious metals. It's uncertain exactly how they came about, but an insane mage is assumed to be the case as usual. Someone wanted cattle that could eat earth and raw ore and poop refined metals. He got it, but in the process they convert so much of the stuff that their insides slowly become metal. They are the same size as normal cattle but weigh half again as much.

Stampede (Ex): A frightened herd of Cash Cattle run in a random direction, literally running over anything Large or smaller. Anything in their path takes 1d12 damage for every 5 cattle in the herd (Reflex Save DC 17 for half damage, Save DC is Strength based).

Trample (Ex): Reflex Save DC 17 for half damage (Save DC is Strength based)

Valuable (Ex): Cash Cattle are pretty much inedible, and so is their milk. However if fed raw ore they can 'refine' it into a purified state (a full grown cow can 'process' 2 pounds of raw ore per day). Fully mature cattle are worth about 5 GP per pound (and weigh up to 2000 pounds) dead, but quite a bit more alive.

Combat: Preeetty much the same as your standard cow really...

DracoDei
2008-06-12, 08:31 AM
Average pounds (or value) of ore that a cash cow can be expected to process in a given time period could be a good addition.

Bhu
2008-06-13, 05:26 AM
Added it in Draco. Thanks.

Fairy Shrimp
Tiny Fey
Hit Dice: 1d6+1 (4 hp)
Initiative: +4
Speed: 20’ Swim, 40’ Flying (good)
Armor/Class: 20 (+4 Size, + 2 Natural, +4 Dex), touch 18, flat-footed 16
Base Attack/Grapple: + 0/ - 11
Attack: Nip –3 melee (1d3-3)
Space/Reach: 2 ½ '/ 0’
Special Attacks: Spell Like Abilities
Special Qualities: Damage Reduction 5/ Cold Iron, low-light vision, Amphibious,
Spell Resistance 17
Saves: Fort +1, Ref + 6, Will + 3
Abilities: Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 16
Skills: Bluff +7, Diplomacy +7, Hide + 16, Intimidate +7, Knowledge (Arcana)
+4, Spot + 5
Feats: Dodge
Environment: Warm Marshes
Organization: Solitary or Swarm (10 to 40)
Challenge Rating: 1
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: 2-3 HD (small), 4-6 HD (Medium), 7-12 HD (Large)
Level Adjustment: -


"Leroy?"

"Whut Jebediah?"

We had too much Shine? Or is thuh Crawdaddies floating 'round us on wings?"

"Naw. Naw they's flyin'."

Fairy Shrimp appear to be delicate shrimp like beings with butterfly or dragonfly wings. They haunt pools and rivers and wetlands in abundance, considering themselves protectors of the bayous. Granted their idea of protection is just annoying outsiders until they leave, but if it's effecteive you run with what you're good at. They speak Common and Sylvan.

Spell Like Abilities (Sp): Fairy Shrimp can cast spells as a Sorcerer equal to their Hit Dice. Instead of spells they are spell like abilities, making them somewhat more formidable (if they're older).

Combat: Fairy Shrimp rarely resort to combat, harrying their opponents with spells as a group instead. They tend to specialize in Conjuration, Divination, Enchantment, and Illusion.

Bhu
2008-06-14, 05:57 AM
Beholder Cyclops, Magos
Large Aberration
Hit Dice: 16d8+64 (136 hp)
Initiative: +6
Speed: 5 ft. (1 square), Fly 20 ft. (good)
Armor Class: 26 (-1 Size, +2 Dex, +15 Natural), touch 11, flat-footed
24
Base Attack/Grapple: +12/+16
Attack: Bite +12 melee (2d6+1)
Full Attack: Bite +12 melee (2d6+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Antimagic Beam
Special Qualities: Antimagic Field, Dark Vision 60 ft., Flight
Saves: Fort +11, Ref +7, Will +14
Abilities: Str 12, Dex 14, Con 18, Int 3, Wis 15, Cha 15
Skills: Listen +10, Search +6, Spot +11
Feats: Ability Focus (Antimagic Beam), Alertness, Dodge, Great Fortitude, Improved Initiative, Iron Will
Environment: Underdark
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Chaotic Evil
Advancement: 17-30 HD (Huge)
Level Adjustment: ---


"Before you floats what could be a Beholder, glowing with power in the darkness. But it has only the one eye, and it seems alive with energy. You can feel it in the air around it, like an itch in your bones. Its one great eye seems devoid of life or intelligence."

10 minutes later:

"YOU ATE MY VORPAL SWORD!!!!! AAAARGH!!!! YOU BASTARD!!!! Do you know how many innocent goblins, hobgoblins, kobolds, et al I had to kill to make the money to acquire one of those?"

"Thog just poor uneducated Beholderkin, but somehow Thog think it unfair he is one being called bastard here..."

"Wait..doesn't the text below say you can no longer speak or understand languages?"


The Magos are the first of the Beholder Cyclops, and the worst of the bunch. Originally the Magos was an experiment by the Beholder community to increase the antimagic power of their central eye. It worked too well. The result was insane. An eating machine incapable of reason and little more than an animal. Worse it preyed upon other Beholders whose eye rays were useless against it, or spawned its own kind from them. The attempts to exterminate them drove them underground. Magos no longer speak or understand languages, and are slightly larger than the average Beholder.


Antimagic Field (Ex): The Magos' central eye radiates an Antimagic Field identical to the spell of the same name. The effect permanently surrounds it out to 10'.

Antimagic Beam (Su): Once every 1d4 rounds the Magos may reduce its Antimagic Field into a tight beam that it fires from its Central Eye. This is a Ranged Touch attack with a range increment of 120 feet and +14 to hit. If it strikes an opponent he is affected as if he had had the spell Mordenkainen's Disjunction cast upon him. Caster level is 18, Will power Save DC is 22 (Save is Charisma based). The round this ray is fired the Magos' Antimagic Field is down, so it only uses it at a distance.

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

Combat: A Magos will open up with it's Antimagic Beam (if it's at range), and then charge. They're too feral to think of tactics much beyond this.

Bhu
2008-06-15, 06:18 AM
Stone Crab
Huge Magical Beast (Aquatic, Earth)
Hit Dice: 16d10+176 (264 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 27 (-2 Size, -1 Dex, +20 Natural), touch 7, flat-footed 27
Base Attack/Grapple: +16/+38
Attack: Pincer +24 melee (2d6+10/19-20)
Full Attack: 2 Pincers +24 melee (2d6+10/19-20)
Space/Reach: 15 ft./15 ft.
Special Attacks: Constrict, Improved Grab
Special Qualities: Dark Vision 60 ft., Amphibious, Scent, Damage Reduction 10/-, Immunities, Camouflage
Saves: Fort +20, Ref +9, Will +6
Abilities: Str 30, Dex 8, Con 30, Int 1, Wis 12, Cha 2
Skills: Hide +1, Spot +10
Feats: Awesome Blow, Cleave, Great Cleave, Improved Critical (Claw), Improved Toughness, Power Attack
Environment: Any Aquatic
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Neutral
Advancement: 17-32 HD (Gargantuan), 33-54 HD (Collosal)
Level Adjustment: ---

"Heeey....that ain't no hill.."

Stone Crabs are immense Crabs infused with the power of the Elemental Plane of Earth by yet another psychotic mage with an axe to grind. Capable of growing to immense size their ferocious appetites make them trouble for the local ecosystems. Their bodily makeup makes them a rich prize for anyone capable of putting one down though. given how many freaks of nature like this are created by mages you wonder why people let them hang around... Stone Crabs are roughly 16' across, and weigh up to 16 tons.

Constrict (Ex): A Stone Crab does 4d6+10 with a successful Grapple check.

Improved Grab (Ex): If a Stone Crab successfully hits with a Claw Attack it may attempt a Grapple Check as a Free Action without provoking an attack of opportunity. If successful it may Constrict. Stone Crabs receive a +4 Racial Bonus on Grapple Checks.

Immunities (Ex): Stone Crab are immune to Poison, sleep effects, paralysis, stunning, Critical Hits, and all mind-affecting effects.

Camouflage (Ex): Stone Crabs appear to be made of stone, and in rough, jagged stone areas they receive a +8 Racial Bonus to Hide checks, and may use the Camouflage and Hide in Plain Sight abilities (see page 48 of the Players Handbook).

Combat: Stone Crabs are ambush predators with little more tactical sense than Hide until it gets close, and then grab it. They're stubborn too. You really gotta hurt em to make one leave.

Debihuman
2008-06-15, 10:47 AM
These are terrific. I had almost expected a "Magoo" cyclops to be nearsighted and wearing a huge monocle!

The stone crab is nasty. Shouldn't it be DR/epic rather than DR/-? It's not an epic creature.

Fairy shrimp and cash cows are just too funny not to use somehow. I just need some inspiration!

Can I safely assume where you use Butt attack that you mean a headbutt rather than having the creature attack backwards? A butt attack would be funny, but a headbutt makes a lot more sense.

Debby

Bhu
2008-06-16, 12:52 AM
These are terrific. I had almost expected a "Magoo" cyclops to be nearsighted and wearing a huge monocle!

The stone crab is nasty. Shouldn't it be DR/epic rather than DR/-? It's not an epic creature.

Fairy shrimp and cash cows are just too funny not to use somehow. I just need some inspiration!

Can I safely assume where you use Butt attack that you mean a headbutt rather than having the creature attack backwards? A butt attack would be funny, but a headbutt makes a lot more sense.

Debby

Stone Crabs were meant to be eeeeeevil...

Yup it's a Head butt, although god knows I'll be making a monster with a flying butt attack someday. probably a monkey. Who knows Flying Butt Monkey Kung Fu...

Bhu
2008-06-16, 12:53 AM
Paralegal Imp
Small Outsider (Evil, Extraplanar, Lawful, Baatezu)
Hit Dice: 3d8 (13 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 19 (+1 Size, +3 Dex, +5 Natural), touch 14, flat-footed 16
Base Attack/Grapple: +3/-2
Attack: Sting +7 melee (1d4-1 plus poison)
Full Attack: Sting +7 melee (1d4-1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, Spell Like Abilities
Special Qualities: DR 5/ Good or Silver, Dark Vision 60', Fast Healing 2, Immune to Poison, Fire Resistance 5, Lawyer
Saves: Fort +3, Ref +6, Will +5
Abilities: Str 8, Dex 17, Con 10, Int 12, Wis 12, Cha 14
Skills: Bluff +7, Diplomacy +8, Gather Information +9, Hide +13, Knowledge (Local) +7, Listen +7, Move Silently +9, Search +7, Spellcraft +7
Feats: Dodge, Weapon Finesse
Environment: Nine Hells
Organization: Solitary or Team (3-6)
Challenge Rating: 2
Treasure: None
Alignment: Always Lawful Evil
Advancement: 4-6 HD (Small)
Level Adjustment: ---

"Why no your honor my client is not a goat rapist, he is a veterinarian, and that goat required certain surgical procedures, which to the untrained might seem blasphemous, but which were absolutely necessary to save that poor animals life."


"My client was acting purely in self defense when she repeatedly clubbed that Paladin. How did she know he was there to save people? He was a screaming, armored maniac covered in blood and fleshy bits."

paralegal Imps may be contracted with to serve as an attorney for mortals and Devils alike. Some other Outsiders use them as well, as they are known for getting the job done (if not always honestly).

Poison (Ex): Injury, Fortitude DC 13, Initial damage 1d4 Wisdom, Secondary Damage 2d4 Wisdom. Save DC is Con based and includes a +2 Racial Bonus.

Spell Like Abilities (Sp): At Will: Detect Good, Detect Magic, Delusions of Grandeur (DC 14)
1/day: Suggestion (DC 15)
1/week: Commune (can ask 6 questions, Caster Level 12)
Caster Level 6, Save DC's are Charisma Based.

Lawyer (Su): You have become pretty good at assessing people's guilt. Gaze, 30', Will Save DC 13 negates, Discern Lies. Save DC is Charisma Based.

Skills: Paralegal Imps are extensively trained in the Laws of various peoples and may always Take 10 on a Knowledge: Local check when it deals with the laws.

Combat: A Paralegal Imp is made for intellectual combat, not physical, It will use it's powers to cheat on court cases if it can, but most will flee from combat.

Khatoblepas
2008-06-16, 07:17 AM
Paralegal Imp


Paralegal imps are awesome. I always thought Lawful devils were awesome, and this makes it even moreso. However, his abilities don't seem to be very lawyery. It needs more overt abilities in order to be an effective lawyer. :)

Poison (Ex): Injury, Fortitude DC 13, Initial damage 1d4 Wisdom, Secondary Damage 2d4 Wisdom. Save DC is Con based and includes a +2 Racial Bonus.


Spell Like Abilities (Sp): At Will: Detect Good, Detect Magic, Delusions of Grandeur (DC 14)
1/day: Suggestion (DC 15)
1/week: Commune (can ask 6 questions, Caster Level 12)
Caster Level 6, Save DC's are Charisma Based.
Perhaps Detect Lies or Zone of Truth also? After all, an atourney's job is to detect lies and uncover the "truth" ;).



Lawyer (Ex): You have become pretty good at assessing people's guilt. As a Full Round Action you may stare into someone's soul. They must make a DC 13 Will Save or you know every law they have broken within the past month. Save DC is Charisma Based.


This is a little ambiguous. What constitutes a breaking of the law? What if it only detects law they've broken not according to the case? (After all, if a month passes and the imp uses this ability, it's useless to it.)

Perhaps...

Objection (Ex): Once per court session, a Paralegal imp can raise a fatal objection against a witness, client, or other individual in the case. It can, as a full round action, make a Bluff check against the opposing side's Sense Motive (usually the lawyer on the other side makes this check, but the creature itself can also make a check if it has a higher skill modifier). If it succeeds, that creature is dazed for one round and creatures witnessing the trial (including the judge) treat the affected creature as if it were one catagory more towards hostile (see Diplomacy). Paralegal imps sometimes use this ability as their clinching move, to make the judge Hostile towards an enemy. Presenting a piece of evidence gives a +4 bonus on the Imp's check.

Badger Witness (Su): Gaze attack, save or be shaken. DC 15. The imp must use this as a standard action.

Also, there's a feat in Races of the Wild, or something, halfling only, that allows them to use Bluff to make people spill the beans or say what they want them to say. Perhaps they could have that as a bonus feat?

Debihuman
2008-06-16, 12:00 PM
Lawyer (Ex) You have become pretty good at assessing people's guilt. As a Full Round Action you may stare into someone's soul. They must make a DC 13 Will Save or you know every law they have broken within the past month. Save DC is Charisma Based.


You know, this resembles a good gaze attack. However, for the lowly imp, I think it it is really too effective.

Discerning Gaze (Su): As you gaze into your target's eyes (30 ft range), you can assess the truth of his or her words as the discern lie spell. The target must make a Will Save (DC 13), save negates, or you will you know if the subject deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. This does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.

[Lawyer imp could uncover unintentional inaccuracies and reveal evasions but only a Judge imp could reveal the truth].


Knowledge (law) is encompassed by Knowledge (Local). You do not need separate skill for this. However, the Imp should get a racial bonus of +2 for this.

There are some good feats that would fit. One is Nobody's Fool from Races of Faerûn, which gives you a +2 to Sense Motive and Gather Information checks. Similarly, Attention to Detail from Oriental Adventures gives you +2 to Sense Motive and Spot checks.

Irresistible Gaze from Savage Species which adds +2 to the DC of all saving throws against your gaze attack.

Debby

Bhu
2008-06-17, 12:57 AM
Hi Khatoblepas. Actually Paralegal Imps are probably more dedicated to obfuscating the truth to the good of their clients. "Why no your honor my client is not a goat rapist, he is a veterinarian, and that goat required certain surgical procedures, which to the untrained might seem blasphemous, but which were absolutely necessary to save that poor animals life."


"My client was acting purely in self defense when she repeatedly clubbed that Paladin. How did she know he was there to save people? He was a screaming, armored maniac covered in blood and fleshy bits."

"Yes your honor my client did burn down that orphanage, but we intend to show it was to save those poor orphans from the attentions of the local Cleric of Pelor. He is...a vile man..."

"Yes your honor my client was found naked, on horseback, sitting backwards, screaming obscenities and throwing filth at passers by while going the wrong way down a crowded street. Yes she was found to be drunk and possibly on every drug known to mankind subsequent to her arrest. And yes she did beat one of the arresting officers to death with a severed head. And we can explain this. It was the fault of THAT MAN OVER THERE!!!"

Bhu
2008-06-19, 04:59 AM
Beholder Cyclops, Carnivex
Large Aberration
Hit Dice: 16d8+64 (136 hp)
Initiative: +6
Speed: 5 ft. (1 square), Fly 20 ft. (good)
Armor Class: 26 (-1 Size, +2 Dex, +15 Natural), touch 11, flat-footed
24
Base Attack/Grapple: +12/+16
Attack: Bite +12 melee (2d4+1)
Full Attack: Bite +12 melee (2d4+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Flesh Whacking Gaze
Special Qualities: Dark Vision 60 ft., Flight
Saves: Fort +11, Ref +7, Will +14
Abilities: Str 12, Dex 14, Con 18, Int 3, Wis 15, Cha 15
Skills: Listen +10, Search +6, Spot +11
Feats: Ability Focus (Flesh-Whacking Gaze), Alertness, Dodge, Great Fortitude, Iron Will, Improved Initiative
Environment: Underdark
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Chaotic Evil
Advancement: 17-30 HD (Huge)
Level Adjustment: ---

"Before you is what seems to be a beholder missing all but its great central eye. The beam from that eye seems to flense the flesh from the bones of your fellow soldiers. It's not quite as disturbing as the hysterical high-pitched giggling it constantly seems to emit, but it'll do."

The Carnivex is the second attempt at creating a cyclops with a more powerful eye beam. This time the central eye has assumed and greatly amplified the power of the eye that formerly cast Inflict Moderate Wounds. Unfortunately this meant that the new beholders gaze ripped the flesh off anything it could see. It made it difficult to keep them about, and once again the attempt was made to scrap the project and kill off the results. The Carnivex understands Beholder and Common, but most are incapable of speech or really complex thought processes.

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

Flesh Whacking Gaze (Su): The Carnivexes central eye constantly generates a beam of negative energy in a 150' cone. Anything caught in the cone is subject to the effects of a Harm spell as cast by a 18th level caster. Willpower Save DC is 20 and is Charisma based.

Combat: The processes that have created the Carnivex has left it in constant pain. It rarely thinks, it simply charges and bites, assuming there's anything there to bite when it arrives.

Bhu
2008-06-20, 05:45 AM
Devil Mice Swarm
Diminutive Magical Beast (Swarm)
Hit Dice: 12d10+12 (78 hp)
Initiative: +5
Speed: 15 ft. (3 squares), climb 15 ft.
Armor Class: 20 (+4 Size, +5 Dex, +1 Natural), touch 19, flat-footed 15
Base Attack/Grapple: +12/-
Attack: Swarm (3d6 plus poison)
Full Attack: Swarm (3d6 plus poison)
Space/Reach: 10 ft./0 ft.
Special Attacks: Summon Swarm, Distraction, Poison
Special Qualities: Immune to Weapon Damage, Low Light Vision, Scent, Swarm Traits, Dark Vision 60', Telepathy 100', Immune to Fire and Poison, Energy Resistance 20 (Cold and Acid)
Saves: Fort +10 Ref +13, Will +6
Abilities: Str 4, Dex 21, Con 14, Int 10, Wis 14, Cha 10
Skills: Balance +13, Climb +16, Hide +12, Listen +7, Move Silently +12, Spot +7
Feats: Ability Focus (Poison), Alertness,
Environment: Any Forest
Organization: Solitary, Pair, Mob (2-4 Swarms), Big Mob (10-15 swarms)
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral Evil
Advancement: -
Level Adjustment: ---

"Abner...Abner the mice got horns...and they's tellin' me bad things..."

Yet another creation of the mad wizard of Bad Critter Forest, these mice have a fiendish ancestry of some sort. They appear to be mice or hamsters with black fur, red eyes, and teensy little devil horns. Despite this they are not Extraplanar entities, nor do they seem to have alignment restrictions. Which just drives mages studying them nuts. Devil Mice speak Common and Infernal.

Skills: Devil Mice have a +8 Racial Bonus on Balance, and Climb checks. They also have a +4 Racial Bonus on Hide and Move Silently checks. They may use their Dex or Str modifier for Climb checks, whichever is better, and may always Take 10 on Climb checks, even if rushed or threatened.

Summon Swarm (Su): Devil Mice can try summon another Swarm of Devil Mice once per day with a 35% chance of success.

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

Combat: Devil Mice usually hide while trying to summon another swarm before moving in for the kill and nibbling their victim to death in a rude manner. Being intelligent however, you can try to bluff or bribe them. Bribing generally works better. You'd be surprised what evil mice will accept in exchange for not devouring you in your sleep.

DracoDei
2008-06-20, 07:41 PM
So are you going to do one beholder cyclops for each eye (except the *Charm Mosnter* and *Charm Person* eyes which could be combined into one?).

Also, is the pain that the flesh melting beholders feel a result of feedback from their own power?

Lastly, is the devil mice swarm a reference to something? Does "in a rude manner" indicate that they go for the groin etc? For the distraction ability, put in a comment about how much they tickle?

Bhu
2008-06-20, 11:17 PM
So are you going to do one beholder cyclops for each eye (except the *Charm Mosnter* and *Charm Person* eyes which could be combined into one?).

Also, is the pain that the flesh melting beholders feel a result of feedback from their own power?

Lastly, is the devil mice swarm a reference to something? Does "in a rude manner" indicate that they go for the groin etc? For the distraction ability, put in a comment about how much they tickle?

Yup there will be more beholder cylopses.

havent decided on cause of pain

devil mice thing was my way of just being funny and implying stuff :D

but I may have to redo soem of the text on that one

I intend to redo and update them all someday.

Bhu
2008-06-21, 04:25 AM
Bugbear
Large Magical Beast
Hit Dice: 8d10+32 (76 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 17
Base Attack/Grapple: +8/+22
Attack: Claw +17 melee (1d6+10)
Full Attack: 2 Claws +17 melee (1d6+10) and 1 Bite +12 melee (1d8+5 plus Poison)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, Poison, Constrict(2d6+20)
Special Qualities: Scent, Dark Vision 60', Immune to Fear, Random Mutation
Saves: Fort +10, Ref +7, Will +2
Abilities: Str 30, Dex 13, Con 19, Int 9, Wis 11, Cha 3
Skills: Climb +10, Intimidate +6, Listen +6, Spot +6
Feats: Cleave, Improved Initiative, Power Attack
Environment: Any Warm or Temperate
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Always Neutral
Advancement: 9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment: --

"Abner...ah'm givin' up huntin'..."

Bugbears are a nightmarish melding of mammal and arthropod. Their features vary heavily from one generation to the next, with mutations becoming ever more grotesque. The only constant is that it's usually the size and mass of a brown bear, with a vaguely similar shape. Spots of fur and chitin wind interchangeably about the body. The face is a mix of arthropod and mammal, and some arthropod features such as stunted wings or vestigial extra limbs may appear. Since their appearance many a local mage has fallen victim to a torch wielding mob.


Improved Grab (Ex): If the Bugbear hits with it's Claw attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it may Constrict next round.

Poison (Ex): Injury, Fortitude DC 18, Initial and Secondary Damage is 1d6 Strength. Save DC is Constituion based.

Constrict (Ex): The Bugbear does 2d6+20 damage with a successful Grapple Check.

Random Mutation (Ex): The Bugbear gets one random mutation from the following list:

Wings: The Bugbear gains a Fly Speed of 25 (Poor)

Heavy Chitin: Natural Armor Bonus increases to +12

Long Claws: Increase the Reach of it's Claw Attacks by 5 ft.

Sensory Hairs: The Bugbear gains Blindsight 40'.

Knitting SKin: The Bugbear gains Fast Healing 3.

Horrific: The Bugbear gains Frightful Presence. Whenever it charges, or attacks any creature with fewer Hit Dice than the Bugbear within 30' must make a DC 14 Willpower Save (Save DC is Charisma Basedm Bugbear gets a +4 Racial Bonus) or be Shaken for 5d6 rounds. Opponents who successfully make their Save are immune to this Bugbears Frightening Presence for 24 hours.

Spiderlike: The Bugbear may use Spider Climb at will as an Exceptional ability.

Many Eyed: The Bugbear cannot be Flanked.


Combat: Bugbears usually rush into melee blindly and begin hacking away. Some random mutations make them change their tactics though.

Bhu
2008-06-22, 02:56 AM
Devilish Attorney
Medium Outsider (Evil, Extraplanar, Lawful, Baatezu)
Hit Dice: 8d8+16 (52 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 18 (+2 Dex, +6 Profane), touch 18, flat-footed 16
Base Attack/Grapple: +8/+10
Attack: Slap +10 melee (1d3+2)
Full Attack: Slap +10/+5 melee (1d3+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-Like Abilities, Unnerving Gaze
Special Qualities: Damage Reduction 5/Silver or Good, Dark Vision 60', Spell Resistance 18, Lawyer, Fire Resistance 5, Immune to Poison, Fast Healing 2
Saves: Fort +8, Ref +8, Will +8
Abilities: Str 15, Dex 15, Con 15, Int 15, Wis 15, Cha 15
Skills: Bluff +12, Diplomacy +12, Gather Information +12, Hide +12, Intimidate +12, Knowledge (Local) +12, Listen +12, Move Silently +12, Perform (Oratory) +12, Search +12, Spellcraft +12
Feats: Irresistible Gaze, Narrowed Gaze, Pervasive Gaze (see Savage Species)
Environment: Nine Hells of Baator
Organization: Solitary, Team (2-4), Firm (11-20)
Challenge Rating: 6
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: 9-16 HD (Medium)
Level Adjustment: ---

"Yes your honor my client did burn down that orphanage, but we intend to show it was to save those poor orphans from the attentions of the local Cleric of Pelor. He is...a vile man..."

"Yes your honor my client was found naked, on horseback, sitting backwards, screaming obscenities and throwing filth at passers by while going the wrong way down a crowded street. Yes she was found to be drunk and possibly on every drug known to mankind subsequent to her arrest. And yes she did beat one of the arresting officers to death with a severed head. And we can explain this. It was the fault of THAT MAN OVER THERE!!!"

If you find yourself in truly deep legal popie, a Paralegal Imp may not do. In these cases a full blown Devilish Attorney is needed. If one of these guys can't get you out of trouble, your only option after that is to hire Asmodeus himself...

Spell-Like Abilities (Sp): At will: Comprehend Languages, Detect Thoughts (DC 14), Suggestion (DC 15), Charm Monster (DC 16)
1/day: Dominate Person (DC 17), Mind Fog (DC 17), Mass Suggestion (DC 18), Teleport
Caster Level 12

Unnerving Gaze (Su): Gaze, 30', Will Save DC 18 negates, Devilish Attorney gains +4 Enhancement Bonus on all Charisma based skill checks against opponent for 1 hour. Save DC is Charisma Based.

Lawyer (Su): Gaze, 30', Will Save DC 18 negates, Discern Lies. Save DC is Charisma based.

Summon Baatezu (Sp): Once per day the Devilish Attorney can attempt to summone 2d10 Paralegal Imps with a 50% chance of success, or 1 Devilish Attorney with a 35% chance of success. This is the equivalent of a 3rd level spell.

Combat: Devilish Attorneys are fond of saying that they're lovers, not fighters. If there's someone their Spell-Like Abilities wont put down, they'll flee.

Bhu
2008-06-23, 03:22 AM
A lil something while I finish work on the Devilish Attorney


Hummingbird Swarm
Fine Animal
Hit Dice: 3d8 (13 hp)
Initiative: +9
Speed: Fly 50 ft. ( 10 squares), Perfect
Armor Class: 23 (+8 Size, +5 Dex), touch 23, flat-footed 18
Base Attack/Grapple: +2/-
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Low Light Vision, Immune to Weapon Damage, Swarm Traits, Evasion
Saves: Fort +3, Ref +8, Will +3
Abilities: Str 1, Dex 20, Con 10, Int 1, Wis 15, Cha 8
Skills: Hide +21, Listen +7, Spot +7
Feats: Alertness, Improved Initiative
Environment: Temperate Forest or Marshes
Organization: Solitary (Hummingbirds only swarm when summoned magically)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: ---

"Burt...Burt there's a buncha teeny birds lookin' at me. Lookin' at me like ah don't belong..."

Nothing says AAAAAAAAAAAAAAAAHHHHHHHHHHHHHHH like being surrounded by angry Hummingbirds. Normally Hummingbirds don't swarm unless magically summoned, and they usually get more guffaws than gasps. At least until the first one puts out someone's eye.

Combat: Hummingbirds peck and run if the opponent can fight back, or just swarm him if he can't.

Bhu
2008-06-24, 05:42 AM
Lemming Swarm
Fine Magical Beast
Hit Dice: 12d10 (66 hp)
Initiative: +2
Speed: 15 ft. (3 squares), burrow 15 ft.
Armor Class: 20 (+8 Size, +2 Dex), touch 20, flat-footed 18
Base Attack/Grapple: +12/-
Attack: Swarm (3d6+curse)
Full Attack: Swarm (3d6+curse)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Swarm Traits, Dark Vision 60', Immune to Weapon Damage, Lemming Curse
Saves: Fort +8, Ref +10, Will +6
Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 10
Skills: Hide +18, Listen +7, Spot +7, Swim +4
Feats: Alertness, Ability Focus (Lemmings Curse), Endurance, Run, Cold Endurance
Environment: Temperate or Cold Forest, Hills, Mountains, or Plains
Organization: Solitary, Cluster (3-6 Swarms), or Hive (10-20 Swarms) plus converts (CR of converts should be equal to 1/2 total CR of the swarms)
Challenge Rating: 7
Treasure: None
Alignment: Usually Neutral
Advancement: -
Level Adjustment: ----

"Bert I don't like the way them critters is lookin' at us. Bert? Bert why you lookin' at me like them thangs over there?"

These look pretty much like any other Lemming. Little fuzzy critters. WHo munch endlessly and occasionally swarm for no apparent reason. Surrounded by large, sometimes not so fuzzy critters with blank expressions on their faces... Dammit you're gonna have to have a talk with the local Wizards again.

Lemmings Curse (Su): Anyone subjected to the Lemmings Swarm attack must make a DC 18 Willpower Save (Save DC is Charisma based) or also be subjected to the Lemmings Curse. If it makes the Save it is immune to this swarms curse for 24 hours. If it fails it's mental stats become the same as the Lemming Swarms, and it believes itself to be one of them. The victim will do it's absolute best to defend the swarm. However it will possibly lose some feats, spells, class abilities, etc due to it's new mental stats. Since it now has the mind of a Lemming it no longer understands any language, and cannot communicate. Nor does it remember it's old life or friends. The curse lasts until the poor fool is eaten, or some kind soul casts Remove Curse/Miracle/Wish, etc.

Combat: The Lemmings aren't interested in wiping opponents out as having them join the horde. If something is immune to their Curse, they'll have the converts take him out back, so to speak...

DracoDei
2008-06-24, 11:58 AM
Should include the 'converts' as separate entities in the "Organization" line, since their PHYSICAL stats don't change, and they are unlikely to be small enough to qualify as swarm members... :smallwink:

unosarta
2008-06-24, 06:24 PM
now just imagine...a kaiju lemming swarm.
bhu you rock.:smallsmile:

Bhu
2008-06-25, 04:34 AM
Edited in Organization in the Lemming Swarm and finished Devilish Attorney.

Bhu
2008-06-26, 05:41 AM
Good Kitty
Tiny Magical Beast
Hit Dice: 18d10+36 (135 hp)
Initiative: +8
Speed: 40 ft. (8 squares)
Armor Class: 21 (+2 Size, +4 Dex, +4 Deflection, +1 Natural), touch 20, flat-footed 17
Base Attack/Grapple: +18/+7
Attack: Claw +24 melee (1d2 -3)
Full Attack: 2 Claws + 24 melee (1d2-3) and 1 Bite (1d3-3)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Gaze Attack
Special Qualities: Scent, Dark Vision 60', Telepathy (150'), Low Light Vision, Unreadable
Saves: Fort +13, Ref +15, Will +12
Abilities: Str 5, Dex 19, Con 15, Int 15, Wis 19, Cha 19
Skills: Balance +12, Bluff +14, Diplomacy +14, Climb +18, Gather Information +14, Hide +16, Jump +12, Knowledge (local) +12, Listen +14, Move Silently +16, Sense Motive +14, Spot +14
Feats: Weapon Finesse, Ability Focus (Gaze Attack), Alertness, Improved Initiative, Dodge, Mobility, Iron Will
Environment: Any
Organization: Solitary or Pair
Challenge Rating: 10
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: 19-25 HD (Small)
Level Adjustment: ---

"Sassy is mama's good widdle piddy! Yes she is!"

Good kitties are hyper intelligent, extra fwuffy kitties who's goals are generally to take over the world. Not out of malice, but because of a sincere belief that they can do better than people. Generally they move into a village and begin to slowly influence people, and work their way up the chain of command until they are the power behind the throne so to speak. They are often quite fond of their charges and will protect them as much as they can, but being Neutral they are still as selfish and capricious as any Kitty. An easy sign of their presence in a village is that at least one farmer will be cultivating a field of catnip.

And woe be unto he who shall disrupt the catnip production.

Good Kitties speak common and any 2 other languages of the DM's choice.

Skills (Ex): Kitties have a +4 Racial Bonus on Climb, Hide, and Move Silently checks (hide bonus increases to +8 in tall grass or heavy undergrowth). They also have a +8 Racial Bonus to Balance and Jump checks. kitties may use their Str or Dex modifier for Climb or Jump checks.

Unreadable (Su): The Good Kitty detects as being Neutral Good regardless of its actual alignment. This effect cannot be dispelled but it does turn off in an antimagic field.

Gaze Attack (Su): Charm Monster, 30', DC 25 Willpower Save negates. Save is Charisma based. Caster level is equal to Hit Dice.

Spell-Like Abilities (Sp): At will: Detect Thoughts (DC 16), Discern Shapechanger, Entice Gift (DC 16), Locate Objects, See Invisibility

3/day: Arcane Sight, Clairaudience/Clairvoyance, Detect Scrying, Lesser Geas (DC 18), Lesser Telepathic Bond, Know Vulnerabilities (DC 18), Locate Creature, Scrying (DC 18), Suggestion (DC 17)

1/day: Dominate Person

Combat: Good Kitties rarely participate in combat, as t hey are not meant for it. They will send charmed subjects to defend them or run away. If they know their opponent doesn't know what they are they may be telepathically directing the battle from nearby.

DracoDei
2008-06-26, 04:26 PM
And woe be unto he who shall disrupt the catnip production.
*LOL*



Hmmmm.... surpressed in AMF seems a bit of a "This sign is written in Greek when you aren't looking at it" sort of thing...

Bhu
2008-06-27, 04:53 AM
The Voyeur
Medium Aberration
Hit Dice: 4d8 +8 ( 26 hp)
Initiative: +5
Speed: 5 ft. (1 square), fly 30 ft. (good)
Armor Class: 16 ( +1 Dex, +5 Natural) touch 11, flat-footed 15
Base Attack/Grapple: +3/+3
Attack: Bite +3 melee ( 1d6) or Eye Rays +4 ranged touch attack
Full Attack: Bite +3 melee ( 1d6) or Eye Rays +4 ranged touch attack
Space/Reach: 5 ft./5 ft.
Special Attacks: Eye Rays
Special Qualities: All-Around Vision, flight, Dark Vision 60 ft., Revealing
Gaze, Retractable Eyes
Saves: Fort +3, Ref +2, Will +6
Abilities: Str 10, Dex 13, Con 14, Int 12, Wis 14, Cha 12
Skills: Bluff +4, Hide +11, Knowledge (Local)+5,
Knowledge (any 2 other) +5,
Listen +7, Move Silently +6, Search +9, Spot +11
Feats: Alertness, Improved Initiative
Environment: Any
Organization: Solitary or Pair
Challenge Rating: 3
Treasure: Standard
Alignment: Usually Neutral
Advancement: 5-8 HD (Medium)
Level Adjustment: ----


"Before you floats a sphere so black it almost fades into the shadows behind it. You barely make out a mouth with needle like fangs, and a great staring eye before it flees into the distance. The fact that it's a horrifying monster that could have attacked isn't as disturbing to you as the realization that it's spent the last several moments watching you poop."

The Voyeur is a mutated Beholder-kin raised in the city of Koziol by the Eye Tyrants as personal spies. The Beholders find them to be something of a double edged sword as they seem to get into everyones business, set up shop as independent information brokers, let slip embarrassing personal information at the worst times, etc. Some even become bartenders. If their abilities didn't make them so useful the Eye Tyrants would probably squash them all like bugs. Plus their alignment makes them an embarrassment to the Beholder race in general. Voyeurs are about 4' in diameter, and weigh about 185 pounds. They speak Beholder and Common.

Eye Rays (Su): The Voyeur has 3 eyes on retractable stalks that it can use to fire rays up to 100'. The rays resemble spells cast by an 6th level caster and have a Save DC of 13 (Save DC is Charisma Based). The rays follow the rules for spell rays (see Aiming A Spell, page 175 of PHB). The 3 rays include:

Paralysis: The target must succeed on a Fortitude Save or be paralyzed for 2d10 minutes.

Charm Person : The target must succeed on a Will saving throw or be affected as though by the spell of the same name.

Telekinesis: The target may be moved about as per the spell of the same name if it is no more than 200 pounds.

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

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

Revealing Gaze (Su): The Voyeurs central eye casts a beam in a 60' cone. The Voyeur is considered to have True Seeing (caster level 9th) permanently in effect in this cone as per the spell. Also, it may render any non-living matter in the cones area of effect invisible to itself, effectively allowing the voyeur to peer through walls. Other beings do not get the benefit of this effect, only the voyeur.

Retractable Eyes (Ex): All of the Voyeur's eyes, other than the central eye, are on retractable 5 foot stalks. This means the Voyeur can angle the eye rays to fire in any direction it wants, and can even hide in complete concealment and snipe at opponents in range. It may fire all 3 rays at one opponent if it wishes.

Skills: Voyeurs have a +8 Racial bonus on Hide checks as they can manipulate the color of their skin to some small effect.

Combat: For the most part Voyeurs are utter cowards. Most will take a shot or two with their Paralysis eye from behind cover, and flee if the opponent resists its effects. Beholders often use them as guards, putting a pair behind a door or wall that guards something important. If something approaches on the other side they'll see it due to their Revealing Gaze, and alert their masters. Sometimes a Beholder guards with them, and the Voyeurs use their advance info to coordinate an ambush for whatever is coming through the door. In effect, since the Voyeurs will know what’s going on, and the invaders behind the door don’t, the Voyeur and its other Beholder companions get one surprise round to attack with their eyes as the party (or whatever) bursts in blindly. If they have a Beholder with them they will try to hide and snipe with their Slow or Paralysis eye rays to help set up opponents for their master. The Charm eye is usually to charm guards into letting them pass, or similar functions.

Debihuman
2008-06-27, 02:58 PM
Good kitty is just too cute for words. Devilish attorney goes very nicely with the paralegal imp but it's missing its feats.

Is it possible to tell the cursed lemmings from the normal ones?

How does a voyeur beholder [beholder or beholderkin?] bartender flip cocktail glasses? It should have telekinesis as an at will spell-like ability.

Wouldn't all that humming from the hummingbird swarm have some kind of sonic effect? Otherwise, it's a bid bland.

Debby

Bhu
2008-06-28, 05:17 PM
Added Feats for the Devilish Attorney.

Nope they look like normal lemmings.

Have you ever been surrounded by Hummingbirds??? It's kind of a spooky feeling...

DracoDei
2008-06-28, 07:43 PM
Maybe just Mage Hand? Something between the two in strength and speed, but with short range?

Bhu
2008-07-01, 05:18 AM
I could swap teke for slow or paralysis. Any preferences?

DracoDei
2008-07-01, 07:06 AM
Swap it for Paralysis... being slowed is merely deadly... getting Paralyzed is BORING (if arguably LESS likely to get you killed since you are now not a threat at all and thus not going to be hit by most attackers by anything other than AoE's).

Debihuman
2008-07-01, 07:15 AM
Paralysis is much nastier than slow. A paralyzed target is considered helpless and can then be on the receiving end of a coup-de-grace attack!

In a fight, being slow is far better than being immobile. I'd say keep the paralysis [this way the voyuer can immobilze a target and have the bouncers remove him (or her) from the bar with minimal hassle]. I can just picture it behind the bar with drunken hostile patrons going, "hold it right there Bubba!"

Besides, you walk up to bar and see all these paralyzed guys stuck outside in a row.... Now that's a bar!

Debby

Bhu
2008-07-02, 04:34 AM
Well I've got a vote for each. Anyone else care to speak up and be a tiebreaker?

Nomadic
2008-07-03, 04:26 AM
I am for taking out slow (for the same reasons as debi). Anyhow, been keeping track of your creations, utter brilliance. I especially liked the lemming swarm.

Bhu
2008-07-03, 04:32 AM
Speaker
Large Aberration
Hit Dice: 13d8+65 (123 hp)
Initiative: +6
Speed: 5 ft. (1 square), fly 20 ft. (good)
Armor Class: 26 (-1 Size, +2 Dex, +15 Natural), touch 11, flat-footed
24
Base Attack/Grapple: +9/+13
Attack: 12 Eye Rays +10 Ranged Touch and Bite +4 melee (2d4)
Full Attack: 12 Eye Rays +10 Ranged Touch and Bite +4 melee (2d4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Eye Rays, Fascination
Special Qualities: All-Around Vision, Dark Vision 60', Flight
Saves: Fort +9, Ref +6, Will +10
Abilities: Str 10, Dex 14, Con 20, Int 14, Wis 15, Cha 18
Skills: Bluff +14, Diplomacy +12, Intimidate +14, Knowledge
(Religion) +13, Listen +7, Search +11, Sense Motive +10,
Spot +11, Survival +4 (+6 when following tracks)
Feats: Ability Focus (Fascinate), Flyby Attack, Improved Initiative,
Iron Will, Persuasive
Environment: Any
Organization: Solitary, pair, or coven (3-6)
Challenge Rating: 13 ???
Treasure: Double Standard
Alignment: Any (see text)
Advancement: 14-16 (Large), 17-35 HD (Huge)
Level Adjustment: ---

"Floating before you in the road is the strangest Beholder you have ever seen. Dozens of eyestalks droop from its head wreathed with flowers looking like some obscene parody of a head full of hair. Instead of a fanged maw is a more human like mouth with full plump lips, and a vacant smile. It appears to be selling flowers and trinkets. The Hare Krishnas have adopted the Beholders now apparently."

Speakers are brought to you by the same foolish Beholders who created the Voyeurs. They were originally created to serve as spokesmen for the Beholder Cults. The idea was that their Fascination abilities would be put to the use of converting new people into the cults, and acting as ambassadors to the humanoid countries. Unfortunately there was a problem. Born absolute Neutral, the Speakers stayed Neutral until exposed to a Deity or idea that sparked their imagination. At which point their Alignment becomes that of the Deity whose cause they convert too, and they campaign in his name. Being Beholders however, they tend to be somewhat...pushy in their campaigning. An example:

"Would you like to donate money to the Church of Pelor? It will go to help needy orphans?"

"I..uh...donated yesterday...."

"Would you like to bribe the Church of Pelor to not light you up with Eye Rays? It'll go to help needy orphans?"

"Uh....well when you put it that way..."


Speakers are about 9 or 10 feet wide and have many more eyestalks than the average Beholder. They speak Beholder and Common.

Eye Rays (Su): Each of a Speakers Eye Rays resembles a spell cast by a 15th level Caster. Each Eye Ray has a Range of 150 feet, and a Save DC of 20. Save is Charisma Based. The rays follow the rules for spell rays (see Aiming A Spell, page 175 of PHB). The Rays include:

Charm Monster: The target must make a Will Save or be affected as though by the spell.

Inflict Moderate Wounds: This works like the spell causing 2d8+15 points of damage (Will Save for half damage).

While the Speaker has dozens of eyestalks it can effectively only manage to coordinate well enough to use 4 eye rays in each 90 degree arc (up, forward, backward, left, right, or down). It may use one type of eye ray for all 4 attacks or divide attacks between Charm and Inflict as it sees fit in each arc.

Fascination (Su): The Speakers Central Eye continually produces a 150 foot cone that may fascinate anyone in its area. This effect is identical to to the spell Hypnotism, except the area of effect is the cone, and there is no Hit Die limit. Save to avoid this effect is Willpower DC 22 (Save is Charisma Based).

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

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

Combat: Speakers generally try to use their Fascination ability first to its maximum advantage, usually to convince people to donate money to the cause or convert weak willed passers by. If angered or attacked it relies on its Charm Monster ability to get out of trouble, and the Inflict Wounds eyes if that fails. Most will flee if combat turns against them. However most will belong to a religion or cult of some kind, and will likely have plenty of backup nearby.

DracoDei
2008-07-03, 05:39 AM
So... have you not come up with what the other 10 eyestalks do, or is 6 Charm Monster and 6 Inflict Moderate Wounds (in which case the only time it can use all of them is when it has a target above it), or what?

Bhu
2008-07-04, 05:33 AM
Edited text on both of the Beholder variants. Lemme know what you think.

Debihuman
2008-07-04, 01:34 PM
Voyeur Beholder has too many feats. Is Alertness a bonus feat? Otherwise, it's looking great.



You forgot to give the Speakers Proselytize as a special quality! :smallbiggrin:
http://www.d20srd.org/srd/epic/prestigeClasses/highProselytizer.htm Well, technically the beholder speaker doesn't qualify for this but it's just really good. Actually, what they should have is Lesser Proselytize as a special ability [it only works once a week and on other beholders]. How many ranks in religion does a Speaker have?

Debby

Bhu
2008-07-04, 11:30 PM
Fixed SPeaker. And now a spooky interlude:


"Before the time of Men and Beasts there was a Darkness in the World, and when the Gods made Men and Beasts that Darkness was jealous, for before it had the entire world to itself.

And the Darkness hid in the Quiet Places, avoiding the clamor and the sound of Men and the grunting of the Beasts. And it thought. And as eons past it thought some more. And one evening it ventured forth into the moonlight and heard the Gods laughing, and mocking it as a dim memory, and it was angry.

And it walked across the Earth, seeing the plains and cities, and it came upon a Man who showed great fear. And the Darkness said to him: 'Were the years before we met intolerable to thee? The years to come shall be no less'. And the Darkness laid it's hand upon the Man, and the Man no longer knew the terror of years.

At the end of the Forest, and in all the Houses of Men, and in the Caves of the Earth there is Darkness. Always does it walk among us. Sometimes the Darkness visits the poorest of Men, and sometimes it visits the very greatest, and on those days the lives of all Men, poor or great, go out into the world.

And the Darkness said: 'The Gods have given every Man and Beast a Road upon the Earth, and at the end of each Road I will wait for them in Time'.

And one day as a Man walked along the Road the Gods had given him he came suddenly upon the Darkness. And when the Darkness said 'I am the Darkness of Old Night come upon thee', the man cried out 'Alas that I had walked this Road, for that I had taken another I would not have met with thee.'

And the Darkness said: 'Had it been possible for thee to go by any other way then the Gods would not be Gods. Perhaps they will send thee into other Worlds, and then thou mayest choose another way, and so not meet with me.'

And the Darkness laid it's hand upon him. And the life of the Man went forth like yesterday's sorrows, and dwelt among the lost and forgotten things of the world.

And the Darkness went on with it's work to end the life of all things made by the Gods, and it came upon a Man stricken with sorrow and regret. And that Man said: "Lay now your hand upon my shoulder for my family is dead, and I have no more use for life or happiness, and I will feel no sorrow at their passing'. And the Darkness said: 'None have gone willingly before me, and none ever shall'. And the Darkness made it's mark upon him, and he was as one possessed. And for many years he laid madness and woe at the feet of his people until a great Priest came.

And that Priests name was Sebahattin, and he laid a Great Seal upon the Man possessed by the Darkness. And the Darkness was put away for many years. Years beyond counting. Until at last it was forgotten.

And when Sebahattin passed from the World Men said unto his acolyte Izzedin: 'Be thou our Priest, and be as wise as Sebahattin'.

And Izzedin said: 'I am as wise as Sebahattin', and Men were glad.

And Izzedin said of Life and Death: 'These are the affairs of Izzedin', and men brought many gifts to him. And he grew fat off their charity.

And one day in revelry he cried to the Gods: 'I know all things, for truly there is none so great as I'. And the Gods broke the Great Seal in their wrath at Izzedin's presumption.

And in the banquet hall of his city Izzedin cried aloud: 'I am Izzedin, and I know all things.'

And the Darkness laid it's hand upon his shoulder and said 'Knowest thou all things then Izzedin'? And Izzedin became among the things that were.

And Men were sore afraid of this apparition they had long forgot. And they asked 'Who are you that you would take our Priest from us without prior offense?'

And the Darkness said unto them:

"I am the Pain all living things feel as they first enter this world."

"I am the suffering which plagues your every waking step."

"I am the Darkness of Old Night, and none such as you may gainsay me."

And Men fled before him, and for a brief moment the Darkness knew joy.

The Darkness of Old Night
Colossal Outsider (Native, Chaotic, Evil, Incorporeal)
Hit Dice: 25d8+275 (387 hp)
Initiative: +11
Speed: Fly 80 ft. (16 squares), Perfect
Armor Class: 40 (-8 Size, +7 Dex, +20 Deflection, +11 Profane), touch 40, flat-footed 33
Base Attack/Grapple: +25/-
Attack: -
Full Attack: -
Space/Reach: 30 ft./20 ft.
Special Attacks: The Mark of Darkness, Envelop, Hand of Darkness, Frightening Presence
Special Qualities: Damage Reduction 15/Epic, Dark Sight, Immunities, Dark Endurance, Telepathy 250 ft., Primordial Speech, Living Darkness, Energy Resistance 20 (all types), Regeneration 10, Spell Resistance 33
Saves: Fort +36, Ref +38, Will +37
Abilities: Str -, Dex 24, Con 32, Int 18, Wis 23, Cha 32
Skills: Bluff +28, Concentration +28, Diplomacy +27, Gather Information +27, Hide +32, Intimidate +28, Knowledge (Arcana, Dungeoneering, Geography, History, Local, Nature, Religion) +21, Listen +23, Move Silently +32, Search +21, Sense Motive +23, Spellcraft +20, Spot +23, Use Magic Device +28
Feats: Ability Focus (The Mark of Darkness, Envelop, Hand of Darkness, Frightening Presence), Epic Reflexes, Epic Will, Improved Initiative, Iron Will, Lightning Reflexes
Environment: Any
Organization: Solitary
Challenge Rating: 23??
Treasure: None
Alignment: Neutral Evil
Advancement:
Level Adjustment: ---


The Darkness of Old Night appears to be nothing more than a great shadow. It cannot be seen so much as experienced, for when it envelops the living, darkness is all they can see. At times it has possessed a living creature. Initially the creature appears no different, but when angered the Darkness manifests, and the possessee appears to grow to twice it's size, and appear as a shadow shaped vaguely like itself. It does not appear to show any preference or mercy, all offend it equally from the most innocent babe to the vilest of demons. It hates the Gods especially, and will murder or possess any priest or cleric crossing it's path no matter how long it takes. Despite the preceeding legend the Darkness rarely communicates. It's origin is unknown, and the Gods have at times claimed to have nothing to do with it's Creation, and have expressed bafflement at it's existence. So far as they know it may even predate their own existence.


The Mark of Darkness (Su): This works like the Ghosts Malevolence Ability (see MM page 118) with a few exceptions. The Darkness may possess any being within it's area, but may only try to possess one at a time. Caster Level is 25. Will Save to resist is DC 28. Marked Creatures gain the Marked Template (which will follow this entry).

Envelop (Su): Anything that enters the area occupied by the Darkness must make a DC 35 Fortitude Save each round it is there or take 1 point of temporary Constitution damage. If it is an undead or has no Con score it takes Charisma Damage instead (and is destroyed upon reaching 0). Save DC is Charisma Based.

Hand of Darkness (Su): Once per turn, the Darkness may "lay it's hand" upon one creature it has enveloped. It must make a DC 35 Fortitude Save or die (Save DC is Charisma Based). If the creature makes it's saving throw, is immune to Death effects it still takes 3d6 damage. If used against a Deity this power does 3d6 damage on a Failed Save, or nothing on a successful one.

Frightening Presence (Su): Beings with less Hit Dice than the Darkness must make a DC 35 Willpower Save (Save DC is Charisma Based) or be Frightened for 2d6 rounds after being Enveloped. If the save is successful they are instead Shaken for 2d6 rounds, and do not need to save against this ability again for 24 hours.

Dark Sight (Su): The Darkness may see perfectly in any Darkness, even Magical darkness, or that created by Dieties.

Immunities: The Darkness is immune to Poison, Sleep effects, Death effects, paralysis, petrification, polymorph, poison, disease, mind-Affecting effects, critical hits, non lethal damage, Ability Damage or Drain, Energy Drain, Fatigue and Exhaustion Effects, and death by Massive Damage. The Darkness is immune to any spell or effect that allows a Fortitude Saving throw. It does not breathe, eat, age, or sleep. In addition the Darkness cannot be permanently killed by a mortal being. Only an immortal, unaging being like itself may permanently destroy the Darkness. Otherwise it merely reforms in 24 hours.

Dark Endurance (Su): The Darkness gets a Profane Bonus to it's Armor Class and Saving Throws equal to it's Charisma Modifier.

Primordial Speech (Ex): The Darkness can read, write, and speak all languages. It does not need the Decipher Script skill as it can decipher virtually anything created after it in the world (which is nigh well everything).

Living Darkness (Ex): The Darkness is a patch of sentient incorporeal darkness for all intents and purposes. At night or in conditions of darkness, or even bad lighting it is effectively invisible. All non magical light sources in it's area are immediately extinguished. Light sources get an object Save or are doused until out of the area.

Skills: The Darkness has a +8 Racial Bonus to Hide and Move Silently checks.

Combat: Normally the Darkness will simply envelop opponents until they have been destroyed by it's mere presence. If the opponents are known to it to dwell in a nearby city, it may use it's Mark of Darkness ability to possess one and use him to wreak havoc.




Marked

Marked is an Acquired Template that can be applied to any Corporeal being.

Size and Type: Unchanged (but see below).

Hit Dice: If the Base Creature has more Hit Dice than The Darkness, Hit Dice are unchanged. Otherwise it increases to 25 Hit Dice.

Speed: Unchanged.

Armor Class: Base Creature gains a +11 Profane Bonus to Armor Class.

Attacks: Base Creature uses the Darknesses BAB instead of it's own. If the Base Creature as no Natural Weapons, it gains a Slam Attack doing damage based on the Base Creatures Size: Fine (1 point), Diminutive (1d2), Tiny (1d3), Small (1d4), Medium (1d6), Large (1d8), Huge (2d6), Gargantuan (2d8), Colossal (4d6).

Damage: Recalculate Damage due to Strength Increase. It also does an extra 2d6 Profane damage with each hit from it's natural weapons.

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

Manifest (Su): When angered the Darkness will manifest itself, displaying it's power over the Marked creature it has possessed. The creature becomes a shadowy version of itself 1 Size Class Larger. it retains all the normal bonuses for being a bigger Size Class, but none of the penalties ro AC or to hit rolls.

Frightening Presence (Su): When Manifested and attacking the Darkness causes fear in any being with less hit dice than itself. If any being within 30' has less Hit Dice it must make a Will Saving Throw (DC 10 plus half level plus Charisma Modifier) or be Frightened for 2d6 rounds. If it is successful it is Shaken for 1d6 rounds instead, and does not need to save against this ability again for 24 hours.

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

Dark Sight (Su): The Marked may see perfectly in any Darkness, even Magical darkness, or that created by Dieties.

Immunities: The Marked is immune to Poison, Sleep effects, Death effects, paralysis, disease, mind-Affecting effects, critical hits, non lethal damage, Ability Damage or Drain, Energy Drain, Fatigue and Exhaustion Effects, and death by Massive Damage. The Marked is immune to any spell or effect that allows a Fortitude Saving throw. It does not breathe, eat, age, or sleep. If the Marked is destroyed somehow the Darkness merely leaves the body unharmed. Purely mental attacks affect the Darkness itself, not the possessed creature.

Primordial Speech (Ex): The Marked can read, write, and speak all languages. It does not need the Decipher Script skill as it can decipher virtually anything created after it in the world (which is nigh well everything).

Saves: Base Creature uses the Saving Throws for the Darkness instead of it's own.

Abilities: Base Creature gains the Ability Scores of the Darkness (except Strength). If the Base Creatures Con or Dex are higher it retains them. Str +20.

Skills: Base Creature uses the Skills listed for the Darkness instead of it's own.

Feats: Base Creature gains any Feats the Darkness has.

Environment: Any

Organization: Solitary

Challenge Rating: +6, with an additional +1 for every 3 HD gained.

Treasure: Unchanged.

Alignment: Neutral Evil.

Advancement: n/a

Level Adjustment: ---

Example of creature using template here:

Khalid
Commoner 5/Marked by the Darkness
Medium Humanoid (Human)
Hit Dice: 25d4+275 (337 hp)
Initiative: +11
Speed: 30 ft. (6 squares)
Armor Class: 28 (+7 Dex, +11 Profane), touch 28, flat-footed 21
Base Attack/Grapple: +25/+35 (+39 Manifested)
Attack: Slam +35 melee (1d6+10+2d6 Profane)
Full Attack: Slam +35 melee (1d6+10+2d6 Profane)
Space/Reach: 5 ft./5 ft. (10 ft./10 ft. when manfested)
Special Attacks: Manifest, Frightening Presence
Special Qualities: Dark Sight, Immunities, Primordial Speech
Saves: Fort +36, Ref +38, Will +37
Abilities: Str 30, Dex 24, Con 32, Int 18, Wis 23, Cha 32
Skills: Bluff +28, Concentration +28, Diplomacy +27, Gather Information +27, Hide +32, Intimidate +28, Knowledge (Arcana, Dungeoneering, Geography, History, Local, Nature, Religion) +21, Listen +23, Move Silently +32, Search +21, Sense Motive +23, Spellcraft +20, Spot +23, Use Magic Device +28
Feats: Endurance, Great Fortitude, Ability Focus (The Mark of Darkness, Envelop, Hand of Darkness, Frightening Presence) (B), Epic Reflexes (B), Epic Will (B), Improved Initiative (B), Iron Will (B), Lightning Reflexes (B)
Environment: Any
Organization: Solitary
Challenge Rating: 18?
Treasure: None
Alignment: Neutral Evil
Advancement: n/a
Level Adjustment: ---

Manifest (Su): When angered the Darkness will manifest itself, displaying it's power over Khalid. Khalid becomes a shadowy version of himself 1 Size Class Larger. it retains all the normal bonuses for being a bigger Size Class, but none of the penalties ro AC or to hit rolls.

Frightening Presence (Su): When Manifested and attacking the Darkness causes fear in any being with less hit dice than itself. If any being within 30' has less Hit Dice it must make a DC 35 Will Saving Throw or be Frightened for 2d6 rounds. If it is successful it is Shaken for 1d6 rounds instead, and does not need to save against this ability again for 24 hours.

Dark Sight (Su): Khalid may see perfectly in any Darkness, even Magical darkness, or that created by Dieties.

Immunities: Khalid is immune to Poison, Sleep effects, Death effects, paralysis, disease, mind-Affecting effects, critical hits, non lethal damage, Ability Damage or Drain, Energy Drain, Fatigue and Exhaustion Effects, and death by Massive Damage. Khalid is immune to any spell or effect that allows a Fortitude Saving throw. Khalid does not breathe, eat, age, or sleep. If Khalid is destroyed somehow the Darkness merely leaves the body unharmed. Purely mental attacks affect the Darkness itself, not the Khalid.

Primordial Speech (Ex): Khalid can read, write, and speak all languages. He does not need the Decipher Script skill as he can decipher virtually anything created after the Darkness in the world (which is nigh well everything).

Khalid was a simple beggar exiled into the forests for offending a vain noblewoman. Possessed by the Darkness he has returned to the city causing chaos and destruction. No one is certain how he gained his incredible power or why he seems to be of 2 fairly distinct personalities, but everyone agree he is utterly terrifying.


okay so it's not so much a Dunsanian pastiche as a brutal ripoff but I thought you'd like it.

Silence
2008-07-04, 11:41 PM
Wow. You doing something serious? Unheard of!


Fantastic work. Utterly fantastic. Creative and well done. Bravo.

Bhu
2008-07-05, 04:25 AM
Actually I've done several serious critters. Peek at the list on page 1 :D

For longtime viewers: The Floating Reef on page 3 was updated, and I'm finally finishing up the Primordial Ghost on page 5.

Nomadic
2008-07-05, 11:53 AM
(huge section about the darkness)


I cast magic missile at the darkness... what... we were all thinking it.

Bhu
2008-07-06, 04:33 AM
The Ghost Squid
Huge Aberration (Incorporeal, Extraplanar)
Hit Dice: 15d8 + 75 (142 hp)
Initiative: +3 (-1)
Speed: 80 ft. flight( 16 squares, perfect)
Armor Class: 26 ( -2 Size, +3 Dex, +15 Deflection) touch 26,
flat-footed 23
Base Attack/Grapple: +11/+31
Attack: Tentacle + 12 melee touch attack(1 point of Wisdom damage)
Full Attack: 10 Tentacles + 12 melee touch attack (1 point of Wisdom
damage) and 1 Bite +7 melee touch attack ( 1d3 Wisdom
damage)
Space/Reach: 15 ft./15 ft.(30 ft. with tentacles)
Special Attacks: Horrifying Appearance, Rend Soul, Improved Grab,
Constrict (1d3 Wisdom Damage)
Special Qualities: Dimensional Sense 120', Improved Incorporeality,
Invisibility, Partial Invulnerability, Vulnerabilities,
Confusion, Pan-Dimensional, Flight
Saves: Fort +10, Ref +10, Will +11
Abilities: Str 0 (26), Dex 17 (8), Con 20, Int 14, Wis 14, Cha 16
Skills: Knowledge (Arcana, Religion, The Planes, Things Man Was Not
Meant to Know) +10, Listen +9, Move Silently +11, Spot +9
Feats: Flyby Attack, Great Flyby Attack, Improved Flyby Attack,
Dodge, Mobility, Lightning Reflexes*
Environment: Any
Organization: Solitary or School (3 - 20)
Challenge Rating: 15
Treasure: None
Alignment: Chaotic Evil
Advancement: 16 to 30 HD (Huge), 31 to 45 HD (Gargantuan), 46 to
60 HD (Colossal)
Level Adjustment: ----

* See Savage Species for some Feats

"We were camping at the North Ridge Mountains en route to the city. Everything seemed fine on my watch, until about 3 hours in when I had this feeling I was being watched. From all around me. I stood up but didnt see anything. I went to awaken the Mage, and that's when they appeared. Things..they..some looked like the squid and octopi we used to fish out of the seas for cooking. Some just barely resembled them. They swam in the air in and out of view constantly moving....parts of them just kept disappearing. I didn't hear anything but I could swear they were saying something. They were the most terrifying thing I've ever seen. Dozens of them like ghosts moving through the trees, us, each other..I couldn't move I was so scared. After a while the paralysis wore off and I was able to move when they were gone. And I turned to the mage again just in time to watch one of them pull his soul from his body...I don't remember much after that. I woke up in town the next day and I'm told I've been a raving madman ever since. After the priests spells I'm feeling a little better. So I guess..I guess I can ask if anyone else made it.."

Ghost Squid are called that because no one has thought of a better name, and no one seems to know their real one. They appear similar to earthly cephalopods sometimes with as many as no or a thousand eyes, and as many as 6 to a hundred tentacles or more. The tentacles can be barbed, rasped, suckered, etc.. The mouth may be a beak, a lamprey like sucker, or full of sharks teeth. They simultaneously exist in several different dimensions at once, and bits and pieces of them seem to swim in and out of view. For the most part they are invisible unless something in a particular dimension warrants their attention and only then are they visible at all. Because their attention is spread so thin, their behavior seems to be random as they may be reacting to something somewhere or somewhen else. Some things focus their attention though, and that attention is always murderous. Anything that mucks about with space or time for example, such as spells like Teleport or Time Stop. Most are inveterate wanderers, and it is assumed they're looking for something but no one as yet knows what. The Illithids and Aboleth have encountered them, and know some of their secrets if anyone dares ask them. Otherwise it would be necessary to go to the Far Realms. Ghost Squid have never been known to speak or communicate with any being, nor have they ever shown that they understood communication attempts.

Horrifying Appearance (Ex): Ghost Squid generate a feeling of wrongness around them. People claim they can hear voices, but there is no sound. They know they are being watched, but there is no watcher. Anyone within 30' of an Invisible Ghost Squid must make a Will Save (DC=10 + half Ghost Squids Hit Dice+Cha modifier, in this case DC 20) or be Shaken until the Squid is no longer in range. Anyone able to see a Squid because it has dropped its invisibility must make a Will Save (Same DC), or be Paralyzed for 1d6 rounds. Anyone making the Save is immune to that Ghost Squids Horrifying Appearance for 24 hours. Anyone witnessing a swarm of Ghost Squid must also make a Will Save (Same DC) or contract some form of insanity (DM's discretion on this one, I haven't made up rules for it yet). This insanity can be cured by Remove Curse. If an opponent uses True Sight or a similar ability, or Detect Thoughts or an ability that allows it to see into the Ghost Squids mind, he must make a Will Save (DC = 20, Save is Cha based) or be affected as if by a Feeblemind spell (effective caster level equal to Ghost Squids Hit Dice)

Improved Grab (Ex): If the Ghost Squid hits with 3 or more Tentacle attacks on one opponent it may initiate a grapple as a free action without provoking an attack of opportunity. It may grapple a target of any size. Normally Incorporeal creatures may not grapple. However the Ghost Squid is not grappling the physical character, but his soul instead. Both the squid and the PC roll 1d20 + their Cha bonus. If the victim wins the Ghost Squids tentacles have found no purchase. This ability does not work on soulless beings such as some corporeal animated undead and some constructs. It does still effect purely magical beings such as Outsiders and Elementals. If the grapple is successful the Ghost Squid establishes a hold and may constrict. Ghost Squid have a +4 Racial Bonus to Grapple checks, including incorporeal grappling.

Constrict (Ex): The Ghost Squid does 1d3 temporary Wisdom damage.

Rend Soul (Su): At the beginning of any round in which the Ghost Squid has an opponent Constricted, and at 0 Wisdom, it may automatically pull out his soul and rip it to pieces. The victim may not be Raised or Resurrected. Optionally they may only be Raised or Resurrected after the Miracle or Wish spell has been used to restore their soul. Some Squid eat the souls of their opponents, and if they are Raised or Ressurected they may have acquired the Pseudonatural or Half-Farspawn Template.

Pan-Dimensional (Su): Ghost Squid exist simultaneously on the same point in multiple planes. Should someone cast spells or use abilities similar to Etheral Jaunt or Astral Projection to escape to another plane they have a 50% chance that the Ghost Squid is already there waiting for them. If not there is a 50% chance it will arrive within 1d6 rounds.

Dimensional Sense (Ex): The Ghost Squid has a sort of 3 dimensional spatial sense that allows it to 'see' everything within 120'. This includes invisible creatures, and even ones behind walls if they are within range. This effectively means that anything within 120 feet has no concealment , and automatically fails all Hide rolls. The Ghost Squid cannot be flanked.

Invisibility (Su): The Ghost Squid can become Invisible at will as per the spell. Truthfully invisibility is their natural state, and they only become even partially visible when attacking.

Partial Invulnerability (Ex): The Ghost Squid is Immune to the following: Critical hits, ability drain or damage, energy drain, mind affecting effects, non lethal damage, poison, sleep effects, paralysis, stunning, posion, paralysis, polymorph, death effects, energy drain, disease, and fatigue/exhaustion. It does not breathe, eat or sleep. There are some exceptions to these rules spelled out below.

Improved Incorporeality (Ex): Unlike normal Incorporeal beings, Force effects and positive/negative energy still have the standard 50% miss chance when targeting the Ghost Squid, and it can pass through Forcewalls. They may also pass through other Incorporeal beings and even one another.

Confusion (Ex): Because of their Pan-Dimensional nature Ghost Squid seem to always be distracted or performing random actions, or simply acting in ways not understood by others. It effectively permanently suffers from the Confusion spell, unless something narrows its attention. Things that would narrow its attention would be spells or effects that effect space/time (Time Stop, Ethereal Jaunt, Plane shift, Gate, Summoning, etc.), powerful items that can alter reality (most artifacts, Spheres of Annihilation), being attacked effectively, or beings of great power (exceptionally powerful Oustiders mostly). If such a thing is within the Squids Dimensional Sense Range, the Squid gets a Willpower Save (DC 20) to shrug off the Confusion effect until the end of the encounter.

Vulnerabilities (Ex): Ghost Squid are vulnerable to specific spells, and other powers or abilities that mimic their effects. Spells or effects that would send an Extraplanar creature back to its home plane (Banishment, Dismissal, Holy Word, etc.) cause it to flee from the caster at full speed for 1d6 minutes instead. If a Ghost Squid is summoned via Greater Planar Binding it remains present after the spell ends. Targeting a Ghost Squid with Plane Shift Stuns it for 1d6 rounds. Ghost Squids will not enter Antimagic Fields. If a Ghost Squid enters a Gate it teleports 1d00 miles in a random direction. Temporal Stasis and Time Stop do not effect the Ghost Squid. They gain the same benefits as the caster in the case of Time Stop. Ghost Squid may not enter the area of effect of a Forbiddance Spell. Dispel Magic targeted on a Ghost Squid Nauseates it for 1 round if it fails a Will Save (DC 10 Spell level + appropriate caster stat). Greater Dispel Magic Nauseates it for 1d4 rounds, and Mordenkainen's Disjunction Nauseates it for 1d6 rounds, and Dazes it for 1d6 rounds after that. Casting Dimensional Lock or Dimensional Anchor on a Ghost Squid casues it to become solid for the spells duration. While solid it loses the Incorporeal subtype and gains the following changes to its stats:

It uses the stats and initiative listed in parentheses. Flight speed becomes 35' (poor). The Ghost Squid can concentrate so it no longer suffers from Confusion. Armor Class becomes a 17 (-2 Size, -1 Dex, +10 natural), touch 7, flat footed 17. Its touch corrodes matter, so instead of Wisdom Damage its attacks do acid damage.

Attack: Tentacle +17 melee (1d6+8 acid)
Full Attack: 10 Tentacles +17 melee (1d6+8 acid) and a Bite +12 melee (2d6+8 acid)
Constrict: 3d6+8 acid
The Ghost Squid may not use its Rend Soul ability while solid.

Flight (Ex): The Ghost Squids ability to fly is unexplained. Gravity apparently offers no hold on the Squid and it simply hovers in mid air until it wills itself to move in a direction. This means it cannot fall below its current position, and is immune to effects like the Reverse Gravity spell.

Combat: Generally Ghost Squid attack randomly for one round and move on while under the influence of their confusion. When their attention is focused enough to concentrate on an opponent, they tend to attack whatever drew their attention first, and whatever is actually able to affect them after ripping out the soul of their first opponent. They drop out of invisibility, lash the bejeezus out of whoever attracted their attention with a full attack, and then go for constriction the next round. If a spell causes them to become solid, they will concentrate exclusively on the person(s) responsible.

Bhu
2008-07-06, 06:55 AM
Since the Wizards forums are getting twitchy I'll be adding a few mythological critters from a thread over there. WIll return to reformat and such.

From Inuit myth

The Worm Men
Medium Aberration (Shapechanger, Cold)
Hit Dice: 10d8+20 (65 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 16 (+1 Dex, +5 Natural), touch 11, flat-footed 15
Base Attack/Grapple: +7/+7
Attack: Bite +7 melee (1d6)
Full Attack: Bite +7 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Alternate Form (Man), Immunities, Blindsight 50', Tremor Sense 120', Quick Healing
Saves: Fort +5, Ref +4, Will +9
Abilities: Str 10, Dex 12, Con 14, Int 14, Wis 14, Cha 24
Skills: Concentration +10, Hide +6, Intimdate +12, Knowledge (Arcana, Nature) +7, Listen +6, Move Silently +6, Spellcraft +10, Survival +7
Feats: Combat Casting, Fearsome Necromancy, Greater Spell Focus (Necromancy), Spell Focus (Necromancy)
Environment: Any Cold
Organization: Solitary, Pair, group (3-6)
Challenge Rating: 11
Treasure: Standard
Alignment: Chaotic Evil
Advancement: 11+ Hit Dice (Medium)
Level Adjustment: --


"Large intelligent worms with the ability to take on the form of a man. Found throughout the Far North they use their vast supernatural powers to destroy Inuit villages by poisoning wells, murdering livestock, and killing crops."

So says the only book source i can find on them. Hopefully i can find more or I'll have to wing it.

Spells: Worm Men can cast spells as a Sorcerer whose level is equal to their Hit Dice. Certain Divine spells may be cast by them as an Arcane Spell of the same level. These spells are:

1st: Bane, Curse Water, Deathwatch, Detect Animals and Plants, Detect Snares and Pits, Doom, Inflict Light Wounds
2nd: Curse of Ill Fortune, Death Knell, Diminish Plants, Inflict Moderate Wounds,
3rd: Inflict Serious Wounds
4th: Inflict Critical Wounds, Poison
5th: mass Curse of Ill Fortune, Mass Inflict Light Wounds
6th: Harm Mass Inflict Moderate Wounds
7th: Mass Inflict Serious Wounds
8th: Mass Inflict Critical Wounds

Immunities: Worm Men are immune to Cold, Poison, sleep effects, paralysis, and stunning.

Alternate Form (Su): Worm Men can transform into the shape of a human of any gender (the worm men themselves are both genders) at will. The transformation is a move equivalent action. It's stats and abilities are effectively unchanged (it cant use it's bite), but in human form it can now wear armor and use weapons if it knows how.

Quick Healing (Ex): Worm Men that are resting heal 1 hit point per hour.

Combat: Worm Men rarely fight. They sneak into villages in the dead of night and wreak havoc with their spells, or pretend to be men via their Alternate Form ability and claim to be lost so they can infiltrate and sow disorder.

Bhu
2008-07-06, 06:59 AM
http://www.geocities.com/z_mythica/creatures/c/chenoo.html

http://www.sacred-texts.com/nam/ne/al/al50.htm

http://www.firstpeople.us/FP-Html-Legends/The-Girl-Chenoo-Micmac.html

http://www.firstpeople.us/FP-Html-Legends/The-Chenoo-Or-The-Story-Of-A-Cannibal-With-An-Icy-Heart-Passamaquoddy.html

http://www.storiestogrowby.com/stories/chenoo_native_american.html


Chenoo (dumb stone giant version)
Huge Giant (Earth)
Hit Dice: 20d8+120 (210 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 22 (-2 Size, -1 Dex, +15 Natural), touch 7, flat-footed 22
Base Attack/Grapple: +15/+37
Attack: Slam +27 melee (1d6+14) or Tree Club +27 melee (4d6+21) or Rock +27 ranged (2d6+14)
Full Attack: 2 Slams +27 melee (1d6+14) or Tree Club +27/+22/+17 melee (4d6+21) or Rock +27 ranged (2d6+14)
Space/Reach: 15 ft./15 ft.
Special Attacks: Rock Throwing
Special Qualities: Low Light Vision, Freeze, Rock Catching
Saves: Fort +18, Ref +5, Will +6
Abilities: Str 39, Dex 8, Con 23, Int 6, Wis 11, Cha 11
Skills: Climb +21, Craft (any one) +4, Hide -2 (+6 in rocks), Intimidate +7, Jump +21, Listen +7, Spot +7
Feats: Awesome Blow, Brutal Throw, Improved Bull Rush, Improved Overrun, Improved Sunder, Power Attack, Power Throw
Environment: Any (usually rocky tempreate regions)
Organization: Solitary, Pair, or Group (3-6)
Challenge Rating: 12
Treasure: None
Alignment: Neutral
Advancement: By Character Class
Level Adjustment: ---

Skills: The Chenoo have a +8 Racial Bonus to Hide checks in rocky areas.

Freeze (Ex): The Chenoo can freeze itself and remain still almost indefinitely. Opponents must make a DC 20 spot check to think the Chenoo isn't a statue or rock formation.

Rock Throwing and Rock Catching (Ex): See page 119 of the Monster Manual.

Combat: Chenoo are usually shy and avoid combat. If it becomes necessary they will throw rocks and uproot trees to use as clubs. Tactics are generally lacking, as they tend to be not too bright. The tree club is considered a reach weapon.


Chenoo (Heart of Ice version)
Medium Monstrous Humanoid (Cold)
Hit Dice: 20d8+300 (390 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 30 (+1 Dex, +19 Natural ), touch 11, flat-footed 29
Base Attack/Grapple: +20/+35
Attack: Slam +36 melee (1d3+16) or Tree Club +36 melee (4d6+24) or Rock +36 ranged (2d6+16)
Full Attack: 2 Slams +36 melee (1d3+16) or Tree Club +36 melee (4d6+24) or Rock +36 ranged (2d6+16)
Space/Reach: 5 ft./5 ft.
Special Attacks: Giantism, Rock Throwing, Spells, War Shriek, Frightful Presence
Special Qualities: Dark Vision 60', Rock Catching, Regeneration 5, Regrowth, Untiring, Enhanced Senses, Low Light Vision
Saves: Fort +21, Ref +13, Will +19
Abilities: Str 43, Dex 12, Con 40, Int 10, Wis 10, Cha 24
Skills: Balance +5, Climb +20, Hide +5, Intimidate +13, Jump +20, Knowledge (Nature) +4, Listen +14, Move Silently +5, Search +10, Spot +14, Survival +4, Swim +20
Feats: Awesome Blow, Brutal Throw, Improved Bull Rush, Improved Overrun, Improved Sunder, Power Attack, Power Throw
Environment: Any Cold
Organization: Solitary
Challenge Rating:
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By Character Class (usually Druid or Shaman)
Level Adjustment: ---

Rock Throwing and Rock Catching (Ex): See page 119 of the Monster Manual.

Giantism (Su): The Chenoo can become any size from Medium to Gargantuan once per turn as a Free Action. It's stats remain the same. The only thing that changes is it's carrying capacity, size modifier to AC and Attacks, space/reach, and Size modifier to hide/grapple/etc. See page 314 of he Monster Manual.

Frightful Presence (Su): Whenever the Chenoo attacks, charges, or shrieks it's opponents must make a DC 27 Willpower Save if they are within 30' and have less Hit Dice than the Chenoo. If the save is successful they are immune to that Chenoo's Firghtful Presence for 24 hours. On a failure creatures with 4 HD or less are panicked for 4d6 rounds, and if they have 5 or more Hit Dice they are Shaken for 4d6 rounds. Chenoo are immune to each others Frightful presence.

Spells: Chenoo may cast Spells as a Druid of half their Hit Dice (i.e. 10th level for hte given example).

War Shriek (Su): Once every d4 rounds the Chenoo can unleash a shriek potentially killing all who hear it. Any being within 60' of the Chenoo is affected as if by a Finger of Death spell. Fortitude Save DC 27. Save DC is Charisma based.

Regrowth (Su): To kill a Chenoo it must be completely destroyed by Fire or Acid. If cut into pieces each piece will eventually become a Chenoo. In 1 week each piece will be 1 Hit Dice, and it will gain 1 Hit Die per week until it's at full strength.

Untiring (Ex): Chenoo do not tire and are immune to exhaustion, faatigue, and sleep effects.

Enhanced Senses (Su): Chenoo have a +10 Racial bonus on Listen, Search, and Spot checks.

Note: Female Chenoo are more powerful than males, and have advanced hit dice.

Bhu
2008-07-06, 07:01 AM
From Native American Myth

The Cannibal Baby
Tiny Aberration
Hit Dice: 10d8+20 (65 hp)
Initiative: +0
Speed: 10 ft. (2 squares)
Armor Class: 16 (+2 Size, +4 Natural), touch 12, flat-footed 16
Base Attack/Grapple: +7/+9
Attack: Grab +9 melee (Grapple)
Full Attack: Grab +9 melee (Grapple)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Inhale Flesh, Charm
Special Qualities: Immune to Cold, Dark Vision 60'
Saves: Fort +7, Ref +3, Will +9
Abilities: Str 15, Dex 10, Con 15, Int 8, Wis 15, Cha 15
Skills: Bluff +12, Climb +4, Hide +8, Listen +6, Move Silently +3, Spot +6, Survival +4
Feats: Ability Focus (Charm), Alertness, Great Fortitude, Track
Environment: Temperate or Cold Forest or Plains
Organization: Unique
Challenge Rating: 4??
Treasure: None
Alignment: Chaotic Evil
Advancement: 11+ HD (Tiny)
Level Adjustment: ---


"Do you hear a baby crying?"

This Native American creature is most often mentioned in the Dakotas, Nebraska, and Montana. It lives in caves, and comes out to hunt, pretending to be a human baby. In actuality it is some sort of demon or spirit that inhales the flesh off the bones of anyone unfortunate enough to pick it up.

Skills: Cannibal Babies have a +8 Racial Bonus to Bluff checks. They also do not take Size Penalties for Grapple checks.

Inhale Flesh (Su): When picked up the Cannibal Baby will coo and attempt to suckle a finger. If it is offered a finger or can Grapple it then begins to inhale the victims flesh off his body rapidly killing him. The Cannibal Baby does 1d6 Constitution Drain per turn with a successful Grapple check.

Charm (Su): Any being hearing the Cannibal Babies cries must make a DC 19 Willpower Save or take pity on it. The effect is similar to Charm Person, but lasts until the Cannibal Baby attacks. This is a sonic mind-affecting effect. Save DC is Charisma based.

Combat: The Cannibal Baby crawls outside on cold nights and wails just like a human child. When someone picks it up, it grabs hold of them, and begins sucking the flesh from their bones.

Bhu
2008-07-06, 07:02 AM
http://www.billcasselman.com/casselmans_canadian_words/ccw_two.htm

http://www.maisonsaint-gabriel.qc.ca/en/b/page_b_5a_c11_04.html

Gougou
Gargantuan Giant (Aquatic)
Hit Dice: 25d8+375 (487 hp)
Initiative: +0
Speed: 50 ft. (10 squares), Swim 50 ft.
Armor Class: 26 (-4 Size, +20), touch 6, flat-footed 26
Base Attack/Grapple: +18/+50
Attack: Slam +34 melee (1d8+20) or Rock +18 Ranged (4d6+10)
Full Attack: 2 Slams +34 melee (1d8+20) and 1 Bite +29 melee (2d6+10) or 1 Rock +18 Ranged (4d6+10)
Space/Reach: 20 ft./20 ft.
Special Attacks: Improved Grab, Rock Throwing
Special Qualities: Amphibious, Low Light Vision, Damage Reduction 5/-, Rock Catching
Saves: Fort +29, Ref +8, Will +12
Abilities: Str 50, Dex 10, Con 40, Int 14, Wis 18, Cha 24
Skills: Climb +35, Hide +10, Knowledge (Local, Nature) +17, Listen +19, Spot +19, Swim +43
Feats: Power Attack, Cleave, Great Cleave, Awesome Blow, Large and In Charge, Area Attack, Crush, Multigrab, Greater Multigrab
Environment: Cold Aquatic
Organization: Unique
Challenge Rating: 14??
Treasure: None
Alignment: Chaotic Evil
Advancement: 26+ HD (Gargantuan)
Level Adjustment: ---

"No one visits that island. Not even for revenge on what lives there. No one here will take you across. Swim if you like. You'll drown either way..."

According to the Micmac Indians, Gougou is a cannibal Giantess that dwells in a secret cave in the Isle of Miscou in the Gulf of St. Lawrence. She has been described as a beautiful woman, a mermaid; or a hideous scaled giantess with yellow eyes, pointed ears, fangs, seaweed for hair, and 2 great fins on her shoulders. She either carries a basket or has a belly pouch that she puts victims in before submerging to drown them.

Improved Grab (Ex): If Gougou successfully hits with her Slam attack she can immediately attempt a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful she will attempt to Pin her victim underwater, drowning it.

Rock Throwing/Catching (Ex): See page 119 of the Monster Manual.

Skills: Gougou has a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim check even if threatened or endangered. Gougou has a +4 Racial Bonus on Hide checks in the water, and when submerged with only her hair and eyes showing she has a +10 Cover Bonus to Hide checks.

Combat: Gougou is pretty straightforward. She rushes up, tries to grab, and then pulls victims under to drown them.

Bhu
2008-07-06, 07:03 AM
The Beaver Women
Medium Fey (aquatic)
Hit Dice: 6d6+6 (27 hp)
Initiative: +8
Speed: 30 ft. (6 squares), Swim 30 ft.
Armor Class: 18 (+4 Dex, +4 Deflection), touch 18, flat-footed 14
Base Attack/Grapple: +3/+7
Attack: Grapple +7 melee touch (Grapple) or by Weapon +7
Full Attack: Grapple +7 melee touch (Grapple) or by Weapon +7
Space/Reach: 5 ft./5 ft.
Special Attacks: Seduce, Drain Wits, Swift Grappler
Special Qualities: Low Light Vision, Wild Empathy, Unearthly Grace, Amphibious
Saves: Fort +7, Ref +13, Will +11
Abilities: Str 12, Dex 19, Con 12, Int 14, Wis 15, Cha 19
Skills: Bluff +12, Handle Animal +12, Heal +10, Hide +12, Knowledge (Nature) +10, Listen +10, Move Silently +12, Spot +10, Survival +10, Swim +9
Feats: Ability Focus (Seduce), Improved Initiative, Weapon Finesse
Environment: Any aquatic
Organization: Solitary, Pair, or Group (3-6)
Challenge Rating: 4??
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: ----

"Beware any women you find in the water here, especially if you cant see her back..."

The Beaver Women are beautiful murderous water nymphs from Blackfoot myth. They will not leave the water and go naked, using their long hair to conceal themselves. Some of them cover themselves in red paint. They will not leave the water because their back and lower extremities are covered in beaver fur. They are adept at bewitching men into the water, and will do so at every opportunity. The fate of these men is unknown, but it is assumed they are either drowned or held captive. Beaver Women despise human women, and will attack them at every opportunity. They will never harm children, and even protect them if possible. Some are a little too fond of children, kidnapping them. The kidnapped girls grow up to become Beaver Women themselves, the fate of the boys is unknown.

Seduce (Su): The Beaver Women may cast Charm Monster on male opponents at Will as a Supernatural ability.

Drain Wits (Su): Gaze Attack, 1d3 temporary Wisdom Damage, 30 ft., DC 17 Wisdom Save to Negate. Save DC is Charisma based. only works on male opponents.

Swift Grappler (Ex): The Beaver Women may use their Dex or Str modifier for Grapple checks, whichever is better. beaver Women may make Grapple checks without provoking an attack of opportunity.

Unearthly Grace (Su): The Beaver Women ad their Charisma modifier as a Defelection Bonus to their AC, and as a Bonus on all her Saving Throws.

Wild Empathy (Ex): This works like the Druids class ability except the Beaver Woman has a +6 Racial modifier.

Skills: Beaver Women get a +8 Racial Bonus on Swim checks, and may always Take 10 on a Swim check even if threatened or endangered. They may take the Run Action while swimming in a straight line.

Combat: Against males the Beaver Women will immediately try to Charm them after a few rounds of their Gaze attack doing it's work. They will then use magic to give the male the ability to live underwater (if its available to them), or simply grapple him and attempt to pin him underwater. Against women they will try to use their charmed minions to effect her murder, or simply attack her with whatever weapons they have available (Beaver Women are proficient with all Simple weapons). Many Beaver Women are either Shamans or Druids.

Bhu
2008-07-06, 07:06 AM
The Serpent Woman
Colossal Monstrous Humanoid (Aquatic)
Hit Dice: 40d8+760 (940 hp)
Initiative: +5
Speed: 40 ft. (8 squares), Swim 100'
Armor Class: 30 (-8 Size, +1 Dex, +27 Natural), touch 3, flat-footed 29
Base Attack/Grapple: +40/+81
Attack: Claw +57 melee (2d6+25)
Full Attack: 2 Claws +57 melee (2d6+25) and 1 Bite +52 melee (1d10+13)
Space/Reach: 30 ft./20 ft.
Special Attacks: Serpent Curse, Mesmerizing Appearance, Mesmerizing Presence, Mesmerizing Gaze, Improved Grab, Constrict (4d6+50)
Special Qualities: Low Light Vision, Dark Vision 60', Amphibious, Telepathy (1 mile, Serpentoids only), Scent, Immunities, Damage Reduction 10/Epic, Spell Resistance 40
Saves: Fort +32, Ref +29, Will +35
Abilities: Str 60, Dex 12, Con 48, Int 20, Wis 24, Cha 35
Skills: Balance +9, Bluff +30, Climb +45, Concentration +27, Heal +25, Hide +9, Intmidate +32, Knowledge (Arcana, History, Local, Nature) +25, Listen +32, Move Silently +21, Search +25, Sense Motive +27, Spot +31, Survival +25, Swim +28, Use Magic Device +23
Feats: Ability Focus (Mesmerizing Appearance, Mesmerizing Presence, Mesmerizing Gaze), Blind-Fight, Epic Reflexes, Epic Will, Greater Multigrab, Improved Initiative, Improved Scent, Iron Will, Lightning Reflexes, Multigrab, Narrowed Gaze, Pervasive Gaze, Uncanny Scent
Environment: Cold or temperate aquatic
Organization: Unique, plus 10-30 humanoid males with the Serpentoid Template
Challenge Rating: 26
Treasure: Double Standard
Alignment: Chaotic Neutral
Advancement: 41+ HD (Collosal)
Level Adjustment: ----

"If your wife disappeared near the lakes, you will not be seeing her again. For the sake of everyone it is best you forget about her as best you can. Don't go to the Lakes, or you may find yourself with a new wife not of your choosing..."

The Serpent Woman is a 100' long monster living in the Great Lakes. She appears to be a beautiful woman from the waist up, and a monstrous serpent from the waist down. Her haunting beauty is marred slightly by the fangs protruding from her lips, clawed hands, and the scales covering her skin. Long ago her one true love (a human man) was murderd by the tribal shamans for consorting with her (apparently monster/human love is forbidden), and she has hated humanity ever since. Using her movements, voice, and gaze she mesmerizes humans who come near the lakes taking them as lovers. After a few days in her company they start to become snake men, leaving their tribe behind forever.

Serpent Curse (Su): Any humanoid spending time with the Serpent Woman (i.e. in close proximity) for several days begins to turn into a serpent man. Effectively every day the humanoid spends within 60' of her (which is likely because she probably wont let go of him) must make a DC 42 Fortitude Save or he gains the Serpentoid Template permanently. It may not be removed once gained except by a Wish or Miracle spell. Since the Serpent Woman usually kills women it is unknown if it affects them. She is in constant telepathic contact with all victims of her curse, and only loses touch with them if they are over 1 mile away from her. Unlike many monsters the Serpent Woman actually cares for her victims providing thm with food, shelter, and affection. Killing one means her undying wrath, and anyone doing so will have to kill her as well or be pursued for the remainder of their days.

Mesmerizing Appearance (Su): Anyone able to see the Serpent Woman must make a DC 44 Willpower Save (Save DC is Charisma based), or be unable to attack her. They will instead merely stand there Fascinated until either she is out of sight, or notices them. If they succeed they are immune to this ability for 24 hours.

Mesmerizing Presence (Su): Once the Serpent Woman is aware of her Fascinated prey she will begin to talk to it. Anyone hearing the Serpent Woman's voice must make a DC 44 Willpower Save (Save DC is Willpower based) or be affected as if by a Charm Monster spell.

Mesmerizing Gaze (Su): Dominate Monster, 120', Willpower Save DC 44 negates. Mesmerizing Gaze only works on opponents that have been Charmed by her already.

Improved Grab (Ex): If the Serpent Woman successfully hits with her claw attack she may immediately make a Grapple check as a Free Action without provoking an attack of opportunity. If successful she may Constrict the next round.

Constrict (Ex): The Serpent woman may do 4d6+50 damage with a successful Grapple check.

Immunities (Ex): The Serpent Woman is immune to Sleep effects, poison, paralysis, disease, and fear/morale effects.

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

Combat: The Serpent Woman usually isn't required to be in combat. Opponents usually end up Fascinated or Charmed, and end up her servants/lovers if men. Females however she will generally approach, and not break her Charm/Domination until grappling the female victim. At which point she will grapple her, pull her underwater, and then drown her while constricting at the same time. And she usually has several servants to help as well.

SERPENTOID

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

Size and Type: Type becomes Monstrous Humanoid with the Reptilian and Aquatic subtypes. Size is unchanged.

Hit Dice: Unchanged.

Speed: If the Base Creature doesn't have a Swim or Climb speed, it gains them equal to it's Land Speed

Armor Class: Natural Armor Bonus increases by +2.

Attacks: If the Base Creature doesn't already have a Primary Bite and Secondary Claw attack it gains them. Damage depends on Size. Bite is 1d4 for Small, 1d6 for Medium, and 1d8 for Large. Claws are 1d3 for Small, 1d4 for Medium, and 1d6 for Large. When performing a Full Attack they get 1 Bite and 2 Claws.

Damage: Unchanged

Special Attacks: Keeps all Special Attacks of the Base reature and gains the following:

Improved Grab (Ex): If the Serpentoid hits with it's Bite attack it may immediately make a Grapple check as a Free Action without provoking an attack of opportunity. If successful it may Constrict the next round.

Constrict (Ex): A Serpentoid does double it's Bite damage plus one and a half times it's Strength modifier with a successful Grapple check.

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

True Love (Ex): Anything acquiring the Serpentoid Template is the willing and complete slave of the Serpent Woman. They will not disobey any of her orders and will gladly die for her. The only way to change this is to remove the Serpentoid Template, which can be done by Miracle or Wish. If removed from the Serpent Woman the Serpentoid will attempt to get back to her side at all costs, and take his own life if it becomes obvious he cannot. Should she be killed he will do his best to murder those resposnible, and take his own life after they are gone. Even victims who have been cured sometimes willingly return to her, saying that life with her was better than it was with their tribe (especially considering the prejudices they sometimes face upon return).

Amphibious (Ex): Serpentoids can breathe in water and air equally well.

Scent (Ex)

Saves: Recalculate any Saves you get from Racial Hit Dice since your type has changed.

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

Skills: Serpentoids have a +4 Racial Bonus on Hide, Listen, and Spot checks. They also have a +8 Racial Bonus on Balance, Climb, and Swim checks. They can always take 10 on a Climb check even if rushed or threatened, and may always take 10 on a Swim check even if distracted or endangered. Serpentoids may use their Str or Dex modifier for Climb checks, whichever is better.

Feats: Unchanged.

Environment: Cold or Temperate Aquatic

Organization: Single, Pair, Group (3-6), or Mob (12-20)

Challenge Rating: +1?

Treasure: Unchanged

Alignment: Becomes the same as the Serpent Woman's (currently CN).

Advancement: Unchanged

Level Adjustment: +2

Example of creature using template here:

Walking Snake (Human Fighter 5)
Medium Monstrous Humanoid (Reptilian, Aquatic)
Hit Dice: 5d10+20 (47 hp)
Initiative: +7
Speed: 30 ft. (8 squares), Swim 30', Climb 30'
Armor Class: 15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
Base Attack/Grapple: +5/+10
Attack: Claw +10 melee (1d3+5) or by weapon +10
Full Attack: 2 Claws +10 melee (1d4+5) and 1 Bite +5 melee (1d6+2) or by weapon +10
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Constrict (2d6+7)
Special Qualities: Dark Vision 60', Amphibious, Scent
Saves: Fort +7, Ref +4, Will +3
Abilities: Str 21, Dex 16, Con 16, Int 6, Wis 14, Cha 8
Skills: Balance +11, Climb +15, Hide +7, Intimidate +1, Jump +7, Listen +6, Spot +6, Swim +15
Feats: Power Attack, Cleave, Great Cleave, Improved Toughness, Improved Initiative
Challenge Rating: 6
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: By characrer class
Level Adjustment: +2

DracoDei
2008-07-06, 07:32 AM
You are putting Crunch ahead of Feel with Gougou... reflavor the pin as "Trapped in the basket/belly pouch" and you have it right... but as it is you have she is holding on to them in a wresting move as they both go under.

Debihuman
2008-07-06, 11:32 AM
Example of creature using template here:

Walking Snake
Medium Monstrous Humanoid (Reptilian, Aquatic)
Hit Dice: 5d10+20 (47 hp)
Initiative: +7
Speed: 30 ft. (8 squares), Swim 30', Climb 30'
Armor Class: 15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
Base Attack/Grapple: +5/+10
Attack: Claw +10 melee (1d3+5) or by weapon +10
Full Attack: 2 Claws +10 melee (1d4+5) and 1 Bite +5 melee (1d6+2) or by weapon +10
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Constrict (2d6+7)
Special Qualities: Dark Vision 60', Amphibious, Scent
Saves: Fort +7, Ref +4, Will +3
Abilities: Str 21, Dex 16, Con 16, Int 6, Wis 14, Cha 8
Skills: Balance +11, Climb +15, Hide +7, Intimidate +1, Jump +7, Listen +6, Spot +6, Swim +15
Feats: Power Attack, Cleave, Great Cleave, Improved Toughness, Improved Initiative
Challenge Rating: 6
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: By characrer class
Level Adjustment: +2

Okay, Bhu, what did you use for the base before you added the template? Was this a human fighter?

Debby

Siosilvar
2008-07-06, 06:26 PM
Bhu, I have something here that I think belongs to you.

http://i272.photobucket.com/albums/jj165/siosilvar/mpaatf0.gif?t=1215386772

Bhu
2008-07-07, 04:40 AM
Got the formatting up, and tweaked Serpent WOman a lil. Need to fix up Gougou and do CR for the Chenoo too.

Thanks for the pic Sio!

Bhu
2008-07-08, 05:08 AM
Ghost Squidling Swarm
Diminutive Aberration (Incorporeal, Extraplanar, Swarm)
Hit Dice: 12d8+24 (78 hp)
Initiative: +7 (+3)
Speed: Flight 40 ft. (8 squares, perfect)
Armor Class: 26 (+4 Size, +7 Dex, +5 Deflection), touch 26, flat-
footed 19
Base Attack/Grapple: +9/-4
Attack: Swarm (1 point of Wisdom Damage)
Full Attack: Swarm (1 point of Wisdom Damage)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, Horrifying Appearance, Rend Soul
Special Qualities: Dimensional Sense 60', Improved Incorporeality,
Invisibility, Partial Invulnerability, Vulnerabilities,
Confusion, Pan-Dimensional, Flight, Swarm Traits,
Immune to Weapon Damage
Saves: Fort +6, Ref +13, Will +10
Abilities: Str 0 (1), Dex 27 (17), Con 14, Int 14, Wis 14, Cha 16
Skills: Knowledge (Arcana, Religion, The Planes, Things Man Was
Not Meant To Know) +11, Listen +10, Move Silently +16,
Spot +10
Feats: Dodge, Mobility, Lightning Reflexes, Flyby Attack, Improved
Flyby Attack
Environment: Any
Organization: Solitary or Giant Swarm (8-12 Swarms)
Challenge Rating: 14
Treasure: None
Alignment: Chaotic Evil
Advancement: None
Level Adjustment: ----

"...Private Johnson will not be returning for this reason. Neither will any member of my crew. I could still hear what they pulled from him screaming even after his body had long fallen to the ground, and I no longer believe in the Gods ability to protect us. Please give my regards to my wife and children, as after I send this message by courier I intend to take up a ball and pistol and end my life. Sincerely, Captain Wickham."

Ghost Squidling Swarms are even rarer than Ghost Squid, and understood even less. It is unknown if they are younger Ghost Squid, or a similar species, or even some other possibility entirely. They do seem to be more aggressive, and usually devour souls instead of just ripping them apart.


Horrifying Appearance (Ex): Ghost Squid generate a feeling of wrongness around them. People claim they can hear voices, but there is no sound. They know they are being watched, but there is no watcher. Anyone within 30' of an invisible Ghost Squid must make a Will Save (Dc=10 + half Ghost Squids Hit Dice+Cha modifier, in this case DC 19) or be Shaken until the Squid is no longer in range. Anyone able to see a Squid because it has dropped its invisibility must make a Will Save (Same DC), or be Paralyzed for 1d6 rounds. Anyone making the Save is immune to that Ghost Squids Horrifying Appearance for 24 hours. Anyone witnessing a swarm of Ghost Squid must also make a Will Save (Same DC) or contract some form of insanity (DM's discretion on this one, I havent made up rules for it yet). This insanity can be cured by Remove Curse. If an opponent uses True Sight or a similar ability, or Detect Thoughts or an ability that allows it to see into the Ghost Squids mind, he must make a Will Save (DC = 19, Save is Cha based) or be affected as if by a Feeblemind spell (effective caster level equal to Ghost Squids Hit Dice)

Rend Soul (Su): At the beginning of any round in which the Ghost Squid has an opponent swarmed, and at 0 Wisdom, it may automatically pull out his soul and rip it to pieces. The victim may not be Raised or Resurrected. Optionally they may only be Raised or Resurrected after the Miracle or Wish spell has been used to restore their soul. Some Squid eat the souls of their opponents, and if they are Raised or Ressurected they may have acquired the Pseudonatural or Half-Farspawn Template.

Distraction (Ex): Any living (or incorporeal undead such as ghosts) creature (solid or incorporeal) that begins its turn with a Ghost Squid Swarm in its space must make a DC 18 Fortitude save or be Nauseated for 1 round. The Save DC is Constitution based.

Pan-Dimensional (Su): Ghost Squid exist simultaneously on the same point in multiple planes. Should someone cast spells or use abilities similar to Etheral Jaunt or Astral Projection to escape to another plane they have a 50% chance that the Ghost Squid is already there waiting for them. If not there is a 50% chance it will arrive within 1d6 rounds.

Dimensional Sense (Ex): The Ghost Squid has a sort of 3 dimensional spatial sense that allows it to 'see' everything within 60'. This includes invisible creatures, and even ones behind walls if they are within range. This effectively means that anything within 60 feet has no concealment , and automatically fails all Hide rolls. The Ghost Squid cannot be flanked.

Invisibility (Su): The Ghost Squid can become Invisible at will as per the spell. Truthfully invisibility is their natural state, and they only become even partially visible when attacking.

Partial Invulnerability (Ex): The Ghost Squid is Immune to the following: Critical hits, ability drain or damage, energy drain, mind affecting effects, non lethal damage, poison, sleep effects, paralysis, stunning, posion, paralysis, polymorph, death effects, energy drain, disease, and fatigue/exhaustion. It does not breathe, eat or sleep. There are some exceptions to these rules spelled out below.

Improved Incorporeality (Ex): Unlike normal Incorporeal beings, Force effects and positive/negative energy still have the standard 50% miss chance when targeting the Ghost Squid, and it can pass through Forcewalls. They may also pass through other Incorporeal beings and even one another.

Confusion (Ex): Because of their Pan-Dimensional nature Ghost Squid seem to always be distracted or performing random actions, or simply acting in ways not understood by others. It effectively permanently suffers from the Confusion spell, unless something narrows its attention. Things that would narrow its attention would be spells or effects that effect space/time (Time Stop, Ethereal Jaunt, Plane shift, Gate, Summoning, etc.), powerful items that can alter reality (most artifacts, Spheres of Annihilation), being attacked effectively, or beings of great power (exceptionally powerful Oustiders mostly). If such a thing is within the Squids Dimensional Sense Range, the Squid gets a Willpower Save (DC 20) to shrug off the Confusion effect until the end of the encounter.

Vulnerabilities (Ex): Ghost Squid are vulnerable to specific spells, and other powers or abilities that mimic their effects. Spells or effects that would send an Extraplanar creature back to its home plane (Banishment, Dismissal, Holy Word, etc.) cause it to flee from the caster at full speed for 1d6 minutes instead. If a Ghost Squid is summoned via Greater Planar Binding it remains present after the spell ends. Targeting a Ghost Squid with Plane Shift Stuns it for 1d6 rounds. Ghost Squids will not enter Antimagic Fields. If a Ghost Squid enters a Gate it teleports 1d00 miles in a random direction. Temporal Stasis and Time Stop do not effect the Ghost Squid. They gain the same benefits as the caster in the case of Time Stop. Ghost Squid may not enter the area of effect of a Forbiddance Spell. Dispel Magic targeted on a Ghost Squid Nauseates it for 1 round if it fails a Will Save (DC 10 Spell level + appropriate caster stat). Greater Dispel Magic Nauseates it for 1d4 rounds, and Mordenkainen's Disjunction Nauseates it for 1d6 rounds, and Dazes it for 1d6 rounds after that. Casting Dimensional Lock or Dimensional Anchor on a Ghost Squid casues it to become solid for the spells duration. While solid it loses the Incorporeal subtype and gains the following changes to its stats:

It uses the stats and initiative listed in parentheses. Flight speed becomes 15' (poor). The Ghost Squid can concentrate so it no longer suffers from Confusion. Armor Class becomes a 19 (+4 Size, +3 Dex, +2 natural), touch 17, flat footed 16. Its touch corrodes matter, so instead of Wisdom Damage its attacks do acid damage.

Attack: Swarm 3d6 acid
The Ghost Squid may not use its Rend Soul ability while solid.

Flight (Ex): The Ghost Squids ability to fly is unexplained. Gravity apparently offers no hold on the Squid and it simply hovers in mid air until it wills itself to move in a direction. This means it cannot fall below its current position, and is immune to effects like the Reverse Gravity spell.

Combat: Pretty much the same as a regular Ghost Squid.

Bhu
2008-07-09, 04:44 AM
Martian Template

Martian is an inherited template that can be applied to any Aberration, Animal, Dragon, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, or Vermin.

Size and Type: All subtypes are kept, type changes to Aberration if it isn't already. Size remains the same if the base creature is an aberration. It goes down 1 Size Class if it's a Fey or Humanoid. It goes up 1 Size Class if it's anything else.

Hit Dice: Hit Dice change to d8's if they aren't already. If it goes down a Size class it loses 1 racial hit die. If it goes up a size class it gains 2 hit dice.

Speed: Unchanged unless size class changes. If size class goes down base speed is -10 feet. If it goes up base speed is +10 feet.

Armor Class: Unchanged unless size class changes (see page 291 of the Monster Manual).

Attacks: Unchanged. If size class changes don't forget the new size modifier.

Damage: Unchanged unless size class changes (see page 291 of the Monster Manual).

Special Attacks: The Martian keeps all Special Attacks of the base creature except the following: If the base creatures entry says it can cast spells as an x level caster, replace that with "it can manifest psionic powers as an x level manifester". Primary manifesting stat is Intelligence if the base creature was a Aberration, Dragon, Fey, Humanoid, Giant, or Monstrous Humanoid. Otherwise it's Wisdom. If the base creature has spell like abilities replace them with similar Psi-Like abilities. If there are no similar Psionic Powers, replace it with Powers of the same level. Power Points are same as a Psion of the same level. Martians have a minimum of 1 Power Point per hit die even if they do not have Psionics or Psi-Like abilities.

Special Qualities: The Martian retains all Special Qualities of the base creature except the following: Spell Resistance is replaced with Power Resistance. If the base creature was Mindless (i.e. Vermin) it loses that and now gains skills and Feats according to it's Hit Dice. The Martian is also well equipped to survive in the desert requiring only one quarter as much water as the base creature. It also has a +4 Racial bonus on Fortitude Saves against Dehydration. If the creature is Aquatic it becomes Amphibious gaining a land speed equal to half its Swim speed.

Saves: Saves must be recalculated, Willpower is now the only Good Save.

Abilities: If size class changes add those modifiers (see page 291 of the Monster Manual). The Base creature also gets +2 Intelligence and Wisdom. If the base creatures Intelligence is less than 8, it raises to a 10.

Skills: Skills must be recalculated for racial levels. The Martian gets (2 + Intelligence modifier) skill points per Hit Die, with X4 points for the first Hit Die. Class skills are the same as the base creature plus Autohypnosis and Concentration.

Feats: Gains Heat Endurance, Improved Heat Endurance, and 1 Psionic Feat as Bonus Feats. If the base creature no longer qualifies for 1 of it's feats (for example Weapon Finesse because it lost it's dex to to Size Increase) the Psionic Feat replaces that instead. Metamagic Feats (or Feats modifying Spell Like Abilities) are converted to similar Metapsionic Feats instead.

Environment: Warm Desert (or Warm Aquatic if Aquatic)

Alignment: Usually unchanged, but sometimes leans towards Chaotic Neutral.

Organization: Unchanged

Treasure: Unchanged

Challenge Rating: +1

Advancement: Unchanged

Level Adjustment: +1

Martians are native to a dry red desert country called Mars (it's part of my silly campaign). They are like the native species of other places except that they are all uniformly bright green, hairless, with antennae and large red eyes. They also usually have no nose, pointy ears, and a bulbous head (mostly because hey all have some minor psionic ability). All believe of themselves that they are the only true Martians, and all the other species are poor copies, only to be associated with to conquer non-natives. Oh yes and they all have a psychotic desire to rule the rest of the world. it makes their politics quite interesting.


Example: Martian Aranea

Empress Moonpie
Large Aberration (Shapechanger)
Hit Dice: 5d8+20 (43 hp)
Initiative: +5
Speed: 60 ft. (12 squares), 35 ft. climb
Armor Class: 13 (-1 Size,+1 Dex, +3 Natural ), touch 10, flat-footed 12
Base Attack/Grapple: +3/+11
Attack: Bite +6 melee (1d8+4 plus poison) or web +4 ranged
Full Attack: Bite +6 melee (1d8+4 plus poison) or web +4 ranged
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, Psionics, Web
Special Qualities: Change Shape, Dark Vision 60', Low Light Vision
Saves: Fort +8, Ref +5, Will +3
Abilities: Str 19, Dex 13, Con 18, Int 16, Wis 15, Cha 14
Skills: Autohypnosis +10, Climb +18, Concentration +10, Escape Artist +6, Jump +17, Listen +7, Spot +7
Feats: Improved Initiative, Iron Will, Heat Endurance (B), Improved Heat Endurance (B)
Environment: Warm Desert
Organization: Solitary or Colony (3-6)
Challenge Rating: 5
Treasure: Standard Coins, double goods, standard items
Alignment: Chaotic Neutral
Advancement: By Character Class
Level Adjustment: +5

Poison (Ex): Injury, Fortitude DC 16, initial damage 1d6 Str, secondary damage 2d6 Str. Save is Constitution based.

Web (Ex): Unchanged from regular Aranea stat block.

Psionics: Empress Moonpie manifests psionic powers as a 3rd level manifester, primary manifesting stat is Wisdom.

Change Shape (Su): Unchanged from regular Aranea Stat block, except the humanoid form is a Martian humanoid.

Skills: Aranea's have a +2 racial bonus on Jump, Listen, and Spot checks. They have a +8 Racial bonus on Climb checks, and may always take 10 on a Climb check (even if threatened or endangered).


Empress Moonpie is your average Martian spider woman, newly hatched and ready to vie for her throne. Technically she's currently only one of dozens of princesses, but once she ascends by murdering all her sisters, (and of course, Mom) she can begin her dreams of world conquest.

Unfortunately all her sisters have the same dream.

And her guards.

And her maids.

Even her pet bug-thing wants to rule the world. It makes life tedious...

DracoDei
2008-07-09, 05:29 AM
Well, if they only want to rule the WORLD, then as long as you stay off MARS you are safe, right?

Change to "The Solar System", or "Earth", or "The Universe", or "The Material Plane" or something probably...

Sir Shadow
2008-07-09, 08:17 AM
XD I can just imagine creatures with this template coupled with the Alienist from Complete Arcane...

Bhu
2008-07-10, 04:29 AM
The Black Eye
Gargantuan Aberration
Hit Dice: 36d8+288 (450 hp)
Initiative: +3
Speed: 10 ft. (2 squares), Fly 30 ft. (good), Swim 50 ft.
Armor Class: 26 (-4 Size, -1 Dex, +21 Natural), touch 5, flat-footed
26
Base Attack/Grapple: +27/+52
Attack: Eye Rays +22 ranged touch and 1 Tentacle +37 melee
(2d6+13)
Full Attack: Eye Rays +22 ranged touch, 10 Tentacles +37 melee
(2d6+13), and 1 Bite +34 melee (3d6+6)
Space/Reach: 20 ft./15 ft. (tentacles 30 ft)
Special Attacks: Baleful Flash, Constrict 3d8+13, Eye Rays, Improved
Grab, Persistent Image
Special Qualities: All-Around Vision, Dark Vision 60', Flight, Damage
Reduction 15/-, Black Skin
Saves: Fort +22, Ref +11, Will +26
Abilities: Str 36, Dex 8, Con 26, Int 12, Wis 18, Cha 24
Skills: Hide +7, Listen +41, Search +40, Spot +45, Survival +3 (+5 following
tracks)
Feats: Ability Focus (Baleful Flash), Alertness, Damage Reduction
(Epic, x5), Fling Enemy, Great Fortitude, Improved
Initiative, Iron Will, Large and In Charge, Multiattack,
Multigrab, Weapon Focus (Tentacle)
Environment: Cold Aquatic
Organization: Unique
Challenge Rating: 17 or 18?
Treasure: Double Standard
Alignment: Neutral Evil
Advancement: 37+ HD
Level Adjustment: ---

"I won't risk pirates. We'll change course and head into the South Ocean. They won't chase us there."

"But what about the rumors about the South Ocean sir? About the ships disappearing and the monsters?"

The creature known as the Black Eye began life as a humble Eye of the Deep. Upon being spawned it was jet black with milky pupil less eyes. Instead of the normal claws it had 10 long ropey black tentacles, 2 of which had functional hands. Normally such a freak would have been eaten by its parent, but the Eye was lucky and rivals had determined to take out his progenitor when it was at its weakest. The Eye was the only member of his brood to escape in the chaos. It grew enormous over time, intelligent but still feral. The Eye is now a legend in the ocean it haunts, plaguing the shipping lanes.

Baleful Flash (Su): As a free action the Eye can generate a gigantic flash of light in a 120' cone from its central eye. Opponents in the cone must make a DC 38 Fortitude Save or be Blinded for 3d6 rounds and Stunned for half that duration. A successful save negates the Stun and reduces the blindness to Dazzled. Sightless creatures are immune to this effect. Save DC is Constitution based.

Constrict (Ex): The Eye deals 3d8+13 damage with a successful Grapple check.

Eye Rays (Su): The Eye has 2 eye rays with a range of 250 feet, and a Save DC of 35 (Save DC is Charisma based) that it can use once per round as a free action. Caster Level equals the Eye's Hit Dice (Currently 36). The first eye produces a Hold Monster effect (Will Save), the second produces a Cone of Cold (Reflex Save, only effects target touched by the ray).

Improved Grab (Ex): If the Eye hits with a tentacle attack it can attempt a Grapple as a free action without provoking an attack of opportunity. If it wins the grapple check it may constrict.

Persistent Image (Sp): As a standard action the Eye may create a Persistent Image as the spell of the same name (caster level equals the Eyes current Hit Dice, currently 36). Willpower Save DC is 21. It cant use the Eye rays in the same round it casts Persistent Image.

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

Black Skin (Ex): At night or in Dark Areas the Black Eye has a +8 Circumstance Bonus to Hide checks, and does not receive a penalty to Hide checks due to Size.

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

Combat: Initially the Eye will use it's Persistent Image to distract guards on a ships crew at night. It will then use it's Flash to blind them, and pull them over the side to drown. It will do this on multiple nights to whittle down the crew it's facing before finally attacking.

Bhu
2008-07-19, 06:08 PM
The Corrupt

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

This is an Acquired Template that can be applied to any Animal, Humanoid, or Vermin (It’s in a pretty restricted campaign, in yours you may wish to expand it to any living being) size Small or bigger.

Size and Type: Size is Unchanged, Type changes to Outsider. The base Creature gains the Chaotic, Evil, and Aquatic subtypes if it doesn't have them. It loses the Lawful or Good Subtypes if it has those.

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

Speed: Unchanged. If the creature does not have a Climb Speed it gains one equal to half it’s base speed. If it doesn’t have a Swim move it gains one equal to it’s land speed.

Armor Class: Unchanged.

Attacks: BAB is now equal to the Base Creatures hit dice if it has Racial Hit Dice.
It also gains several tentacle attacks. When making a Full Attack it can also make a number of extra tentacle attacks (these are secondary attacks) depending on it's size (these are secondary attacks). Small: 1 tentacle attack doing 1d3 plus 1/2 Strength bonus. Medium: 2 Tentacle attacks doing 1d4 plus half Strength bonus. Large: 3 tentacle attacks doing 1d6 plus half Strength bonus. Huge: 4 tentacle attacks doing 1d8 plus half Strength bonus. Gargantuan: 5 Tentacle attacks doing 2d6 plus half Strength bonus. These extra tentacle attacks emerge from the creatures mouth so it loses it's bite attack (if it has one) and wishes to use them.

Damage: Unchanged.

Special Attacks: The Corrupt retains all Special Attacks of the Base Creature, and gains the following:

Improved Grab (Ex): If the Corrupt hits with one of it's tentacle attacks, or one of the Base creature's primary natural attacks it may immediately make a grapple attempt as a free action without provoking an attack of opportunity. If it is successful it may constrict.

Constrict (Ex): If the corrupt succeeds in a grapple attempt it vomits tentacles around it's victim rending their flesh. The Constriction does a certain amount of damage based on the Base Creatures size class plus double it's Strength modifier. Small: 1d6, Medium: 1d8, Large: 2d6, Huge:2d8, Gargantuan: 4d6.

Psychoactive Slime (Ex): The Corrupts tentacles are covered in a slime that causes mild hallucinations in it's victims, and makes them susceptible to commands. It also produces a mild aphrodisiac effect. The combination basically allows the Corrupt to seduce it's opponent into allowing it to be converted into another Corrupt. The poison is a contact poison. Initial and Secondary damage is 1d4 Wisdom (Save DC is 10 plus i/2 the Corrupts Hit Dice plus it's Constitution modifier).

Kiss (Ex): If a Corrupt can seduce a victim into allowing the Corrupt to kiss it, the Corrupt will extrude tentacles down it's throat. The victim can make a Grapple Check to escape, but the Corrupt gains a +8 Circumstance Bonus to it's Grapple Check. Each round the Grapple is maintained the victim begins to suffocate, and is poisoned by the tentacles Psychoactive Slime. If the victim dies it will reanimate as a Corrupt within 1d4 days.

Hypnotic Call (Su): Once a creature has fallen victim to it's psychoactive slime the Corrupt will use it's telepathy to coerce the creature to submit willingly to it's Kiss. If the victim escapes it may also use the ability to entice him back. As a full round action the Corrupt may telepathically call any victim that has been poisoned by it's psychoactive slime. The victim must be within 1 mile of the Corrupt. The Corrupt sends telepathic messages attempting to coerce the victim who must make a Willpower save (DC 10 + 1/2 the Corrupts Hit Dice + it's Charisma modifier) or willingly submit to the Kiss for 1 round. Optionally it may also attempt to force an escaped victim to return if he is within the 1 mile range (Save DC is same).

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

Amphibious (Ex): The Corrupt can exist easily in both water and air.

Regeneration 5

Damage Reduction 5/Slashing or Piercing

Blooming Wounds (Ex):[/B] If the Corrupt takes a Critical Hit from a Slashing or Piercing weapon it's true nature is revealed. It also allows it to bring more tentacles to bear, giving it one extra tentacle attack for every critical hit it receives.

Immunities: The Corrupt is immune to Poison, Sleep effects, Paralysis, Stunning, Disease, Death effects, Critical Hits, Non lethal damage, fatigue and exhaustion effects, aging effects, and polymorph.

Telepathy (Su): The Corrupt can communicate telepathically with any being in 100'.

Unnatural (Ex): The Corrupt do not eat, drink, age, or sleep.

Dark Vision(Ex) 60'

Saves: All Saves are now Good Saves, and Saves from racial hit dice must be recalculated..

Abilities: +4 Str, +4 Dex, +4 Con, +6 Int, +6 Wis, +6 Cha

Skills: If the base creature has racial hit dice, skill points are now (8+Int) per level, with x4 for the 1st level. Class skills are whatever skills are listed in the base creatures entry.

Feats: Mention any changes in Feats or Bonus Feats here.

Environment: Any

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

Challenge Rating: +3?

Treasure: Double Standard

Alignment: Becomes Chaotic Evil

Advancement: By class level

Level Adjustment: +6?

The Corrupt are a relatively new creature, created by the sacrifice of insane cultists to powers beyond that they do not understand. The Corrupt appears to be a perfectly normal man or woman, but in reality it is a suit of skin and artifice. The skin is filled with the power of creatures from beyond this world which manifests itself as slimy octopus like tentacles. So long as the 'suit' isn't damaged beyond repair, the Outsider within it can remain in this world, infecting and converting others. If it takes too much damage, or is rent apart somehow the truth is revealed to the world, and the tentacles inside burrow into the Earth making a loud keening sound. The ruse is difficult to penetrate. A DC 35 Spot check will occasionally detect an undulating under the skin, or a joint bending in a way it shouldn't. The concentration of the corrupt isn't infallible. Under water or in extremely high winds the check drops to DC 20. A critical hit with any weapon reveals the Corrupt immediately, as tentacles will protrude from any open wound, and a strong blunt blow will bend the outside suit in odd ways.

The Lady Alessa (Female Human Aristocrat 5/Corrupt)
Medium Outsider (Chaotic, Evil, Aquatic)
Hit Dice: 5d8+10 (32 hp)
Initiative: +3
Speed: 30 ft. (6 squares), Climb 15 ft., Swim 30 ft.
Armor Class: 13 (+3 Dex), touch 13, flat-footed 10
Base Attack/Grapple: +3/+4
Attack: Weapon +4 melee
Full Attack: Weapon +4 melee, and 2 tentacles -1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Kiss, Psychoactive Slime, Constrict, Hypnotic Call
Special Qualities: Amphibious, Regeneration 5, Damage Reduction 5/Slashing or Piercing, Blooming Wounds, Telepathy, Unnatural, Dark Vision 60', Immunities
Saves: Fort +3, Ref +4, Will +9
Abilities: Str 12, Dex 16, Con 14, Int 19, Wis 20, Cha 22
Skills: Bluff +15, Diplomacy +15, Gather Information +13, Intimidate +16, Knowledge (Local, Nobility) +11, Listen +12, Sense Motive +14, Spot +12
Feats: Negotiator, Persuasive
Environment: Any
Challenge Rating: 8
Treasure: Standard
Alignment: Chaotic Evil
Advancement: by character class
Level Adjustment: +6

The Lady Alessa is a human noble and a typical example of a Corrupt made for gathering information and political power.

Bhu
2008-07-21, 02:28 AM
Mansects are vermin magically enhanced to be able to disguise themselves as humans well enough to infiltrate human society. Most are ambush predators who pose as attractive women, or infirm/vulnerable people long enough to get someone to approach close enough to ambush. They are often used by spellcasters who despise human society as minions.




MANSECT

Template Type: Mansect is an Acquired Template that can be applied to any Vermin of Small to Large size.

Size and Type: Size is unchanged, Type becomes Magical Beast.

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Natural Armor Class Bonus increases by +2.

Attacks: Recalculate BAB due to Type change.

Damage: Unchanged.

Special Attacks: Retains all attacks of the Base Creature.

Special Qualities: Retains all Special Qualities (except Mindless) of the Base Creature, and gains the following:

Mimicry (Su): The Mansect may cast Alter Self at will. Caster level is equal to Hit Dice or 5, whichever is greater.

Saves: Recalculate Saving Throws due to Type change.

Abilities: +2 Str, +4 Dex, +2 Wis. Int and Cha become 2d6+6.

Skills: Recalculate skills due to Type change and loss of Mindless. Class skills are Balance, Bluff, Climb, Disguise, Hide, Listen, Move Silently, Search, Spot, and Survival (along with any skills it has Racial bonuses in). Retains any Racial Bonuses from the Base Creature.

Feats: Now that it is no longer mindless the Base Creature gains a number of Feats as normal per it's Hit Dice level.

Environment: Unchanged.

Organization: Solitary.

Challenge Rating: +1

Treasure: Standard.

Alignment: Remains Neutral, but many eventually become either Neutral Evil, Lawful Neutral, or Chaotic Neutral.

Advancement: Unchanged or By Character Class.

Level Adjustment: ---


"I was patrolling the docks with my partner when we came across a woman in rags who had been savagely attacked. She was covered in blood and bruises. Or at least that's what we thought until we got closer. The blood she was covered in wasn't hers, and the bruises were some sort of skin disease or something. Her arms and face split open, and she tore Paul into ribbons. It was like she was a huge thing hiding in a human skin. Some kind of insect..."

The origin of Mansects is unknown. Despite the name, any giant arthropod (and most invertebrates really) can become one. How isn't known. They appear to be intelligent, and actively malicious. Besides food and finding a mate they don't seem to have many concerns or goals. Or at least none that anyone knows of. The Mansects "spin" or create a fleshy disguise meant to make them look human at a distance. Once they're close the disguise is shed, and they attack.
Example of creature using template here:


The Mantis Woman
Large Magical Beast (Mantis with Mansect Template)
Hit Dice: 4d8+12 (30 hp)
Initiative: +5
Speed: 20 ft. (4 squares), Fly 40 ft. (poor)
Armor Class: 18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 17
Base Attack/Grapple: +4/+13
Attack: Claw +8 melee (1d8+5)
Full Attack: 2 Claws +8 melee (1d8+5) and 1 Bite +3 melee (1d6+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved Grab
Special Qualities: Dark Vision 60', Mimicry
Saves: Fort +6, Ref +5, Will +4
Abilities: Str 21, Dex 12, Con 14, Int 12, Wis 16, Cha 12
Skills: Bluff +5, Climb +5, Disguise +5, Hide +8, Listen +6, Move Silently +5, Spot +8, Survival +6
Feats: Improved Initiative, Improved Toughness
Environment: Temperate Forests
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Neutral Evil
Advancement: By Character Class
Level Adjustment: ---

Improved Grab (Ex): If the Mantis Woman hits with her Claw attack she can immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful she does her Bite damage each round the Grapple is maintained.

Mimcry (Su): The Mantis Woman may cast Alter Self at will. Caster level is 5.

Skills: The Mantis Woman has a +4 Racial Bonus has a +4 Racial Bonus to Hide and Spot checks.

Combat: The Mantis Woman tries to appear as a diseased beggar, or helpless woman who has been attacked to lure victims close. Then she grapples and tries to finish them off as quickly as possible, fleeing if the battle attracts attention.

Bhu
2008-07-22, 05:04 AM
Sage Buzzard
Medium Magical Beast
Hit Dice: 5d10+5 (32 hp)
Initiative: +2
Speed: 15 ft. (3 squares), Fly 80 ft.(Good)
Armor Class: 14 (+2 Dex, +2 Natural), touch 12, flat-footed 12
Base Attack/Grapple: +5/+6
Attack: Talon +6 melee (1d6+1)
Full Attack: 2 Talons +6 melee (1d6+1) and 1 Beak +1 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: RAWK!
Special Qualities: Low Light Vision, Dark Vision 60', Spell Like Abilities, Sage Knowledge, Scent
Saves: Fort +5, Ref +6, Will +5
Abilities: Str 12, Dex 14, Con 12, Int 18, Wis 18, Cha 18
Skills: Bluff, Decipher Script, Intimidate, Knowledge (Arcana, Geography, History, Local, Nature), Listen, Move Silently, Sense Motive, Spot, Survival
Feats: Fly-By Attack, Hover
Environment: Warm Desert
Organization: Solitary, Pair, or Group (3-6)
Challenge Rating: 3
Treasure: None
Alignment: usually Neutral
Advancement: 6-10 HD (Medium)
Level Adjustment: ---

"Will you hurry up and die? I'd like to eat before I expire of old age."

Sage Buzzards look more like vultures than buzzards, and are renowned for their knowledge of just about damn near everything. They're also pretty well known for lurking nearby as people and animals die waiting to make them a free lunch despite knowing how to save them. In their defense food is mighty hard to come by where they live. But if you have food aplenty to bribe them with they'll take care of you, and tell you what they know on any subject you care to hear them argue about (nothing is worse than a flock of know it all's). They speak Common, and whatever the local races speak (they have up to 4 additional languages). Their origin is unknown, but it is rumored that in a desert somewhere is the fabled Tower of Bib. Bib's tower is covered in mystical writings that bring Awareness to any animal reading them. The Sage Buzzards scoff at these rumors, and do their best to discourage people from going out in the desert to see if the Tower is real. They eat some of them even...

RAWK! (Su): Once every 1d4 rounds the Buzzard can unleash an ear splitting screech. Any living creature within 60' must make a DC 16 Willpower Save or be Shaken for 1d6 rounds. Save DC is Charisma Based. If the opponent Saves successfully it is immune to this Buzzard's RAWK! attack for 24 hours.

Sage Knowledge (Ex): This is mostly identical to the Bardic Knowledge ability on page 28 of the Players Handbook. Instead of Bard levels the Sage Buzzard uses it's Hit Dice.

Spell Like Abilities (Sp): The Sage Buzzard can cast the following spells as Spell Like abilities: Deathwatch, Detect Magic, Detect Posion, Know Direction (At Will), Death Knell, Delay Poison, Detect Animals or Plants, Hide from Animals, Locate Objects, Speak With Animals, Whispering Wind (3 times per day), Clairvoyance, Commune With Nature, Locate Creature, Scrying (Once per day). Caster level is equal to Hit Dice.

Combat: Sage Buzzards aren't great combatants. They usually use their spells to coordinate and arrange little traps for foes. They don't so much fight as wage a campaign of harassment. Unless they know you're dying. Then it's on.

Debihuman
2008-07-22, 09:30 AM
Your critters look darn good. I really like the Corrupted.

Debby

Bhu
2008-07-23, 04:07 AM
Your critters look darn good. I really like the Corrupted.

Debby

I wish I did. It still feels kinda eh to me.

Bhu
2008-07-24, 04:59 AM
Awakened Spells

Awakened Spells are an odd occurrence that happen in areas of Wild Magic at very rare moments. Sometimes in particularly volatile regions when a mage casts a spell it gains a life of its own. This usually takes 1d6 weeks after the spell is cast so the mage is unaware it has happened. An Awakened spell looks like its 'creator' but for its size (which is dependent on it's spell level) and minor changes in appearance depending on what the spell was (A Fireball might have flaming pupils for instance, or orange skin). To make an Awakened Spell you must choose a Base Creature, and a Base Spell. The Base Creature is the caster who cast the soon to be living spell, and the Base Spell is the spell that has come to life. When text refers to the level of the Base spell it is the spells level plus any increases due to Metamagic Feats. For example a Maximized Fireball is a 6th level spell.

Awakened Spell is an Inherited template that can be given to any creature that can cast spells as a result of it's Class. It is considered Inherited since the template is being applied to the newly created spell as opposed to the caster.

Size and Type: Type becomes Aberration. Size depends on Spell Level of the Base Spell (0:Tiny, 1-3: Small, 4-6: Medium, 7-9: Large, Epic: Huge).

Hit Dice: Hit Dice change to d8's and must be recalculated. Hit Dice total becomes 1 plus Base Spell Level (Epic Spells have 11 Hit Dice).

Speed: Unchanged.

Armor Class: The base creature loses any Natural Armor bonus, but gains a Deflection bonus to Armor Class equal to 1 plus the Base Spells level (Epic Spells get a +11 Bonus).

Base Attack/Grapple: Recalculate based on new Hit Dice total and size.

Attacks: Unchanged

Special Attacks: The Awakened Spell keeps none of the Special Attacks of the Base Creature. Instead it gains the following:

Johnny One Spell (Sp): The Awakened Spell may cast the spell it used to be as a Spell Like Ability. In other words an Awakened Magic Missile may cast Magic Missile. If any Metamagic Feats were used while the spell that would eventually come to life was being cast their effects are included. In other words if our Awakened Spell were a Heightened Magic Missile, it would cast Heightened Magic Missiles. The Living Spell may cast this spell a certain number of times per day depending on the original spells level (0: At will, 1-3: 5 times per day, 4-6: 3 times per day, 7-9: Once per day, Epic: Once per week. If the original spell was cast with Metamagic Feats and used a higher level spell slot because of this, the spell is considered to be that spell. In other words if the spell was a 3rd level spell like Fireball and it was maximized with the Maximize Spell Feat, it is considered a 6th level spell.). Caster level is the Awakened Spells Effective Character Level.

Powerful Caster (Su):The Awakened Spells effective caster level for all Spells it can cast is equal to its Effective Character Level (i.e. Racial Hit Dice + Character Levels + Level Adjustment).

Special Qualities: The Awakened Spell keeps none of the Special Qualities of the Base Creature and instead gains the following:

Magic Resistance: The Awakened Spell has a Racial bonus to all Saving Throws equal to the Base Spell Level (0 level Spells receive no Bonus, Epic Spells get a +10).

Spell Resistance: The Awakened Spell has Spell Resistance equal to 15 plus its Base Spell Level (+10 for Epic Spells) plus its Charisma modifier.

Immunities (Ex): The Awakened Spell is Immune to poison, paralysis, disease, age/sleep/death effects, stunning, polymorph, fatigue, or exhaustion. Awakened Spells do not eat, sleep. or age.

Dark Vision: Range is 60'

Arcane Body (Su): The Awakened Spell retains any Subtypes the Base spell had. For example Awakened spells with the Fire and Evil Descriptors gain the Fire and Evil Subtypes. Certain effects such as Dispel Magic or Antimagic Fields cause Awakened Spells problems. Dispel Magic effects the Awakened Spell in a manner similar to the Clerics Turn Undead ability. The Arcane Caster must do a Targeted Dispel Magic, and then rolls 1d20 plus his Charisma modifier to see how powerful an Awakened spell he can effect (use the Turning Undead table on page 159 of the Players Handbook). If the Awakened Spell is within the range of effect the caster then rolls 2d6 + caster level + Charisma modifier. If this equals or exceeds the Awakened Spells Hit Dice, it is affected in the exact same manner as Turn Undead effects the Undead. If the opponent casting Dispel Magic was the caster who originally cast the Base Spell that has become an Awakened Spell he/she gets a +4 Circumstance Bonus on both rolls. If an Awakened Spell enters an Antimagic Field it must make a Fortitude Save each round it is in it (DC:10 + 1/2 opponent casters level + opponent casters Charisma bonus) or take 1 point of Constitution damage each round it is in the Field. The Awakened Spell may also be modified depending on whether Metamagic feats were used when casting the Base spell (see Notes below). If Detect Magic is used on an Awakened Spell it radiates an aura like any normal spell of its type.

Sense Creator (Su): An Awakened Spell always knows exactly where the caster who created it is as long as they are both on the same Plane of existence. It also knows whether the caster is alive, dead, or undead.

Limited Repertoire: The Awakened Spells may only take class levels in the same spellcasting class as their creator and any Prestige Classes it allows them to qualify for (i.e. a spell that was cast by a Wizard becomes a Wizard).

Abilities: The Awakened Spells Int, Wis, and Cha are 10 + Base Spells Level. The Physical attributes are the same as the base Creature, modified for its possible new Size Class (see page 291 of the Monster Manual). The Awakened Spells primary casting stat gets another +2.

Skills: The Awakened Spell gets (2+Int modifer) skill points per level with 4 times that for the first level. Class skills are Concentration, Hide, Move Silently, Spellcraft, and Use Magic Device.

Feats: In addition to the Feats it would normally receive (i.e. one every 3 hit dice plus one at first level), the Living Spell receives any metamagic Feats used in the casting that created it.

Environment: Any

Organization: Solitary

Challenge Rating: CR now depends on the level of the Base Spell: 0-3: +2, 4-9: +3, Epic: +4, and add +1 for every 4 Hit Dice

Alignment: Unchanged.

Level Adjustment: Level Adjustment depends on the level of the Base Spell: 0-1: +3, 2-3: +4, 4: +5, 5: +6, 7-9: +7, Epic: +8

Notes: Some Awakened spells can take certain racial Feats depending on what Metamagic Feat was used in their creation.


Empowered Smite
Take that hooligans!!
Prerequisites: Awakened Spell created with Empowered Spell Metamagic Feat, must be taken at 1st level
Benefits: 3 times per day when casting a spell your Caster Level is considered 4 levels higher for purposes of Caster level checks to overcome Spell Resistance. This stacks with Feats like Spell Penetration.
will return to

Hulking Spell
Greetings puny mortal :D
Prerequisites: Awakened Spell created with Enlarge Spell Metamagic Feat, must be taken at 1st level
Benefits 3 times per day the Awakened spell can become 1 Size class bigger for 3 rounds plus 1 round per point of Charisma Modifier.

Personal Spell
How do you like my Mage Armor?
Prerequisites: Awakened Spell created with Extend Spell Metamagic Feat, must be taken at 1st level
Benefits Once per day you may cast any 1 spell with a Range of Personal, and it lasts for 24 hours.

Wide Load
I'm not fat, I'm big boned.
Prerequisites: Awakened Spell created with Widen Spell Metamagic Feat, must be taken at 1st level
Benefits The Awakened Spell has the Powerful Build ability, and it's weight is one and a half times greater.

Fast Spell
Take the spell component from my hand grasshopper.
Prerequisites: Awakened Spell created with Quicken Spell Metamagic Feat, must be taken at 1st level
Benefits The Awakened Spell gains a +4 Bonus to Initiative checks. This stacks with Improved Initiative and similar Feats.

Quiet Spell
Sneaky Sneakies...
Prerequisites: Awakened Spell created with Silent Spell Metamagic Feat, must be taken at 1st level
Benefits 3 times per day the Awakened Spell can take 10 on a Move Silently skill check.


Example Living Spell
Base Creature: Dwarf Sorcerer
Base Spell: Leomunds Tiny Hut
Note: Physical stats were all 10 plus racial bonuses

Jabberer the Hut
Small Aberration
Hit Dice: 4d8+4 (22 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 14 (+4 Deflection), touch 14, flat-footed 14
Base Attack/Grapple: +2/-2
Attack: By Weapon +2
Full Attack: By Weapon +2
Space/Reach: 5 ft./5 ft.
Special Attacks: Johnny One Spell (Leomund's Tiny Hut 5/day), Powerful Natural Caster
Special Qualities: Spell Resistance 14, Immunities, Dark Vision 60', Arcane Body, Sense Creator
Saves: Fort +5, Ref +4, Will +7
Abilities: Str 10, Dex 10, Con 12, Int 15, Wis 13, Cha 13
Skills: Concentration +8, Hide +7, Listen +3, Move Silently +4, Spellcraft +9, Spot +3, Use Magic Device +8
Feats: Alertness, Endurance
Environment: Any
Organization: Unique
Challenge Rating: 3
Treasure: None currently
Alignment: Lawful Neutral
Advancement: Wizard Levels only
Level Adjustment: +4

Sir Shadow
2008-07-24, 07:17 AM
that awakened spell looks pretty sweet!

DracoDei
2008-07-24, 12:18 PM
Awakened spell should really be rephrased as an inherited template since it is a new creature and not a transformation of the caster. Perhaps look at the tauric template as an example of how to phrase it...
Cool idea though.

Bhu
2008-07-25, 04:42 AM
I added your suggestions Draco (I also added some formatting so its easier to read). I had an example somewhere and some racial Feats but Ive misplaced them. Lemme find em and Ill have em up soon.

Carrion_Humanoid
2008-07-25, 12:31 PM
All of these things are made from WIN, Kittehs and F(r)iends FTW

Bhu
2008-07-27, 01:11 AM
Okay Arguskos has made a request to develop a race of monsters, so I'll be working on them a bit for now.

Xorth, Soldier
Medium Construct (Living)
Hit Dice: 3d10+6 (22 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 19 (+3 Dex, +6 Natural), touch 13, flat-footed 16
Base Attack/Grapple: +2/+5
Attack: Variable Weapon +5 melee (1d8+3)
Full Attack: Variable Weapon +5 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Form Weapon
Special Qualities: Living Construct Traits, Low Light Vision, Dark Vision 60', Hive Mind
Saves: Fort +3, Ref +3, Will +1
Abilities: Str 17, Dex 17, Con 15, Int 11, Wis 11, Cha 10
Skills: Climb +4, Craft (Trapmaking) +2, Hide +4, Jump +4, Listen +3, Move Silently +4, Spot +3, Survival +2
Feats: Alertness, Improved Initiative
Environment: Any
Organization: Solitary, Pair, Group (3-5), Large Group (6-12), Raiding Party (15-30)
Challenge Rating: 2
Treasure: Standard
Alignment: Neutral
Advancement: By Character Class
Level Adjustment: --

Form Weapon (Ex): The Xorth Soldier can form weapons out of it's own body at will as a Swift Action. These weapons can't be disarmed. If sundered they can be reformed the next round as a Move Action. You may choose which type of damage they do (Bludgeoning/Piercing/Slashing) when manifesting the weapon, and change it as a Move Action.

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



First up: Soldiers: The "common" xorth, if such a thing can be said. A soldier xorth stands 5'10" and is purest black. They are not skilled tacticians on their own, and attack in a frenzy of slaying. Even as suicide troopers though, a soldier xorth is worth at least 3-5 human warriors. They don't fight to the death; if presented with overwhelming resistance, soldier xorth will retreat, set traps, and attack again with advantages if possible.

will revise fluff after I get stats straight.

arguskos
2008-07-27, 01:23 PM
Xorth, Soldier
Medium Construct (Living)
Hit Dice: 3d10+
Initiative: +
Speed: 30 ft. (6 squares)
Armor Class: <#> (<AC bonus types>), touch <#>, flat-footed <#>
Base Attack/Grapple: +2/+
Attack:
Full Attack:
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills: Climb, Hide, Jump, Listen, Move Silently, Spot, Survival
Feats:
Environment: Any
Organization: Solitary, Pair, Group (3-5), Large Group (6-12), Raiding Party (15-30) ?
Challenge Rating:
Treasure: Standard?
Alignment: Neutral?
Advancement:
Level Adjustment: +
Ok, lots of questions/notes/etc...

1. Why Construct (Living)? Why not Living Construct?

2. Base stats, they should have pretty decent Str/Dex/Con, and poor everything else. They are a genetically designed race, and soldiers aren't meant to be great at conversing.

3. HD-wise, 3d10+Con looks nice.

4. AC wise, they get a natural armor bonus that should be fairly hefty. Also, they get Dex of course.

5. Xorth create their weapons out of their skin and body, making it impossible to disarm or sunder their weapons. This also gives them a great range of melee possibilities. Soldiers are likely to either use a one-handed weapon (such as a mace or longsword) and no shield, or a two-handed weapon, such as a halberd or greatsword. I guess I can sum this one up with: by weapon on the damage line?

6. Saves are dependent on type of course.

7. That's a good set of Skills. I'd add one more though: Craft (trapmaking).

8. Speed looks fine.

9. Feats... uh... I have no idea how many they should have. They should probably be decently combat related, something like Power Attack-->Cleave or some such. The bigger Xorth will have Awesome Blow (cause I love that ability).

10. CR on a soldier should be 3.

11. Treasure, Alignment, and Organization look fine. Advancement is by character class. They have no LA.

As to the fluff, I'll post more on the total xorth race fluff in here in a few days (once I get it sorted out somewhat).

Lastly, thanks again for the aid Bhu, I'm just not a monster-stats guy. >_<

-argus

Bhu
2008-07-28, 05:36 AM
Ok, lots of questions/notes/etc...

1. Why Construct (Living)? Why not Living Construct?

10. CR on a soldier should be 3.

11. Treasure, Alignment, and Organization look fine. Advancement is by character class. They have no LA.

As to the fluff, I'll post more on the total xorth race fluff in here in a few days (once I get it sorted out somewhat).

Lastly, thanks again for the aid Bhu, I'm just not a monster-stats guy. >_<

-argus


WIth no LA I'm assuming that means they cant ever be PC's. I made it Construct (Living) because thats how it is in the books. Living Construct us a subtype. If its CR 3 you want Ill try shooting for it but it might be tricky. I susually do the critter and then figure CR.

DOing first round of edits now. As he stands he'll need some buffing up to be CR 3.

arguskos
2008-07-28, 10:13 AM
Oh... it's Construct (Living}? Damn... I AM bad with monsters... :smalleek:

As for LA, yah, all Xorth are a hive-mind intelligence, so they make rather poor PC's. Actually, that's a point I just recalled: they all are hive-minds, so, that should be in their description.

As for CR, I don't need an exact number, just in that range. Whatever works. :smallcool:

-argus

Bhu
2008-07-29, 03:28 AM
Any thoughts on what you'd like the hivemind ability to do, and how do you like their weapon ability as written?

arguskos
2008-07-29, 10:11 AM
Hivemind works like any other similar ability (not flanked unless all are, etc).

Their weapon ability... uh... I'm not really sure. >_< My thought is that it's just a special quality that they have, called "Mutable Weaponry" or something, that makes a note of their ability to take, say, a move-action and change their weapon to another one handed melee weapon, since two handed doesn't make a whole lotta sense.

-argus

Bhu
2008-07-30, 04:00 AM
Ah okay, I thought you wanted 2 handed weapons as an option from the earlier post. I'll fix that. Let me look at examples of hive minds and I'll get that up. After that we can either buff it to CR 3 if it isnt, or give it a lower CR depending on what you want.

arguskos
2008-07-30, 09:28 AM
Originally, I was interested in two-handers, but then I thought about it, and it didn't make any sense visually, so I scrapped it.

Lessee... the Hive Mind thing is on Arcane Drakes (MM3) for sure. I think Tirbana's (MM5) have it. I can't think of anything else that has it.

-argus

DracoDei
2008-07-30, 10:26 AM
Formorians (sp? the ant/termite race originally from Mechanius) have the hive mind ability. Those might even be on www.d20srd.org

Sir Shadow
2008-07-30, 10:39 AM
Formorians are in the SRD. I love those guys.

Bhu
2008-07-31, 05:28 AM
Did some editing to the Soldier. If you like it I'll concentrate on doing fluff/CR.

Bhu
2008-08-01, 04:43 AM
Okay as they stand the Soldiers are a CR 2. I can think of stuff to buff them to 3 or leave them as is.