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Thread: Critters II!

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    Firbolg in the Playground
    Join Date
    Mar 2008
    Location
    Hell itself (Ohio)
    Gender
    Male

    Default Re: Critters II!

    A couple for SUper Dave:

    http://en.wikipedia.org/wiki/Abenaki...he_Present_Age



    N-dam-keno-wet
    Medium Monstrous Humanoid (Aquatic)
    Hit Dice: 1d8+1 (5 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares), Swim 40 ft.
    Armor Class: 14 (+1 Dex, +3 Natural), touch 11, flat-footed 13
    Base Attack/Grapple: +1/+2
    Attack: Slam +2 melee (1d3+1)
    Full Attack: Slam +2 melee (1d3+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities: Darkvision 60 ft., Amphibious, Blindsense
    Saves: Fort +1, Ref +3, Will +3
    Abilities: Str 12, Dex 12, Con 12, Int 8, Wis 12, Cha 8
    Skills: Hide +3, Knowledge (Nature) +0, Listen +2, Move Silently +3, Spot +2, Survival +2, Swim +9
    Feats: Stealthy, Improved Grapple (B)
    Environment: Temperate Aquatic
    Organization: Usually Solitary
    Challenge Rating: 1/2
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: By Character Class
    Level Adjustment: +1

    N-dam-keno-wet are horrifying mixtures of human and fish with small or slender faces and long hair. Very little in known about them, other than that they are generally not seen out of the water, and like to either molest or spy on bathing women.

    Blindsense (Ex): An N-dam-keno-wet can locate creatures underwater within a 30-foot radius. This ability works only when the N-dam-keno-wet is underwater.

    Skills: An N-dam-keno-wet has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    Combat: To date the N-dam-keno-wet have not really participated in combat for the most part. They get a little grabby with the women folk every so often, ad one might even be so crazy as to try to pull one off to become his wife, but they generally flee when attacked.



    http://www.native-languages.org/pukwudgie.htm

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

    http://demonhunterscompendium.blogsp...pukwudgie.html

    Pukwudgie aka Pagwadjinini
    Tiny Fey
    Hit Dice: 10d6+20 (55 hp)
    Initiative: +3
    Speed: 20 ft. (4 squares)
    Armor Class: 17 (+2 Size, +3 Dex, +2 Luck), touch 17, flat-footed 14
    Base Attack/Grapple: +5/-5
    Attack: Shortbow +8 ranged (1d3/x3 plus poison)
    Full Attack: Shortbow +8 ranged (1d3/x3 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities, Poison Arrows, Control Ghost, Monstrous Form
    Special Qualities: Low Light Vision
    Saves: Fort +5, Ref +10, Will +9
    Abilities: Str 14, Dex 16, Con 14, Int 14, Wis 14, Cha 14
    Skills: Bluff +12, Concentration +12, Hide +22, Knowledge (Arcana, Nature) +13, Listen +12, Move Silently +14, Search +13, Spot +13, Survival +13
    Feats: Far Shot, Point Blank Shot, Spell-Like Ability Focus (any 2)
    Environment: Temperate Forest
    Organization: Solitary, Pair or Party (3-10)
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Usually Neutral or neutral Evil
    Advancement: By Character Class (usually a caster)
    Level Adjustment: ---

    Pukwudjies are diminutive Fey that occasionally haunt or otherwise prank the Algonquians. If described at all (they usually go unseen), the Pukwudgies are 2' tall humans with enlarged noses, fingers and ears. Their skin is smooth and grey, and occasionally gives off a soft glow. They give off a sweet odor similar to flowers. Some describe their appearance as more bestial, but their shapeshifting abilities probably account for that. Some stories claim they wear clothes made of leaves, bark and other plant materials. Their stories vary wildly, so DM's may wish to substitute spells of the same level for their SLA's. Originally they tried to aid the Wampanoag tribesmen, but after their efforts backfired they decided to murder and torment them instead. In addition to their normal bows they also carry flint knives, short spears, and bags of sand to blind people with.

    Spell-Like Abilities (Sp): At Will: Alter Self, Animate Fire, Greater Invisibility, Produce Flame

    3/Day: Confusion, Eyebite, Flashburst (no range, centered on Pukwudgie), Modify Memory

    1/Day: Polymorph (Self only)

    Poison Arrows (Su): Arrows fired by the Pukwudgie are poisoned as if by a Toxic Weapon spell.

    Control Ghost (Su): Humanoids killed by a Pukwudgie rise as a ghost called a Tei-Pai-Wankas under the control og the Pukwudgie who killed them. A Pukwudgie can control a maximum of 2 HD worth of Tei-Pai-Wankas per caster level (which is 10 if they have not taken more than 10 Levels in a casting class.

    Monstrous Form (Su): Once per day the Pukwudgie may assume a Monstrous Form for 1 round per Hit Die. From the back they resemble a gigantic porcupine, and from the front they resemble some sort of hideous troll. Stats for the Monstrous Form are detailed below.

    Combat: Pukwudgies generally don't fight fair. Either they blind their foes with sand before doing horrible things to him, enthrall him with their ghost servants, or snipe invisibly with poison. If truly angered they will fight in their Monstrous Form.


    Pukwudgie Monstrous Form
    Large Fey
    Hit Dice: 10d6+20 (55 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares)
    Armor Class: 19 (-1 Size, +2 Dex, +8 Natural), touch 11, flat-footed 17
    Base Attack/Grapple: +5/+15
    Attack: Claw +10 melee (1d6+6)
    Full Attack: 2 claws +10 melee (1d6+6) and bite +5 melee (1d6+3)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Spell-Like Abilities, Control Ghost
    Special Qualities: Low Light Vision, Spiny Defense
    Saves: Fort +10, Ref +9, Will +9
    Abilities: Str 23, Dex 14, Con 23, Int 14, Wis 14, Cha 14
    Skills: Bluff +12, Concentration +12, Hide +22, Knowledge (Arcana, Nature) +13, Listen +12, Move Silently +14, Search +13, Spot +13, Survival +13
    Feats: Far Shot, Point Blank Shot, Spell-Like Ability Focus (any 2)

    Spiny Defense (Ex): Opponents who attempt to attack the Pukwudgie from any direction but the front with a Natural Weapon, Unarmed Strike, or Grapple must make a DC 21 Reflex Save or take 1d6 plus their own Str Modifier in damage (Save DC is Con based).


    Tei-Pai-Wankas

    Tei-Pai-Wankas is an Acquired Template that can be applied to any deceased Humanoid.

    Size and Type: Size changes to Small, and Type changes to Undead with the Incorporeal Subtype.

    Hit Dice: Recalculate due to loss of Con, and because Hit Dice change to d12's.

    Speed: Loses all Movement types and gains Fly 50 ft. (Perfect).

    Armor Class: Loses all Bonuses to Armor Class other than Dexterity, and gains a Deflection Bonus to AC equal to it's Dexterity Bonus.

    Attacks: Loses all attacks requiring a physical form.

    Damage: Loses all attacks requiring a physical form.

    Special Attacks: Loses all Special Attacks of the base creature, but gains the following:

    Spell-Like Abilities: At Will: Beckon Person, Ghost Sound, Hypnotism, Lullaby

    3/day: Beckon Monster

    Special Qualities: Loses all Special Attacks of the base creature, but gains the following:

    Natural Invisibility (Ex): A startled or frightened Tei-Pai-Wankas can extinguish its glow, effectively becoming invisible as the spell.

    Rejuvenation (Su): In most cases, itís difficult to destroy a Tei-Pai-Wankas through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A Tei-Pai-Wankas that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + Tei-Pai-Wankas' HD) against DC 16. As a rule, the only way to get rid of a Tei-Pai-Wankas for sure is to destroy the Pukwudgie who killed them.

    Turn Resistance (Ex): A Tei-Pai-Wankas has +4 turn resistance.

    Mimicry (Ex): A Tei-Pai-Wankas can perfectly mimic any sound or voice it or it's master has heard.

    Saves: Saves should be recalculated.

    Abilities: Being an Incorporeal Undead the Tei-Pai-Wankas have no Str or Con Scores. +10 Dex, +4 Cha.

    Skills: Loses all skills and skill points are recalculated. new 'class' skills are Bluff, Diplomacy, Listen, Move Silently, Search and Spot. Tei-Pai-Wankas have a +4 Racial Bonus to Bluff, Listen, Move Silently, and Spot checks.

    Feats: Feats are rechosen.

    Environment: Any

    Organization: 1 or more depending on how many people their master has killed.

    Challenge Rating: -4

    Treasure: None

    Alignment: Neutral

    Advancement: Cannot advance in Level or Hit Dice.

    Level Adjustment:
    ---
    Last edited by Bhu; 2014-12-18 at 08:42 PM.
    Revised avatar by Trixie, New avvie by Crisis21!
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