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Thread: Critters II!

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    Titan in the Playground
     
    Bhu's Avatar

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    Mar 2008
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    Hell itself (Ohio)
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    Default Re: Critters II!

    One Eyed One Horned Flying Purple People Eater
    Large Aberration
    Hit Dice: 5d8+15 (37 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares), Fly 80 ft. (Good)
    Armor Class: 17 (-1 Size, +8 Natural), touch 9, flat-footed 17
    Base Attack/Grapple: +3/+12
    Attack: Claw +7 melee (1d6+5)
    Full Attack: 2 Claws +7 melee (1d6+5) and 1 Bite +2 melee (2d4+2)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Bard Abilities
    Special Qualities: Dark Vision 60'
    Saves: Fort +4, Ref +1, Will +6
    Abilities: Str 20, Dex 10, Con 16, Int 14, Wis 14, Cha 16
    Skills: Balance +8, Climb +10, Intimidate +10, Knowledge (Geography) +5, Perform (Horn) +11
    Feats: Fly-by Attack, Hover
    Environment: Any
    Organization: Solitary
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Usually Neutral Evil
    Advancement: By Character Class (usually Bard)
    Level Adjustment: ---

    "Bert...what the Hell are we doing here? What the hell is that thing? Why does no one else seem to be worried?"

    OEOHFPPE's are strange alien beings that have an affinity for music, and seem to be anthropophagus in regards to a race or purple skinned humanoids. Rarely seen they are described as having a growth on their head similar to a horn like instrument, large fangs and claws, and wings. They appear to understand and speak Common.

    Bard Abilities: OEOHFPPE's may use Bardic Music as if they had levels in Bard equal to their Hit Dice. If they later take levels in Bard these stack with their Hit Dice for purposes of determining their abilities.

    Combat: OEOHFPPE's tend to use their Bard abilities if they are strong enough. Otherwise they just fly in and use tooth and claw. They tend to be less spectacular tacticians and more crazed flailing types.





    YAK!
    Large Animal
    Hit Dice: 6d8+18 (45 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares)
    Armor Class: 14 (-1 Size, +5 Natural), touch 9, flat-footed 14
    Base Attack/Grapple: +4/+14
    Attack: Gore +9 melee (1d10+9)
    Full Attack: Gore +9 melee (1d10+9)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Charge
    Special Qualities: Low Light Vision, Scent
    Saves: Fort +8, Ref +5, Will +2
    Abilities: Str 22, Dex 10, Con 16, Int 2, Wis 11, Cha 4
    Skills: Climb +9, Listen +5, Spot +5
    Feats: Alertness, Cold Endurance, Endurance
    Environment: Cole or Temperate Hills or Mountains
    Organization: Domesticated
    Challenge Rating: 3
    Treasure: None
    Alignment: Always Neutral
    Advancement: 7-9 HD (Large)
    Level Adjustment: ---

    "So why is this thing called a Yak instead of a Bull?'

    "Our language is different of course. Also, it vomits anytime it sees a Dragon."

    "Ah'll keep that in mind..."

    Yaks are one of the worlds largest bovines standing up to 7' tall, and weighing over 2200 lbs (though domesticated Yaks are much smaller).

    Charge (Ex): If a Yak successfully damages an opponent with a Charge attack, it may immediately make a Trip Attack as a Free Action without provoking an Attack of Opportunity (and if it fails the opponent does not get a Trip Attack of his own in response).

    Combat: Yaks tend to charge people, knock them to the ground, and then repeatedly step on or gore them till they die.





    Firecat
    Tiny Magical Beast
    Hit Dice: 1d10 (5 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (+2 Size, +2 Dex, +2 Luck), touch 16, flat-footed 14
    Base Attack/Grapple: +1/-11
    Attack: Claw +3 Melee (1d3-4)
    Full Attack: 2 Claws +3 Melee (1d3-4) and 1 Bite -2 melee (1d3-4)
    Space/Reach: 2 1/2 ft./o ft.
    Special Attacks: We'll charitably call this a Hairball problem
    Special Qualities: Dark Vision 60', Scent
    Saves: Fort +2, Ref +4, Will +1
    Abilities: Str 3, Dex 15, Con 10, Int 12, Wis 12, Cha 12
    Skills: Balance +12, Climb +8, Hide +16, Jump +12, Listen +3, Move Silently +8, Spot +3
    Feats: Weapon Finesse
    Environment: Temperate Plains
    Organization: Solitary, Pair, or Family (4-12)
    Challenge Rating: 1
    Treasure: None
    Alignment: Usually Neutral
    Advancement: 2 HD (Small)
    Level Adjustment: ---

    "Bert...Bert...that cat just set the rose bushes on fire."

    "Screw it, let's leave before we get the blame."


    Firecat's are usually orange colored tabbies, but can be of any breed. Exactly how they learned to spit fire or gained intelligence is unknown, but Dragons are blamed in general. They speak and understand Draconic, Cat, and Common.

    We'll charitably call this a Hairball problem (Su): Firecats may cast Lesser Orb of Fire at will as a Supernatural ability. They love spitting fireballs into flammable areas.

    Skills: Firecats have a +4 Racial Bonus on Climb, Hide, and Move Silently Checks. They also have a +8 Racial Bonus on Balance and Jump Checks. They may use their Dex Bonus in place of their Str Bonus with Climb and Jump Checks. In areas of high grass or undergrowth the Hide Bonus increases to +8.

    Combat: Firecats generally spit fire at people, and then run. If the opponent is still there they will continue to do hit and run attacks. They also have a knack for blasting whatever's flammable.
    Last edited by Bhu; 2010-10-11 at 11:47 PM.
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