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Thread: Critters II!

  1. - Top - End - #1351
    Barbarian in the Playground
     
    Metastachydium's Avatar

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    Default Re: Critters II!

    Don't get me wrong, I'm not complaining or anything (quite on the contrary), I'm just not entirely clear on how vital statistics are to be presented for creatures with alternative forms, and since the shrub is technically the base form, I thought its separate height should probably be listed somehow.

    (On an unrelated note, I had some time to kill, so I made a birdy, but I'm afraid I might have piled a bit too many special abilities on it. Could you perhaps look at it?

    Ptenion (Essentially Unkillable Happy Little Green Bird)

    Ptenia are rarely larger than a thrush. They have grey-black wings, while the rest of their feathers are green.
    One night a powerful druid had a little too much to drink. Ever since, all ptenia speak Druidic.

    Size/Type: Diminutive Magical Beast
    Hit Dice: 1/4d10 (1 hp)
    Initiative: +7
    Speed: 5 feet (1 square), fly 80 ft. (good)
    Armor Class: 31 (+4 size, +7 Dex, +10 dodge), touch 31, flat-footed –
    Base Attack/Grapple: +1/-16
    Attack: Peck +0 (1d2-5)
    Full Attack: Peck +0 (1d2-5)
    Space/Reach: 1 ft./0 ft.
    Special Attacks: Scare Them Back, So Very Harmless
    Special Qualities: Defensive Roll, Erratic Flight, Full-Size Feathers, Improved Evasion, Properly Paranoid
    Saves: Fort +2, Ref +11, Will +0
    Abilities: Str 1, Dex 25, Con 10, Int 10, Wis 11, Cha 12
    Skills: Balance +7, Hide +19, Listen +6, Sense Motive +6, Spot +6
    Feats: Lightning Reflexes, WingoverB
    Environment: Temperate to cold forests
    Organization: Pair or flock (4-20)
    Challenge Rating:
    Alignment: Usually neutral
    Advancement: By character class
    Level Adjustment:

    Defensive Roll (Ex)
    Once per day, when a ptenion would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), it can attempt to roll with the damage. It makes a Reflex saing throw (DC = damage dealt) and, if successful, takes only half damage from the blow. It must be aware of the attack and able to react to it in order to execute its defensive roll.

    Erratic Flight (Ex)
    The ptenion keeps making weird swerves as it flies really fast. Any succesful attack made against a flying ptenion has a 20% miss chance.

    Full-Size Feathers (Ex)
    When it sits idly, a ptenion will aperiodically ruffle its feathers and appear slightly larger than it actually is. Any succesful attack made against a ptenion while it perches on a branch has a 10% miss chance.

    Improved Evasion (Ex)
    A ptenion takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What’s more, it takes only half damage even if it fails its saving throw.

    Properly Paranoid (Ex)
    The world is an ugly and cruel place, so little birds can never truly feel safe. Therefore, a ptenion is always on the lookout and ready to flee. The ptenion benefits from a +10 dodge bonus to Armor Class and can never be caught flat-footed.

    Scare Them Back (Ex)
    When it is startled or when it feels threatened, a ptenion can emit a loud, unsettling shriek as a swift action. This shriek imposes a -1 penalty on all attack rolls made against a ptenion for 1d4 rounds unless the attacker succeeds on a DC 11 Will save. If a pair of ptenia emit the shriek simultaneously, the penalty increases to -2. If an entire flock emits the shriek in unison, the penalty increases to -5. The save DC is Charisma-based.

    So Very Harmless (Ex)
    The ptenion is a harmless little bird, and harmless little birds are truly endearing. Anyone who attempts to attack a ptenion must succeed on a DC 15 Will save or lose the attack action. The save DC is Charisma-based and includes a +4 racial bonus.

    Skills
    The ptenion gains a +4 bonus on Spot and Listen checks.)
    Last edited by Metastachydium; 2020-12-13 at 05:45 AM. Reason: Added a save to STB and struck out Defensive Roll.

  2. - Top - End - #1352
    Firbolg in the Playground
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    Default Re: Critters II!

    The ptenion should have +19 to hide because diminutive size gives +12, Scare Them Back should have a duration for the penalty to attack rolls. Also, fractional HD don't make skill points fractional, so it should have 8.

  3. - Top - End - #1353
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    Metastachydium's Avatar

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    Default Re: Critters II!

    I knew I'll miss something. Thanks for the help!

  4. - Top - End - #1354
    Firbolg in the Playground
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    Default Re: Critters II!

    Give me a bit. Two coworkers are out and 1 may have been exposed so I'm getting asked to do 16 hour days.
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  5. - Top - End - #1355
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    Default Re: Critters II!

    16 hours a day? That sounds just horrible. Really sorry to hear that, and I really hope it's not a long-term thing.

  6. - Top - End - #1356
    Firbolg in the Playground
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    Default Re: Critters II!

    Ptenion is over powered. At most it will do 1 point of damage per round, but it is completely unhittable even by creatures more powerful than it. We'd needto reduce the DexandACBnus for starters. Scare Them Back should have a Save. Properly Paranoid should be listed under Special Qualities.
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  7. - Top - End - #1357
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    Default Re: Critters II!

    Yeah, well I honestly did not expect that I'll get away with giving an AC of 31 to a diminutive birdy, but it was worth a shot.
    How much of the bonuses to AC can it keep if I remove Defensive Roll, give a low DC (no racial bonus) to Scare Them Back and, say, only give it Evasion (rather than Improved Evasion)?

  8. - Top - End - #1358
    Firbolg in the Playground
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    Default Re: Critters II!

    Fighters would be best to hit it at 1st Level. Let's assume our fighter takes Weapon Focus, has a masterwork weapon, and an 18 in his attack stat. He'll be rolling 1d20+4 (ability score)+1 (feat)+1 (weapon) for an average roll of 16.5. Which means no one without Fighter BAB will likely hit a17, and the Fighter will miss just over half the time.
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  9. - Top - End - #1359
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    Default Re: Critters II!

    Defensive Roll doesn't do much for a creature with only 1 hitpoint. Just means that a 1 point hit might leave it unharmed, and a 2 point hit might only leave it at 0 rather than unconscious rather than rolling for stabilization.

    Seems a reasonable creature to exist in a setting, and even for a level 1 party to come across, but not HAVE to fight. A lesson for overly aggressive players perhaps?

    Of course I haven't read much back so I may be missing out on some important context for what role it is intended for.
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  10. - Top - End - #1360
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    Default Re: Critters II!

    Quote Originally Posted by Bhu View Post
    Fighters would be best to hit it at 1st Level. Let's assume our fighter takes Weapon Focus, has a masterwork weapon, and an 18 in his attack stat. He'll be rolling 1d20+4 (ability score)+1 (feat)+1 (weapon) for an average roll of 16.5. Which means no one without Fighter BAB will likely hit a17, and the Fighter will miss just over half the time.
    While I do realize the current AC of 31 is more than over the top, the thing is I'm not sure I want a 1st level fighter to be able to instakill it half the time. It's basically a joke creature the whole shtick of which is that it is ridiculously hard to kill despite its size, so I'd really rather kepp the AC as high as it can get away with. Would halving the dodge bonus and bringing down the Dex score to 19 work?

    Quote Originally Posted by DracoDei View Post
    Defensive Roll doesn't do much for a creature with only 1 hitpoint. Just means that a 1 point hit might leave it unharmed, and a 2 point hit might only leave it at 0 rather than unconscious rather than rolling for stabilization.
    Yeah, I figured it could halve amounts of damage that would kill the poor birdy instantly, and then someone nice could still stabilize it with some luck, but all in all I tend to agree it doesn't do much and it should just be removed. I'll go strike it out for now.

    Seems a reasonable creature to exist in a setting, and even for a level 1 party to come across, but not HAVE to fight. A lesson for overly aggressive players perhaps?

    Of course I haven't read much back so I may be missing out on some important context for what role it is intended for.
    There's not much context to it. I just wanted to make an essentially unkillable happy little green bird, but what you're saying about spiting overly aggressive players who kill on sight anything that creeps and moves makes all kinds of sense to me.

  11. - Top - End - #1361
    Firbolg in the Playground
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    Default Re: Critters II!

    Really, if it's a joke critter it doesn't need stats. If your players insist on fighting this thing it will never hit them and they will never hit it. Could be frustrating for them.
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  12. - Top - End - #1362
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    Default Re: Critters II!

    Okay, sorry. I never actually intended to throw it on anyone, my comment above was just me being happy that DracoDei saw potential in the birdy. If it really doesn't make sense, just forget it and sorry again for bothering you.

  13. - Top - End - #1363
    Firbolg in the Playground
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    Default Re: Critters II!

    You guys are never a bother (hugs!). The concept makes sense, I'm just considering it from multiple viewpoints based on prior experience. I've made the cute unkillable critter before too,and my players loathed it. Ijust didn't want youo to experience what I did.
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  14. - Top - End - #1364
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    Default Re: Critters II!

    Quote Originally Posted by Bhu View Post
    You guys are never a bother (hugs!).
    Yay!

    The concept makes sense, I'm just considering it from multiple viewpoints based on prior experience. I've made the cute unkillable critter before too,and my players loathed it. Ijust didn't want youo to experience what I did.
    Thanks! I'm not particularly afraid of that, though, mostly since I'm not sure I will ever use it for anything: I made it for my own amusement mostly.

  15. - Top - End - #1365
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    Linqua
    Small Outsider (Evil, Extraplanar)
    Hit Dice: 2d8+2 (11 hp)
    Initiative: +1
    Speed: 20 ft. (4 squares)
    Armor Class: 17 (+1 Size, +1 Dex, +5 Natural), touch 12, flat-footed 16
    Base Attack/Grapple: +2/-2
    Attack: Dagger +4 melee (1d3)
    Full Attack: Dagger +4 melee (1d3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Sneak Attack +1d6, Gift of Strength, Spell-Like Abilities
    Special Qualities: Darkvision 60 ft., Energy Resistance 10 (Acid, Cold, Fire), Partial Construct, SR 13
    Saves: Fort +4, Ref +4, Will +3
    Abilities: Str 10, Dex 12, Con 12, Int 10, Wis 10, Cha 12
    Skills: Climb +5, Decipher Script +4, Disable Device +4, Hide +9, Listen +5, Move Silently +5, Open Lock +5, Search +4, Sleight of Hand +4, Spot +4
    Feats: Weapon Finesse
    Environment: Gehenna
    Organization: Solitary, Pair, Gang (3-8), or Warband (9-24)
    Challenge Rating: 2
    Treasure: Standard
    Alignment: Always Neutral Evil
    Advancement: By Character Class (Rogue)
    Level Adjustment: +4

    "So how did you smuggle these guys out of Gehenna?"

    "You can get anything at the Teardrop Palace."

    Linquas are short, squat humanoids native to Gehenna. Though they appear male, they are actually sexless, being more construct than creature. Their pale, pocked flesh is broken by tufts of bristlelike green hair. Created by the God Sung Chiang, most act as his servants seeing as they lose their Supernatural and Spell-Like abilities if they cast him out. Most of these end up as alcoholics drifting through Sigil. Linqua speak Infernal and Common. They are proficient with daggers, short swords, hand axes, morningstars, slings, javelins, halberds and light crossbows.

    Sneak Attack (Ex): Linqua have +1d6 Sneak Attack (this is identical to the Rogue ability from the PHB).

    Gift of Strength (Su): As a Free Action for up to 10 rounds per day the Linqua can give itself a +8 Bonus to Str. These rounds need not be consecutive.

    Spell-Like Abilities (Sp): 1/day: Detect Chaos/Evil/Good/Law, Detect Magic, Discern Lies, Freedom of Movement, Spider Climb, Stone Shape, Tongues.

    Partial Construct (Ex): A Linqua has Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.

    Combat: Linquas are born ambush fighters, and try to Sneak Attack as much as possible.
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  16. - Top - End - #1366
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    Lutum
    Medium Elemental (Earth, Native)
    Hit Dice: 6d8+6 (33 hp)
    Initiative: +5
    Speed: 30 ft. (6 squares)
    Armor Class: 14 (+1 Dex, +3 Natural), touch 11, flat-footed 13
    Base Attack/Grapple: +4/+5
    Attack: Slam +5 melee (1d6+1)
    Full Attack: 2 Slams +5 melee (1d6+1) and 1 Bite +0 melee (1d8)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Gelatinous Form, Spell-Like Abilities
    Special Qualities: Darkvision, elemental traits, DR 10/Bludgeoning, Vulnerabilities
    Saves: Fort +5, Ref +3, Will +4
    Abilities: Str 12, Dex 12, Con 12, Int 16, Wis 14, Cha 14
    Skills: Bluff +9, Diplomacy +7, Disguise +9, Forgery +9, Hide +7, Intimidate +4, Knowledge (Arcana) +7, Perform (Acting) +7, Sense Motive +6, Spellcraft +7, Use Magic Device +7
    Feats: Deceitful, Improved Initiative, Persuasive
    Environment: Any
    Organization: Solitary, Pair or Clan (3-8)
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Usually Lawful Evil
    Advancement: By Character Class (Wizard)
    Level Adjustment: ---


    "Hi there, you got any magic items?"

    "That's an uncommon pickup line..."

    In their true forms, the malicious lutums appear to be amorphous beings of tan, gelatinous clay that move by rolling. They fashion limbs for themselves as needed to aid in locomotion or combat. Lutums are able to sculpt themselves into bipedal and quadrupedal forms; with few exceptions they choose humanoid female shapes. Most lutums prefer these forms to their own. They are obsessed with acquiring wealth and magical power, and may not be a naturally occurring species. They reproduce at will by asexual splitting.

    Gelatinous Form (Ex): If a Lutum hits with both Slams and it's Bite it can flow over it's opponent, shutting off it's air. Effectively it id Grappling it's opponent

    Spell-Like Abilities (Sp): 1/day: Charm Person, Clairaudience/Clairvoyance, Passwall, Stone Shape, Stoneskin. 2/day: Detect Thoughts. 4/day: Alter Self (unlike normal the duration is 4 hours).

    Vulnerabilities: An Earthquake spell does 8d6 damage to a Lutum if they fail a Fortitude Save (DC is 18 plus casting attribute modifier) in addition to the normal effects. A Move Earth spell paralyzes them for 1d6 rounds (this is an exception too their immunity to paralysis).

    Combat: Lutum prefer using their SLA's or magic items, and weapons are only used if their magic fails. They only use their natural attacks if their true form is revealed.
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  17. - Top - End - #1367
    Firbolg in the Playground
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    Loup de Noir
    Medium Humanoid (Human, Shapechanger)
    Hit Dice: 6d8+6 (33 hp)
    Initiative: +6
    Speed: 40 ft. (8 squares)
    Armor Class: 17 (+2 Dex, +5 Natural), touch 12, flat-footed 15
    Base Attack/Grapple: +4/+6
    Attack: By weapon +6 melee
    Full Attack: By weapon +6 melee
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Wolf Form, Seize Throat, Lycanthropy
    Special Qualities: Low-light Vision, Scent, DR 10/Silver or Good, Mental Tenacity, Addiction to Change
    Saves: Fort +3, Ref +7, Will +4
    Abilities: Str 15, Dex 15, Con 12, Int 10, Wis 14, Cha 10
    Skills: Hide +4, Knowledge (Arcana, Nature) +4, Listen +4, Move Silently +4, Spot +4, Survival +4, Swim +2
    Feats: Improved Initiative, Track, Weapon Focus (Bite)
    Environment: Cold Forest or Plains
    Organization: Solitary, pair, pack (6-10)
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: By Character Class
    Level Adjustment: +3

    "So you can change into a wolf by putting on a wolf pelt?"

    "I like to think I'm a wolf who can change into a human by removing my skin."

    "Ew..."

    The loup du noir, or skinchanger, is a lycanthrope that transforms by donning the skin of a wolf. In ancient times, some human hunters learned to assume the shape of a wolf to better stalk and kill their prey, and the practice eventually became a heritable trait. A few skinchangers still linger in the world today, people with a dark and sinister ability to assume the form of a savage, murderous beast.

    Loup du noir have only two forms: human or wolf. In their human form they possess a normal character class and abilities. The wolf form is as large and foul-tempered as a dire wolf, and it possesses several special abilities.

    A loup du noir must have a special pelt that it can use to perform its shapechanging transformation into wolf form. If the loup du noir cannot put on its wolf skin, it is unable to become a wolf.

    Wolf Form (Su): By donning a special wolf Pelt, the Loup de Noir can become a Dire Wolf. This is effectively identical to the Polymorph spell withi a few exceptions; Instead of Trip, the Loup de Noir can use it's Sieze Throat ability, and it retains it's higher Natural Armor Bonus.

    Seize Throat (Ex): When the Loup de Noir rolls a Natural 20 on it's bite attack it does triple damage.

    Lycanthropy (Su): Any humanoid or giant hit by a Loup de Noir’s bite attack in animal form must succeed on a DC 15 Fortitude save or contract lycanthropy.

    Mental Tenacity (Ex): The Loup de Noir is immune to Charms and Compulsions, and gain a +4 Racial Bonus on Willpower Saves against other Enchantment spells or powers that duplicate their effects.

    Addiction to Change: Loup de Noir quickly become addicted to the change. Once they first change they must make a DC 10 Willpower Save each day or change long enough to murder someone. Each time the Loup de Noir succeeds, the Save DC increases by +1 each time until the Loup de Noir fails. The change also brings with it a certain bloodlust, and to avoid murdering someone in wolf form the Loup de Noir must make a DC 10 Willpower Save. Each time the Loup de Noir succeeds, the Save DC increases by +1 each time until the Loup de Noir fails.

    Skills: Loup de Noir have a +4 racial bonus on Survival checks when tracking by scent.

    Combat: The Loup de Noir fights normally in human forms, and as a wolf in wolf form.
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  18. - Top - End - #1368
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    Apparition

    "You're selling ghosts?"

    "Yes but theys special ghosts! Theys infective!"


    Apparition is an acquired template that can be added to any Humanoid. The creature (referred to hereafter as the base creature) must have a Charisma score of at least 6. Apparitions appear on the Prime Material Plane as skeletons, loosely shrouded with filthy bandages. They appear to be an infectious variant on Ghosts, and while most are tied to their place of death some will go looking for those who left them behind. If destroyed in a non permanent way they will seek out their 'killer'.

    Size and Type: The creature’s type changes to Undead. It gains the Incorporeal Subtype. Size is unchanged.

    Hit Dice: All current and future Hit Dice become d12s.

    Speed: Apparitions have a fly speed of 60 feet, unless the base creature has a higher fly speed, with perfect maneuverability.

    Armor Class: Natural armor is the same as the base creature’s but applies only to ethereal encounters. When the Apparition manifests (see below), its natural armor bonus is +0, but it gains a deflection bonus of +10.

    Attacks: An Apparition retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal.

    Damage: Against ethereal creatures, an Apparition uses the base creature’s damage values. Against nonethereal creatures, the Apparition usually cannot deal physical damage at all but can use its special attacks, if any, when it manifests (see below).

    Special Attacks: An Apparition retains all the special attacks of the base creature, although those relying on physical contact do not affect nonethereal creatures. The Apparition also gains a Manifestation ability plus one to three other special attacks as described below. The save DC against a special attack is equal to 10 + ½ Apparition’s HD + Apparition’s Cha modifier unless otherwise noted.

    Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

    When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.

    Frightful Moan (Su): A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours.

    Terrifying Death (Su): Once per round as a Standard Action while manifested the Apparition can reach for it's victims throat with it's bony claws. The victim makes a Willpower Save (Save DC is Charisma based) or be affected as if by a Fear spell (caster Level is equal to the Apparition's Hit Dice). This is a necromantic, mind-affecting fear effect. If the save is successful the opponent iis immune to this Apparitions Terrifying Death ability for 24 hours. If the victim rolls a natural 1 on their Saving Throw, it dies.

    Create Spawn (Su): Any humanoid slain by an Apparition becomes an Apparition in 1d4+4 days.

    Special Qualities: An Apparition has all the special qualities of the base creature as well as those described below.

    Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of an Apparition is to pull it fully onto the Prime Material Plane and destroy it there.

    Turn Resistance (Ex): A ghost has +4 turn resistance.

    Lifesense (Su): Apparitions may automatically sense Living creatures within 100 ft. as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

    Saves: Unchanged.

    Abilities: Same as the base creature, except that the Apparition has no Constitution score, and its Charisma score increases by +4.

    Skills: Apparitions have a +8 racial bonus on Hide, Listen, Search, and Spot checks. Otherwise same as the base creature.

    Feats: Unchanged.

    Environment:
    Any, often as base creature.

    Organization: Solitary, gang (2-4), or mob (7-12).

    Challenge Rating: +2

    Treasure: None

    Alignment: Always Chaotic Evil.

    Advancement:
    May be advanced up to 14 Hit Dice.

    Level Adjustment: +5
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  19. - Top - End - #1369
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    Default Re: Critters II!

    I like your wolf thing, especially since in the folklore of my general area the „evil human dons a wolf pelt and becomes an evil wolf” kind of lycanthropy (which usually comes with a fiendish patron) is a lot more prominent than the sob story contagious full moon werewolf.
    Accordingly, however, I'd say the lycanthropy special ability and the DR/silver doesn't really fit the critter thematically, since it's explicitly not that kind of werewolf.

  20. - Top - End - #1370
    Firbolg in the Playground
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    Default Re: Critters II!

    It's not really mine. The whole evil minions convention schtick is just an amusing wraparound for a bunch of critters I'm converting from 2e. Old stuff that never made it to 3rd edition. I'm gearing up for some 5e stuff too.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
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  21. - Top - End - #1371
    Barbarian in the Playground
     
    Metastachydium's Avatar

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    Default Re: Critters II!

    I see. The lycanthropy thing still doesn't feel right, though.

  22. - Top - End - #1372
    Firbolg in the Playground
    Join Date
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    Hell itself (Ohio)
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    Default Re: Critters II!

    I has updated the list on the front page. Even with my decreased output that was a lot of critters to add. I'm thinking of doing some 5e stuff shortly. If I do, what would u guys like to see?
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

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