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Thread: Critters II!

  1. - Top - End - #541
    Firbolg in the Playground
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    Default Re: Critters II!

    Lemme see if I have the Mob template anywhere, if not I guess Ill hav e to wing it.
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  2. - Top - End - #542
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    Eyeball Swarm
    Tiny Aberration (Swarm)
    Hit Dice: 30d8-30 (105 hp)
    Initiative: +7
    Speed: 5 ft. (1 square), Fly 40 ft. (Good)
    Armor Class: 16 (+2 Size, +3 Dex, +1 Natural), touch 15, flat-footed 13
    Base Attack/Grapple: +22/-
    Attack: Swarm (5d6) and x Eye Rays +27 Ranged Touch
    Full Attack: Swarm (5d6) and x Eye Rays +27 Ranged Touch
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Eye Rays, Distraction
    Special Qualities: Immunities, All-Around Vision, Flight, Swarm traits, Dark Vision 60', Half Damage from Slashing and Piercing
    Saves: Fort +9, Ref +13, Will +19
    Abilities: Str 6, Dex 16, Con 9, Int 2, Wis 10, Cha 10
    Skills: Hide +18, Listen +2, Move Silently +10, Search +12, Spot +14
    Feats: Ability Focus (Eye Rays), Aerial Reflexes*, Aerial Superiority*, Alertness, Fly-By Attack, Hover, Improved Initiative, Iron Will, Point Blank Shot, Weapon Focus (Eye Ray), Wingover * See races of the wild
    Environment: Underground
    Organization: Solitary
    Challenge Rating: 13
    Treasure: None
    Alignment: Usually Neutral Evil
    Advancement: ---
    Level Adjustment: ---

    Eye Rays (Su): Anything inside the swarm is automatically hit with 6 rays per round. Anything within 35' of the Swarm gets 1d3 ray attacks per round directed against it. Each rays effect resembles a spell cast by a 4th Level Sorcerer and has a range of 35', and requires a DC 27 Saving Throw (Save DC is Charisma Based). The 4 effects to choose from are Cause Fear (Will Save), Daze (Will Save), Ray of Frost (no save), or Mage Hand (move any unattended weight of 15 lbs or less up to 15' a round).

    Distraction (Ex): Any living creature vulnerable to swarm damage within The Swarm's area of effect must make a DC 24 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). Save DC is Constitution based.

    Immunities: Immune to Charms and Compulsions.

    All-Around Vision (Ex): The Eyeball's eyes give it a +4 racial bonus on Spot and Search checks, and they cannot be flanked.

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

    Combat: Eyeballs are like most swarms despite being intelligent. They, you know, swarm.
    Last edited by Bhu; 2011-11-21 at 02:49 AM.
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  3. - Top - End - #543
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    Gauth Mob
    Medium Aberration
    Hit Dice: 30d8+90 (225 HP)
    Initiative: +6
    Speed: 5 ft. (1 square), Flying 20 ft. (Good)
    Armor Class: 19 (+2 Dex, +7 Natural), touch 12, flat-footed 15
    Base Attack/Grapple: +22/-
    Attack: Mob (5d6) and 24 Eye Rays +27 Ranged Touch
    Full Attack: Mob (5d6) and 24 Eye Rays +27 Ranged Touch
    Space/Reach: 20 ft./0 ft.
    Special Attacks: Eye Rays, Stunning Gaze
    Special Qualities: Dark Vision 60', All-Around Vision, Flight, Mob Anatomy, Swarm traits
    Saves: Fort +13, Ref +12, Will +21
    Abilities: Str 8, Dex 14, Con 16, Int 15, Wis 15, Cha 13
    Skills: Hide, Knowledge (Arcana), Listen, Search, Spot, Survival
    Feats: Ability Focus (Eye Rays), Aerial Reflexes*, Aerial Superiority*, Alertness, Fly-By Attack, Hover, Improved Initiative, Iron Will, Point Blank Shot, Weapon Focus (Eye Ray), Wingover * See races of the wild
    Environment: Cold Hills
    Organization: Solitary
    Challenge Rating: 15
    Treasure: Standard
    Alignment: Lawful Evil
    Advancement: ---
    Level Adjustment: ---

    Eye Rays (Su): Anything inside the swarm is automatically hit with 8 rays per round. Anything within 100' of the Swarm gets 1d4 ray attacks per round directed against it. Each rays effect resembles a spell cast by a 8th Level Sorcerer and has a range of 100', and requires a DC 28 Saving Throw (Save DC is Charisma Based). Ray effects to choose from are: Sleep (Will Save, affects any one creature regardless of HD), Inflict Moderate Wounds (2d8+8 damage, Will Save for half), Dispel Magic (targeted dispel version, level check is 1d20+8), Scorching Ray (one ray doing 4d6 fire damage, no save), Ray of exhaustion (no Save), and Paralysis (Fort Save or be Paralyzed 2d10 minutes).

    Stunning Gaze (Su): Gaze Attack 30', Stun for 1 round, DC 26 Will Save Negates. Save DC is Charisma Based.

    All-Around Vision (Ex): The Beholders eyes give it a +4 racial bonus on Spot and Search checks, and they cannot be flanked.

    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.

    Mob Anatomy (Ex): Immune to critical hits, cannot be flanked, tripped, grappled, or bull rushed.

    Combat: Slightly more tactical than the Eyeballs, but not by much given their preponderence of eye rays.
    Last edited by Bhu; 2011-11-21 at 02:51 AM.
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  4. - Top - End - #544
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    Default Re: Critters II!

    Any thoguhts so far serp?
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  5. - Top - End - #545
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    Default Re: Critters II!

    They look great, thanks! Any thoughts on the CR, yet?

  6. - Top - End - #546
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    Quote Originally Posted by Serpentine View Post
    They look great, thanks! Any thoughts on the CR, yet?
    Not yet, crunch on the eyeball is done, lemme finish the gauth and ill give it a guess
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  7. - Top - End - #547
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    Default Re: Critters II!

    ok all teh crunchy bits are done i just need to figure out CR. I dont have anything to really compare these to though...
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  8. - Top - End - #548
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    Default Re: Critters II!

    Sorry 'bout my inbox.
    I don't know about the eyeballs, but guaths are CR 6. I'm not sure how you went about making them, but the Mob mechanic for CR might be worth a look. It sets the CR of mobs of creatures under CR 7 as CR 8. With the retention of eye rays (which the mob template, strictly speaking, disallows), I'd probably add 1 or 2 to that. But I'm terrible at CRing.
    Oh, and we didn't get up to it today, so we have another week to finish these off
    Last edited by Serpentine; 2011-11-15 at 08:27 AM.

  9. - Top - End - #549
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    "What about giving them a smaller number of targeted rays, and resolve the rest as a large radius Reflex save? Success means only 1 of the random rays, failure means three.

    EDIT:
    Centered on the swarm of course."

    Quoth from BG. Whaddya think?
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  10. - Top - End - #550
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    Default Re: Critters II!

    BG?
    Maybe. I was vaguely considering something like the characters do however many saves each round, and if they fail they take a random ray.

  11. - Top - End - #551
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    Default Re: Critters II!

    brilliant gameologists
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  12. - Top - End - #552
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    Red Panda
    Tiny Animal
    Hit Dice: 1/2d8 (2 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), Climb 20 ft.
    Armor Class: 14 (+2 Size, +2 Dex), touch 12, flat-footed 12
    Base Attack/Grapple: +0/-11
    Attack: Claw +4 melee (1d2-3)
    Full Attack: 2 Claws +4 melee (1d2-3) and 1 Bite -1 melee (1d3-3)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: -
    Special Qualities: Low Light Vision
    Saves: Fort +2, Ref +4, Will +1
    Abilities: Str 4, Dex 15, Con 10, Int 2, Wis 12, Cha 7
    Skills: Balance +10, Climb +10, Hide +14, Listen +2, Move Silently +3, Spot +2
    Feats: Weapon Finesse, Cold Endurance (B)
    Environment: Temperate Mountains and Forests
    Organization: Solitary or Pair
    Challenge Rating: 1/4
    Treasure: None
    Alignment: Always Neutral
    Advancement: ---
    Level Adjustment: ---

    Skills: Red Pandas gt a +8 Racial Bonus on Balance and Climb Checks, and may always Take 10 on a Climb Check. They may use their Dex modifier instead of their Str modifier for Climb Checks. and gain a +4 Racial Bonus to Hide Checks.

    Combat: Red Pandas generally flee, or rear up and claw if cornered.

    any guesses as to whether or not these things have scent?
    Last edited by Bhu; 2011-11-19 at 03:11 AM.
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  13. - Top - End - #553
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    Default Re: Critters II!

    Serp: I reworded the abilities, tell me what you think now.

    Twilight: These Furries you want. Are you thinking of race or monster?
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  14. - Top - End - #554
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    Thank You For The Red Panda Post!!!

    I did some research and could not find if they have a smell. BUT THANK YOU SO MUCH
    Last edited by PowerGamer; 2011-11-18 at 03:37 PM.
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  15. - Top - End - #555
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    Default Re: Critters II!

    They look great! Thanks Bhu If you could try to work out a CR, that'd be great.

  16. - Top - End - #556
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    Quote Originally Posted by Serpentine View Post
    They look great! Thanks Bhu If you could try to work out a CR, that'd be great.


    CR 13 for the eyeball swarm, cr 15 for the gauth mob sound ok for a guess?


    Twilight?? U still there?
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  17. - Top - End - #557
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    I suggest a Crawling Head (Fiend folio) with the Multiheaded template (savage species). Because it is a head adding a same sized head will double its size allowing you to add more heads ignoring the table of max additional heads based on size because the heads you add will grant a higher max heads.
    Last edited by Dr.Orpheus; 2011-11-20 at 02:45 PM.
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  18. - Top - End - #558
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    Quote Originally Posted by Dr.Orpheus View Post
    I suggest a Crawling Head (Fiend folio) with the Multiheaded template (savage species). Because it is a head adding a same sized head will double its size allowing you to add more heads ignoring the table of max additional heads based on size because the heads you add will grant a higher max heads.
    For this you deserve a hug
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  19. - Top - End - #559
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    may as well continue beholderfest while we await reply from twilight

    Dire Beholder
    Gargantuan Abomination
    Hit Dice: 34d8+272 (425 hp)
    Initiative: +1
    Speed: Fly 40 ft. (8 squares), Good
    Armor Class: 25 (-4 Size, +1 Dex, +18 Natural), touch 7, flat-footed 24
    Base Attack/Grapple: +25/+45
    Attack: Eye Rays +22 ranged touch and 1 Bite +24 melee (3d6+8)
    Full Attack: Eye Rays +22 ranged touch and 1 Bite +24 melee (3d6+8)
    Space/Reach: 20 ft./15 ft.
    Special Attacks: Eye Rays
    Special Qualities: All-Around Vision, Anti-Magic Blast, Darkvision 120', Flight, SR 34, DR 10/Epic
    Saves: Fort +21, Ref +12, Will +25
    Abilities: Str 26, Dex 13, Con 26, Int 14, Wis 18, Cha 24
    Skills: Bluff +15, Concentration +20, Intimidate +20, Knowledge (Arcana, Dungeoneering, Geography, Nature) +20, Listen +22, Search +20, Spot +23, Survival +20
    Feats: Alertness, Disintegration Finesse*, Dodge, Flyby Attack, Empower Spell, Extend Spell, Great Fortitude, Improved Flyby Attack, Improved Initiative, Iron Will, Metaray*, Mobility
    * See Lords of Madness
    Environment: Any
    Organization: Solitary
    Challenge Rating: 27
    Treasure: Double Standard
    Alignment: Usually Neutral Evil
    Advancement: 35-50 HD (Gargantuan), 51-75 HD (Colossal)
    Level Adjustment: ---

    "Anybody know what teh Hell that evil black floaty thing is in the distance?"

    Dire Beholders are a thankfully rare mutation of the Beholder race. Enormous floating cancerous masses of eyestalks, teeth, and armor plating they leave huge trails of destruction in their wake. Thankfully normal Beholders hate them and are willing to ally with anyone willing to fight.

    Eye Rays (Su): Each of a Dire Beholders 16 eye rays resembles a spell cast by a 20th Level Caster. They have a range of 240', and require a DC 34 Saving Throw if they successfully hit (Save DC is Charisma Based).

    Eye 1: Target must make a Will Save or be affected as if a Dominate Spell were cast on him.

    Eye 2: Target must make a Fortitude Save or be affected as if a Disintegrate spell were cast on him.

    Eye 3: Target must make a Will Save or be affected as if a Symbol of Fear Spell were cast on him.

    Eye 4: Target with 101 hp or less dies as if a Power Word Kill spell were cast on him. Can only be used every 1d4 rounds.

    Eye 5: Target must make a Fortitude Save or be affected as if a Flesh to Stone spell were cast on him.

    Eye 6: Target must make a Fortitude Save or be affected as if a Destruction spell were cast on him.

    Eye 7: The Beholder can use this ray to effectively cast Telekinesis at will.

    Eye 8: Target must make a Will Save or be affected as if a Symbol of Sleep Spell were cast on him.

    Eye 9: Target must make a Will Save or be affected as if a Dominate Monster Spell were cast on him.

    Eye 10: Target must make a Fortitude Save or be affected as if an Energy Drain Spell were cast on him.

    Eye 11: Target is affected as if a Polar Ray Spell were cast on him.

    Eye 12: Target must make a Fortitude Save or be affected as if a Blackfire* were cast on him.

    Eye 13: Target must make a Will Save or be affected as if a Greater Bestow Curse* Spell were cast on him.

    Eye 14: Target must make a Will Save or be affected as if a Wrathful Castigation* Spell were cast on him.

    Eye 15: Target must make a Will Save or be affected as if a Maddening Whispers* Spell were cast on him.

    Eye 16: Target must make a Will Save or be affected as if a Radiant Assault* Spell were cast on him.

    *See Spell Compendium.

    All-Around Vision (Ex): The Beholders eyes give it a +4 racial bonus on Spot and Search checks, and they cannot be flanked.

    Anti-Magic Cannon: Once every 1d4 rounds as a Swift Action the Dire Beholder may open it's central eye unleashing a powerful Antimagic blast in a 225' Cone. Everything in this area is affected as if by a Mordenkainen's Disjunction spell.

    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: Similar to regular Beholders but with a lot more ranged artillery.
    Last edited by Bhu; 2011-11-29 at 02:24 AM.
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  20. - Top - End - #560
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    dire beholder done cept for cr
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  21. - Top - End - #561
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    Mwahahahahaha...
    Definitely going to capture one of those for myself, gonna unleash it in that stupid wizards academy that wouldn't teach necromancy, calling it a "black art". You'da thought they were clerics of Pelor....

    I'm glad it hasn't occurred to the wizard you have fleshweaving animals for you to stat that a Dire Dire animal would be a good experiment...
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    Hamstower
    Fine Magical Beast
    Hit Dice: 1/2d10 (2 hp)
    Initiative: +7
    Speed: 10 ft. (2 squares), Climb 5 ft., Burrow 5 ft.
    Armor Class: 21 (+8 Size, +3 Dex), touch 21, flat-footed 18
    Base Attack/Grapple: +1/+13
    Attack: Nibble +11 melee touch (Attach)
    Full Attack: Nibble +11 melee touch (Attach)
    Space/Reach: 0 ft./0 ft.
    Special Attacks: Nibble, OW!
    Special Qualities: Low Light Vision, Dark Vision 60'
    Saves: Fort +2, Ref +5, Will +2
    Abilities: Str 1, Dex 16, Con 11, Int 5, Wis 14, Cha 14
    Skills: Balance +12, Climb +12, Hide +24, Move Silently +8, Swim +11
    Feats: Improved Initiative
    Environment: Any
    Organization: Solitary, Pair, or Colony (10-100)
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral
    Advancement: ---
    Level Adjustment: ---


    "Abner?? Abner wake up there's lil furry critters nibblin' on yer toes.."

    "FOOM!"

    "AAAIIIGH!"

    Nibble (Ex): If the Hamstower hits with a melee Touch Attack, it attaches itself to it's opponent effectively Grappling it. The Hamstower loses it's Dexterity Bonus to AC, but has a +12 Bonus to Grapple Checks (as well as ignoring Size/Strength penalties to Grapple Checks). It can be struck with a weapon, or removed by pinning it in a Grapple.

    OW! (Su): Hamstowers are notoriously unstable. If they take enough damage to reduce them to negative hit points they explode doing 2d4 damage in a 5' square.

    Skills: Hamstowers have a +4 Racial Bonus on Hide and Move Silently Checks. They also have a +8 Racial Bonus on Balance, Climb, and Swim Checks. They may use their Dex instead of Str modifier for Climb and Swim Checks. They can always choose to take 10 on Climb or Swim Checks.

    Combat: Hamstowers go straight for the grapple while the rest of the colony flees. They're darn loyal critters.
    Last edited by Bhu; 2011-11-27 at 02:45 AM.
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  23. - Top - End - #563
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    Lollipop Guardian
    Colossal Construct
    Hit Dice: 14d10+80 (157 hp)
    Initiative: +1
    Speed: 40 ft. (8 squares)
    Armor Class: 21 (-8 Size, +1 Dex, +18 Natural), touch 3, flat-footed 20
    Base Attack/Grapple: +10/+38
    Attack: Hammer +14 melee (6d6+24/18-20, x3)
    Full Attack: Hammer +14 melee (6d6+24/18-20, x3)
    Space/Reach: 30 ft./30 ft.
    Special Attacks: Hammer
    Special Qualities: Dark Vision 60', Construct traits, Blindsight 240', DR 10/Magic
    Saves: Fort +4, Ref +5, Will +5
    Abilities: Str 35, Dex 12, Con -, Int -, Wis 12, Cha 2
    Skills: -
    Feats: -
    Environment: Any
    Organization: Solitary
    Challenge Rating: 10
    Treasure: Standard
    Alignment: Always Neutral
    Advancement: 15-28 Hit Dice (Colossal)
    Level Adjustment: ---

    "Abner...I have seen some damn fool things in my time...but I can't believe we signed on for this.."

    This is pretty much exactly what it sounds like. A malicious lollipop animated in a manner similar to Golems. A lollipop the size of a T-Rex. Maybe bigger. A lollipop able to defy gravity by standing upwards on what would the stick you would hold it by, that can flip itself in mid air, crushing smaller man sized targets on the ground. A fairly rare creature as the methods known to make it are known only to a small guild of candy obsessed mages who aren't speaking.

    Hammer (Ex): The Guardians Hammer attack threatens a critical on an 18-20 and does x3 damage.

    Combat: Hammer till foes be squished. Their programming is not subtle.
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    Lollipop, Possessed
    Fine Outsider (Baatezu, Evil, Extraplanar, Lawful)
    Hit Dice: 10d8+30 (75 hp)
    Initiative: +4
    Speed: 0 ft. (0 squares)
    Armor Class: 23 (+8 Size, +5 Profane), touch 23, flat-footed 23
    Base Attack/Grapple: +10/-
    Attack: -
    Full Attack: -
    Space/Reach: 0 ft./0 ft.
    Special Attacks: Eat Me, Poison Soul, Spellcasting
    Special Qualities: Blindsight 120', Immunities, Energy Resistance 10 (Acid and Cold), Telepathy 100', Damage Reduction 10/-, Spell Resistance 23, Blindsight 120'
    Saves: Fort +10, Ref +7, Will +14
    Abilities: Str -, Dex -, Con 16, Int 20, Wis 20, Cha 20
    Skills: Bluff +22, Concentration +19, Diplomacy +22, Gather Information +22, Knowledge (any 2) +22, Listen +24, Search +22, Sense Motive +22, Spot +24
    Feats: Ability Focus (Poison Soul), Alertness, Improved Initiative, Iron Will
    Environment: Any
    Organization: Solitary
    Challenge Rating: 10
    Treasure: None
    Alignment: Lawful Evil
    Advancement: 11-20 HD (Fine)
    Level Adjustment: ---

    "The sugar commands me to eat you..."

    "Seriously? This is what Devils have come to these days?"

    In their efforts to seduce the mortal races into pacts the Devil's have hit upon a new idea: Possessed candy. Instead of signing lengthy contracts in blood mortals are compelled to lick the possessed lollipop and take the power it offers in exchange for their soul. Unfortunately it hasn't gotten them many powerful souls. Mostly children and teenage girls with daddy issues. But you gotta give 'em credit for trying.

    Eat Me (Su): Anyone seeing an unattended Lollipop must make a DC 20 Willpower Save or feel compelled to lick it. The Lollipop never shrinks, and all attempts to eat it are futile. Save DC is Charisma based.

    Poison Soul (Su): When the victim licks the Lollipop they must make a DC 22 Willpower Save (Save DC is Charisma based) or have their alignment change one step closer to Lawful Evil. Once they become Lawful Evil they are a willing servant of the Baatezu.

    Spellcasting: Lollipops may cast spells as a Beguiler whose Level is half their Hit Dice.

    Immunities: Lollipops are immune to Fire, Poison, Petrification, Polymorph, sleep effects, Paralysis, death effects, stunning, critical hits, non lethal damage, and fatigue/exhaustion.

    Combat: Lollipops don't fight, they let their victims do that (though they will cast spells to back them up).
    Revised avatar by Trixie, New avvie by Crisis21!
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  25. - Top - End - #565
    Firbolg in the Playground
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    Default Re: Critters II!

    Furries
    Medium Monstrous Humanoid
    Hit Dice: 1d8 (4 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares), Climb 20 ft.
    Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
    Base Attack/Grapple: +1/+1
    Attack: Claw +3 melee (1d4, 18-20)
    Full Attack: 2 Claws +3 melee (1d4, 18-20) and 1 Bite -2 melee (18-20)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Wounding, Rake, Enchanting Personality
    Special Qualities: Dark Vision 60', Fur
    Saves: Fort +0, Ref +4, Will +2
    Abilities: Str 10, Dex 14, Con 10, Int 12, Wis 10, Cha 14
    Skills: Bluff +6, Climb +2, Diplomacy +6, Hide +4, Jump +2, Listen +2, Move Silently +4, Search +3, Spot +2, Tumble +2
    Feats: Weapon Finesse
    Environment: Any Mountains, Forest, Hills, or Plains
    Organization: Solitary, Pair, or Village (10-100)
    Challenge Rating: 1
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: By Character Class
    Level Adjustment: +3

    "Now look Furry..."

    "My name is Leticia, and we aren't Furries, our people are called Sesquipedaliens."

    "Look i cant say them words so I say furry."

    Why am I being arrested?"

    "You ain't wearin' clothes! This is a respectable town. Why would you wear clothes if'n you wasn't lookin' ta lure our men?"

    "Because I'm covered in fur and it's July you moron."

    "Oh..."

    "Also our species aren't compatible. Sesquipedaliens don't procreate, we subdivide like amoeba."

    "But everyone says your..."

    "How many of these 'everyone' people n this town would you trust to wash themselves properly, let alone have any knowledge of something outside this town?"

    'Well...now that you put it that way prolly not many...wait did you just call us ignorant?"

    "Most of you. You seem to be coming around though."

    "Why thank you...HEY!"

    Sesquipedaliens appear to be furry humanoid cat women. Rumors fly about their race. They have unusual lifestyles. They worship heathen Gawds. They're promiscuous and spread new ideas. Nothing could be further from the truth. They're fairly nice people, but their lack of clothing and asexual reproduction tend to single them out for trouble as other races have trouble understanding certain aspects of their race.

    Wounding (Ex): A Sesquipedaliens Natural Weapons threaten a Critical on a natural roll of 18-10, and the opponent must make a DC 10 Fortitude Save or take an additional hit point of damage per round for 1d6 rounds (Save DC is Strength Based).

    Rake (Ex): Attack and damage rolls same as Claws, ability is the same as the one listed in the MM.

    Enchanting Personality (Sp): Sesquipedaliens may cast Charm Person and Hypnotism once per day as Spell-Like Abilities (Caster Level is equal to HD).

    Fur(Ex): Sesquipedaliens take +1 point of damage per die from Fire, and -1 point of damage per die from Cold.

    Skills: Sesquipedaliens get a +2 Racial Bonus on Bluff, Climb, Diplomacy, Hide, Listen, and Move Silently Checks.

    Combat: Many Sesquipedaliens tend to specialize in learning to fight while charging or grappling to make use of their claw rakes.

    doing the d20 version first Twilight

    apologies to my furry friends, I intend to keep this respectful (but hopefully amusing)

    Furries

    What it says above yo.

    FURRIES CR 1/2

    XP 200
    Neutral Medium Monstrous Humanoid
    Init +2; Senses Darkvision 60'; Perception +8
    DEFENSE
    AC: 12 (+2 Dex), touch 12, flat-footed 10
    hp 5
    Fort +0, Ref +4, Will +2
    OFFENSE
    Speed 40 ft. (8 squares), Climb 20 ft.
    Melee 2 Claws +3 melee (1d4, 18-20) and 1 Bite -2 melee (18-20)
    Space 5' Reach 5'
    Special Attacks Wounding, Rake, Enchanting Personality
    STATISTICS
    Str 10, Dex 14, Con 10, Int 12, Wis 10, Cha 14
    Base Atk +1; CMB +1; CMD 13
    Feats Weapon Finesse
    Skills Acrobatics +7, Bluff +5, Climb +6, Diplomacy +5, Perception +8, Stealth +8
    Racial Modifiers Sesquipedaliens get a +2 Racial Bonus on Bluff, Climb, Diplomacy, Perception, and Stealth Checks.
    Languages Sesquipedalien, Common
    SQ Fur
    SPECIAL ABILITIES


    Wounding (Ex): A Sesquipedaliens Natural Weapons threaten a Critical on a natural roll of 18-10, and the opponent must make a DC 10 Fortitude Save or take an additional hit point of damage per round for 1d6 rounds (Save DC is Strength Based).

    Rake (Ex): Attack and damage rolls same as Claws, ability is the same as the one listed in the MM.

    Enchanting Personality (Sp): Sesquipedaliens may cast Charm Person and Hypnotism once per day as Spell-Like Abilities (Caster Level is equal to HD).

    Fur(Ex): Sesquipedaliens take +1 point of damage per die from Fire, and -1 point of damage per die from Cold.

    ECOLOGY
    Environment Any Mountains, Forest, Hills, or Plains
    Organization Solitary, Pair, or Village (10-100)
    Treasure 130 GP
    Last edited by Bhu; 2011-12-29 at 01:50 AM.
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  26. - Top - End - #566
    Firbolg in the Playground
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    Default Re: Critters II!

    looking ok so far twilight?
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  27. - Top - End - #567
    Ogre in the Playground
     
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    Default Re: Critters II!

    Yes it is. Looking great, in fact. Thanks.

  28. - Top - End - #568
    Firbolg in the Playground
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    Default Re: Critters II!

    Im keeping their enchantment spells to level 1 or so if thats okay
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  29. - Top - End - #569
    Ogre in the Playground
     
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    Default Re: Critters II!

    Quote Originally Posted by Bhu View Post
    Im keeping their enchantment spells to level 1 or so if thats okay
    Sounds fine.

  30. - Top - End - #570
    Firbolg in the Playground
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    Default Re: Critters II!

    edited in most of the rest.

    you know this is gonna have a bit of an LA right?
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