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Thread: Critters II!

  1. - Top - End - #901
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    Default Re: Critters II!

    Were Pink Fairy Armadillo

    Created by the Goddess of Lycanthropes in her ever growing legion of spies and oddities, Were Pink Fairy Armadillos are odd to say the least. For the most part they are used in areas with the dry, sandy soil that allows them to be the most efficient.

    Were Pink Fairy Armadillo 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 Pink Fairy Armadillo form is Fine, Size in Hybrid form is Tiny. Size in humanoid form is unchanged.

    Hit Dice: Unchanged.

    Speed: Land Speed is 20 in Hybrid Form, and 5 in Armadillo Form. Burrow Speed is 20 in Hybrid Form, and 5 in Armadillo Form.

    Armor Class: Natural Armor Bonus increases by +6 in Hybrid Form, and +2 in Humanoid and Armadillo Forms.

    Attacks: Use the humanoids BAB for all 3 forms (Grapple bonus will change due to Size penalties in Hybrid and Pink Fairy forms).

    Damage: Same as base creature in Humanoid form, same as Pink Fairy in Armadillo Form (Pink Fairy Armadillos have 2 claw attacks doing 1 point of damage plus Strength bonus, and 1 Bite doing 1 point + 1/2 Strength bonus), claw attacks are 1d4 plus Strength bonus in Hybrid form (bite is 1d3 plus half Str Bonus).

    Special Attacks: Hybrid and Armadillo 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, Armadillo Empathy, and Damage Reduction 5/Silver (DR 10/Silver in Armadillo and Hybrid forms).

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

    Armadillo Empathy (Ex): Can communicate with Armadillos and has a +4 Racial bonus on Charisma based checks to influence them.

    Sandswimmer (Su): A Were Armadillo can sandswim through sand, ash, dust or slipsand at his land speed while wearing light armor or carrying a light load. His speed drops to 5 feet if he wears heavier armor or carries a medium load. He cannot make any headway through
    the sand while carrying a heavy load. A Were Armadillo breathes normally while under the sands. This supernatural ability doesn’t allow him to breath in mediums other than sand, dust, or ash, nor does it allow Him to hold its breath longer than normal in water or dangerous gases.

    Saves: Must be recalculated in Hybrid and Armadillo forms due to stat changes, and gains a +2 Racial Bonus to Fort and Ref Saves.

    Abilities: Were Armadillo gain +2 Wis. Physical Stats in Armadillo Form are Str drops to 1. Physical Stats in Hybrid Form are -4 Strength. Both Armadillo and Hybrid Form gain +2 Con, +2 Dex.

    Skills: Were Armadillos gain a +4 Racial Bonus to Listen and Search Checks in Hybrid and Armadillo Forms.

    Feats: You gain Iron Will and Sand Camouflage as a Bonus Feat (see Sandstorm).

    Environment: Unchanged.

    Organization: Unchanged, usually solitary.

    Challenge Rating: +2

    Treasure: Unchanged, usually Standard.

    Alignment: Usually Neutral with some tendencies towards Chaos.

    Advancement: By character class.

    Level Adjustment: +2 (Afflicted), +3 (Natural)
    Last edited by Bhu; 2014-01-12 at 11:32 PM.
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  2. - Top - End - #902
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    Default Re: Critters II!

    Anyone knowledgeable about the pink fairy armadillo? I'm not finding a heckuva lotta info on it.
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  3. - Top - End - #903
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    Default Re: Critters II!

    Prosedaloth is almost done, were armadillo is pretty much done but the example if you guys think it's ok.
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  4. - Top - End - #904
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    Default Re: Critters II!

    Prosedaloth is done

    Conventusloth
    Medium Outsider (Evil, Extraplanar, Yugoloth)
    Hit Dice: 12d8 (54 hp)
    Initiative: +7
    Speed: 30 ft. (6 squares), Fly 30 ft. (Perfect)
    Armor Class: 28 (+3 Dex, +15 Natural), touch 13, flat-footed 25
    Base Attack/Grapple: +12/+12
    Attack: Slam +12 melee (1d4)
    Full Attack: 2 Slams +12 melee (1d4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities, Spells, Summon Yugoloth
    Special Qualities: DR 15/Magic, Immunities, Energy Resistance 20 (Cold, Fire, Electricity), Yugoloth traits, Favors
    Saves: Fort +8, Ref +11, Will +14
    Abilities: Str 11, Dex 16, Con 11, Int 20, Wis 18, Cha 17
    Skills: Bluff +15, Concentration +11, Diplomacy +15, Gather Information +15, Intimidate +15, Knowledge (Arcana, Local, Nobility) +17, Profession (Lawyer) +15, Sense Motive +16, Spellcraft +16
    Feats: Greater Spell Focus (Enchantment), Improved Initiative, Iron Will, Spell Focus (Enchantment)
    Environment: Any
    Organization: Solitary, Pair, or Law Firm (5-10)
    Challenge Rating: 10
    Treasure: Standard
    Alignment: Always Neutral Evil
    Advancement: 13-24 HD (Medium)
    Level Adjustment: ---

    The Conventusloth have retired from the Yugoloth armies and are now Union stewards, Guild bureaucrats, and politicians. Many also serve as lawyers. Most appear as the classic tall, muscular red skinned human with brow horns commonly associated with Fiends. They're eyes usually glow red. Able to read and write all known languages they make perfect office workers, and are hired as translators almost as often as they are lawyers (though they usually charge extra for complete accuracy). Their goal is to fulfill as many contracts as possible and slowly become local powers by becoming increasingly invulnerable to the elite of society (who of course hire outsiders to kill the Conventusloth). Once they are sufficiently set up, they begin to travel to spread their influence (and by doing so their own invulnerability).

    Spell-Like Abilities (Sp): At Will: Augury, Detect Thoughts, Eye of Power, Fly, Invisibility (Self Only), Know Motivation, Spymaster's Coin, True Seeing. 1/day: Freedom of Movement, Magic Circle Against Good. Caster level 12th. The save DCs are Charisma-based.

    Spells: A Conventusloth casts spells as a 12th Level Beguiler.

    Summon Yugoloth (Sp): Once per day a Conventusloth can attempt to summon another Conventusloth with a 40% chance of success. This ability is the equivalent of a 4th-level spell.

    Immunities (Ex): The Conventusloth are immune to Acid and Poison, as well as any powers, spells or effects dependent on language.

    Favors (Su): Anyone who seeks the aid of a Conventusloth must sign a legally binding contract. If the Conventusloth fulfills the contract to the letter (or the signee willingly violates the agreement), the Conventusloth gains a small measure of invulnerability against that person. The Conventusloth subtracts 10 points from all damage rolls made against it by a contractee, and has a Profane Bonus on all Saving Throws against him or her equal to his Intelligence Bonus.

    Combat: The Conventusloth avoid combat, or bribe their way out of it. They prefer to take the long term view, knowing that if they can do enough contracts there will eventually be only a very small percentage of the populace that can harm them.
    Last edited by Bhu; 2013-11-08 at 07:16 PM.
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  5. - Top - End - #905
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    Were Komodo Dragon

    Much like the Pink Fairy Armadillo Weres, the Komodos are are creations of the Goddess of Lycanthropes. When seeing the locals of an island group worshipped the large lizards as Gawds it was inevitable she would use this to her advantage.

    Were Komodo Dragon 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 Dragon form is Medium, Size in Hybrid form is also Medium. Size in humanoid form is unchanged.

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: Natural Armor Bonus increases by +2 in Humanoid Form, and +6 in Hybrid and Komodo Forms.

    Attacks: Use the humanoids BAB for all 3 forms (Grapple bonus will change due to Size penalties in Hybrid and Komodo forms).

    Damage: Same as base creature in Humanoid form, same as Komodo in Komodo Form (Komodo Dragons have 1 Bite doing 1d8 plus Strength bonus), bite damage is 1d8 plus Strength bonus in Hybrid form. If opponents are behind them they use a Tail Lash instead (damage is the same).

    Special Attacks: Hybrid and Komodo Forms gain the following:

    Cursed Bite (Su): Identical to the ability listed under Lycanthropes in the Monster Manual, except it only works on Humanoids.

    Toxic Bite (Ex): While it's argued a lot whether the bite of a Komodo Dragon is venomous or simply infectious, it does appear to have bad effects. For our purposes I will be designing it like a poison. Injury, Fortitude Save (Save DC is Con Based), Initial and Secondary damage is 1d4 Dex.

    Rush (Ex): When performing a successful Tail Lash (or any Charge Attack with a Bite while in Komodo Form), the Were-Komodo can immediately make a Trip Attack as a Free Action without provoking an Attack of Opportunity. If the attempt fails, the opponent cannot react to trip the Were Komodo.

    Special Qualities: All 3 forms possess Improved Scent, Alternate Form, Komodo Empathy, and Damage Reduction 5/Silver (DR 10/Silver in Hybrid and Animal Forms). Hybrid and Komodo Forms also get Lizard Senses and Sprint.

    Improved Scent (Ex): A Were Komodo can notice creatures by scent in a 180-foot radius and detect blood or corpses at ranges of up to 5 miles.

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

    Komodo Empathy (Ex): Can communicate with Komodo Dragons and Monitor Lizards and has a +4 Racial bonus on Charisma based checks to influence them.

    Lizard Senses (Ex): Were Komodos get a -4 Racial Penalty to Listen and Spot Checks while in Hybrid and Komodo forms. The Spot Penalty does not apply if the target of the check has moved this or the previous round.

    Sprint (Ex): Once per hour, a Were Komodo in Komodo or Hybrid form can quadruple it's land speed when making a Charge Attack.

    Saves: Must be recalculated in Hybrid and Komodo forms due to stat changes, and gains a +3 Racial Bonus to Fort and Ref Saves, and a +1 Bonus to Will Saves.

    Abilities: Were Komodos gain +2 Wis. In Hybrid and Komodo forms they also gain +6 Str, +6 Con and +4 Dex.

    Skills: Were Komodos gain a +2 Racial Bonus to Climb, Hide, Move Silently, and Swim Checks.

    Feats: Alertness, Iron Will, Reckless Charge.

    Environment: Unchanged

    Organization: Unchanged, usually Solitary

    Challenge Rating: +3

    Treasure: Unchanged, usually Standard.

    Alignment: Usually Neutral with some tendencies towards Chaos.

    Advancement: By character class.

    Level Adjustment: +2 Afflicted (+3 Natural)
    Last edited by Bhu; 2014-01-12 at 11:31 PM.
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  6. - Top - End - #906
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    Loup Garou

    Loup Garou (also called the Rougarou) is the French term for Werewolves, though descriptions of it vary heavily. In some it's a man who is cursed to turn into a wolf at night for 101 days, only to transfer the curse to his victim if he draws blood on the last day. Some legends say it requires a witches curse or a pact with the Devil. The willing ones tend towards cannibalism. Loup Garou are almost exclusively male.

    Loup Garou is an Acquired or Inherited Template that can be applied to any Humanoid of Medium Size. There are many common ways one can become a Werewolf. Magic salves or wolfskin pelts/belts are common means of transformation (usually supplied by Satan or his cults). Drinking rainwater from a wolfprint of from certain enchanted streams is another. Another common myth is that by sleeping outside on a certain Wednesday or Friday in summer with the full moon shining on your face you could achieve Lycanthropy. Being forced to become a wolf is also seen as Divine punishment for sins. People who had committed mortal sins rose from the grave at night in the form of blood drinking wolves as well. In America some of these stories merged with Native American tales of the Wendigo, resulting in the Loup-Garou. Those bitten by a werewolf change involuntarily during the light of the full moon. Loup Garou legends claim that if a person sheds the blood of a Loup-Garou, he will become one himself, though he can be cured if he simply keeps his mouth shut and doesn't reveal his secret for a week and a day. If he manages this both he and his attacker will be freed of their curse. Usually a Loup Garou is cursed by God, and wanders alone forever in wolf form until someone he used to know recognizes him and draws his blood. Unlike French legends where the cursed becomes a wolf (or other animal), in America it becomes a wolf-headed man or man-beast that haunts the swamps.

    For purposes of this template we will be going with the Cajun swamp monster. If a man is cursed by a witch by being bitten by her in wolf form, or breaks the rules of Lent for 7 years he becomes a monster at night for 101 days, at which point the last person whose blood he draws becomes the new monster and inherits his curse. There is also an Ojibwa monster called the Rugaru which is a hairy man-beast similar to Sasquatch or inspired by cannibalism like the Wendigo. some say even seeing the Rugaru causes you to become one. Either way the Rougarou was a bloodsucker who spread it's curse, and hunted down disobedient Catholics.

    Size and Type: Size is unchanged, and the Shapechanger Subtype is gained. While in Wolf Form the Evil Subtype is gained.

    Hit Dice: Unchanged.

    Speed: While in Wolf Form the Base Creatures Land Speed increases +20 ft.

    Armor Class: Natural Armor Bonus increases by +4 in Wolf Form.

    Attacks: Unchanged, but bonuses to attack/grapple will need to be recalculated in Wolf Form due to stat changes.

    Damage: In Wolf Form the Loup Garou gains a Primary Claw Attack doing 1d4 plus Str Bonus, and a Secondary Bite Attack doing 1d6 plus half Str Bonus. It does 2 Claws and 1 Bite with a Full Attack.

    Special Attacks: Mention whether or not the base creature retains any of it’s special attacks or gains any new ones here.

    Curse (Su): Anyone bitten by a Loup Garou must make a Fortitude Save (Save DC is Constitution based) or become a Loup Garou himself. Catholics who disobey the rules of Lent for 7 years automatically become and get no Save. Anyone seeing a Loup Garou must make a DC 15 Fortitude Save or become one as well. Usually the Curse lasts 101 days, and on the last day it automatically passes (i.e. no Saving Throw) to the last person whose blood is drawn by the Loup Garou. If that person can keep their secret for a week and a day they are cured.

    Blood Drain (Ex): A Loup Garou can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the Loup Garou gains 5 temporary hit points.

    Special Qualities: Retains any Special Qualities of the Base Creature. It also gains Darkvision 60', Scent, and the following:

    Wolf Form (Su): Identical to the Alternate Form ability listed in the Monster Manual for Lycanthropes. The Loup Garou becomes a hairy man-beast with the head of a wolf.

    Saves: Must be recalculated in Wolf Form due to stat changes, and gains a +2 Racial Bonus to Fort and Will Saves.

    Abilities: While in Wolf Form the Base Creature gains +4 Str, +4 Dex, +4 Con, and +2 Wis.

    Skills: The Base Creature gains a +4 racial bonus on Survival checks when tracking by scent while in Wolf Form. It also gains a +2 Racial Bonus on Hide, Listen, Move Silently, and Spot checks while in Wolf Form.

    Feats: The Base Creature gains Track as a Bonus Feat while in Wolf Form.

    Environment: Unchanged

    Organization: Solitary

    Challenge Rating: +0

    Treasure: Unchanged

    Alignment: Unchanged, but most Loup Garou are due to being cursed so they at least start out as a Non-Good Alignment. Those who enjoy their condition are usually Chaotic Evil.

    Advancement: Unchanged.

    Level Adjustment: +3

    Example of creature using template here:
    Last edited by Bhu; 2013-12-27 at 08:32 PM.
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  7. - Top - End - #907
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    Default Re: Critters II!

    Looks good so far.. and thank you =)
    I really do wonder why it's such an uncommon creature in rpgs.
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  8. - Top - End - #908
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    Because the lore on it is so disparate it's hard to nail down. I find the same problem with many of the vampires I do. The same name is used in different regions to refer to different creatures, or in one tribe the vampire is an evil being and in another it's not. I cant remember the Indian vamp I did but it was described as a short manbat, a demon, a minor god, a protector, a parasite, etc.


    Speaking of which, what version of the Loup Garou do you want? The Cajun Wendigo, the undead wolf, the victim of a divine curse, or the Satan worshiper?
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  9. - Top - End - #909
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    Default Re: Critters II!

    The Cajun wendigo one I think, if I'm remembering right.
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  10. - Top - End - #910
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    All three critters are updated. The Were Komodo is effectively done but for CR/LA if no one objects to the bite. Loup Garou is almost done but for the curse. Inu I think you will like the COnventusloth so far.
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  11. - Top - End - #911
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    Default Re: Critters II!

    Quote Originally Posted by Bhu View Post
    Were Komodo Dragon

    Were Komodo Dragon 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 Dragon form is Medium, Size in Hybrid form is also Medium. Size in humanoid form is unchanged.

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: Natural Armor Bonus increases by +6 in Hybrid and Komodo Forms.

    Attacks: Use the humanoids BAB for all 3 forms (Grapple bonus will change due to Size penalties in Hybrid and Komodo forms).

    Damage: Same as base creature in Humanoid form, same as Komodo in Komodo Form (Komodo Dragons have 1 Bite doing 1d8 plus Strength bonus), bite damage is 1d8 plus Strength bonus in Hybrid form. If opponents are behind them they use a Tail Lash instead (damage is the same).

    Special Attacks: Hybrid and Komodo Forms gain the following:

    Cursed Bite: Identical to the ability listed under Lycanthropes in the Monster Manual, except it only works on Humanoids.

    Toxic Bite: While it's argued a lot whether the bite of a Komodo Dragon is venomous or simply infectious it does appear to have bad effects. For our purposes I will be designing it like a poison. Injury, Fortitude Save (Save DC is Con Based), Initial and Secondary damage is 1d4 Dex.

    Rush: When performing a successful Tail Lash (or any Charge Attack with a Bite while in Komodo Form), the Were-Komodo can immediately make a Trip Attack as a Free Action without provoking an Attack of Opportunity. If the attempt fails, the opponent cannot react to trip the Were Komodo.

    Special Qualities: All 3 forms possess Improved Scent, Alternate Form, Komodo Empathy, and Damage Reduction 10/Silver. Hybrid and Komodo Forms also get Lizard Senses and Sprint.

    Improved Scent: A Were Komodo can notice creatures by scent in a 180-foot radius and detect blood or corpses at ranges of up to 5 miles.

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

    Komodo Empathy: Can communicate with Komodo Dragons and Monitor Lizards and has a +4 Racial bonus on Charisma based checks to influence them.

    Lizard Senses: Were Komodos get a -4 Racial Penalty to Listen and Spot Checks while in Hybrid and Komodo forms. The Spot Penalty does not apply if the target of the check has moved this or the previous round.

    Sprint: Once per hour, a Were Komodo in Komodo or Hybrid form can quadruple it's land speed when making a Charge Attack.

    Saves: Must be recalculated in Hybrid and Komodo forms due to stat changes, and gains a +2 Racial Bonus to Fort and Will Saves.

    Abilities: Were Komodos gain +6 Con, +2 Wis. In Hybrid and Komodo forms they also gain +6 Str and +4 Dex.

    Skills: Were Komodos gain a +2 Racial Bonus to Climb, Hide, Move Silently, and Swim Checks.

    Feats: Unchanged.

    Environment: Unchanged

    Organization: Unchanged, usually Solitary

    Challenge Rating: <>

    Treasure: Unchanged, usually Standard.

    Alignment: Usually Neutral with some tendencies towards Chaos.

    Advancement: By character class.

    Level Adjustment: <>

    Example of creature using template here:
    It's beautiful! Thank you

  12. - Top - End - #912
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    Default Re: Critters II!

    Okay hows the wording for the Loup Garou curse look?
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  13. - Top - End - #913
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    Conventusloth, Were Komodo, and Loup Garou are done unless anyone wishes changes:

    Torqueoloth
    Medium Outsider (Evil, Extraplanar, Yugoloth)
    Hit Dice: 12d8 (54 hp)
    Initiative: +7
    Speed: 30 ft. (6 squares)
    Armor Class: 28 (+3 Dex, +15 Natural), touch 13, flat-footed 25
    Base Attack/Grapple: +12/+12
    Attack: Slam +12 melee (1d4)
    Full Attack: 2 Slams +12 melee (1d4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities, Spells, Summon Yugoloth, Pain Touch
    Special Qualities: DR 15/Magic, Immunities, Energy Resistance 20 (Cold, Fire, Electricity), Yugoloth traits
    Saves: Fort +8, Ref +11, Will +14
    Abilities: Str 11, Dex 16, Con 11, Int 20, Wis 18, Cha 17
    Skills: Bluff +18, Concentration +11, Diplomacy +15, Gather Information +18, Intimidate +18, Knowledge (Arcana, Local, Nobility) +14, Profession (Torturer) +15, Sense Motive +16, Spellcraft +13
    Feats: Greater Spell Focus (Necromancy), Improved Initiative, Iron Will, Spell Focus (Necromancy)
    Environment: Any
    Organization: Solitary, Pair, or House (5-10)
    Challenge Rating: 10
    Treasure: Standard
    Alignment: Always Neutral Evil
    Advancement: 13-24 HD (Medium)
    Level Adjustment: ---

    The Torqueoloth are tall, thin humanoid figures completely wrapped in black leather. Even their heads are covered making them appear completely faceless. Sadists to the core the Torqueoloth have become torturers and interrogators for hire since leaving their home plane. They are also odd pranksters, goosing unsuspecting people with their pain touch, raiding their food pantries, and dying their pets a bright pink color. Even the other Yugoloths find them to be odd ducks. Potential customers should be aware that having them around is problematic as they like to get into a lot of trouble, plus they tend to go off on tangents when interrogating subjects because they get bored asking the same questions over and over.

    Spell-Like Abilities (Sp): At Will: Bonefiddle, Mark of the Outcast, Binding Chain of Fate, Infestation of Maggots, Stolen Breath, Deathwatch, Boiling Blood, Wave of Pain. 1/day: Finger of Agony, Magic Circle Against Good. Caster level 12th. The save DCs are Charisma-based.

    Spells: A Torqueoloth casts spells as a 12th Level Dread Necromancer.

    Summon Yugoloth (Sp): Once per day a Torqueoloth can attempt to summon another Torqueoloth with a 40% chance of success. This ability is the equivalent of a 4th-level spell.

    Pain Touch (Su): At will the Torqueoloth can make a melee touch attack. If the opponent fails a DC 19 Willpower Save (Save DC is Cha based) it takes a -4 penalty on attack rolls, skill checks, willpower saves, and ability checks for 1d4 rounds..

    Immunities (Ex): The Torqueoloth are immune to Acid and Poison, as well as any powers, spells or effects that simulate pain such as Symbol of Pain, Wracking Touch, etc.

    Combat: Torqueoloth are surprisingly willing to fight despite not being traditional combatants. They generallly rely on their spells and SLA's, and using Pain Touch to disable anyone getting up close.
    Last edited by Bhu; 2013-11-25 at 04:35 PM.
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  14. - Top - End - #914
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    Default Re: Critters II!

    Were Sea Monkey

    No one is really sure what the hell the Goddess of Lycanthropes was thinking when she created these things. Most infected Were Sea Monkeys are infants of the humanoid races, possibly to give them a chance to survive shipwrecks and other unfortunate events. Their physical development halts but their intellectual capacity does not, and many a hardy pirate has lost his bowel control at the sight of a mother nursing a comparatively huge crustacean.

    Were Sea Monkey is an Acquired or Inherited template that can be added to any Tiny humanoid (usually infants).

    Size and Type: Type doesn’t change, but it does gain the Shapechanger subtype. Size in Sea Monkey form is Fine, Size in Hybrid form is unchanged. Size in humanoid form is unchanged. It gains the Aquatic Subtype in Hybrid and Sea Monkey forms.

    Hit Dice: Unchanged.

    Speed: Land Speed is 5 in Hybrid Form, and 0 in Sea Monkey Form. Swim Speed is 20 in Hybrid Form, and 5 in Sea Monkey Form.

    Armor Class: Natural Armor Bonus increases by +2 in all forms.

    Attacks: Use the humanoids BAB for all 3 forms (Grapple bonus will change due to Size penalties in Hybrid and Sea Monkey forms).

    Damage: Same as base creature in Humanoid form, none in Sea Monkey form, bite damage is 1d2 plus Strength bonus in Hybrid form.

    Special Attacks: Hybrid and Sea Monkey Forms gain Cursed Bite:

    Cursed Bite (Su): Identical to the ability listed under Lycanthropes in the Monster Manual, except it only works on Humanoids of the appropriate Size.

    Special Qualities: All 3 forms possess Hibernation, Alternate Form, Shrimp Empathy, and Damage Reduction 5/Silver (DR 10/Silver in Hybrid and Animal Forms). Hybrid and Sea Monkey Forms also get Wide Angle Vision, Snap Turn and Preternatural Toughness.

    Hibernation (Ex): In situations where dessication (usually due to spells in d20), lack of oxygen or temperature extremes would reduce a Were Sea Monkey to less than 0 hp, it may voluntarily enter hibernation to avoid going into negative hp. In this state it is Helpless, but does not need air, food, or water. It can exist like this for a number of years equal to it's Constitution Score. Submerging it in water will revive it in 1d6 rounds, but it will then need to find a method of healing itself (even if only by resting).

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

    Shrimp Empathy (Ex): Can communicate with Shrimp and has a +4 Racial bonus on Charisma based checks to influence them (which it can do despite their being Mindless).

    Wide Angle Vision (Ex): Sea Monkeys get a +2 Racial Bonus to Search and Spot Checks and cannot be Flanked.

    Snap Turn (Ex): A Were Sea Monkey can make a 180 degree turn once per round while swimming without losing movement, and even while using the Run Action.

    Preternatural Toughness (Ex): The environment in which Brine Shrimp live is incredibly high in salt, low in oxygen, and suffers from extremes of temperature. They also evidence a fairly high amount of resistance to toxins. For this reasons they gain a +2 Racial Bonus on Fortitude Saves made against exposure to high or low temperatures, suffocation due to lack of oxygen, poisons, and spells that mimic dessication or salt exposure effects.

    Saves: Must be recalculated in Hybrid and Sea Monkey forms due to stat changes, and gains a +2 Racial Bonus to Fort Saves.

    Abilities: Were Sea Monkeys gain +2 Wis. Physical Stats in Sea Monkey Form are Str drops to 1, +8 Dex, +2 Con. Physical Stats in Hybrid Form are +4 Dex, +2 Con.

    Skills: Were Sea Monkeys get a +8 Racial Bonus to Swim Checks and may always take 10 on a Swim Check. They may use the Run Action while swimming in a straight line.

    Feats: Gains Iron Will.

    Environment: Unchanged

    Organization: Unchanged, usually Solitary

    Challenge Rating: +2

    Treasure: Unchanged, usually Standard.

    Alignment: Usually Neutral with some tendencies towards Chaos.

    Advancement: By character class.

    Level Adjustment: +2 Afflicted (+3 Natural)
    Last edited by Bhu; 2014-01-12 at 11:36 PM.
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  15. - Top - End - #915
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    Default Re: Critters II!

    Quote Originally Posted by Bhu View Post
    Conventusloth, Were Komodo, and Loup Garou are done unless anyone wishes changes:

    *snip*
    Other than the stats for the animal form critter, I can't think of anything I'd need for the were komodo
    Haven't messed with lycanthropes much so I don't know if I can just change stats around to get it. And again, thank you

  16. - Top - End - #916
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    Default Re: Critters II!

    It would basically be a Crocodile, but instead of Hold Breath and Improved Grab give it Toxic Bite, Rush, Improved Scent, Lizard Senses and Sprint.
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  17. - Top - End - #917
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    Default Re: Critters II!

    Were Sea Monkey and Torqueoloth are done

    Were Wombat

    Were Wombat is an Acquired or Inherited template that can be added to any Small humanoid. In this case usually Gnomes and Halflings. Both have a fondness for cuddly forest animals, and the Goddess of Lycanthropes found them agreeable to becoming one part time themselves.

    Size and Type: Size and Type doesn’t change, but it does gain the Shapechanger subtype.

    Hit Dice: Unchanged.

    Speed: Land Speed is 30' in Hybrid and Wombat Forms, Burrow Speed is 15' in Hybrid and Wombat Forms.

    Armor Class: Natural Armor Bonus increases by +2 in all Forms.

    Attacks: Use the humanoids BAB for all 3 forms.

    Damage: Same as base creature in Humanoid form, same as Wombat in Wombat and Hybrid Forms (Wombats have 2 claw attacks doing 1d3 damage plus Strength bonus, and 1 Bite doing 1d2 + 1/2 Strength bonus).

    Special Attacks: Hybrid and Wombat Forms gain Cursed Bite and Trip:

    Cursed Bite (Su): Identical to the ability listed under Lycanthropes in the Monster Manual, except it only works on Humanoids of the appropriate Size.

    Trip (Ex): When making a Bull Rush as part of a Charge you do not take Size Penalties to the Opposed Check, and if successful you knock your opponent Prone as well.

    Special Qualities: All 3 forms possess Speed Burst, Alternate Form, Wombat Empathy, and Damage Reduction 5/Silver (DR10/Silver in Hybrid and Wombat Form). Hybrid and Wombat Forms also get Tunnel Fighting, Scent, Tremorsense 20 ft., and Armored Butt.

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

    Wombat Empathy (Ex): Can communicate with Wombat and has a +4 Racial bonus on Charisma based checks to influence them (which it can do despite their being Mindless).

    Tunnel Fighting (Ex): The Were Wombat's penalties for fighting in restricted spaces (see Underdark page 112) are lowered by an additional -2.

    Armored Butt (Ex): Wombats have thick smooth hide on their behinds to prevent predators from pulling them from burrows. The Were Wombats DR increases to 10/-against attacks from the rear.

    Saves: Must be recalculated in Hybrid and Wombat forms due to stat changes, and gains a +2 Racial Bonus to Fort and Ref Saves.

    Abilities: Were Sea Monkeys gain +2 Wis. In Hybrid and Wombat Forms their Con Bonus increases to +4 and they gain +6 Dex.

    Skills: Were Wombats gain a +4 Racial Bonus to Listen Checks.

    Feats: Dodge, Iron Will.

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: +2

    Treasure: Unchanged, usually Standard.

    Alignment: Usually Neutral

    Advancement: By Character Class.

    Level Adjustment: +2 Afflicted (+3 Natural)
    Last edited by Bhu; 2014-01-12 at 11:39 PM.
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  18. - Top - End - #918
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    Default Re: Critters II!

    Quote Originally Posted by Bhu View Post
    Were Wombat
    *perks up* What have we here?!
    Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes

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  19. - Top - End - #919
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    Default Re: Critters II!

    Hi WOmbat!


    Were Sea Monkeys have received a slight modification, Were WOmbats will be done soon.
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    Default Re: Critters II!

    in addition to the yugoloths and zoanthropes we'll be having som beholders shortly

    Birraloth
    Medium Outsider (Evil, Extraplanar, Yugoloth)
    Hit Dice: 12d8+12 (66 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares)
    Armor Class: 25 (+15 Natural), touch 10, flat-footed 25
    Base Attack/Grapple: +12/+15
    Attack: Slam +15 melee (1d4+3)
    Full Attack: 2 Slams +15 melee (1d4+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities, Spells, Summon Yugoloth
    Special Qualities: DR 15/Magic, Immunities, Energy Resistance 20 (Cold, Fire, Electricity), Yugoloth traits, Brewmaster
    Saves: Fort +9, Ref +8, Will +13
    Abilities: Str 16, Dex 11, Con 13, Int 20, Wis 16, Cha 17
    Skills: Bluff +18, Concentration +16, Craft (any 2, usually booze related) +20, Diplomacy +18, Gather Information +18, Knowledge (Arcana, Local, Nature, Nobility) +20, Profession (Brewer) +18, Sense Motive +18, Spellcraft +20
    Feats: Greater Spell Focus (Transmutation), Improved Initiative, Iron Will, Spell Focus (Transmutation)
    Environment: Any
    Organization: Solitary, Pair, or Micro Brewery (5-10)
    Challenge Rating: 10
    Treasure: Standard
    Alignment: Always Neutral Evil
    Advancement: 13-24 HD (Medium)
    Level Adjustment: ---

    The Birraloth are brewers and distillers of alcohol of all sorts, making beverages that can even lay waste to Fiends. They found it was an easier art to practice than being mercenaries, and often led to far more money. They appear as fat, balding humanoid figures with thick neck wattles.

    Spell-Like Abilities (Sp): At Will: Increase Potency, Blood Frenzy, Moradin's Golden Tankard, Lightweight, Energize Potion (material component is a flask of alcohol instead of a potion), Create Booze, Animate 'Water', Inebriation. 1/day: Control Booze, Magic Circle Against Good. Caster level 12th. The save DCs are Charisma-based. New spells are from Cipher's Booze Domain.

    Spells: A Birraloth casts spells as a 12th Level Favored Soul.

    Summon Yugoloth (Sp): Once per day a Birraloth can attempt to summon another Birraloth with a 40% chance of success. This ability is the equivalent of a 4th-level spell.

    Immunities (Ex): The Birraloth are immune to Acid and Poison, and cannot become intoxicated, even by magical brews.

    Brewmaster (Su): You effectively have the Brew Potion Feat with a few differences. The first is you may imbue any form of alcoholic drink as a potion without the usual cost (you must still pay the price for the alcohol you enchant), and you may do this as a Full Round Action. You are not limited to spells of 3rd Level or less.

    Combat: Birraloths just want to get along. Let them buy you a beer, and you can talk it over. Just make sure they're never alone with the beer...
    Last edited by Bhu; 2014-01-13 at 12:09 AM.
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  21. - Top - End - #921
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    Default Re: Critters II!

    Quote Originally Posted by Bhu View Post
    i
    Birraloth

    The Birraloth are brewers and distillers of alcohol of all sorts, making beverages that can even lay waste to Fiends. They found it was an easier art to practice than being mercenaries, and often led to far more money. They appear as fat, balding humanoid figures with thick neck wattles.
    Check out Cipher's Booze Domain here: http://www.giantitp.com/forums/showp...71&postcount=1

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    Last edited by Debihuman; 2013-12-17 at 07:51 AM.
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  22. - Top - End - #922
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    Default Re: Critters II!

    omg i have to ask him to use this!
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  23. - Top - End - #923
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    Default Re: Critters II!

    In theory the Were Wombat is done, the Birraloth is almost done pending Ciphers approval. Were Porcupine coming soon.

    Examiner
    Medium Aberration
    Hit Dice: 8d8+16 (52 hp)
    Initiative: +2
    Speed: 5 ft. (1 square), Fly 20 ft. (Good)
    Armor Class: 17 (+2 Dex, +5 Natural), touch 12, flat-footed 15
    Base Attack/Grapple: +6/+6
    Attack: Eye Rays +8 Ranged Touch and Bite +8 melee (1d6) or by Weapon +8/+1 Melee
    Full Attack: Eye Rays +8 Ranged Touch and Bite +8 melee (1d6) or by Weapon +8/+1 Melee
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Eye Rays
    Special Qualities: Flight, All-Around Vision, Darkvision 60 ft., Regeneration 1, SR
    Saves: Fort +4, Ref +4, Will +8
    Abilities: Str 10, Dex 14, Con 14, Int 18, Wis 15, Cha 14
    Skills: Craft (any 1) +10, Hide +8, Knowledge (Arcana) +10, Listen +8, Search +14, Spellcraft +10, Spot +12, Survival +8, Use Magic Device +11
    Feats: Iron Will, Multiweapon Fighting, Weapon Finesse
    Environment: Cold Hills
    Organization: Solitary or Squad (4-10)
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Usually Lawful Neutral
    Advancement: 9-16 HD (Medium), 17-24 HD (Large)
    Level Adjustment: ---

    The Examiner is a Beholderkin resembling a 4 ft. sphere with only 4 eyestalks, and a mouth on it's underside. It has 4 insectile limbs with gripper pads that come in handy for it's main profession as the scholars and clerks of the Beholder kingdoms. They study and attempt to enhance or improve upon magic items, and despite being second class citizens are well thought of by the Beholders due to their usefulness.

    Eye Rays (Su): Each of a Examiners Eye Rays resembles a spell cast by an 8th level Caster. Each Eye Ray has a Range of 150 feet, and a Save DC of 16. Save is Charisma Based. The rays follow the rules for spell rays (see Aiming A Spell, page 175 of PHB). The Rays include:

    Either Enlarge or Reduce Person: The target must make a Fortitude Save or be affected as though by the spell, unlike normally this effect is not restricted to Humanoids.

    Stone Shape: Unlike usual the ray reshapes and non-living, non-magical matter.

    Either Identify or Legend Lore: You may only learn about the target of the ray.

    Spell Turning: This isn't so much a ray as a protective ability you can activate at will as a Spell-Like Ability.

    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.

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

    Regeneration (Ex): The Examiner's Regeneration does not work against Fire or Acid damage.

    Combat: Examiner's aren't meant much for combat, They rely on weapons or magical items, and hope that more powerful backup arrives quickly.
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  24. - Top - End - #924
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    Default Re: Critters II!

    Each of a Speakers Eye Rays
    Copy Pasta error.
    Either Enlarge or Reduce Person: The target must make a Fortitude Save or be affected as though by the spell.
    Odd for them to have a ray that can't effect their own type, plus, aren't MOST Beholder's still racist to the degree of genocidal wars often happening between those with differences in appearance (chitinous eye-stalks vs fleshy for example)? Even in a city that isn't a constant civil war-zone it doesn't seem like they would have many slaves to use the enlarge function on since they would be xenophobic to the point of killing non-beholders rather than enslaving them. I could easily be wrong...
    Last edited by DracoDei; 2013-12-24 at 04:44 PM.
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  25. - Top - End - #925
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    Default Re: Critters II!

    Fixed ray and errors. Yes the Beholders are very racist about True Beholders, Beholder-kin not so much. Translating some of these from 2e is a lil twitchy so bear with me.



    Watcher
    Large Aberration
    Hit Dice: 3d8+9 (22 hp)
    Initiative: +3
    Speed: 5 ft. (1 square), Fly 40 ft. (Perfect)
    Armor Class: 16 (-1 Size, +3 Dex, +4 Natural), touch 12, flat-footed 13
    Base Attack/Grapple: +2/+7
    Attack: Tentacle +4 melee (2d6+1 plus 1d6 Electricity)
    Full Attack: Tentacle +4 melee (2d6+1 plus 1d6 Electricity)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Eye Powers, Shocking Tentacle
    Special Qualities: All-Around Vision, Darkvision 60 ft., Flight
    Saves: Fort +4, Ref +4, Will +6
    Abilities: Str 12, Dex 16, Con 16, Int 4, Wis 16, Cha 14
    Skills: Hide +0, Listen +4, Move Silently +4, Search +1, Spot +8, Survival +4
    Feats: Ability Focus (Shocking Tentacle), Weapon Finesse
    Environment: Cold Hills
    Organization: Solitary
    Challenge Rating: 2
    Treasure: None
    Alignment: Usually Neutral
    Advancement: 4-9 HD (Large)
    Level Adjustment: ---

    Watchers are 6' diameter spheres with 3 eyes spread evenly around it's sides. Atop the sphere is a huge compound eye and a ring of 6 lesser eyes, and trailing from the bottom is a prehensile tentacle with a barbed pad just in front of the Watchers mouth. They are among the lowest of Beholder-kin, and are sentries posted on watch.

    Eye Powers (Sp): The Watcher may cast the following as Spell-Like Abilities at will: Detect Thoughts, Major Image, Message, Shadow Evocation, Suggestion, Telekinesis, Teleport, True Seeing

    Shocking Tentacle (Su): Opponents hit by the Watcher's Tentacle take 1d6 Electricity damage and must make a DC 15 Fortitude Save (Save DC is Charisma based) or be Paralyzed for 1d4+1 rounds.

    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.

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

    Combat: Watchers are not all that brave and will use their powers to interfere and delay with intruders while one of their number teleports back to give word of trouble.
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  26. - Top - End - #926
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    Lensman
    Medium Aberration
    Hit Dice: 2d8+4 (13 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares)
    Armor Class: 15 (+2 Dex, +3 Natural), touch 12, flat-footed 13
    Base Attack/Grapple: +1/+3
    Attack: Bite +3 Melee (1d8) or Halberd +3 Melee (1d10+2/x3)
    Full Attack: Bite +3 Melee (1d8) or Halberd +3 Melee (1d10+2/x3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Eye Power
    Special Qualities: Darkvision 60'
    Saves: Fort +2, Ref +2, Will +5
    Abilities: Str 14, Dex 14, Con 14, Int 6, Wis 14, Cha 14
    Skills: Hide +3, Listen +3, Search -1, Spot +3, Survival +3
    Feats: Improved Initiative
    Environment: Cold Hills
    Organization: Solitary or Squad (4-10)
    Challenge Rating: 1
    Treasure: Standard
    Alignment: Usually Neutral Evil
    Advancement: By Character Class
    Level Adjustment: +2

    The Lensman are great starfish like beings with one great eye and a mouth surrounded by 5 prehensile limbs (4 of which end in primitive hands). Often armed with polearms or heavy weapons they are the armed mooks of the Beholder kingdoms. They speak the Beholder language and are proficient with Simple and Martial Weapons.

    Eye Power (Sp): The Lensman chooses one of the following to cast at will as a Spell-Like Ability: Crushing Despair, Dispel Magic, Fear, Good Hope, Heal, Rage, Tongues, Protection from Chaos/evil/Good/Law, or Shadow Evocation.

    Combat: Lensman rely on their sheer numbers backed by the power of their magical eyes to hope to overcome invaders, In reality they're little more than speed bumps to allow the Beholders time to get prepared.
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  27. - Top - End - #927
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    Orbus (Spelljammer)
    Medium Aberration
    Hit Dice: 5d8+10 (32 hp)
    Initiative: +1
    Speed: 5 ft. (1 square), Fly 20 ft. (Good)
    Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
    Base Attack/Grapple: +3/+2
    Attack: Bite +2 melee (1d4-1)
    Full Attack: Bite +2 melee (1d4-1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities: Antimagic Cone, Darkvision 60', Flight, Mindless
    Saves: Fort +1, Ref +2, Will +5
    Abilities: Str 8, Dex 12, Con 14, Int -, Wis 12, Cha 2
    Skills: -
    Feats: -
    Environment: Wildspace
    Organization: Solitary or Pack (1-6)
    Challenge Rating: 2
    Treasure: None
    Alignment: Usually Neutral
    Advancement: 6-10 HD (Medium)
    Level Adjustment: ---

    The Orbus are pale, stunted Beholders covered in dry skin as opposed to their usual armored hide. They are chalk white with filmed over eyes (the smaller eyestalks are blind) and an all but toothless mouth. Somehow the mindless Orbus are living Spelljammer helms able to focus the powers of their brethren into motive force. It is unclear if they are born this way, or this is some sort of punishment for Beholders who violate the laws of their species.

    Antimagic Cone (Su): A Beholder's central eye continually produces a 150 foot cone of antimagic. This functions like an Antimagic Field cast by a 13th Level caster. All magical and supernatural effects are suppressed within the cones area of effect, including the Beholder's own eye rays. Once per round the Beholder may decide whether the cone is active or not by shutting it's eye as a Free Action.

    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: Orbus rarely fight, or even react to the presence of others. Usually they will flee if pressed unless starving or angry.
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  28. - Top - End - #928
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    Gorbel
    Small Aberration
    Hit Dice: 2d8+2 (11 hp)
    Initiative: +2
    Speed: 5 ft. (1 square), Fly 50 ft. (Good)
    Armor Class: 19 (+1 Size, +2 Dex, +6 Natural), touch 13, flat-footed 16
    Base Attack/Grapple: +1/-3 (+9 Attached)
    Attack: Claw +4 melee (1d6)
    Full Attack: 2 Claws +4 melee (1d6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Attach, Explosion, Constrict, Swallow Whole
    Special Qualities: Darkvision 60 ft., Flight, All-Around Vision, Mindless, DR 10/Slashing or Piercing
    Saves: Fort +1, Ref +2, Will +4
    Abilities: Str 10, Dex 14, Con 12, Int -, Wis 13, Cha 2
    Skills: -
    Feats: Weapon Finesse (B)
    Environment: Any Warm Land
    Organization: Solitary or Herd (6-30)
    Challenge Rating: 1
    Treasure: None
    Alignment: Usually Neutral
    Advancement: ---
    Level Adjustment: ---

    Gorbels are red rubbery spheres with 6 eyestalks and a fanged mouth. They have stubby clawed legs for gripping prey. It is uncertain how (or if) they are related to other Beholderkin, for they are little more than mindless predators and they inhabit lands far from the usual Beholder haunts. Gorbels are very territorial and will attack any movement, even by inanimate objects.

    Attach (Ex): A Gorbel can Attach itself with a successful Melee Touch Attack, effectively Grappling it's opponent. While Attached it loses it's Dexterity Bonus to AC, but gains a +12 Racial Bonus to Grappling Checks. It can be attacked with a weapon, or removed if it's opponent can successfully Pin it in a Grapple. Once attached it may swallow opponents if they are small enough, or constrict.

    Constrict (Ex): The Gorbel does 1d6 damage with a successful Grapple Check.

    Swallow Whole (Ex): An Gorbel can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. The swallowed creature takes 1d6 points of bludgeoning damage and 1 point of acid damage per round from the Gorbel's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 5 points of damage to the gizzard (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

    Explosion (Ex): The gas that fills and buoys the Gorbel's body is very explosive. If the Gorbel takes a point of damage from anything but a bludgeoning weapon it explodes doing 1d6 Fire damage in the square it occupies.

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

    All-Around Vision (Ex): The Gorbel's eyes give it a +4 racial bonus on Spot and Search checks, and they cannot be flanked.
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  29. - Top - End - #929
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    Default Re: Critters II!

    Astereater (Spelljamer)
    Large Aberration
    Hit Dice: 8d8+32 (68 hp)
    Initiative: +6
    Speed: Fly 20 ft. (4 squares, Good)
    Armor Class: 24 (-1 Size, +2 Dex, +13 Natural), touch 11, flat-footed 22
    Base Attack/Grapple: +6/+14
    Attack: Bite +9 Melee (2d4+6)
    Full Attack: Bite +9 Melee (2d4+6)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved Grab, Swallow Whole
    Special Qualities: Darkvision 60', Flight, Camouflage
    Saves: Fort +6, Ref +4, Will +7
    Abilities: Str 18, Dex 14, Con 18, Int 8, Wis 13, Cha 10
    Skills: Hide +3, Knowledge (Wildspace) +1, Listen +3, Search +0, Spot +3, Wildspace Survival +3
    Feats: Flyby Attack, Improved Initiative, Skill Focus (Hide)
    Environment: Wildspace
    Organization: Solitary
    Challenge Rating: 6
    Treasure: Double Standard
    Alignment: Usually Lawful Evil
    Advancement: 9-16 HD (Large), 17-32 HD (Huge)
    Level Adjustment: ---

    Astereaters are primitive Beholder-kin resembling large rocks with large mouths and a single eye. They have their own language, though they have rarely been observed using it as they spend most of their lives living as simple ambush predators. True Beholders hate them, and try to wipre them out whenever possible. The Giff race has often been found working with them for unknown reasons.

    Improved Grab (Ex): To use this ability, an Astereater must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

    Swallow Whole (Ex): An Astereater can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 1d6+4 points of bludgeoning damage and 4 points of acid damage per round from the Astereater's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 10 points of damage to the gizzard (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

    An Astereater's gizzard can hold 1 Small, 8 Tiny, or 32 Diminutive or smaller opponents.

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

    Camouflage (Ex): This is identical to the Ranger Ability listed in the PHB.

    Combat: Astereater lurk near the periphery of asteroid or debris fields, and strike from ambush.
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  30. - Top - End - #930
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    Kasharin (Spelljammer)

    Kasharin is an Acquired Template that can be applied to a Living Beholder. Known as Beholder Mummies, the Kasharin are Beholders who have contracted a disease called the Blinding Rot, and they look like burned, blackened husks. Not truly dead, but not quite alive they are normally slain on sight but for the few being kept in study. The other beholders hope to turn them into some sort of weapon before they truly die.

    Size and Type: Unchanged.

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: Natural Armor Bonus decreases by -4.

    Attacks: Unchanged.

    Damage: Unchanged.

    Special Attacks: Retains none of the Special Attacks of the Base Creature but gains the following:

    Deathcharm Eye (Su): The Kasharin's central eye continually emits a 150' Cone of bizarre magic. Beings within it's area of effect must make a Willpower Save (Save DC is Cha based with a +4 Racial Bonus) or be affected as if by a Charm Monster spell. Anything immune to a Charm Monster spell is instead affected by a Finger of Death spell. Caster Level in either case is equal to Hit Dice.

    Blinding Rot (Su): Supernatural Disease—Bite, Fortitude Save, Incubation Period 1 minute; Damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based.

    Unlike normal diseases, Blinding Rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below. Blinding Rot only affects Beholders.

    Blinding Rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with blinding Rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.

    To eliminate Blinding Rot, the curse must first be broken with Break Enchantment or Remove Curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the Blinding Rot can be magically cured as any normal disease.

    Special Qualities: Retains all Special Qualities of the Base Creature except All-Around Vision and Antimagic Cone. It also gains the following:

    Caught Between Worlds (Ex): Though not Undead the Kasharin are healed by negative energy and harmed by positive energy similar to the Undead, and they are vulnerable to Turn/Rebuke Undead as well. Spells still detect thm as living beings.

    Saves: Recalculate Saves due to Ability changes.

    Abilities: -2 Int, +2 Wis

    Skills: Unchanged.

    Feats: Unchanged.

    Environment: The Spelljammer (Beholder tower)

    Organization: Community (4-10)

    Challenge Rating: -5

    Treasure: None.

    Alignment: Usually Neutral Evil

    Advancement: Unchanged

    Level Adjustment: ---
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