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Thread: Critters II!

  1. - Top - End - #961
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    Default Re: Critters II!

    Pseudonatural Beholder aka the Ultimate Eye Tyrant
    Huge Aberration
    Hit Dice: 18d8+162 (243 hp)
    Initiative: +5
    Speed: 5 ft. (1 square), Fly 40 ft. (Average)
    Armor Class: 32 (-2 Size, +1 Dex, +23 Natural), touch 9, flat-footed 31
    Base Attack/Grapple: +13/+26
    Attack: Eye Rays +12 Ranged Touch and Bite +11 melee (2d6+2)
    Full Attack: Eye Rays +12 Ranged Touch and Bite +11 melee (2d6+2)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Eye Rays, Central Eye
    Special Qualities: Flight, All-Around Vision, Darkvision 60 ft., Spell Resistance 25
    Saves: Fort +17, Ref +7, Will +20
    Abilities: Str 20, Dex 12, Con 28, Int 29, Wis 25, Cha 25
    Skills: Hide +14, Intimidate +28, Knowledge (Arcana, The Planes, Religion) +30, Listen +28, Search +34, Spellcraft +34, Spot +32, Survival +28
    Feats: Alertness, Flyby Attack, Great Fortitude, Hover, Improved Initiative, Iron Will, Ability Focus (Central Eye)
    Environment: The Far Realms
    Organization: Solitary
    Challenge Rating: 19
    Treasure: Standard
    Alignment: Usually Lawful Evil
    Advancement: 19-36 HD (Huge), 37-54 HD (Gargantuan)
    Level Adjustment: ---

    Pseudonatural Beholders originate in the Far Realms and draw their excessive power from some unknown source there. They are larger than the average Beholder, with thorns sprouting here and there from their chitin.

    Eye Rays (Su): Each of a Pseudonatural Beholders Eye Rays resembles a spell cast by a 20th level Caster. Each Eye Ray has a Range of 150 feet, and a Save DC of 26. Unlike normal Beholder eye rays these cause an area burst, also affecting anything within 10 ft. of the primary target. Save is Charisma Based. The rays follow the rules for spell rays (see Aiming A Spell, page 175 of PHB). The Rays include:

    Madness: The target of this ray must make a Willpower Save or be affected as if by a Mass Charm Monster spell.

    Unraveling: The target of this ray must make a Willpower Save or take 1d10 untyped damage. It must continue to make a new Save each round to avoid another 1d10 damage until one of the following spells is cast on it (or it makes a successful Saving Throw): Break Enchantment, Dispel Magic, Remove Curse, Miracle, Wish. If the victim dies this has similar effects to a Disintegrate spell.

    Withering: The target of this ray must make a Willpower Save or be affected as if by a Ray of Entropy spell.

    Burning: The target of this ray must make a Reflex Save or be affected as if by an Firebrand spell.

    Telekinesis: This eye ray can move objects or creature of up to 325 pounds as though it were a Telekinesis spell unless the target makes a successful Willpower Save.

    Frost: The target of this ray must make a Reflex Save or be affected as if by an Ice Blast spell.

    Petrification: The target of this ray must make a Fortitude Save or be affected as if by a Flesh to Stone spell.

    Disintegration: The target of this ray must make a Fortitude Save or be affected as if by a Disintegration spell.

    Attraction: The target of this ray must make a Willpower Save or be affected as if by a Curse of Impending Blades spell. In addition it takes a Bull Rush attack as through struck by a Strength 25 Huge creature. Unlike usual if the Bull Rush is successful, the opponent is pulled towards you instead of away.

    Repulsion: The target of this ray must make a Willpower Save or be affected as if by a Bestow Curse spell. In addition it takes a Bull Rush attack as through struck by a Strength 25 Huge creature.


    Central Eye (Su): The Pseudonatural Beholders central eye has 2 effects that it can switch between as a Swift Action once per round. The first is the standard Beholder antimagic, a 150 ft. cone whose area of effect is an Antimagic Field (caster Level 20th). The other effect is also a 150 cone that requires victims to make a DC 28 Willpower Save or be Dazed 1 round and Slowed as per the spell for as long as they remain within the Area of Effect.

    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: Pseudonatural Beholders target melee fighters with their secondary central eye effect before wreaking havoc with their area effect eye rays. Many snipe from long range as well.
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  2. - Top - End - #962
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    Default Re: Critters II!

    Eye of Shadow
    Large Aberration
    Hit Dice: 8d8+16 (52 hp)
    Initiative: +7
    Speed: 5 ft. (1 square), Fly 30 ft. (Average)
    Armor Class: 22 (-1 Size, +3 Dex, +10 Natural), touch 12, flat-footed 19
    Base Attack/Grapple: +6/+14
    Attack: Eye Rays +8 Ranged Touch and Bite +4 melee (1d8)
    Full Attack: Eye Rays +8 Ranged Touch and Bite +4 melee (1d8)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Eye Rays, Central Eye, Sneak Attack +2d6
    Special Qualities: Flight, All-Around Vision, Darkvision 60 ft., Shadowwalk, Shadow Regeneration
    Saves: Fort +4, Ref +5, Will +10
    Abilities: Str 18, Dex 16, Con 14, Int 19, Wis 14, Cha 15
    Skills: Hide +7 (+17 in shadow), Knowledge (Arcana) +7, Listen +12, Move Silently +13, Search +18, Spot +16, Survival +12
    Feats: Flyby Attack, Improved Initiative, Iron Will
    Environment: Cold Hills
    Organization: Solitary, Pair or Cluster (3-6)
    Challenge Rating: 10
    Treasure: Standard
    Alignment: Usually Lawful Evil
    Advancement: 9-16 HD (Medium), 17-24 HD (Large)
    Level Adjustment: ---

    Eyes of Shadow are Beholders warped by constant exposure to the Shadowfell (and probably less mentionable powers as well). They appear as little more than blobs of animate darkness with writhing eyestalks.

    Eye Rays (Su): Each of an Eye of Shadows Eye Rays resembles a spell cast by a 10th 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:

    Blinding: The target of this ray must make a Reflex Save or be affected as if by a Suburst spell. 4 of the Eye of Shadows eye rays are Blinding rays.

    Thundering: The target of this ray must make a Fortitude Save or be affected as if by a Greater Shout spell. 4 of the Eye of Shadows eye rays are Thundering rays.

    Shadowbond: The target of this ray must make a Willpower Save or be affected as if by a Venom Bolt spell. Unlike normal it is negative energy damage instead of acid, and until the victim shrugs off paralysis her is surrounded by Darkness (as per the spell of the same name) in a 5 foot area. 4 of the Eye of Shadows eye rays are Shadowbond rays.

    Central Eye (Su): The Eye of Shadows central eye emits a 150 ft. cone of magical energy that renders opponents within it's area of effect vulnerable if they fail a DC 16 Willpower Save (Save DC is Charisma based). Opponents who fail the Save lose their Dexterity Bonus to AC for 1 round (a new save must be made each round the victim remains within the area of effect).

    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.

    Sneak Attack This is identical to the Rogue Ability on pg. 50 of the PHB, doing +2d6 damage when appropriate. The Eye of Shadow may use this with their Eye Rays at full range.

    Shadowwalk (Su): When in areas of absolute darkness the Eye of Shadow may use the Shadow Jaunt spell as a Supernatural Ability at Will.

    Shadow Regeneration (Ex): The Eye of Shadow has Regeneration 5 while in deep shadow or total darkness. Attacks doing fire damage or that have the Light descriptor ignore this regeneration.

    Skills: Eyes of Shadow have a +10 Circumstance Bonus to Hide Checks in areas of deep shadow or total darkness.

    Combat: The Eye of Shadow targets as many opponents as it can with it's Shadowbond rays to create darkness it can use to escape it things don't go well. After that it gets as much of the group as it can within it's central eyes area, and blasts away.
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  3. - Top - End - #963
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    Default Re: Critters II!

    http://www.jacquitalbot.com/2012/08/...ather-skatene/

    http://www.mythicalcreatureslist.com...eature/Skatene


    Skatene
    Large Giant
    Hit Dice: 6d8+24 (51 hp)
    Initiative: -1
    Speed: 40 ft. (8 squares)
    Armor Class: 15 (-1 Size, -1 Dex, +7 Natural), touch 8, flat-footed 15
    Base Attack/Grapple: +4/+15
    Attack: Slam +10 melee (1d4+7) or by Weapon +10
    Full Attack: 2 Slams +10 melee (1d4+7) or by Weapon +10
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Alternate Forms, Decapitate, +2d6 Sneak Attack
    Special Qualities: Low Light Vision, Darkvision 60 ft.
    Saves: Fort +9, Ref +1, Will +4
    Abilities: Str 25, Dex 8, Con 18, Int 12, Wis 14, Cha 15
    Skills: Bluff +10, Diplomacy +10, Hide +0, Intimidate +6, Knowledge (Arcana, Local, Nature) +4, Listen +4, Move Silently +1, Sense Motive +6, Spot +4, Survival +4
    Feats: Negotiator, Persuasive, Power Attack
    Environment: Any Temperate
    Organization: Unique
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Chaotic Evil
    Advancement: By Character Class
    Level Adjustment: ---

    Skatene or Skate'ne is a cannibalistic monster haunting the Choctaw. She worms her way into homes by appearing as a tame owl or a harmless old woman, but when the family is asleep she turns into her true form of a giantess and murders the family patriarch by decapitating him and stealing his head. No one is exactly sure why other than she just seems to be downright evil.

    Alternate Forms (Su): Skatene has the Alternate Form Ability, and may choose 3 forms: an old human woman, a Giant Owl or an Owl.

    Decapitate (Ex): Skatene can perform a Coup de Grace as a Swift Action. She uses it to murder sleeping victims.

    Sneak Attack This is identical to the Rogue Ability listed on page 50 of the PHB.

    Skills: Skatene receives a +4 Competence Bonus on Bluff and Diplomacy Checks.

    Combat: Skatene is slow and clumsy and rarely fights opponents. She prefers to wait until the people whose house she has entered fall asleep and murder them quietly. Mostly just the family father. She's less a warrior and more of a serial killer.
    Last edited by Bhu; 2014-04-26 at 03:20 PM.
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  4. - Top - End - #964
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    Default Re: Critters II!

    http://www.mythicalcreatureslist.com...ure/Tammatuyuq


    Tammatuyuq
    Large Giant
    Hit Dice: 6d8+24 (51 hp)
    Initiative: +4
    Speed: 40 ft. (8 squares)
    Armor Class: 15 (-1 Size, +6 Natural), touch 9, flat-footed 15
    Base Attack/Grapple: +4/+13
    Attack: Slam +8 melee (1d4+5) or by Weapon +8 melee
    Full Attack: 2 Slams +8 melee (1d4+5) and 1 Bite +3 melee (1d4+2) or by Weapon +8 melee
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Blood Drain, Disguise
    Special Qualities: Low Light Vision, Immunity to Cold
    Saves: Fort +9, Ref +2, Will +3
    Abilities: Str 21, Dex 10, Con 18, Int 14, Wis 13, Cha 14
    Skills: Bluff +11, Diplomacy +11, Hide +0, Intimidate +7, Knowledge (Local, Nature) +5, Listen +4, Move Silently +5, Sense Motive +6, Spot +4, Survival +4
    Feats: Improved Initiative, Negotiator, Persuasive
    Environment: Any Cold
    Organization: Unique
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Chaotic Evil
    Advancement: By Character Class
    Level Adjustment: ---

    The Tammatuyuq is a particularly vile cannibal giant who assumes human form and offers to babysit or assist nursing mothers. Once the mother is distracted Tammatuyuq flees with the infant child to her cave, and punctures it's brain with a needle in order to suck up it's blood. She makes a habit of targeting the Inuit in Canada, and is a scourge to their people.

    Blood Drain (Ex): The Tammatuyuq can suck blood from a living victim 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, she gains 5 temporary hit points.

    Disguise (Sp): Tammatuyuq can cast Disguise Self at will as a Spell-Like Ability.

    Skills: Tammatuyuq gains a +4 Competence Bonus to Bluff and Diplomacy Checks.

    Combat: Tammatuyuq rarely initiates combat. Her standard method of operation is to steal infants or very small children, and perhaps murdering a person or two in their sleep if she is truly desperate for blood.
    Last edited by Bhu; 2014-04-26 at 03:22 PM.
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  5. - Top - End - #965
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    Default Re: Critters II!

    Awakened Death Tyrant aka Beholder Lich

    Awakened Death Tyrant is an Acquired Template that can be applied to any Death Tyrant. Exactly how a Death Tyrant becomes a Lich and regains it's sentience is unknown. Their newfound intelligence is higher than normal for members of their species, and it makes them quite formidable.

    Size and Type: Unchanged.

    Hit Dice: Unchanged.

    Speed: Flight Speed increases to 20 ft.

    Armor Class: Natural AC Bonus increases by +6.

    Attacks: Unchanged.

    Damage: Unchanged.

    Special Attacks: The Base Creature retains it's Eye rays, though they have differeing effects as described blow. It also gains the following:

    Eye Rays (Su): The Eye rays change to the following effects:

    Withering: The target of this ray must make a Willpower Save or be affected as if by a Ray of Entropy spell. 5 of the Awakened Death Tyrants eye rays are Withering rays.

    It retains the Fear, Inflict Moderate Wounds, Flesh to Stone and Finger of Death Rays.

    Reanimating Ray: This is a second Inflict Moderate Wounds ray with an additional effect: If the target dies it reanimates as a Ghoul in 1d6 rounds and is under the Death Tyrants control.

    Central Eye (Su): The Death Tyrants central eye emits a 150 ft. cone of magical energy that renders opponents within it's area of effect vulnerable if they fail a Willpower Save (Save DC is Charisma based). Opponents who fail the Save are Slowed as per the spell. Additionally, opponents within the central eye's area of effect cannot heal by non magical means.

    Special Qualities: Retains all Special Qualities of the Base Creature except Partial Actions only and Antimagic Cone. It also gains the following:

    Light Vulnerability: Exposing a Death Tyrant to direct sunlight disorients it. It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape.

    Control Immunity: Awakened Death Tyrants cannot be controlled in the usual manner by the Elder Orbs or the animating necromancer.

    Saves: Unchanged (but will have some increases due to changes in Ability scores).

    Abilities: +2 Str, +10 Dex, +20 Int, +2 Wis, +10 Cha

    Skills: Due to it's newfound Intelligence score the Awakened Death Tyrant now has skills (Racial skills are the same as the Beholders)

    Feats: Since it is no longer Mindless the Awakened Death Tyrant now can choose Feats.

    Environment: Unchanged.

    Organization: Solitary.

    Challenge Rating: +3

    Treasure: Unchanged.

    Alignment: Unchanged.

    Advancement: Unchanged.

    Level Adjustment: +6
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  6. - Top - End - #966
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    Default Re: Critters II!

    Bloodkiss

    Bloodkiss is an Acquired Template that can be applied to a Deathkiss Beholderkin. They have somehow been exposed to a form of vampirism through their blood drinking habits, and become vampires as well. That and necromantic experiments are the two leading theories.

    Size and Type: Size is unchanged, Type becomes Undead.

    Hit Dice: All current and future Hit Dice become d12's.

    Speed: Unchanged.

    Armor Class: Natural AC Bonus increases by +6.

    Attacks: Unchanged.

    Damage: Unchanged.

    Special Attacks: The Base Creature retains all Special Attacks and gains the following:

    Energy Drain (Su): Living creatures hit by a Bloodkiss' tentacle attack gain two negative levels. For each negative level bestowed, the Bloddkiss gains 5 temporary hit points. Cumulative hits upon one individual in the same round do not stack.

    Blood Call (Su): once every 1d4 rounds a Bloodkiss may curse an opponent it has drawn blood from as a Standard Action. The opponent must be within 25 ft., and it must make a Fortitude Save (Save DC s Charisma based) or be Stunned 1 round, and then Slowed the round after.

    Death Scream (Su): Once every 1d4 rounds the Bloodkiss can unleash a terrifying unholy scream that affects all living creatures within a 30 ft cone. Opponents within the area of effect take 12d6 damage and are Dazed 1 round, but can make a successful Willpower Save for half damage and to negate the Daze (Save DC is Charisma based).

    Special Qualities: The Base Creature retains all it's Special Qualities except Electric Aura and Death Shiver but gains the following:

    Damage Reduction (Ex): A Bloodkiss has damage reduction 10/silver and magic. A Bloodkiss' natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

    Resistances (Ex): A Bloodkiss has resistance to cold 10 and electricity 10.

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

    Light Vulnerability: Exposing a Bloodkiss to direct sunlight disorients it. It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape.

    Saves: Unchanged other than due to Ability Score increases.

    Abilities: +6 Str, +4 Dex, +2 Int, +4 Wis, +4 Cha. Being Undead, it has no Con score.

    Skills: Bloodkiss have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.

    Feats: Bloodkiss gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats.

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: +3

    Treasure: Standard.

    Alignment: Neutral or Chaotic Evil.

    Advancement: Unchanged.

    Level Adjustment: +8
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  7. - Top - End - #967
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    Evolved Doomsphere

    Evolved Doomsphere is an Acquired Template that can be applied to any Doomsphere (i.e. Ghost Beholder) that has taken the Evolved Undead Template at least once. Elder Doomsphere's undergo certain significant changes.

    Size and Type: Size and type are unchanged.

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: The Base Creature's Deflection Bonus to AC increases by +5.

    Attacks: Unchanged.

    Damage: Unchanged..

    Special Attacks: Retains all Special Qualities of the Base Creature, except as noted below:

    Central Eye (Su): The Doomsphere's central eye emits a 150 ft. cone of magical energy that renders opponents within it's area of effect vulnerable if they fail a Willpower Save (Save DC is Charisma based). Opponents who fail the Save are Panicked as per the Fear spell. They also take double damage from the Beholder's Killing Thought ray while within it's area of effect.

    Eye Rays (Su): The Doomsphere retains it's chill ray, but the other Eye rays change to the following:

    Killling Thought: One of the Beholder's eye rays now inspires suicide. Opponents struck by it must make a Willpower Save or be affected as if targeted by both an Inflict Light Wounds and Black Karma Curse spells.

    Possession: All other 8 eyes rays become Possession Rays. Opponents struck by one must make a Willpower Save or be affected by the Malevolence Ability listed under the Ghost entry in the Monster Manual.

    Special Qualities: Retains all Special Qualities of the Base Creature.

    Saves: Unchanged.

    Abilities: Unchanged.

    Skills: Unchanged.

    Feats: Unchanged.

    Environment: Unchanged.

    Organization: Solitary.

    Challenge Rating: Unchanged.

    Treasure: Unchanged.

    Alignment: Unchanged.

    Advancement: Unchanged.

    Level Adjustment: Unchanged.
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  8. - Top - End - #968
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    Default Re: Critters II!

    http://www.indigenouspeople.net/owlwoman.htm

    http://www.mythicalcreatureslist.com...Tah-Tah-Kle-Ah



    Tah-Tah-Kle‘-Ah
    Large Outsider (Native, Evil)
    Hit Dice: 16d8+112 (184 hp)
    Initiative: +4
    Speed: 40 ft. (8 squares)
    Armor Class: 22 (-1 Large, +13 Natural), touch 9, flat-footed 22
    Base Attack/Grapple: +16/+27
    Attack: Slam +22 melee (1d4+7) or by Weapon +22 melee
    Full Attack: 2 Slams +22 melee (1d4+7) or by Weapon +22/+17/+12/+7 melee
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Spell-Like Abilities
    Special Qualities: Darkvision 60 ft., SR 27, DR 10/Magic and Good, Survivor, Fast Healing 3, Tongues
    Saves: Fort +19, Ref +12, Will +16
    Abilities: Str 24, Dex 10, Con 24, Int 11, Wis 15, Cha 12
    Skills: Bluff +12, Concentration +17, Diplomacy +12, Disguise +12, Intimidate +12, Knowledge (Arcana, Geography, Local, Nature) +12, Listen +12, Sense Motive +12, Spellcraft +10, Spot +12, Survival +12
    Feats: Improved Initiative, Iron Will, Large and in Charge, Spell-Like Ability Focus (Charm Person, Resinous Tar, Sticky Floor)
    Environment: Temperate Hills and Mountains (possibly any)
    Organization: Solitary or Pair or Family (3-5)
    Challenge Rating: 10
    Treasure: Standard
    Alignment: Chaotic Evil
    Advancement: 17+ HD (Large)
    Level Adjustment: ---

    Depending on which of the myths you read the Tah-Tah-Kle‘-Ah is either a unique hideous witch, or a group of sisters that are holdovers from a previous reality. Tall cannibalistic hags who live in the mountains, few are left to haunt the Yakama tribes. Two died when their cave exploded, and another was drowned by a mysterious power who used her eyes to create all the world's owls. A fourth was tricked into falling off a cliff. The last seems to be somewhat more difficult than her sisters.

    There are many variations of this myth, several of which refer to her as the Basket Ogress or Pitch Woman, as she carries a basket lined with sticky pitch to kidnap victims. Tah-Tah-Kle‘-Ah is fond of kidnapping, although she doesn't always eat her victims. Sometimes she raises boys as her own, or adopts a man to be her husband. Or tries to anyway.

    Spell-Like Abilities (Sp): At will: Beckon Person, Charm Animal, Charm Person, Hide from Animals, Pass Without Trace, Resinous Tar, Speak with Animals, and Sticky Floor. 1/day: Shadow Landscape.

    Survivor (Ex): The Tah-Tah-Kle‘-Ah are leftovers from a previous world, and are difficult to kill. They receive a Profane Bonus on all Saving Throws equal to their Wisdom Bonus.

    Tongues (Ex): The Tah-Tah-Kle‘-Ah understand and speak all languages.

    Combat: Tah-Tah-Kle‘-Ah tries to charm or trick victims into her basket before carrying them off to her mountain home. She rarely seems to fight, unless targets are on their own. Likely she didn't survive the death of one reality by taking too many chances.
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  9. - Top - End - #969
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    Default Re: Critters II!

    http://www.mythicalcreatureslist.com...-creature/Siat


    Siat
    Large Giant
    Hit Dice: 8d8+24 (60 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares)
    Armor Class: 15 (-1 Size, -1 Dex, +7 Natural), touch 8, flat-footed 15
    Base Attack/Grapple: +6/+16
    Attack: Slam +11 melee (1d4+6) or Weapon +11 melee
    Full Attack: 2 Slams +11 melee (1d4+6) or Weapon +11 melee
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Poison, Improved Grab
    Special Qualities: Low Light Vision, DR 15/Obsidian, Energy Resistance 15 (Acid, Cold, Electricity, Fire, and Sonic), Fast Healing 3
    Saves: Fort +9, Ref +1, Will +5
    Abilities: Str 23, Dex 8, Con 16, Int 14, Wis 14, Cha 14
    Skills: Bluff +10, Climb +10, Diplomacy +8, Jump +10, Intimidate +8, Knowledge (Geography, Nature) +6, Listen +6, Spot +6, Survival +6
    Feats: Improved Initiative, Multigrab, Persuasive
    Environment: Warm Desert or Mountains
    Organization: Solitary, Pair, Family (3-6)
    Challenge Rating: 5
    Treasure: Standard
    Alignment: Chaotic Evil
    Advancement: By Character Class
    Level Adjustment: ---

    The Siat (females are called Bapet) are typical of cannibalistic Giants in Native American lore. The male Siat like to kidnap and eat children, while the female Bapet like to poison them via nursing or seduce and murder the occasional male. The females are universally described as large of bosom, possibly unintentionally saying that men are willing to overlook obvious dangers for prurient reasons. Cause goodness knows I can't think of another implication for otherwise intelligent people saying "You know that twelve foot cannibal monster looks kind of hot for a cannibal monster." Alas for most hunters they are all but invulnerable to anything but arrows tipped with obsidian.

    Poison (Ex): Bapet breast milk is toxic enough to kill at least human infants. Ingested, Fortitude DC 17 (Save DC is Con Based), Initial and Secondary Damage 1d4 Strength.

    Improved Grab (Ex): To use this ability, the Siat must hit with a Slam 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.

    Skills: Bapet have a +4 Racial Bonus on Bluff and Diplomacy Checks.

    Combat: Siat generally walk right up and carry off kids. Being difficult to hurt, much less kill, makes them overconfident. Bapet apparently take more sadistic joy in playing with their victims.
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  10. - Top - End - #970
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    Eye of Despair
    Large Aberration
    Hit Dice: 8d8+48 (84 hp)
    Initiative: +8
    Speed: 5 ft. (1 square), Fly 40 ft. (Average)
    Armor Class: 26 (-1 Size, +4 Dex, +13 Natural), touch 13, flat-footed 22
    Base Attack/Grapple: +6/+14
    Attack: Eye Rays +9 Ranged Touch and Bite +1 melee (1d8)
    Full Attack: Eye Rays +9 Ranged Touch and Bite +1 melee (1d8)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Eye Rays, Central Eye
    Special Qualities: Flight, All-Around Vision, Darkvision 60 ft., Ripple of Despair
    Saves: Fort +8, Ref +6, Will +10
    Abilities: Str 13, Dex 18, Con 22, Int 17, Wis 15, Cha 15
    Skills: Hide +10, Knowledge (Arcana) +12, Listen +12, Search +12, Spot +12, Survival +9
    Feats: Flyby Attack, Improved Initiative, Iron Will
    Environment: Cold Hills
    Organization: Solitary, Pair or Cluster (3-6)
    Challenge Rating: 10
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: 9-16 HD (Medium), 17-24 HD (Large)
    Level Adjustment: ---

    Eyes of Despair are much like the Eyes of Chaos, Beholders warped by the powers of the Abyss.

    Eye Rays (Su): Each of an Eye of Shadows Eye Rays resembles a spell cast by a 10th 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:

    Telekinesis: This eye ray can move objects or creature of up to 325 pounds as though it were a Telekinesis spell unless the target makes a successful Willpower Save.

    Confusing: The target of this ray must make a Willpower Save or be affected as if by a Confusion spell. 2 of the Eye of Despairs eye rays are Confusing rays.

    Weakening: The target of this ray must make a Fortitude Save or be affected as if by an Energy Ebb spell. 2 of the Eye of Despairs eye rays are Weakening rays.

    Despair: The target of this ray must make a Willpower Save or be affected as if by a Crushing Despair spell. 3 of the Eye of Despairs eye rays are Despair rays.

    Maddening: The target of this ray must make a Willpower Save or be affected as if by a Dominate spell.

    Teleporting: The target of this ray must make a Willpower Save or be affected as if by a Trobriand's Baleful Teleport spell (max range is 150 ft).

    Central Eye (Su): The Eye of Despairs central eye emits a 150 ft. cone of magical energy that renders opponents within it's area of effect vulnerable if they fail a DC 16 Willpower Save (Save DC is Charisma based). Opponents who fail the Save lose their Class Abilities for 1 round (a new save must be made each round the victim remains within the area of effect).

    Ripple of Chaos (Su): The Eye of Despair can use this Ability once per day, blindly peppering the area with eye rays before disappearing. All opponents within 25 ft. of the Eye of Despair are struck by a random eye ray, and the Eye itself may teleport up to 30 ft. as per the Dimension Door spell. This is a Full Round 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.

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

    Combat: Eyes of Despair are used as guards. They weaken invaders with their eye rays so that their more powerful demonic allies can move in to mop up.
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  11. - Top - End - #971
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    Eye of Death

    Eye of Death is an Acquired Template that can be applied to any Death Tyrant with the Awakened Death Tyrant Template. They are the personal servants of Orcus. Sadly his improvements have crushed their regained intelligence, but it makes them no less dangerous.

    Size and Type: Unchanged.

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: The Eye of Death gains a Profane Bonus to AC equal to it's Charisma modifier.

    Attacks: Unchanged.

    Damage: Unchanged.

    Special Attacks: The Base Creature retains it's Eye rays, though they have differeing effects as described blow. It also gains the following:

    Eye Rays (Su): The Eye rays change to the following effects:

    Withering: The target of this ray must make a Willpower Save or be affected as if by a Ray of Entropy spell. 4 of the Awakened Death Tyrants eye rays are Withering rays.

    It now has two Flesh to Stone rays, 2 Finger of Death rays, and 2 Inflict Moderate Wounds rays.

    Special Qualities: Unchanged

    Saves: Unchanged other than changes made to Ability Scores.

    Abilities: -15 Int, +4 Wis, +4 Cha.

    Skills: Unchanged, but will need recalculating due to Intelligence penalty. Can now speak Abyssal.

    Feats: Unchanged.

    Environment: The Abyss

    Organization: Unchanged.

    Challenge Rating: +1

    Treasure: Unchanged.

    Alignment: Always Chaotic Evil.

    Advancement: Unchanged.

    Level Adjustment: ---
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  12. - Top - End - #972
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    Death Emperor

    Death Emperor is an Acquired Template that can be applied to any Beholder with the Awakened Death Tyrant Template. The Death Emperor is one of Orcus' more successful experiments with undead Beholders. It is slow and cumbersome, but it lacks the diminished intellectual capacity of the Eye of Death.

    Size and Type: Unchanged.

    Hit Dice: Unchanged.

    Speed: Flight speed lowers to 10 ft.

    Armor Class: Natural AC Bonus increases by an additional +4.

    Attacks: Unchanged.

    Damage: Unchanged.

    Special Attacks: The Base Creature retains it's Eye rays, though they have differeing effects as described blow. It also gains the following:

    Eye Rays (Su): The Eye rays change to the following effects:

    The Base creature retains 2 of it's Withering Rays, as well as it's Fear, Finger of Death, Flesh to Stone, and Reanimating Rays.

    Confusing: The target of this ray must make a Willpower Save or be affected as if by a Confusion spell. 2 of the Eye of Despairs eye rays are Confusing rays.

    Burning: The target of this ray must make a Reflex Save or be affected as if by an Firebrand spell.

    Decaying: The target of this ray must make a Reflex Save or be affected as if by an Vitriolic Sphere spell.

    Special Qualities: Unchanged.

    Saves: The Death Emperor gains an additional Profane Bonus to all Saving Throws equal to it's Charisma.

    Abilities: +2 Wis

    Skills: Unchanged, can now speak Abyssal.

    Feats: Unchanged.

    Environment: The Abyss

    Organization: Unchanged.

    Challenge Rating: +0

    Treasure: Unchanged.

    Alignment: Always Chaotic Evil.

    Advancement: Unchanged.

    Level Adjustment: ---
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  13. - Top - End - #973
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    Voidsphere

    Voidsphere is an Acquired Template that can be applied to any Beholder of Huge Size (i.e. at least 17 Hit Dice). Voidpsheres are Beholders who have traveled to the Far Realms and gotten trapped in one of the endless empty spaces. They emerge...changed. Now appearing as huge, swirling masses of multi-colored light with glowing eyespots that randomly wink in and out of existence. They seem to take great pleasure in studying the anatomy of other species (though the same cannot be said for their subjects).

    Size and Type: Voidsphere Beholders change to the Outsider Type with the Extraplanar and Chaotic Subtypes.

    Hit Dice: Unchanged.

    Speed: Flight speed doubles to 40 ft.

    Armor Class: See below.

    Attacks: BAB must be recalculated due to Type change.

    Damage: Unchanged.

    Special Attacks: Retains all Special Attacks of the base creature except as follows:

    Void Reality (Su): The Voidsphere's Eye rays ignore Energy Resistance or Immunity.

    Eye Rays: The Voidsphere retains it's Disintegration and Finger of Death rays plus gain the following:

    Force: The target of this ray must make a Fortitude Save or be affected as if by a Blast of FOrce spell.

    Prismatic: The target of this ray must make a Save or be affected as if by a Prismatic Ray spell (exact Saving Throw varies, see the Prismatic Ray spell).

    Madness: The target of this ray must make a Willpower Save or move up to twice it's normal Movement speed and attack one of it's allies gaining a +4 Morale Bonus on Damage rolls.

    Vanishing: The target of this ray must make a Willpower Save or be affected as if by an Inflict Serious Wounds spell. In addition it is removed to the Ethereal Plane until the Beholder's next turn, and is Dazed until the turn after.

    Special Qualities: Retains all Special Qualities of the base creature except as follows:

    Central Eye (Su): Instead of Antimagic the Voidsphere's central eye emits a 150 ft. cone of magical energy that requires opponents within it's area of effect who use a Spell, Psionic Power, Spell-Like Ability, or Supernatural Ability to make a Willpower Save (Save DC is Charisma based) . Opponents who fail the Save are Stunned for 1 round. It can fire it's eye rays into the area of effect with impunity.

    True Sight (Su): The Voidsphere permanently gains the benefits of the True Seeing spell.

    Far Realm Native (Ex): The Voidsphere permanently gains the benefits of the Avoid Planar Effects spell.

    Saves: Saves must be recalculated.

    Abilities: +10 Str, +4 Dex, +10 Con, +10 Int, +6 Wis, +4 Cha

    Skills: Skills must be recalculated due to Type Change.

    Feats: Unchanged.

    Environment: The Far Realms

    Organization: Solitary

    Challenge Rating: +2

    Treasure: Unchanged

    Alignment: Always Chaotic Evil.

    Advancement: Unchanged.

    Level Adjustment: ---
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  14. - Top - End - #974
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    Post Re: Critters II!

    Hello Playgrounders!

    In case anyone is using the pdf of Bhu's Monster Compendium I: I made some site changes that broke the link. The new link to the pdf can be accessed here.

    For easy copy/paste:
    Code:
    http://www.topsecretgames.net/pdfs-for-friends/bhus-monster-compendium/
    Last edited by TSGames; 2014-05-05 at 08:26 AM.
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  15. - Top - End - #975
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    Default Re: Critters II!

    Hey bhu! i just thought out an idea for a very... interesting humor monster. You are familiar with tieflings, right? fiendish humanoids?

    Here's a challenge: Stat out Beeflings!

    Normal cattle with ... balrog heritage!

    (Probably humor campaign material)
    Nothing I ever say is to be taken seriously. Doing so may incur serious penalties such as rhetorical questions, disturbing self realizations, the Spanish inquisition And/or Plagues of locusts.

  16. - Top - End - #976
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    Default Re: Critters II!

    Bhu...have you seen this thread, looking for people to create different creatures? I'd say its right up your alley.
    Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes

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  17. - Top - End - #977
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    Quote Originally Posted by TheWombatOfDoom View Post
    Bhu...have you seen this thread, looking for people to create different creatures? I'd say its right up your alley.
    considering how he has already posted in those threads...
    Nothing I ever say is to be taken seriously. Doing so may incur serious penalties such as rhetorical questions, disturbing self realizations, the Spanish inquisition And/or Plagues of locusts.

  18. - Top - End - #978
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    Default Re: Critters II!

    Quote Originally Posted by OblivionBlade View Post
    considering how he has already posted in those threads...
    HAHAHA, didn't even notice. Heck, I could have referred him to it in the past, as well. I'm losing it.
    Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes

    World Building Projects:
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    : The Stuff of Sentience | Fate: The Fabric of Physics | Luck: The Basis of Biology

    Order of the Stick Projects:
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    Dad-a-chum? Dum-a-chum? Ded-a-chek? Did-a-chick?
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  19. - Top - End - #979
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    Default Re: Critters II!

    Quote Originally Posted by TheWombatOfDoom View Post
    Bhu...have you seen this thread, looking for people to create different creatures? I'd say its right up your alley.
    It's where the Native American monsters in this thread have been coming from.


    Debbil COws will be up shortly
    Last edited by Bhu; 2014-05-09 at 04:00 PM.
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  20. - Top - End - #980
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    http://www.mythicalcreatureslist.com...eature/Kiwahkw

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

    http://www.sacred-texts.com/nam/ne/al/al50.htm


    Among the Maliseet-Passamaquoddy are individuals known as Matewalan ('witch' would be a generic translation). Most were born witches or received their powers through dreams, but some were trained later in life. While they were capable of great mischief and often fought amongst each other, killing one was a bad thing. The corpses of the Matewalan did not rot, and would eat anything passing by. Once one had eaten at least three people it became a Kiwahkw, a cannibalistic Ice Giant similar to the Chenoo. It is said that the bigger the Kiwahkw's heart of ice, the more powerful it was, with women being more powerful than men. They appear tall, and emaciated with long fangs and claws. Their lips are rotted and missing as if they had been chewed off. Women who become Kiwahkw are said to be far more powerful than men, but it also says the larger the humanoid chunk of ice that serves them for a heart, the more powerful they are. In general I would simulate this by saying females who are given the Template should be, on average, a higher level caster than the men.

    Kiwakhw

    Kiwakhw is an Acquired Template that can be applied to any Humanoid with levels in a casting class.

    Size and Type: Type becomes Undead with the Cold Subtype, Size is unchanged.

    Hit Dice: All current and future Hit Dice become d12's.

    Speed: Base Land speed increases by +30 ft.

    Armor Class: Natural Armor Bonus increases by x (x is equal to the Base Creature's Caster Level).

    Attacks: If it has no Natural attacks the Kiwakhw gains 2 Primary Claw attacks and a Secondary Bite attack.

    Damage: The Kiwakhw's claws do 1d6 plus Str Bonus, and it's Bite does 1d6 plus 1/2 Str Bonus (1d8 if Large, 2d6 if Huge, 3d6 if Gargantuan).

    Special Attacks: Retains all Special Attacks of the Base Creature plus gains the following:

    Giantism (Su): The Kiwakhw can become any size from Medium to Gargantuan once per turn as a Free Action. It's stats remain the same. The only thing that changes is it's carrying capacity, size modifier to AC and Attacks, space/reach, and Size modifier to hide/grapple/etc. See page 314 of he Monster Manual.

    Rock Throwing and Rock Catching (Ex): See page 119 of the Monster Manual

    Frightful Presence (Su): Whenever the Kiwakhw attacks, charges, or shrieks it's opponents must make a Willpower Save if they are within 30' and have less Hit Dice than the Kiwakhw. If the save is successful they are immune to that Kiwakhw's Frightful Presence for 24 hours. On a failure creatures with 4 HD or less are panicked for 4d6 rounds, and if they have 5 or more Hit Dice they are Shaken for 4d6 rounds. Kiwakhw are immune to each others Frightful presence. Save DC is Charisma Based.

    War Shriek (Su): Once every 2d4 rounds the Kiwakhw can unleash a shriek potentially killing all who hear it. Effectively it casts Wail of the Banshee as a Supernatural effect.

    Sticky (Ex): In Summer the Kiwahkw rubs itself all over with Fir balsam, and rolls in leaves and such to camouflage itself. This is a 1 Minute Action that allows Kiwakhw to use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. It also gives it a +4 Circumstance Bonus to Grapple Checks. The Grapple Bonus lasts for 1 hour, and the Camouflage for a full day.

    Special Qualities:
    Retains all Special Qualities of the Base Creature plus gains the following:

    Regrowth (Su): The Kiwakhw has Regeneration X (where X is equal to half it's Caster Level, rounded down). To be truly destroyed it must be killed with Fire or Acid or be cut into very small pieces (take slashing damage equal to it's maximum hit points times four).

    Untiring (Ex): Kiwakhw do not tire and are immune to exhaustion, fatigue, and sleep effects.

    Enhanced Senses (Su): Kiwakhw have a +10 Racial bonus on Listen, Search, and Spot checks.

    Cure: There are various stories about how to cure a Kiwahkw. In some cases feeding it salt will melt it's heart of ice, or it can be tricked into vomiting the heart of ice up by eating medicine. Putting a Kiwahkw in a sweat lodge for a prolonged period of time will make it cough up the heart of ice as well, though obviously it will likely be undergoing this process willingly.

    Saves: Unchanged but may need to be recalculated due to changes in Ability scores.

    Abilities: Strength and Constitution increase by an amount equal to one and a half times your Caster Level. Charisma increases by an amount equal to 75% of your Caster Level.

    Skills: Unchanged.

    Feats: Unchanged.

    Environment: Cold or Temperate Forests

    Organization: Solitary

    Challenge Rating: +x, where X is equal to half your Caster Level.

    Treasure: Unchanged.

    Alignment: Chaotic Evil

    Advancement: Unchanged.

    Level Adjustment: LA adjustment is equal to one and a half times the CR adjustment.
    Last edited by Bhu; 2014-07-14 at 11:08 PM.
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  21. - Top - End - #981
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    Just thought i'd throw around some more ideas to these "Beeflings"

    PROS AND CONS OF A BEEFLING FARM

    Pros:
    - Steaks cannot be burned by anything colder than dragonfire! Always deliciously rare!
    - A deep spicy flavor that cannot be compared!
    - Bones and horns are inherently magical, and when used to make objects are treated as an additional +1!
    - Wolves are no problem for these powerful ungulates!
    - Willing to eat things that would deter regular cattle, such as briers, poison ivy, and passing halflings!

    Cons:
    - Sulfur aftertaste
    - While easy enough to cut up with silverware, they must be butchered with a holy or silver weapon
    - Traveling bands of paladins may realize they are devils and react accordingly
    - Surprisingly dangerous, need to be stunned or disabled before you can safely kill them for butchering
    - Almost impossible to cook past rare
    - VERY ANGRY BALROG GRANDPARENTS.
    Nothing I ever say is to be taken seriously. Doing so may incur serious penalties such as rhetorical questions, disturbing self realizations, the Spanish inquisition And/or Plagues of locusts.

  22. - Top - End - #982
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    Working on Beeflings now (sorry I hadda make rent first). Can I call them Debbil Cows?
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  23. - Top - End - #983
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    Quote Originally Posted by Bhu View Post
    Working on Beeflings now (sorry I hadda make rent first). Can I call them Debbil Cows?
    I assumed as much. Rent comes first after all. The thing is, while Debbil cows seems better, Beiflings is a pun on tieflings... it's up to you really.
    Last edited by OblivionBlade; 2014-05-27 at 11:04 PM.
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  24. - Top - End - #984
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    I do so like puns...
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  25. - Top - End - #985
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    Beeflings
    Large Outsider (Chaotic, Evil, Native, Tanar'ri)
    Hit Dice: 12d8+72 (126 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares), Fly 40 ft. (Good)
    Armor Class: 22 (-1 Size, +2 Dex, +11 Natural), touch 11, flat-footed 20
    Base Attack/Grapple: +12/+24
    Attack: Gore +19 melee (2d6+12 plus 1d6 Fire)
    Full Attack: Gore +19 melee (2d6+12 plus 1d6 Fire)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Death Fart, Unholy Moo, Burner Charge, Headbutt of Doom!
    Special Qualities: DR 10/Cold Iron and Good, Darkvision 60 ft., Immunities (Electricity, poison), Fire Resistance 20, Cold and Acid Resistance 10, SR 21, Telepathy 100 ft., True Seeing, It Tastes Like Burning!
    Saves: Fort +14, Ref +10, Will +10
    Abilities: Str 26, Dex 14, Con 22, Int 6, Wis 14, Cha 14
    Skills: Bluff +17, Intimidate +17, Listen +17, Sense Motive +17, Spot +17, Survival +17
    Feats: Diehard, Endurance, Improved Bull Rush, Improved Overrun, Power Attack
    Environment: Any Plains
    Organization: Solitary or herd (6-30)
    Challenge Rating: 14
    Treasure: None
    Alignment: Always Chaotic Evil
    Advancement: 13-18 HD (Large), 19-36 HD (Huge)
    Level Adjustment: ---

    Beeflings are great, fiendish Bison, the result of a social experiment/weapons research/drunken mistake involving a herd of Bison and some Balors who were remarkably unscrupulous (even for their kind). The result are large, sulfurous, fiery tempered buffalo-like beings who are disturbingly difficult to farm (and that's without going into the ethics of farming sentient beings for food, even if they are demonic). Well sought after as components for magic items and gourmet food, using them for either risks gaining the attention of their demonic...progenitors.

    Death Fart (Ex): If killed improperly (only Beefling farmers know the proper way, and they ain't sayin') a Beefling explodes in fire and stench. Everything adjacent to, and up to 25 ft. behind the Beefling takes 12d6 fire damage. Everything in that area, plus an additional 5 ft. outwards in each direction suffers the effects of a Stinking Cloud spell if they fail a DC 22 Fortitude Save (Save DC is Con based). Victims can make a DC 22 Reflex Save to take half damage (Save DC is Con based).

    Unholy Moo (Sp): Beeflings may cast Blasphemy (DC 18) 3/day as a Spell-Like Ability.

    Burner Charge (Ex): Once per day when charging the Beefling may unleash an unholy, flaming fart that propels it headlong across the field. It's Movement doubles for that round, and it scorches everything up to 5 squares behind it doing 12d6 fire damage (Victims can make a DC 22 Reflex Save to take half damage. Save DC is Con based. It's Gore attack this round, if successful, does an additional +1d6 damage for every 10 ft. of distance the Beefling travels. In addition anything within 10 ft. of the Beefling at any point in the round must make a DC 22 Fortitude Save (Save DC is Con based) or suffer the effects of a Stinking Cloud for 1d3 rounds.

    Headbutt of Doom! (Su): 1/day the Beefling can unleash the Headbutt of Doom! If the Beeflings Gore attack is successful the Beefling gets a Bull Rush as a Free Action without provoking an attack of opportunity. If the Bull Rush is successful the Beefling's opponent is also knocked Prone and Dazed for 1d3 rounds.

    True Seeing (Su): Beeflings have a continuous True Seeing ability, as the spell (caster level 12th).

    It Tastes Like Burning! (Ex): Anyone grappling a Beefling takes 1d6 points of fire damage each round. In addition they do +1d6 fire damage with any successful melee attacks.

    Combat: Beeflings hate the world. Seriously they're pissed at everything. They've been known to go out of their way to head butt trees just to kill a butterfly that's landed on one.
    Last edited by Bhu; 2014-07-14 at 10:53 PM.
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  26. - Top - End - #986
    Pixie in the Playground
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    Default Re: Critters II!

    Beeflings are looking great so far.

    Great catch on making them native... i forgot to mention that lol
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  27. - Top - End - #987
    Titan in the Playground
     
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    Kiwahkw and Beefling updated.
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  28. - Top - End - #988
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    Default Re: Critters II!

    Would the opposite of a Beifling be a Divine Bovine?

    A Sow-lar?

    Would short cow people be called Calflings?
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  29. - Top - End - #989
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    Quote Originally Posted by TheWombatOfDoom View Post
    Would the opposite of a Beifling be a Divine Bovine?

    A Sow-lar?

    Would short cow people be called Calflings?
    I already homebrewed Holy Cows so Divine Bovine sounds great! Sow-lar would be a celestial pig. Calflings would be young beiflings.

    Bhu, your biefling either has a few too many special abilities or it needs a couple more HD. It looks kinda overpowered.

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    Last edited by Debihuman; 2014-06-20 at 05:12 PM.
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  30. - Top - End - #990
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    It'll be getting tweaked, I'm aiming to be on par with a Glabrezu.
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