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Thread: Critters II!

  1. - Top - End - #991
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    Default Re: Critters II!

    Quote Originally Posted by Debihuman View Post
    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.

    Debby
    *Smacks forehead*

    A holy cow. Well duh. Hahaha.

    We could also have more barnyard other planed creatures, such as a Clucubus...

    Hmmm...a Bohemouse?

    Or perhaps a Bah-hemoth. A Bah-lor? XD
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  2. - Top - End - #992
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    Default Re: Critters II!

    Clucubus!!! For the Win. Because you can never have too many chicken monsters

    By the way the holy cows are in my signature under the Angel, Dairymaid.

    And to get back to the Beeflings. Death farts? Seriously? Ow.

    Debby
    Last edited by Debihuman; 2014-06-24 at 08:18 PM.
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  3. - Top - End - #993
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    Default Re: Critters II!

    Kiwahkw is done, hopefull the la/cr isnt too bad off...

    Beefling is updated.
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  4. - Top - End - #994
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    Default Re: Critters II!

    http://www.inuitmyths.com/inupasugjuk.htm

    http://www.papertigers.org/wordpress...ildrens-books/

    http://www.nunatsiaqonline.ca/archiv...l/columns.html
    http://www.nunatsiaqonline.ca/storie...son_part_four/

    http://www.qia.ca/i18n/english/pdf/Pivut-1_ENG.pdf




    Inupasugjuk also called Inukpasugjuit
    Colossal Giant (Cold)
    Hit Dice: 100d10+1500 (2050 hp)
    Initiative: +3
    Speed: 60 ft. (12 squares)
    Armor Class: 56 (-8 Size, -1 Dex, +55 Natural), touch 1, flat-footed 56
    Base Attack/Grapple: +75/+119
    Attack: Slam +96 melee (2d8+42/19-20) or by Weapon +95 or Rock Throwing +96 Ranged (3d8+42)
    Full Attack: 2 Slams +96 melee (2d8+42/19-20) or by Weapon +95/+90/+85/+80 or Rock Throwing +96 Ranged (3d8+42)
    Space/Reach: 40 ft./40 ft.
    Special Attacks: Improved Grapple, Trample, Swallow Whole, Rock Throwing, Angakkuq, Frightful Presence, Constrict, Huge Size, Swat
    Special Qualities: Low Light Vision, Rock Catching, DR 25/Epic, SR 48, Handle Monster, Subtype, Adoption
    Saves: Fort +73, Ref +32, Will +38
    Abilities: Str 66, Dex 8, Con 40, Int 10, Wis 8, Cha 34 +28
    Skills: Climb +40, Craft (any 3) +12, Handle Animal +24, Heal +1, Intimidate +35, Jump +40, Knowledge (Geography, History, Local, Nature) +12, Listen +11, Search +12, Spot +11, Survival +13, Swim +40
    Feats: Altitude Adaptation, Awesome Blow, Cleave, Devastating Critical (Slam and 1 other), Diehard, Dire Charge, Endurance, Epic Endurance, Epic Fortitude, Epic Will, Fling Ally, Fling Enemy, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (Slam and 1 other), Improved Initiative, Iron Will, Mountain Warrior, Multigrab, Overwhelming Critical (Slam and 1 other), Penetrate Damage Reduction (Adamantine), Perfect Health, Power Attack, Power Critical (Slam and 1 other), Self-Sufficient, Stamp, Track, Weapon Focus (Slam and 1 other), Earth's Embrace (B)
    Environment: Any Cold
    Organization: Solitary, Pair, or Family (2 adults and 1d4 children)
    Challenge Rating:
    Treasure: Standard
    Alignment: Neutral, with equal likelihoods of being Good or Evil.
    Advancement: 101+ HD (Colossal)
    Level Adjustment: ---

    The Inukpasugjuit are the 'greater giants of Inuit myth (the lesser giants being referred to as the Inugaruligasugjuit). At their smallest they are described as having fingers "the size of walruses" and to be able to fish for whales. At their largest their footprints become lakes, their hair brushes the clouds, and they can swallow whales whole. The Inukpasugjuit keep well to themselves, and little is known of them. Overall they appear to be fairly Neutral, with minorities among their population who could be considered Good or Evil. Whatever their Alignment they appeared to be highly territorial, and the meeting of two of their kind was always likely to end in battle unless they were family members who liked one another well.

    The Inuit are very cautious and fearful of them. After all their names translation implies they are not simply giant people, but monstrous beings who only resemble people (right down to using clothes and weapons similar to the Inuit). The Inukpasugjuit are often associated with the rocks and water (and sometimes the cold as well), and some stories paint them less as giant men and more as spirits of the land with access to vast supernatural power (particularly the ability to affect the water and weather). Some adopt or treat humans well, some keep them as pets (or husbands), and some think of them as snacks like berries or nuts.

    Improved Grapple (Ex): An Inukpasugjuit can make Grapple Checks without provoking an Attack of Opportunity.

    Trample (Ex): Reflex Save DC 88 for half damage, Save DC is Str based. In addition if the Save is failed and the creature is at least 3 Size Categories smaller than the Inukpasugjuit it is considered Pinned in a Grapple.

    Swallow Whole (Ex): An Inukpasugjuit can try to swallow a grabbed opponent two Size Categories smaller than itself by making a successful grapple check. Once inside, the opponent takes 2d8+18 points of crushing damage plus 2d8+16 points of acid damage per round from his digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the giant's digestive tract (AC xx). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The Inukpasugjuit gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.

    Rock Throwing (Ex): The range increment is 240 feet for an Inukpasugjuit’s thrown rocks (see Monster Manual under Giant).

    Angakkuq: An Inukpasugjuit who has an Int of 15 or higher may cast spells as a Druid whose Caster Level is equal to his Hit Dice (meaning in the case of the average Inukpasugjiut with this ability, that he is a 100th Level caster). Unlike normal the Angakkuq uses Charisma instead of Wisdom as his primary casting stat.

    Frightful Presence (Ex): The Inukpasugjuit can inspire terror by charging or attacking. All creatures within 360' must succeed on a DC 72 Will save or become Panicked for 4d6 rounds. The save DC is Charisma-based. A successful Save means the opponent is immune to that Inukpasugjuit's Frightful Presence for 24 hours.

    Constrict (Ex): On a successful grapple check, an Inukpasugjuit deals 4d8+50 points of damage.

    Huge Size (Ex): Due to their impossible vastness an Inukpasugjuit adds it's Size Penalty as a Bonus to damage rolls (i.e. being a Colossal being it has a -8 Size Penalty to AC, therefore it adds +8 to damage rolls).

    Swat (Ex): If the Inukpasugjuit hits a flying creature it's opponent must make a DC 88 Fortitude Save (Save DC is Str based) or fall from the sky taking appropriate falling damage (see DMG).

    Rock Catching (Ex): An Inukpasugjuit gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock (see Monster Manual under Giant).

    Handle Monster (Ex): The Inukpasugjuit raise gigantic wolves in much the same way Inuit raise dogs, and train them to aid in hunting things like even more gigantic Polar Bears. As such they may use Handle Animal against Magical Beasts with a 1-2 Int as well as Animals without the usual penalty.

    Subtype: While all Inukpasugjuit have the Cold Subtype, some have magical powers granting them additional Subtypes. They may choose the Air, Earth or Water Subtype as well, and if they do, spells they cast with that descriptor have their Saving Throw DC increased by +2.

    Adoption (Su): If an Inukpasugjuit formally adopts a human being as their family, they will take them away from humankind to live out in the freezing wastes. If the human remains away from humankind over a season, he will gain the Adopted Template.

    Combat: The Inukpasugjuit seem to prefer wrestling and unarmed combat amongst themselves. Weapons are mostly used for hunting or for serious fights.


    Known Inupasugjuk

    Inupaksuksuk A giant large enough to catch whales in one hand, who adopted a human as his son. Exposure to him caused his human son to grow larger than a man, and age slowly. His son also became immune to cold and exposure to the elements.

    Inuarulligasuksuk Evil, sharp toothed giant larger than Inupaksuksuk. Likes to at giant char fish and men. Known for his terrifying rage when angered.

    Nuvuja Voluptuous wife of Inuarulligasuksuk, and a berserk as well.

    Narssuk Orphaned son of Nuvuja, who became a powerful tuurngak, and ascended into the sky as the ruler of winter storms and wind.

    Inukpasarjuk Female giant who straddles fjords while fishing for bowhead whales. Known for standing motionless for hours, incredible focus, and swallowing smaller whales whole. Married a human husband who assisted her in hunting truly gigantic polar bears, which she killed with boulders.

    Kayarissat A race of giants who paddles their Kayaks across the frozen seas. They are skilled in magic, particularly influencing the weather.

    Inuipassaksaq Giant whose family was murdered by the Tunnit, and who flooded the land in revenge.

    Ahungahunaqa Giant known for juggling boulders.

    Anurirjuaq The northern Anurirjaq are cruel and fierce men who bring the winter winds By contrast their southern female counterparts bring the spring and summer.


    Adopted

    Adopted is an Acquired Template that can be applied to any Human who has spent sufficient time alone in the company of a Inukpasugjuit.

    Size and Type: Size becomes Large, and Type becomes Giant with the Cold Subtype.

    Hit Dice: If the Base Creature is not at least 8 Hit Dice, it gains Giant Hit Dice until it reaches 8 HD.

    Speed: Base Land speed increases to 40 ft.

    Armor Class: Natural Armor Bonus increases to +6.

    Attacks: If the Base Creature has no Slam Attack, it gains one (2 Slam Attacks with a Full Attack).

    Damage: The Adopted gains a Primary Slam Attack doing 1d4 plus Str Modifier.

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

    Special Qualities: Retains all Special Qualities of the Base Creature, and gains Low-Light Vision.

    Saves: May need to be recalculated due to HD possible increase and Ability changes.

    Abilities: +8 Str, +4 Con, -2 Dex.

    Skills: Unchanged unless HD increases. Class Skills for Giant Levels gained (if any) are Climb, Hide, Listen, Move Silently, Spot, Survival, and Swim.

    Feats: Gains Diehard and Endurance as Bonus Feats (may also gain Feats from possible HD increase).

    Environment: Any Cold or Temperate.

    Organization: Usually Solitary (plus one or more Giants)

    Challenge Rating: +0

    Treasure: Unchanged.

    Alignment: Unchanged, but most lean towards Neutrality.

    Advancement: Unchanged.

    Level Adjustment: +1
    Last edited by Bhu; 2015-07-11 at 03:53 PM.
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  5. - Top - End - #995
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    http://www.mythicalcreatureslist.com...creature/Jokao
    http://web.raex.com/~obsidian/HaudPan.html
    http://www.sacred-texts.com/nam/iro/sim/sim92.htm
    http://www.native-languages.org/stonecoat.htm

    The Stonecoats
    Huge Giant (Earth, Cold, Evil)
    Hit Dice: 20d8+120 (210 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: 22 (-2 Size, -1 Dex, +15 Natural), touch 7, flat-footed 22
    Base Attack/Grapple: +15/+33
    Attack: Slam +23 melee (1d8+10) or by weapon +23
    Full Attack: 2 Slams +23 melee (1d8+10) or by weapon +23/+17/+11
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Bless Weapon, Uproot, Frightful Presence
    Special Qualities: Low Light Vision, Cure, DR 15/-, Rock Catching, Luck, Hold Breath
    Saves: Fort +18, Ref +5, Will +7
    Abilities: Str 30, Dex 8, Con 23, Int 8, Wis 8, Cha 18
    Skills: Climb +12, Intimidate +9, Knowledge (Arcana, Nature) +2, Listen +2, Spot +2, Survival +1
    Feats: Awesome Blow, Improved Bull Rush, Improved Initiative, Iron Will, Large and in Charge, Power Attack, Track
    Environment: Temperate Forests, Hills and Mountains
    Organization: Solitary, Pair or Group (3-6)
    Challenge Rating: 11
    Treasure: None
    Alignment: Neutral Evil or Neutral
    Advancement: By Character Class
    Level Adjustment: ---

    The Stonecoats (also called the Jokao) are similar to the Chenoo, but their origin varies greatly. In some stories they were a tribe that became monsters after descending into cannibalism during a bad winter. In some stories there is only one Stonecoat. And in some they are a race of spirits associated with winter created by Tawiskaron. Whatever the origin, they are giants twice as tall as a man covered in stony scales. They eat humans, and are greatly feared by them as most weapons will not pierce their hide. Some regret what they have done, and will ask hunters to prepare for them a mixture of melted deer fat in hopes of becoming human once again.

    Bless Weapon (Su): Most Stonecoats are unaware they possess this power, and it's use varies widely in the tales. In some cases the Stonecoat must taste it, and in others touch it. In some stories it must be flint, in others it can be any weapon. In either case as a standard action, a stonecoat can give a single weapon they touch their blessing. A blessed weapon deals untyped damage, allowing it to overcome damage reduction, and if it deals slashing damage, it also gains the Keen property )see DMG). This effect is permanent.

    Uproot (Ex): If necessary the Stonecoat can uproot a tree as a Full Round Action. It must make a Str Check whose DC depends on the size of the tree: 20 for Medium, 25 for Large, 30 for Huge. They may wield these trees as clubs, with damage varying based on size: Medium is 2d6 plus Str (one handed), Large is 3d6 plus Str (one handed), Huge is 4d6 plus one and a half times Str (two handed). They may also throw theses trees, with a Range Increment of 30'.

    Frightful Presence (Ex): Whenever the Stonecoat attacks, or charges, it's opponents must make a DC 24 Willpower Save if they are within 30' and have less Hit Dice than the Stonecoat. If the save is successful they are immune to that Stonecoats 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. Stonecoats are immune to each others Frightful presence.

    Cure: In some stories a Stonecoat who drinks a cup of hot, melted deer fat sheds his stony exterior to become human again. Efectively it returns to whatever it was before it became a Stonecoat.

    Rock Catching (Ex): A Stonecoat gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock (see Monster Manual under Giant).

    Luck (Su): When taking the Aid Another Action as part of a Skill Check or Combat, the Stonecoat provides a +8 Bonus instead of a +2. Stonecoats often increase the luck of hunters or those they travel with.

    Hold Breath (Ex): A Stonecoat can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning.

    Combat: Given the difficulty required in injuring them, Stonecoats are not tactical geniuses. They may or may not uproot a tree when attacking. More than likely they jut wade in and begin beating you about the head with their fists.
    Last edited by Bhu; 2014-09-09 at 01:35 AM.
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  6. - Top - End - #996
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    Default Re: Critters II!

    Quote Originally Posted by Bhu View Post
    Angakuk: An Inukpasugjuit who has an Int of 15 or higher may cast spells as a Druid whose Caster Level is equal to his Hit Dice.
    Seeing as they have a wisdom of 8, they couldn't cast druidic spells regardless of CL. Still, caster level doesn't dictate spells available (if I have an orange prism ioun stone, I don't get spells known as one level higher) so it saying "An Inukpasugjuit who has an Int of 15 or higher may cast spells as a Druid with a level equal to his Hit Dice."

    Still, that ability isn't really useful unless you give one class levels, in which case it becomes a 100th level druid.

  7. - Top - End - #997
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    Default Re: Critters II!

    I'll reword that to make it more clear. Thanks rweird.
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  8. - Top - End - #998
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    Default Re: Critters II!

    Quote Originally Posted by Bhu View Post
    Inupasugjuk
    What CR are you aiming at?

    Attack: Slam +95 melee (2d8+36) or by Weapon +95 and
    Full Attack: 2 Slams +95 melee (2d8+36) or by Weapon +95/+90/+85/+80
    These should be using a Colossal Greatclub that does 6d8 points of damage (note it's a two-handed weapon so they use 1 and 1/2 Str modifier as a bonus to damage).

    Don't forget the ranged attack with thrown rocks and they get a +1 racial bonus on attacks when throwing rocks.

    Rock Throwing (Ex): Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. An Inupasugjuk can hurl rocks of 800 lbs. (Huge objects). The range increment is 240 feet for an Inukpasugjuit’s thrown rocks.


    Feats: 34
    I recommend the following feats: Alertness, Altitude Adjustment (from Frostburn), Athletic, Awesome Blow, Blowhard (from Savage Species), Cleave, Cold Endurance (Frostburn), Combat Reflexes, Diehard, Endurance, Fling Ally (from Races of Stone), Fling Enemy (from Races of Stone), Great Cleave, Great Fortitude, Improved Bull Rush, Improved Cold Endurance (from Races of Stone [note this would give them Resistance to Cold 5]) Improved Critical (greatclub), Improved Initiative, Improved Overrun, Improved Sunder, Iron Will, Power Attack, Run, Self Sufficient, Track.

    For Epic Feats I recommend the following Epic Feats: Dire Charge, Legendary Leaper, Mountain Warrior (from Races of Stone), Overwhelming Critical, Penetrate Damage Reduction (adamantine), Perfect Health, Steady Mountaineer (from Races of Stone), Stoneback (from Races of Stone), Tunnel Fighting (from Races of Stone)

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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  9. - Top - End - #999
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    Default Re: Critters II!

    Quote Originally Posted by Debihuman View Post
    ~snip
    I don't know why, but when I read that post, my mind kept screaming at me "HULKING HURLER". Pity whoever runs into a hulking hurler Inupasugjuk.
    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.

  10. - Top - End - #1000
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    Default Re: Critters II!

    The Inuk have been revised, Wen with many of your feats debby, cept the ones about cold resistance (with the cold subtype theyre already immune to cold damage).

    Im going for CR 33-36 (100 for the Angakkuq). Any thoughts?
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    Default Re: Critters II!

    Quote Originally Posted by Abilities:
    Str 66, Dex 8, Con 40, Int 10, Wis 8, Cha 34 +28
    What is the +28? An error, or is Cha really 62?

    For CR, a non-Angakkuq is hard to rate. It is a big strong beasty, but it isn't too smart, and it lacks a lot of requisite resistances/immunities. At level 33, just having maxed ranks in Hide and Move Silently means the Inupasugjuk couldn't see whoever is hiding, not to mention invisibility. True Casting + Shivering Touch Intensified (or Twinned Maximized) Ray of Stupidity of an invisible wizard could pretty easily take one out.

    This isn't to say official WotC epic monsters are better balanced, a lot of it depends on if you know how to fight it, as does optimization of the group. If the group doesn't optimize, a fight against this thing could be a memorable encounter at 35th level, if the group does optimize, a charger may one-round it, or a caster throw some metamagic'd effect that knocks it senseless before it acts and go on to the next fight (Although a heavily optimized 20th level party could do most of the same things against it).

    In short, CR is nearly impossible to judge at epic levels, so CR 33-36 looks fine for it right now, although, like most things in D&D, it can be killed with the right combo by someone of half its CR.

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    Default Re: Critters II!

    That was a work in progress note to remind me of something (I has memory problems). I have erased. Sorry about that.
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  13. - Top - End - #1003
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    Default Re: Critters II!

    Just want to let you know that some of your monsters aren't on the pages that you said they're on. I would love it if you edited that, so I don't have to go through diremania to find my horror creatures.
    https://www.youtube.com/watch?v=dQw4w9WgXcQ

    Threads made due to my misreading of a rule: 2

    One of my favorite hobbies is criticizing popular members and moderators for anything they do wrong. So nothing personal.

    I know I promised to stat a lot of things, but my life got busy and, well, my life got busy. I'm not very active on the forum for now, but I will be fulfilling my promises later.

  14. - Top - End - #1004
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    Default Re: Critters II!

    Quote Originally Posted by ... View Post
    Just want to let you know that some of your monsters aren't on the pages that you said they're on. I would love it if you edited that, so I don't have to go through diremania to find my horror creatures.
    How many posts per page do you have? I think that it is made for 30 posts, so if it is something different, then it would make sense that results are off.

  15. - Top - End - #1005
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    Quote Originally Posted by rweird View Post
    How many posts per page do you have? I think that it is made for 30 posts, so if it is something different, then it would make sense that results are off.
    Oh, I'll check.

    EDIT: Yeah, that did the trick.
    Last edited by ...; 2014-08-17 at 05:33 PM.
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    Threads made due to my misreading of a rule: 2

    One of my favorite hobbies is criticizing popular members and moderators for anything they do wrong. So nothing personal.

    I know I promised to stat a lot of things, but my life got busy and, well, my life got busy. I'm not very active on the forum for now, but I will be fulfilling my promises later.

  16. - Top - End - #1006
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    Default Re: Critters II!

    My critters can also be found here divided by topic: http://www.minmaxboards.com/index.php?board=60.0

    It may make searching easier.
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  17. - Top - End - #1007
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    Quote Originally Posted by Bhu View Post
    My critters can also be found here divided by topic: http://www.minmaxboards.com/index.php?board=60.0

    It may make searching easier.
    Thanks! By the way, if you ever had time, would you consider another index somewhere sorting the monsters by type and/or CR, like in the monster manuals? It would make a lot of people's live much easier.

    Warning! Embarrassing Request Below!
    Could you possibly make all the forms of Xenomorph (the creatures from the Alien series)?
    https://www.youtube.com/watch?v=dQw4w9WgXcQ

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  18. - Top - End - #1008
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    All forms of the xeno??? Is that films only or the expanded universe? Cause there's a helluva lot of them in the EU. http://avp.wikia.com/wiki/Category:Xenomorph_variants

    I intend to make a better index someday. I just can't seem to find the will or the time.
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  19. - Top - End - #1009
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    Quote Originally Posted by Bhu View Post
    I intend to make a better index someday. I just can't seem to find the will or the time.
    I could possibly help with that in my freetime, if you'd like to give some specifics for how you intend it.
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  20. - Top - End - #1010
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    Quote Originally Posted by Bhu View Post
    All forms of the xeno??? Is that films only or the expanded universe? Cause there's a helluva lot of them in the EU. http://avp.wikia.com/wiki/Category:Xenomorph_variants

    I intend to make a better index someday. I just can't seem to find the will or the time.
    Films only. Regular, chestburster, facehugger, and queen.
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  21. - Top - End - #1011
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    That will take a bit as i need to do some research. Currently I'm considering making the adults a template.
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  22. - Top - End - #1012
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    Anthropomorphic Vermin

    Anthropomorphic Vermin is an Acquired or Inherited Template that can be applied to any Vermin.

    Size and Type: Type changes to Monstrous Humanoid. Vermin that are Tiny or smaller become Small. Small to Large become Medium. Huge or bigger become Large.

    Hit Dice: Small Anthropomorphic Animals have 1 HD, Medium have 2 HD, and Large have 3 HD.

    Speed: Reduce Land speed to 30 ft. if it is higher (20 ft. if the base creature is now Small and has the Aquatic Subtype). If the base creature has a Flight speed it drops one Maneuverability class and it's movement rate is halved. Unless it is reduced to Small, in which case increase the maneuverability rating by one and the movement rate by 50%. All other movement rates are unchanged.

    Armor Class: Adjust for Size change.

    Attacks: Retains all Natural attacks. In addition some may be partially lost as two limbs must now form the legs. So if a Vermin has 6 claw attacks, 2 of those are lost in order to become humanoid legs. BAB is +1 for Small, +2 for Medium, and +3 for Large.

    Damage: Adjust the damage of Natural weapons due to Size change.

    Special Attacks: Special Attacks based off a Non-humanoid shape are lost.

    Special Qualities: Retains all Special Qualities except Mindless. Instead it gains a +4 Racial Bonus on Willpower Saves vs. Mind-Affecting Effects.

    Saves: Recalculated due to Hit Dice change. +0 Fort, +2 Ref, +2 Will for Small, +0 Fort, +3 Ref, +3 Will for Medium, and +1 Fort, +3 Ref, +3 Will for Large.

    Abilities: Adjust Str, Dex, and Con due to Size change. Int becomes 11, +2 Wis, +4 Cha.

    Skills: Due to losing the Mindless Ability the Anthropomorphic Vermin now has skills. Racial skills are any mentioned in the base creatures entry, along with Survival.

    Feats: Due to the loss of Mindless the Anthropomorphic Vermin now has Feats. Bonus Feats of the base creature are not retained.

    Environment: Unchanged.

    Organization: Unchanged, but more likely to be Solitary.

    Challenge Rating: +1 if Small or Medium, -1 if Large.

    Treasure: Standard.

    Alignment: Usually Neutral.

    Advancement: By Character Class.

    Level Adjustment: Varies (See below)


    Astral Kraken +6 Dex, +4 Con, +6 Wis, +6 Cha, Large (3 HD), +11 Natural AC Bonus, Favored Class: Druid, LA: +6
    Bonespear +4 Str, +4 Dex, +4 Con, +4 Wis, +4 Cha, Medium (2 HD), +13 Natural AC Bonus, Favored Class: Barbarian, LA: +5
    Brine Swimmer -2 Str, +8 Dex, +2 Wis, -2 Cha, Medium (2 HD), +3 Natural AC Bonus, Favored Class: Ranger, LA: +2
    Chelicera +4 Str, +8 Dex, +2 Con, +4 Wis, +6 Cha, Medium (2 HD), +5 Natural AC Bonus, Favored Class: Dread Necromancer, LA: +5
    Dire Maggot +6 Str, +2 Dex, +4 Con, +2 Wis, -4 Cha, Large (3 HD), +6 Natural AC Bonus, Favored Class: Barbarian, LA: +3
    Ectoplasmic Vermin, Tiny -4 Str, +2 Con, +2 Wis, -4 Cha, Small (1 HD), +0 Natural AC Bonus, Favored Class: Psychic Warrior, LA: +0
    Ectoplasmic Vermin, Small +2 Dex, +2 Con, +2 Wis, -4 Cha, Medium (2 HD), +0 Natural AC Bonus, Favored Class: Psychic Warrior, LA: +0
    Ectoplasmic Vermin, Medium +4 Dex, +2 Con, +2 Wis, -4 Cha, Medium (2 HD), +1 Natural AC Bonus, Favored Class: Psychic Warrior, LA: +1
    Giant Ant, Queen -2 Str, -2 Con, +4 Wis, +4 Cha, Medium (2 HD), +7 Natural AC Bonus, Favored Class: Beguiler, LA: +1
    Giant Ant, Soldier +4 Str, +2 Con, +4 Wis, +4 Cha, Medium (2 HD), +7 Natural AC Bonus, Favored Class: Warblade, LA: +2
    Giant Ant, Worker +4 Wis, +2 Cha, Medium (2 HD), +7 Natural AC Bonus, Favored Class: Factotum, LA: +1
    Giant Ant Lion +2 Con, +4 Wis, Medium (2 HD), +4 Natural AC Bonus, Favored Class: Ranger, LA: +3
    Giant Bee +4 Dex, +4 Wis, +2 Cha, Medium (2 HD), +2 Natural AC Bonus, Favored Class: Scout, LA: +2
    Giant Bombardier Beetle +2 Str, +4 Con, +2 Wis, +2 Cha, Medium (2 HD), +6 Natural AC Bonus, Favored Class: Barbarian, LA: +3
    Giant Cockroach +2 Str, +6 Dex, +2 Con, +2 Wis, -4 Cha, Medium (2 HD), +4 Natural AC Bonus, Favored Class: Scout, LA: +2
    Giant Dragonfly +4 Dex, +4 Wis, +6 Cha, Medium (2 HD), +2 Natural AC Bonus, Favored Class: Ranger, LA: +2
    Giant Fire Beetle +2 Str, +2 Dex, +2 Con, +2 Wis, +0 Cha, Medium (2 HD), +5 Natural AC Bonus, Favored Class: Swordsage, LA: +2
    Giant Firefly -2 Str, +6 Dex, +2 Con, +2 Wis, +2 Cha, Medium (2 HD), +0 Natural AC Bonus, Favored Class: Scout, LA: +2
    Giant Leech +4 Dex, +2 Con, -4 Cha, Medium (2 HD), +0 Natural AC Bonus, Favored Class: Rogue, LA: +1
    Giant Maggot +4 Con, +2 Wis, -4 Cha, Medium (2 HD), +1 Natural AC Bonus, Favored Class: Barbarian, LA: +0
    Giant Praying Mantis +6 Wis, +4 Cha, Medium (2 HD), +4 Natural AC Bonus, Favored Class: Monk, LA: +2
    Giant Stag Beetle +4 Str, +2 Dex, +2 Con, +2 Wis, +2 Cha, Medium (2 HD), +8 Natural AC Bonus, Favored Class: Warblade, LA: +3
    Giant Sun Spider -2 Str, +2 Dex, +2 Wis, -4 Cha, Medium (2 HD), +3 Natural AC Bonus, Favored Class: Scout, LA: +1
    Note: Giant Termite Queen is not viable
    Giant Termite, Soldier +6 Str, +2 Con, +4 Wis, +4 Cha, Medium (2 HD), +5 Natural AC Bonus, Favored Class: Crusader, LA: +3
    Giant Termite, Worker +2 Str, -2 Dex, +2 Con, +2 Wis, Medium (2 HD), +3 Natural AC Bonus, Favored Class: Fighter, LA: +1
    Giant Velvet Worm +4 Str, -2 Dex, +2 Con, +2 Wis, -4 Cha, Large (3 HD), +0 Natural AC Bonus, Favored Class: Fighter, LA: +1
    Giant Wasp +4 Wis, +4 Cha, Medium (2 HD), +2 Natural AC Bonus, Favored Class: Cleric, LA: +2
    Giant Whip Scorpion -4 Str, +2 Wis, -4 Cha, Medium (2 HD), +6 Natural AC Bonus, Favored Class: Rogue, LA: +1
    Giant Whip Spider +2 Str, +4 Dex, +4 Con, +2 Wis, -4 Cha, Medium (2 HD), +4 Natural AC Bonus, Favored Class: Swordsage, LA: +2
    Hairy Spider -4 Dex, +2 Con, +2 Wis, -4 Cha, Small (1 HD), +0 Natural AC Bonus, Favored Class: Fighter, LA: +1
    Hoard Scarab -6 Dex, +4 Con, +4 Wis, -4 Cha, Small (2 HD), +2 Natural AC Bonus, Favored Class: Rogue, LA: +0
    Knell Beetle +8 Str, -2 Dex, +8 Con, +2 Wis, +4 Cha, Medium (2 HD), +13 Natural AC Bonus, Favored Class: Barbarian, LA: +6
    Leechwalker +8 Str, +6 Con, +4 Wis, Medium (2 HD), +2 Natural AC Bonus, Favored Class: Barbarian, LA: +4
    Lesser Knell Beetle +8 Str, +2 Dex, +8 Con, +2 Wis, +4 Cha, Medium (2 HD), +9 Natural AC Bonus, Favored Class: Barbarian, LA: +5
    Megapede +4 Wis, -2 Cha, Large (3 HD), +4 Natural AC Bonus, Favored Class: Cleric, LA: +3
    Monstrous Centipede, Tiny -6 Str, +2 Dex, +2 Wis, -4 Cha, Small (1 HD), +0 Natural AC Bonus, Favored Class: Rogue, LA: +0
    Monstrous Centipede, Small -2 Str, +2 Dex, +2 Con, +2 Wis, -4 Cha, Medium (2 HD), +1 Natural AC Bonus, Favored Class: Rogue, LA: +0
    Monstrous Centipede, Medium -2 Str, +4 Dex, +2 Wis, -4 Cha, Medium (2 HD), +2 Natural AC Bonus, Favored Class: Rogue, LA: +0
    Note: Large or bigger Centipedes simply aren't viable
    Monstrous Crab, Small +4 Str, +2 Dex, +4 Con, +2 Wis, -4 Cha, Medium (2 HD), +4 Natural AC Bonus, Favored Class: Barbarian, LA: +2
    Monstrous Crab, Medium +4 Str, +2 Con, +2 Wis, -4 Cha, Medium (2 HD), +6 Natural AC Bonus, Favored Class: Barbarian, LA: +2
    Monstrous Crab, Large +2 Str, +2 Dex, -2 Con, +2 Wis, -4 Cha, Medium (2 HD), +7 Natural AC Bonus, Favored Class: Barbarian, LA: +1
    Note: Huge or bigger Crabs aren't viable
    Monstrous Scorpion, Small +2 Str, -2 Dex, +6 Con, +2 Wis, -4 Cha, Medium (2 HD), +3 Natural AC Bonus, Favored Class: x, LA: +1
    Monstrous Scorpion, Medium +2 Str, +4 Con, +2 Wis, -4 Cha, Medium (2 HD), +4 Natural AC Bonus, Favored Class: Fighter, LA: +2
    Monstrous Scorpion, Large +2 Dex, +2 Wis, -4 Cha, Medium (2 HD), +5 Natural AC Bonus, Favored Class: Fighter, LA: +1
    Monstrous Scorpion, Huge +4 Str, +2 Dex, +2 Con, +2 Wis, -4 Cha, Large (3 HD), +9 Natural AC Bonus, Favored Class: Fighter, LA: +2
    Note: Gargantuan or bigger Scorpions aren't viable, neither are Tiny ones
    Monstrous Spider, Tiny -4 Str, +4 Dex, +2 Wis, -4 Cha, Small (1 HD), +0 Natural AC Bonus, Favored Class: Rogue or Scout, LA: +0
    Monstrous Spider, Small +4 Dex, +2 Con, +2 Wis, -4 Cha, Medium (2 HD), +2 Natural AC Bonus, Favored Class: Rogue or Scout, LA: +1
    Monstrous Spider, Medium +6 Dex, +2 Con, +2 Wis, -4 Cha, Medium (2 HD), +1 Natural AC Bonus, Favored Class: Rogue or Scout, LA: +1
    Siege Beetle +6 Str, -4 Dex, +4 Con, +2 Wis, +2 Cha, Large (3 HD), +18 Natural AC Bonus, Favored Class: Crusader, LA: +6
    Snow Spider, Small +6 Dex, +2 Con, +2 Wis, -4 Cha, Medium (2 HD), +0 Natural AC Bonus, Favored Class: Rogue or Scout, LA: +2
    Snow Spider, Medium +8 Dex, +2 Con, +2 Wis, -4 Cha, Medium (2 HD), +2 Natural AC Bonus, Favored Class: Rogue or Scout, LA: +2
    Note: Large or bigger Snow Spiders aren't viable
    Spitting Spider +4 Str, +4 Dex, +4 Con, +4 Wis, -2 Cha, Medium (2 HD), +4 Natural AC Bonus, Favored Class: Rogue or Scout, LA: +3
    Sword Spider +2 Dex, +2 Wis, -4 Cha, Medium (2 HD), +6 Natural AC Bonus, Favored Class: Rogue or Scout, LA: +
    Tangle Terror +4 Str, +8 Dex, +8 Con, +6 Wis, -2 Cha, Medium (2 HD), +8 Natural AC Bonus, Favored Class: Monk, LA: +4
    Widow Maker +2 Str, +4 Dex, +8 Con, +6 Wis, Medium (2 HD), +10 Natural AC Bonus, Favored Class: Monk, LA: +5
    Note: Large or bigger Spiders are not viable, Monstrous Diving Spider uses same Attributes/AC

    Note: Century Worm, Siege Crab are not viable
    Last edited by Bhu; 2014-10-04 at 09:59 PM.
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  23. - Top - End - #1013
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    Xenomorph Drone

    Xenomorph Drone is an Acquired Template that can be applied to any corporeal Aberration, Animal, Dragon, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Outsider, or Vermin whose Size is no smaller than Small and no larger than Large. While it is implied there are different prototypes of Xenomorph, this one specifically infects prey species no smaller than Small, and no larger than Large. The Xenomorph described here is the one from the first Alien film (usually called a Drone). The Facehugger design doesn't really allow for too much size variation, hence the size limitation for the Template. It's also possible they were specifically designed to wipe out humans and maybe even the Yautja, so it's why they can parasitize us.

    Size and Type: While it is generally larger than the species it has used as a host, the Xenomorph retains the same Size Category. Type changes to Aberration. Actual size varies, but Xenomorphs created by infecting humans average 7 ft. tall and weigh 120 to 140 kilograms.

    Hit Dice: Unchanged unless Hit Dice are less than d8's. In such case raise them to d8's, and recalculate hp. Xenomorphs gain maximum hp per Hit Die. Xenomorphs have a minimum of 6 Hit Dice, if the base creature is not at least 6 HD, raise it to 6 HD.

    Speed: All Movement modes increase by +10 ft.

    Armor Class: The base creature's Natural Armor Bonus increases by +8.

    Attacks: Retains all natural weapons of the base creature. In addition it gains a Tail Attack doing Piercing damage if it doesn't have one.

    Damage: The Tail attack does 1d6 for Small Xenomorphs, 1d8 for Medium Xenomorphs, and 2d6 for Large Xenomorphs. Otherwise damage remains unchanged.

    Special Attacks: Loses all Class Abilities of the base creature. It also loses any Racial Abilities that aren't Exceptional, but it gains the following:

    Pharyngeal Jaws (Ex): If a Drone pins it's opponent while grappling and maintains the pin for 3 consecutive rounds, the opponent must make a Fortitude save (DC 10 + Hit Dice + Dexterity Modifier) at the end of the third round or die. A creature with no discernible anatomy is immune to this effect of the ability. Opponents with no discernible anatomy (and regular opponents who make the Save) take 3d6 points of piercing damage instead.

    Improved Grab (Ex): Drones do not provoke an attack of opportunity when they make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.

    Acid Defense (Ex): The Xenomorphs do not appear to have blood as we understand it, as their body chemistry is fluorine based. They do have a network of vessels or something similar under their exoskeleton, however. Upon being punctured it releases a highly concentrated acid. When attacked successfully it sprays acid. If an opponent successfully damages it in melee it must make a Reflex Saving Throw (Save DC is Con based) or take 3d6 Acid damage for 1d6 rounds. Weapons used must likewise make a Save (magical weapons gain their Enhancement Bonus to the Saving Throw) or be destroyed unless the weapon is somehow proof against acid or does acid damage itself. If destroyed in an Area Effect, anything within the Xenomorphs square or adjacent to it must make a Saving Throw. Once it is dead the acidity of the corpse rapidly fades, and can be handled safely within 1 Minute. If the Drone is attacked at range a random creature adjacent to it must make the Save to avoid damage. If an attack has some sort of ability that causes the Xenomorph to bleed continuously, anything moving adjacent to it during the duration of it's bleeding must make a Save.

    Special Qualities: Loses all Class Abilities of the base creature. It also loses any Racial Abilities that aren't Exceptional, but it gains the following:

    Blindsight (Ex): A Xenomorph Drone can detect other beings within 30 ft of itself. It is not known by which process it can perform this. It Possibly mimics sight in some form because it can distinguish between humans, xenomorphs, androids, and Yautja. It can also distinguish which humans have been infected with chestbursters. Presumably, unlike normal, this functions within a vacuum. The Alien Queen has also been demonstrated to sabotage equipment and have her minions cut power supplies, so either they can use it to read, or they have some sort of rudimentary ability to sense electricity or other forms of energy as well.

    Resin (Ex): Xenomorphs can produce a sticky resin which they use to build their hives, and to trap live prey, attaching it to walls or hanging it from the ceiling above their eggs. Resin has a Hardness of 7 and 10 hit points per inch of thickness. Cocooning an opponent in resin takes 1 full Minute if it's Small or Medium, 5 Minutes if it's Large.

    Alien Hive Mind (Ex): Xenomorphs have some sort of rudimentary hive mind, and are rumored to be telepathic, a suggestion which is backed up by the Ripley Clone having an empathic link to the hive. Xenomorphs can tell when one of their own has been harmed or killed within one mile. They also seem to have a relatively short range ability to communicate with each other, which I will define as Telepathy with a 30 ft. range. This telepathy works for their species only, though it is suggested perhaps in Aliens3 that insane individuals can perhaps receive their communications as well (or perhaps Golic is just deep into hallucinatory psychosis). Xenomorphs have also been shown to have some sort of genetic memory transfer, meaning that whatever one of them knows will be passed on to it's descendants.

    Hold Breath (Ex): A Drone can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning (or suffocating in the case of vacuum).

    Wall-walker (Ex): A Xenomorph can climb sheer surfaces as though with a spider climb spell. They have even been seeing crawling along ceilings. Unlike normal it can move at it's full land speed, and may even use the Run action.

    Confined Spaces (Ex): Xenomorphs ignore the speed reduction for hampered movement when moving in a narrow space (an area smaller than but at least one-half of their space) or a low space (an area shorter than but at least one-half of their height). They also retain their Dexterity bonus to your Armor Class. If the space is both narrow and low, their function as if only one of those conditions applied.

    Immunities (Ex): Xenomorphs are immune to acid damage, as well as poison, Mind-Affecting Effects and nonlethal damage. They are also immune to the following conditions, but only so long as they aren't cause by supernatural or magic means: Dazed, Disabled, Nauseated, Sickened, or Stunned.

    Thermal Invisibility (Ex): The body temperature of a xenomorph perfectly matches that of the ambient temperature, making it invisible to detection via the infrared spectrum or other heat based sensors.

    Energy Resistance (Ex): Xenomorphs have Energy Resistance 10 to Fire and Cold damage.

    Vulnerability (Ex): Xenomorphs have been shown to be vulnerable to exothermic shock. If subjected to an attack that does at least 12 points of fire damage (before their Energy Resistance is subtracted), then immediately (within a round) subjected to an attack doing at least 12 points of cold damage they must make a DC 25 Fortitude Save or die. If the Save is successful they still take 3d6 damage as their exoskeleton shatters. When they shatter, other creatures in their square or adjacent squares have to make a Reflex Saving Throw (Save DC is Con based) or take 3d6 Acid damage for 1d6 rounds.

    Saves: Xenomorphs have all good Saves, and their Saving Throws must be recalculated.

    Abilities: +8 Str, +8 Dex, +8 Con, +4 Wis. Intelligence becomes a 2 if the base creatures Int is 2 or less, 3 if it 3 or higher. Charisma resets to 11 regardless of what the base creatures was.

    Skills: Skills are completely redone. New class skills are Balance, Climb, Hide, Intimidate, Jump, Listen, Move Silently, Search, Spot, Survival and Swim. Xenomorphs gain a +6 Racial Bonus on Hide and Move Silently Checks. The Hide Bonus increases to +12 within their hive or in mechanical environments. Xenomorphs do not take a penalty to skill points for having a negative Intelligence modifier.

    Feats: Feats may be rechosen. If Hit Dice increase new Feats may be chosen based on the new Hit Dice.

    Environment: Any.

    Organization: Solitary, Pack (3-6), Hive (11-20 plus Queen), Major Infestation (30-100 plus Queen)

    Challenge Rating: +2, minimum CR is 6

    Treasure: None

    Alignment: Always Neutral

    Advancement: Xenomorphs advance by increasing in Racial Hit Dice.

    Level Adjustment: N/A. Xenomorphs are not PC's.
    Last edited by Bhu; 2014-10-31 at 02:19 AM.
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  24. - Top - End - #1014
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    Quote Originally Posted by Bhu View Post
    Anthropomorphic Vermin
    Yeah, that's gonna be fun. Great job on it.
    https://www.youtube.com/watch?v=dQw4w9WgXcQ

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  25. - Top - End - #1015
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    I should have the favored class/la edited in soon.
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  26. - Top - End - #1016
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    Both templates have had updates. Let me know if you disagree with anything under the Xenomorph.


    The Flock
    Medium Aberration (Chaotic)
    Hit Dice: 10d8+10 (55 hp)
    Initiative: +7
    Speed: 30 ft (10 squares), Swim 30 ft., Fly 40 ft. (Good)
    Armor Class: 20 (+3 Dex, +7 Insight), touch 20, flat-footed 17
    Base Attack/Grapple: +7/+7
    Attack: Engulf +10 melee touch (Engulf)
    Full Attack: Engulf +10 melee touch (Engulf)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Engulf, Frightful Presence, Discorporate, The Power of Quack
    Special Qualities: Blindsight 60', Immunities, SR 25
    Saves: Fort +4, Ref +6, Will +9
    Abilities: Str 10, Dex 16, Con 13, Int 14, Wis 14, Cha 14
    Skills: Climb +5, Disguise +2, Hide +7, Intimidate +7, Knowledge (Local, Nature) +6, Listen +7, Move Silently +7, Search +7, Spot +7, Survival +7, Swim +5
    Feats: Ability Focus (Frightful Presence), Combat Reflexes, Deft Opportunist, Improved Initiative
    Environment: Any
    Organization: Solitary
    Challenge Rating: 9?
    Treasure: Standard
    Alignment: Usually Chaotic Neutral
    Advancement: 10+ HD (Medium)
    Level Adjustment: ---

    there used ter be a boy name a' Tupelo, hung out down the corner, by the flower shop. Quiet boy. Good boy too, 'cept he hated ducks. Hated them with a passion. Said we all didn't realize how bad they were. Said 'Somewhere, somehow, the flock is always watching you.' Nearly scared me off mah likker lemme tell you.

    So's one day no one sees Tupelo fer a spell, and then suddenly he's there agin on the corner. Wearing a hood, an' heavy clothin' on a warm summers day. Doesn't really talk to anyone, or do much, but like ah said he's a quiet boy. After a while I gets to wonderin' whats wrong and I go's up to him and says hello. He don't say nuthin'. And ah says hello agin. Still nuthin'. Ah put my hand on his shoulder and suthin' moves underneath his clothes.

    Since then I don't go 'round that corner no more. And ah don't eat ducks neither."


    The origins of the Flock are unknown, and it has never made an attempt to communicate or given any indication that it even understands communication. It has at least some form of intelligence as it understands the need for a disguise to move among people, so that it can prey upon them. No one is certain what it gets from converting people to more of itself (or maybe a separate Flock?), and it is unknown what if anything the Flock eats as it simply converts people to Flock. Flocks generally appear as a mass of ducklings inhabiting a suit of clothing. They prefer heavy clothing in order to facilitate their disguise, and dark locales so as to help with the job of pretending to be human. As it spends much f it's time standing on corners or in allies or other out of the way places it is uncertain what the Flocks goals (if any) are.

    Engulf (Ex): A Flock can choose to engulf an opponent who is no more than one size category larger than itself. The Flock attempts to embrace its victim, and with a successful melee touch attack, the victim is immediately swallowed up and surrounded by a mass of ducklings, taking 3d6 points of damage and make a DC 16 Fortitude Save or be Nauseated for 1 round (Save DC is Con based). A victim who spends a full-round action can break free of the embrace and move up to half its speed away from the Flock if desired, but can do nothing else. Otherwise, each round a victim remains engulfed, it takes another 3d6 points of damage. Constructs are immune to this attack. The Flock's Engulf attack is not subject to Concealment or Cover.

    Frightful Presence (Su): When a Flock engulfs a victim, witnesses must make a Will save (DC 19, Save is Cha based). Those who make the save are shaken. Those who fail by 5 or fewer points are Frightened. Those who fail by 6 to 10 points are Panicked. Those who fail by 11 or more points are Cowering. All these conditions last for 1d4 rounds. Those who have seen a Flock use this attack before gain a +5 bonus on their saving throws. The victim of the Flock’s engulf attack has a -5 penalty on his or her saving throw.

    Discorporate (Ex): If gravely threatened, a Flock can discorporate as a free action, simply falling into a pile of individual ducklings that slither quickly away. So long as any of the component ducks survive, they can breed and create a new Flock. Discorporating is a dangerous tactic, because once separated, the ducklings are treated no differently than other duckling. Also, the Flock stands a good chance of losing all its equipment. However, discorporation almost assures that at least one duckling (if not dozens) will manage to crawl away, and so provide for the Flock’s continued existence. The Flock automatically discorporates at 0 hp., leaving 2d6 ducklings to escape.

    The Power of Quack (Su): Any creature damaged by the Flocks attack gains the Chicken Infested Flaw until the kill the Flock that damaged them, or they receive a Remove Curse, Wish, or Miracle spell. Instead of Chickens however, you produce Ducks. These ducks often attack or make mischief for their unfortunate target. Victims killed by a Flocks engulf attack rise as a Flock themselves within 1d4 days. These are not spawn, nor individual beings, all pieces of the Flock are one entity. What one of it's pieces knows, the whole Flock knows.

    Immunities (Ex): The Flock has no discernable anatomy, so it is not subject to critical hits or flanking. It is also immune to Mind Affecting Effects, Poison, Sleep Effects. Paralysis, Stunning, Disease, and Non Lethal damage. Flocks may not be Tripped, Grappled or Bull Rushed. Much like Swarms, the Flock is immune to weapon damage.

    Combat: Flocks avoid combat until they can corner a weaker opponent they can easily Engulf alone. Against a strong opponent who resists being Engulfed (or against groups), they discorporate and flee.


    -=-=-=-=-=-=-

    Lore
    Characters with ranks in Knowledge (Arcane) or Knowledge (Things Man Was Not Meant To Know) can learn more about The Flock. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

    DC|Lore
    20|This is some sort of hideous Aberration. This Check also reveals the Chaos Subtype.
    25|You have encountered The Flock, a legendary creature known to attack and consume lone individuals. It is very difficult to harm, and is best avoided.
    30|To destroy The Flock, each and every last duckling composing it must be destroyed, which is next to impossible.

    Plot Hook
    • People have been slowly disappearing from the neighborhood, coinciding with an ever-increasing variety of hooded figures lurking in the streets at night. It's presumed that a new gang of kidnappers or cultists of some kind is moving in.
    • The pc's get lost on a backwoods road and encounter a crazed old man rambling about the evils of ducks and warning them not to take the shortcut down the old dirt road. Of course, they ignore him.
    • A tome with potential details on the Flock is being auctioned off. You have been asked to guard it. You worry less about the local whackos getting it, as they seem to be getting picked off one by one by a growing gang of hooded hoodlums that are slowly surrounding the auction house. Man you really hate this job...
    • A local duck hunter/farmer comes to the PC's raving about the evils of ducks terrorizing him and his family at their lonely farm house out in the middle of a local area known as "The Devil's Hook Up". They briefly entertain thoughts of suicide rather than do this, but they do need a place to stay and a meal, and since they're broke they can't be picky.
    Last edited by Bhu; 2014-10-04 at 10:01 PM.
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  27. - Top - End - #1017
    Pixie in the Playground
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    Default Re: Critters II!

    bhu: for the lore on the flock: add "somewhere, somehow, the flock is always watching you."

    (far side reference)

    Definitely low DC, we're talking Cave Bear level nature lore here.
    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.

  28. - Top - End - #1018
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    Default Re: Critters II!

    How about a template that turns a creature INTO a gun? For jokes.

  29. - Top - End - #1019
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    Quote Originally Posted by spikeof2010 View Post
    How about a template that turns a creature INTO a gun? For jokes.
    Chekov's gun?
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  30. - Top - End - #1020
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    Default Re: Critters II!

    Quote Originally Posted by spikeof2010 View Post
    How about a template that turns a creature INTO a gun? For jokes.
    I need to finish the flock and xeno's, but it'll be next in line. Sorry for the delays real life has been kicking me in the teeth.
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