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Thread: Critters II!

  1. - Top - End - #1081
    Troll in the Playground
     
    PirateGirl

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    Default Re: Critters II!

    Bee-dazzlers: disco bees!
    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.
    my creations in homebrew signature thread

  2. - Top - End - #1082
    Titan in the Playground
     
    Bhu's Avatar

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    Default Re: Critters II!

    Beewere Inspired by Eldan and Rater202
    Fine Magical Beast
    Hit Dice: 1d8+1 (5 hp)
    Initiative: +5
    Speed: 5 ft. (1 square), Fly 20 ft. (Average)
    Armor Class: 23 (+8 Size, +5 Dex), touch 23, flat-footed 18
    Base Attack/Grapple: +1/-20
    Attack: Sting +14 melee (1 point plus poison)
    Full Attack: Sting +14 melee (1 point plus poison)
    Space/Reach: 0 ft./0 ft.
    Special Attacks: Poison, Beewere's Curse
    Special Qualities: Darkvision 60 ft., Low Light Vision, Alternate Form, Human Empathy, Scent, DR 10/Silver, Hivemind
    Saves: Fort +3, Ref +7, Will +1
    Abilities: Str 1, Dex 20, Con 12, Int 8, Wis 12, Cha 9
    Skills: Knowledge (Geography, Nature)+1, Spot +5, Survival +5
    Feats: Weapon Finesse
    Environment: Temperate Plains
    Organization: Solitary, buzz (2-5), or hive (11-20)
    Challenge Rating: 1
    Treasure: No coins; ¼ goods (honey only); no items
    Alignment: Usually Neutral
    Advancement: 2 HD (Diminutive)
    Level Adjustment: ---

    Beeweres are bees who can assume human form, and who wish to free their brethren from the yoke of human tyranny. By converting humans to were-bees and submitting them to bee tyranny.

    Poison (Su): Injury, DC 10 Fort Save, Initial damage is 1d6 Dex, Secondary damage is Paralyzed for 1 Minute.

    Beewere's Curse (Su): Any Humanoid hit by a Beewere’s sting attack in bee form must succeed on a DC 15 Fortitude save or contract beecanthropy.

    Alternate Form (Su): A Beewere can assume the form of any Small or Medium Humanoid.

    Human Empathy (Ex): Beewere's gain a +4 Racial Bonus to all Charisma based Checks against Humanoids (and can speak Common in Bee Form).

    Hivemind (Ex): All Beeweres within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Beewere in a group is considered flanked unless all of them are. Beecanthrope victims are a part of the Werebee Hivemind.

    Skills: +4 Racial Bonus to Spot and Survival Checks.

    Combat: Beeweres generally try to sting opponents in the hopes of paralyzing them so the rest of the hive can sting them till their immune system submits to the rightful rule of beecanthropy.



    Beecanthrope

    Beecanthrope is an Acquired Template that can be added to any humanoid (referred to as the base creature). Beecanthropy as an affliction works exactly as the lycanthropy affliction does. Beecanthropy can be cured in the same way as lycanthropy. Yesterday you were a dumb farmer wondering how to avoid taxes. Now your a quivering, nervous man who moves in quick, spasmodic jerks while running up to people and buzzing them.

    Size and Type: Type is unchanged, but the base creature gains a Shapechanger Subtype. Size in Bee Form is Fine, Size in Hybrid Form is Small.

    Hit Dice: Unchanged.

    Speed: Gains a Fly Speed equal to Base Land Speed in Hybrid Form, and Fly 20 ft. in Bee Form. Land speed drops to 5 ft. in Bee Form.

    Armor Class: The base creature's natural armor bonus increases by +2 in all forms

    Attacks: In Bee and Hybrid Forms the Beecanthrope gains a Primary Sting attack.

    Damage: Stinger does 1 point plus Str Modifier in Bee Form, and 1d3 plus Str Modifier in Hybrid Form. Opponents successfully damaged by the sting also risk poison (see below).

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

    Curse of Beecanthropy (Su): Any Humanoid hit by a Beecanthrope’s sting attack in Bee or Hybrid form must succeed on a DC 15 Fortitude save or contract beecanthropy.

    Poison (Ex): Injury, Fort Save (Save DC is Con based), Initial damage is 1d6 Dex, Secondary damage is Paralyzed for 1 Minute.

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

    Alternate Form (Su): A Beecanthrope can assume the form of a Bee or a Hybrid Bee Humanoid.

    Damage Reduction (Ex): Gains DR 10/Silver in Bee and Hybrid forms.

    Darkvision (Ex): Gains Darkvision 60 ft.

    Hive Mind (Ex): All Beecanthropes within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Beecanthropes in a group is considered flanked unless all of them are. Beewere's are also a part of the Werebee Hivemind.

    Drone (Ex): Beecanthropes automatically obey the commands of any Beewere as though they were under the effect of a Dominate Monster spell.

    Saves: Gains +2 Racial Bonus to Fort and Ref Saves.

    Abilities: +2 Wis, -2 Int. In Bee Form it also has -10 Str (3 minimum), + 10 Dex, +2 Con. In Hybrid Form it has -4 Str, +4 Dex, +2 Con.

    Skills: Gains a +4 Racial Bonus to Spot and Survival Checks.

    Feats: Gains Weapon Finesse as a Bonus Feat unless it already has it.

    Environment: Temperate Plains

    Organization: Solitary if scouting, but has usually joined a Beewere hive

    Challenge Rating: +1

    Treasure: Unchanged.

    Alignment: Neutral.

    Advancement: Unchanged.

    Level Adjustment: +2



    Beerly Bee-Loved inspired by Debihuman

    Beerly Bee-Loved is an Acquired Template that can be applied to any Bee or bee-like creature that has become addicted to Bee-r, and that has an Int of 3 or higher. As such they become sloppy drunks who constantly bemoan their lack of romantic possibilities. They also get 'huggy'.

    Size and Type: Becomes Magical Beast if Base Creature is Vermin, otherwise unchanged.

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: Base Creature gains a Luck Bonus to AC equal to it's Con Modifier (minimum +1). The Gawds watch out for drunks.

    Attacks: Unchanged.

    Damage: Unchanged.

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

    Affectionate Nature (Ex): Beerly Bee-Loved often lose their cool when jonesing for some Bee-r, and as a result they become a little weepy and apologetic when drunk. They also become overly affectionate, and melancholy about their lonely lives as brewers. When intoxicated Beerly Bee-Loved can begin a Grapple Check without provoking an Attack of Opportunity. They also gain a +2 Bonus to Initiative rolls.

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

    Bee-r Brewing (Su): Beerly Bee-Loved can brew Bee-r, a magical mead-like liquor whose rules will be forthcoming. Despite it being a magical item, the Beerly Bee-Loved do not need Craft Feats to make it, nor do they need to be spellcasters. They still pay the cost in GP as per usual (but not the XP cost).

    Bee-r Addiction (Ex): Beerly Bee-Loved are quite addicted to Bee-r, and their addiction rating is High (see page 41 of the Book of Vile Darkness). Fortunately this also renders them immune to being addicted to any other substance.

    Saves: Gains a Luck Bonus to Saving Throws equal to it's Con Modifier (minimum +1).

    Abilities: -2 Wis. If you changed Type, roll 3d6 for Int.

    Skills: Gains Craft (Brewing) and Profession (Alemaker, Beekeeper) as Class Skills (along with a +4 Racial Bonus to each). If Base Creature was Vermin, Class Skills are Craft (Brewing), Listen, Profession (Alemaker, Beekeeper), Spot, Survival.

    Feats: Unchanged. Remember to add Feats if you changed Type.

    Environment: Unchanged, but often found in taverns.

    Organization: Unchanged.

    Challenge Rating: +1

    Treasure: Usually consists of honey and alcohol.

    Alignment: Usually Chaotic, with the secondary part of their alignment split fairly evenly.

    Advancement: Unchanged.

    Level Adjustment:
    ---



    Busy Bees also inspired by Debihuman

    Busy Bee is an Acquired Template that can be applied to any Bee or bee-like creature. Busy Bees become pretty darn hyper, but very monomaniacally single-minded.

    Size and Type: Becomes Magical Beast if Base Creature is Vermin, otherwise unchanged.

    Hit Dice: Unchanged.

    Speed: Unchanged (but see Special attacks).

    Armor Class: Unchanged.

    Attacks: Unchanged.

    Damage: Unchanged.

    Special Attacks: Retains all Special Attacks of the base creature, plus gains the following:

    Fast Worker (Su): Busy Bees permanently have the benefits of the Haste spell.

    Special Qualities: Retains all Special Qualities of the base creature, plus gains the following (if it doesn't have it already):

    Hivemind (Ex): All Busy Bees within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Busy Bee in a group is considered flanked unless all of them are.

    Saves: Unchanged.

    Abilities: +4 Con, -4 Cha. If Base Creature was Vermin, gain +4 Int.

    Skills: Gains a +4 Racial Bonus to Craft and Profession Checks, and both skills are now considered Class Skills. If you changed Type, Class Skills are Craft, Listen, Profession, Spot, Survival.

    Feats: Gains Endurance and Diehard as Bonus Feats. Remember to add Feats if you changed Type.

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: +1

    Treasure: Double Standard.

    Alignment: Unchanged.

    Advancement: Unchanged.

    Level Adjustment: ---



    Bee-Headed inspired by Nrdman

    Bee-Headed is an Acquired Template that can be applied to any Animal, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Undead or Vermin. Base Creature must be Small or Medium. Most people don't see the point in going to the trouble to sew giant, severed bee's heads to corpses, but Hee-Headed crafters swear by the superior quality of their work.

    Size and Type: Size is unchanged, Type becomes Undead if it isn't already.

    Hit Dice: All current and future Hit Dice become D12's.

    Speed: All movement speeds decrease by 5 ft (to a minimum of 5 ft).

    Armor Class: Natural Armor Bonus increases by +2.

    Attacks: Gains a Primary Bite Attack and 2 Secondary Slam attacks if it has no natural attacks. Loses any natural attacks based on the previous non-bee head.

    Damage: Bite does 1d6 plus Str Modifier for Medium (1d4 for Small), and Slams do 1d3 plus half Str Modifier (still 1d3 for small).

    Special Attacks: Base Creature loses all abilities from class levels, but retains any Extraordinary Racial Abilities (unless they are somehow tied to the original head), plus gains the following:

    Defender of the Hive (Ex): Bee-Heads can be directed to defend a specific property, which the think of as their beehive. They are quite rabid in it's defense, and gain a +2 Insight Bonus to attack and damage rolls and Armor Class while defending it.

    Special Qualities: Base Creature loses all abilities from class levels, but retains any Extraordinary Racial Abilities (unless they are somehow tied to the original head), plus gains the following:

    Damage Reduction (Ex): Dr 5/Slashing

    Hive Mind (Ex): While normally immune to Mind-Affecting effects, Bee-Heads can be the beneficiaries of spells from the Bee Magic list, and they can join Advanced Hive Minds. All Bee-Heads within 50 miles of their creator are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Bee-Head in a group is considered flanked unless all of them are.

    Saves: Unchanged.

    Abilities: +2 Str, +2 Wis, -2 Dex, -2 Cha. Int and Con become - (if they aren't already).

    Skills: +4 Racial Bonus to Spot Checks.

    Feats: Unchanged.

    Environment: Unchanged.

    Organization: Usually part of some sort of necromantic hivemind. Can be anywhere from a few to hundreds depending on their success.

    Challenge Rating:
    +0

    Treasure: None.

    Alignment: Always Lawful Evil.

    Advancement: Unchanged.

    Level Adjustment: ---



    Cam-Bee-On also inspired by Nrdman

    Cam-Bee-On is an Acquired Template that can be applied to any Outsider of Evil Alignment, usually Demons. Geneally one becomes a Cam-Bee-On by being cursed by Beelzebub or one of his disciples in his lazy, but eternal, quest for domination of the fiendish planes. They appear as normal fiends with bee-like attributes, and stingers in their abdomens.

    Size and Type: Unchanged for the most part. If the Outsider has the Chaotic Subtype it loses it, and if it does not have the Lawful Subtype it gains it.

    Hit Dice: Unchanged.

    Speed: The Cam-Bee-On gains retractable bee wings if it does not have them already. If it has no Flight speed it gains a Fly speed equal to it's Land speed with Good Maneuverability.

    Armor Class: Natural Armor Bonus to AC increases by +2.

    Attacks: Unchanged.

    Damage: Your attacks are now considered Lawful and Evil for purposes of overcoming Damage Reduction.

    Special Attacks: Retains all Special Attacks of the Base Creature, except as follows:

    Any spells, spell like abilities, or supernatural abilities that have a Chaotic alignment descriptor are replaced with a similar Lawful spell from the same school, same level, same spell list if possible. Optionally they may select a spell of the same Level from the Bee Magic List.

    Summoning abilities still summon the same Fiend as normal, but they summon one with the Cam-Bee-On Template.

    They also gain the following:

    Stinger (Su): The Cam-Bee-On has a retractable Stinger in it's Abdomen. It rarely uses this as an attack as it looks like they're trying to dry hump their opponent with their belly. The Stinger allows them to do 2d6+Str modifier untyped damage with a successful Grapple Checks. The stinger is also poisoned: Injury, Fort Save (Save DC is Con based), Initial and Secondary damage is 1d6 Con. If the opponent is an Outsider that the Cam-Bee-On Template can be applied to they must make a Save or gain the Cam-Bee-On Template (this effect is not a Poison, and Immunity to poison does not affect it).

    Improved Grapple (Ex): Cam-Bee-On's can make initiate a Grapple without provoking an Attack of Opportunity, and gain a +4 Racial Bonus on Grapple Checks.

    Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following:

    Hivemind (Ex): All Cam-Bee-On's within 50 miles of their designated leader (or on the same Plane as Beelzebub) are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Cam-Bee-On in a group is considered flanked unless all of them are.

    Advanced Hivemind (Su): Advanced Hive Minds can share knowledge. When using the Aid Another option you grant a +4 Bonus instead of the usual +2. Any member of the Hivemind can use a Feat or Skill possessed by any other member of the Hivemind as a Standard Action that provokes an Attack of Opportunity. Once the member goes through this short meditation, he may use the Skill Ranks of any member of the Hivemind (but uses his own ability modifier) for 1 Minute, or gains access to any 1 Feat possessed by the Hivemind for the same amount of time. They have Telepathy with a 100 ft. range with other members of the Hivemind. They may also send a 10 word message as a Swift Action to any member of the Hivemind outside that range (but still within 50 miles). There are Hivemind Feats that can provide further benefits.

    Disguise (Su): Cam-Bee-On's gain a +8 Competence Bonus on Disguise Checks to appear as a normal member of it's former race. In addition, spells that would reveal it's Alignment or whether or not it is telling the truth require an opposed Level Check (both sides roll 1d20 +1/2 HD plus Cha Modifier). If the opponent fails the Check, the Cam-Bee-On appears to be it's former Alignment, and to be truthful.

    Saves: Unchanged.

    Abilities: +2 Dex, +2 Wis, -2 Int, -2 Cha

    Skills: Unchanged.

    Feats: Unchanged.

    Environment: Gehenna.

    Organization: Solitary, Scouting Party (2-4), Hive (10-30), or Colony (100+)

    Challenge Rating: +2

    Treasure: Unchanged.

    Alignment: Always Lawful Evil

    Advancement: Unchanged.

    Level Adjustment: ---



    Zombee

    Zombee is an Acquired Template that can be applied to any Bee or bee-like creature. They're a decent improvement over regular necromantic zombie minions, presuming you have lots of access to dead monster bees.

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

    Hit Dice: All current and future Hit Dice become D12's.

    Speed: Flight maneuverability drops to Clumsy.

    Armor Class: Natural Armor Bonus increases by an amount that depends on the Base Creatures Size Category: Tiny or smaller +0, Small +1, Medium +2, Large +3, Huge +4, Gargantuan +7, and Colossal +11.

    Attacks: Unchanged.

    Damage: Unchanged.

    Special Attacks: The Base creature loses all Special Attacks that do not somehow enhance it's natural attacks, plus gains the following:

    Poison (Su): If the base creature has a poison attack it is replaced with the following: Injury, Fortitude Save (DC is Con based with a Racial Bonus equal to +1, with an additional +1 for every Size Category over Diminutive), Initial and Secondary damage is 1d6 Con. If the victim dies, and qualifies for the Zombie or Zombee template, it rises as the applicable Undead in 1d4 hours.

    Special Qualities: The Base creature loses all Special Qualities that do not somehow enhance it's natural attacks, plus gains the following:

    Damage Reduction (Ex): Dr 5/-.

    Saves: Unchanged

    Abilities: +2 Str, -2 Dex, -4 Cha. Con and Int become -.

    Skills: All skills are lost (but Racial skill Bonuses are not).

    Feats: Unchanged.

    Environment: Any, except Aquatic.

    Organization: Unchanged.

    Challenge Rating: +0

    Treasure: None

    Alignment: Always Lawful Neutral

    Advancement: Unchanged.

    Level Adjustment: ---



    Wanna-Bees Created by everyone's favorite Debihuman.

    Wannabee is an Acquired Template that can be applied to any Fey, Giant, Humanoid, and Monstrous Humanoid that has an intelligence less than 10. Wannabes are unusual in that they desperately want to be bees and live a quiet, orderly life in a hive. Which they assume will be stress free. Do not suppose the Powers that Bee are not willing to take advantage of this.

    Size and Type: Unchanged.

    Hit Dice: Unchanged.

    Speed: If they do not have a flight speed, wannabees gain a set of undersized translucent wings and can fly at double their land speed (minimum 10 feet) with a maneuverability of Clumsy.

    Armor Class: Base Creatures Natural Armor Bonus increases by +1.

    Attacks: See Special attacks

    Damage: Unchanged.

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

    If I Bee Waspish (with apologies to William Shakespeare) (Ex): Wannabees gain a secondary stinger attack that deals 1d4 points of damage plus ½ Strength modifier (minimum 1). Once the stinger has been used, it takes 1 week to grow back. A stingerless wannabee takes a -2 morale penalty to attack rolls until its stinger grows back. The 1d4 damage is for Medium Wanna-Bees, it's 1d6 for large, 1d3 for Small, etc.

    Best Beeware My Sting (with further apologies to William Shakespeare) (Su): Despite their diminished mental capacity, wannabees can deliver barbs so sharp, they can cut an opponent to the quick. By merely humming, a wannabee can cause all opponents within 30 feet that can hear it to take a -4 penalty to all rolls. A successful Fortitude save (DC 10 + ½ the wannabee’s HD + wannabee’s charisma modifier) reduces the penalty to -2.

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

    Honey Dependent (Ex): Each wannabee is mystically bound to a single pot of honey and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A wannabee’s pot of honey does not radiate magic. A pot of honey has 3 hit points and hardness 2. A broken honey pot is easily repaired with a mending spell or with sovereign glue.

    Saves: Unchanged.

    Abilities: Unchanged.

    Skills: Wannabees gain Profession (beekeeper) as a class skill.

    Feats: Unchanged.

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: +1

    Treasure: Unchanged.

    Alignment: Unchanged.

    Advancement: Unchanged.

    Level Adjustment: +1
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  3. - Top - End - #1083
    Titan in the Playground
     
    Bhu's Avatar

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    Default Re: Critters II!

    Bee-T
    Small Plant
    Hit Dice: 2d8 (9 hp)
    Initiative: +3
    Speed: 15 ft. (3 squares), Fly 40 ft (Average), Burrow 10 ft.
    Armor Class: 15 (+1 Size, +3 Dex, +1 Natural), touch 14, flat-footed 12
    Base Attack/Grapple: +1/-4
    Attack: Spores +4 ranged (1d3 plus poison)
    Full Attack: Spores +4 ranged (1d3 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison
    Special Qualities: Darkvision 60 ft., Scent, Low-light Vision, Plant traits
    Saves: Fort +3, Ref +3, Will +1
    Abilities: Str 8, Dex 16, Con 11, Int 2, Wis 12, Cha 9
    Skills: Spot +3, Survival +4
    Feats: Weapon Finesse
    Environment: Any Temperate Land
    Organization: Solitary, buzz (2-5), or hive (11-20)
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral
    Advancement: 3-4 HD (Small), 5-6 HD (Medium)
    Level Adjustment: --

    Bee-ts are unholy combinations of bees and the fungi that preys on them, possibly a newly evolved species. It's almost like the fungus that normally prey on bees decided "hey these bugs are on to something" and decided to merge with them in some sort of unholy symbiosis.

    Poison (Su): Injury, DC 13 Fort Save (Save DC is Con based with a +2 Racial Bonus), Initial damage is 1d6 Con, Secondary damage Slows victim as per the spell for 2d4 rounds (Secondary damage for non-magical bees is death). Range is 20 ft.

    Combat: Bee-ts are pretty much like any other bee when it comes to fighting. Alas they no longer have stingers so they blast opponents with poisonous spores.



    Bee-falo
    Large Magical Beast
    Hit Dice: 6d8+24 (51 hp)
    Initiative: +1
    Speed: 50 ft. (10 squares)
    Armor Class: 18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 17
    Base Attack/Grapple: +6/+17
    Attack: Bite +12 melee (1d8+7) or Sting +12 melee (1d8+7 plus poison)
    Full Attack: Bite +12 melee (1d8+7) or Sting +12 melee (1d8+7 plus poison)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Poison, Improved Grapple
    Special Qualities: Darkvision 60 ft. Low-light Vision, Scent
    Saves: Fort +9, Ref +6, Will +3
    Abilities: Str 24, Dex 12, Con 18, Int 2, Wis 12, Cha 9
    Skills: Listen +6, Spot +6, Survival +4
    Feats: Alertness, Endurance, Power Attack
    Environment: Temperate Plains
    Organization: Solitary or herd (6-30)
    Challenge Rating: 3
    Treasure: None
    Alignment: Always Neutral
    Advancement: 7-9 HD (Large), 10-18 HD (Huge)
    Level Adjustment: ---

    Beefalo are a terrifying merging of Bison and Bee. It's not known what lunatic is responsible for this. It's presumed he thought it would have the best traits of both species as opposed to the worst.

    Poison (Ex): Injury, DC 17 Fort Save, Initial and Secondary Damage is 1d6 Con.

    Improved Grapples (Ex): Beefalo do not provoke Attacks of Opportunity when initiating a Grapple.

    Skills: Gains a +4 Racial Bonus to Spot Checks.

    Combat: Beefalo pretend to be harmless, but big. Like ordinary cows. Until they get close enough to grab and sting you. Tricksy little bastards they are.



    Beevur
    Small Magical Beast (Aquatic)
    Hit Dice: 2d8+2 (11 hp)
    Initiative: +1
    Speed: 20 ft. (3 squares), Swin 20 ft.
    Armor Class: 14 (+1 Size, +1 Dex, +2 Natural), touch 12, flat-footed 13
    Base Attack/Grapple: +2/-2
    Attack: Slap +3 melee (1d3 plus stun)
    Full Attack: Slap +3 melee (1d3 plus stun)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Stunning Slap, Woodcutter
    Special Qualities: Darkvision 60 ft., Scent, Low-light Vision, Amphibious
    Saves: Fort +4, Ref +4, Will +1
    Abilities: Str 10, Dex 13, Con 13, Int 10, Wis 12, Cha 9
    Skills: Craft +4, Jump +6, Knowledge (Architecture, Nature) +1, Spot +5, Survival +6, Swim +8
    Feats: Weapon Finesse, Improved Sunder (B)
    Environment: Any Temperate Aquatic
    Organization: Solitary, buzz (2-5), or hive (11-20)
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral
    Advancement: 3-4 HD (Small), 5-6 HD (Medium)
    Level Adjustment: --

    Flightless aquatic bees with beaver tails? Sure why not. God knows it's not like D&D hasn't had weirder.

    Stunning Slap (Ex): Opponents hit by the Beevur's Slap Attack must make a DC 12 Fortitude Save (Save DC is Con Based) or be Stunned for 1 round.

    Woodcutter (Ex): When Beevurs make Sunder attacks against wood or wooden items, they ignore Hardness.

    Skills: +4 Racial Bonus to Craft, Jump, Spot, and Survival Checks. They also have a +8 Racial Bonus on Swim Checks, and may always Take 10 on a Swim Check.

    Combat: Beevurs generally leap from the water, slapping their opponents (advanced Beevurs often get Feats improving jump attacks). Once said opponent falls over stunned, the rest swarm him, slapping him into oblivion.



    Bee-Blooded

    Bee-Blooded is an Acquired Template that can be gained by being cursed. Despite not changing physical appearance, their mind and body become polluted with the essence of all that is Bee. Bee-Blooded may be applied to any living, corporeal creature.

    Size and Type: Size is unchanged, Type becomes Aberration (but see Special Qualities)

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: Base creatures Natural Armor Bonus to AC increases by +2.

    Attacks: Unchanged.

    Damage: Unchanged.

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

    Poison Handling (Ex): Bee-Blooded are never at risk for accidentally poisoning themselves.

    Acid Puke (Ex): Bee-Blooded can vomit acid out to a 10 ft. range as a Standard Action. It does 2d6 acid damage, plus an additional 2 points of acid damage for 1d6 rounds.

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

    Pheromones (Ex): Bee-Blooded have among the most complicated sets of pheromones as befits their hivelike society. Marking a creature or object with a Pheromone is a Swift Action, and they can be detected by any creature with Scent (though only Bee-Blooded and other Bee creatures can understand them). Bee-Blooded can detect them at a range of 1 mile via Scent. They come in several varieties:

    Communication: The Bee-Blooded can leave any message up to 10 words. This is a race specific language, so only other Bees or Bee-like creatures can understand. It can be used to identify hive members, orient their return to the hive, mark food sources that have already been exhausted, or mark meeting places for the hives bees to swarm to.

    Alarm: The Bee marks an object (or more likely a creature) as a danger to the hive. The Hives Bees will become maddened, and gain a +2 on attack and damage rolls against the marked subject for 24 hours.

    Darkvision 60 ft.

    Hive Mind (Ex): All Bee-Blooded within 50 miles of their creator are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Bee-Blooded in a group is considered flanked unless all of them are.

    Advanced Hive Mind (Su): Advanced Hive Minds can share knowledge. When using the Aid Another option you grant a +4 Bonus instead of the usual +2. Any member of the Hivemind can use a Feat or Skill possessed by any other member of the Hivemind as a Standard Action that provokes an Attack of Opportunity. Once the member goes through this short meditation, he may use the Skill Ranks of any member of the Hivemind (but uses his own ability modifier) for 1 Minute, or gains access to any 1 Feat possessed by the Hivemind for the same amount of time. They have Telepathy with a 100 ft. range with other members of the Hivemind. They may also send a 10 word message as a Swift Action to any member of the Hivemind outside that range (but still within 50 miles). There are Hivemind Feats that can provide further benefits.

    Not Quite Mindless (Ex): The Minds of the Bee-Blooded are quite alien, and they gain a +4 Bonus on Willpower Saves vs Mind-Affecting effects (except for those of their creator), and opponents Charisma Related skill checks made against them have a -4 Penalty (this also applies to Sense Motive checks).

    Scent (Ex)

    Saves: Unchanged.

    Abilities: +4 Dex, +2 Wis, -2 Int, -2 Cha

    Skills: Gains a +4 Racial Bonus on Spot and Survival Checks, and these two skills are always considered Class Skills.

    Feats: Unchanged.

    Environment: Unchanged.

    Organization: Unchanged, but usually Solitary unless adopted by a hive.

    Challenge Rating: +2

    Treasure: None.

    Alignment: Always Neutral.

    Advancement: Unchanged.

    Level Adjustment: ---



    Bee-Shadowed

    Bee-Shadowed is a Template that can be Acquired through the appropriate curse. You have become an unwitting and non-consenting member of the hivemind. All that you know, the Bees know. Bee-Shadowed may be applied to any living, corporeal creature.

    Size and Type: Unchanged.

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: Unchanged.

    Attacks: Unchanged.

    Damage: Unchanged.

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

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

    Hive Mind (Ex): All Bee-Shadowed within 50 miles of their creator are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Bee-Shadowed in a group is considered flanked unless all of them are.

    Advanced Hivemind (Su): Advanced Hive Minds can share knowledge. When using the Aid Another option you grant a +4 Bonus instead of the usual +2. Any member of the Hivemind can use a Feat or Skill possessed by any other member of the Hivemind as a Standard Action that provokes an Attack of Opportunity. Once the member goes through this short meditation, he may use the Skill Ranks of any member of the Hivemind (but uses his own ability modifier) for 1 Minute, or gains access to any 1 Feat possessed by the Hivemind for the same amount of time. They have Telepathy with a 100 ft. range with other members of the Hivemind. They may also send a 10 word message as a Swift Action to any member of the Hivemind outside that range (but still within 50 miles). There are Hivemind Feats that can provide further benefits. Unlike normal you do not gain the benefits of the Advanced Hivemind unless your creator wishes it, and the other members have access to your knowledge at their whim.

    Involuntary Mental Access (Ex): Other members of the Hivemind can read your mind at will as per the Probe Thoughts spell as long as you are within 50 miles of your creator. Your creator can give you orders as per the Dominate Monster spell so long as you are within 500 ft. As long as you are within the 50 mile range of the Hivemind he can still give orders, but you gain a +2 Racial Bonus on the Save.

    Saves: Unchanged, but see above.

    Abilities: +2 Wis, -2 Cha

    Skills: Unchanged, but see Special Qualities.

    Feats: Unchanged, but see Special Qualities.

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: +1

    Treasure: Unchanged.

    Alignment: Unchanged (but see above).

    Advancement: Unchanged.

    Level Adjustment:
    ---



    Bee-Damned

    Bee-Damned is a Template that can be Acquired via the appropriate curse, and can be applied to any living, corporeal creature. You become a living hive for the Bees.

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

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: Natural Armor Bonus to AC increases by an amount equal to the Base Creature's Con Modifier (minimum +1).

    Attacks: Unchanged.

    Damage: Unchanged.

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

    UNLEASH THE SWARM! (Ex): The Bee-Damned are a living hive for a Bee Swarm. If the base creature is Huge or bigger it is instead home to a Big Bee swarm. If the Bee-Damned is Grapple by an opponent (or tries to grapple one itself) or is attacked in melee, that opponent automatically takes the damage listed for the Bee Swarms attack. Creatures adjacent to the Bee-Damned are also subject to the Bee Swarms distraction ability. The Save DC for the Bee Swarms poison and Distraction attacks use the Constitution modifier of the Swarm or the Base Creature, whichever is higher. If the Bee-Damned is killed it releases one or more swarms of bees (one swarm if the base creature is Medium or smaller, with one additional swarm for every Size Category above Medium).

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

    Immunity to Poison

    Swarm Defense (Ex): If the Bee-Damned is attacked by a Swam, it's own Swarm automatically deals it's own Swarm damage to the opposing swarm each round. Additionally the Bee-Damned are immune to the Distraction ability of Swarms.

    Hive-Mind (Ex): All Bee-Damned within 50 miles of their creator are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Bee-Damned in a group is considered flanked unless all of them are.

    Saves: Unchanged.

    Abilities: +2 Con, +2 Wis, -2 Int, -2 Cha.

    Skills: Unchanged.

    Feats: Unchanged.

    Environment: Any Warm or Temperate Land.

    Organization: Usually Solitary.

    Challenge Rating: Combine base creature plus Bee Swarm or Big Bee Swarm, with an additional +1

    Treasure: Unchanged.

    Alignment: Unchanged.

    Advancement: Unchanged.

    Level Adjustment: ---



    Bee Goddess

    Bee Goddess is an Inherited Template that can be applied to any Nymph 0f 12 Hit Dice or more.

    Size and Type: Size is Unchanged, Type becomes Outsider with the Native, Chaos, and Good Subtypes.

    Hit Dice: Current and future Hit Dice become D8's.

    Speed: Gains a Fly speed of 80 ft. (Good)

    Armor Class: See Special Qualities.

    Attacks: BAB is now equal to Hit Dice.

    Damage: Unchanged.

    Special Attacks: Retains all Special Attacks (except spells, see below) of the Base Creature plus gains the following:

    Spells: Instead of casting as a Druid, the Bee Goddess now casts spells as a 13th Level Cleric.

    Special Qualities: Retains all Special Qualities of the Base Creature, plus gains 60 ft. Darkvision and the following:

    Damage Reduction (Ex): The Bee Goddesses Damage Reduction changes from DR 10/Cold Iron, to Dr 10/-.

    Foresight (Su): The Bee Goddess gains an Insight Bonus equal to her Wisdom Modifier to her AC and Reflex Saves.

    Immunities (Ex): Bee Goddesses are immune to disease, poison, sleep effects, petrification, polymorph, paralysis, and Mind-Affecting effects.

    Spell Resistance (Ex): The Bee Goddess gains SR equal to (15+CR).

    Saves: Recalculate Saves due to Type change.

    Abilities: +4 Dex, +2 Wis, +4 Cha

    Skills: When advancing the Base Creature, add the following as Class Skills: Knowledge (Arcane, Religion), Perform (Dance) and Spellcraft. Skill points must be recalculated due to Type change.

    Feats: Unchanged.

    Environment: Temperate Mountains.

    Organization: Solitary or Troupe (3-5)

    Challenge Rating: +8

    Treasure: Double Standard

    Alignment: Usually Chaotic Good.

    Advancement: May advance to 20 or more Hit Dice.

    Level Adjustment: ---



    Bee Creature

    Bee Creature is an inherited template that can be added to any giant, humanoid, or monstrous humanoid (hereafter referred to as the base creature). It gains a stinger, bee-like wings, and other bee-like features.

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

    Hit Dice: Unchanged.

    Speed: Gains Flight Speed equal to twice Base land speed with Clumsy Maneuverability.

    Armor Class: Natural Armor Bonus increases by +2.

    Attacks: Gains a Secondary Stinger attack if it doesn't already have one.

    Damage: Damage of Stinger depends on Size: 1 point for Fine, 1d2 for Diminutive, 1d3 for Tiny, 1d4 for Small, ad6 for Medium, 1d8 for Large, 2d6 for Huge, 2d8 for Gargantuan, and 3d6 for Colossal (plus half Str Modifier).

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

    Poison (Ex): Injury, Fortitude Save (Save DC is Con based), Initial and Secondary damage is 1d6 Con.

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

    Darkvision 60 ft.

    Scent

    Hivemind (Ex): All Bee Creatures within 50 miles of their creator are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Bee Creature in a group is considered flanked unless all of them are.

    Saves: Unchanged, other than due to ability increases.

    Abilities: +4 Dex, +2 Wis

    Skills: Gains +4 Racial Bonus to Spot and Survival Checks.

    Feats: Unchanged.

    Environment: Any Temperate or Warm land.

    Organization: Unchanged, but usually created by a hive of some sort.

    Challenge Rating: +2

    Treasure: None.

    Alignment: Always Neutral.

    Advancement: Unchanged.

    Level Adjustment: ---
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
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  4. - Top - End - #1084
    Titan in the Playground
     
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    Mar 2008
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    Default Re: Critters II!

    work in progress


    Bar-Bees from the WombatOfDoom

    Bar-Bees is an Acquired Template that can be applied to any Bee or Bee-like Creature that is Size Small or Bigger. Bar-Bees are barbed bees who can shoot flame, because apparently there's a wizard who believes Giant Bees aren't bad enough already.

    Size and Type: Type becomes Magical Beast if it is currently Vermin, otherwise unchanged.

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: Natural Armor Bonus to AC increases by +2.

    Attacks: Unchanged.

    Damage: Due to the barbs covering your body your natural attacks do +2 damage.

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

    Bar-Bee-Que (Su): Bar-Bee's have a flaming breath weapon they can use every 1d4 rounds. Damage is 1d8, plus 1d8 per Size Category above Small, and affects all creatures within a 15 ft. Cone. Opponents get a Reflex Save for half damage.

    Improved Grab (Ex): Bar-Bees can begin Grapples without provoking Attacks of Opportunity.

    Impale (Ex): A Bar-Bee deals xd8+ one and a half times Str Modifier points of piercing damage to a grabbed opponent with a successful grapple check. X depends on size category: Small is 1d8, Medium is 2d8, Large is 3d8, etc.

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

    Barbed Defense (Ex): Any creature striking a Bar-Bee with handheld weapons or natural weapons takes 1d8+their own Str Modifier points of piercing and slashing damage from the bee’s barbs. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.

    Saves: Unchanged.

    Abilities: Unchanged.

    Skills: Unchanged. If Type changes from Vermin to Magical Beast be sure to add skills. Class Skills are Knowledge (Geography), Listen, Spot, Survival.

    Feats: Unchanged. If Type changes from Vermin to Magical Beast be sure to add Feats.

    Environment: Unchanged.

    Organization:
    Unchanged.

    Challenge Rating:
    +2

    Treasure: Unchanged.

    Alignment: Unchanged.

    Advancement: Unchanged.

    Level Adjustment: +3



    Boo-Bees from the WombatOfDoom

    Boo-Bees is an Acquired Template that can be applied to any Bee or Bee-like Creature. Boo-Bees are ghostly bees. Bees who are really pissed off about their new, somewhat bosomy nicknames, Do not taunt happy fun bees.

    Size and Type: Size us unchanged. Type becomes Undead with the Incorporeal Subtype.

    Hit Dice: All current and future Hit Dice become D12's.

    Speed: If you don't have Flight you gain a Fly speed equal to your base land speed (Perfect Maneuverability). If you have a Fly speed, maneuverability becomes Perfect.

    Armor Class: Natural armor is the same as the base creature’s but applies only to ethereal encounters. When the ghost manifests (see below), its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.

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

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

    Special Attacks: A ghost retains all the special attacks of the base creature, although those relying on physical contact do not affect nonethereal creatures. The ghost also gains a manifestation ability plus one other special attacks per 3 Hit Dice as described below. The save DC against a special attack is equal to 10 + ½ ghost’s HD + ghost’s Cha modifier unless otherwise noted.

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

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

    A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

    Corrupting Gaze (Su): A ghost can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet the ghost’s gaze must succeed on a Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage.

    Corrupting Sting (Su): The Boo-Bee can "sting" corporeal creatures, using it's Charisma Modifier in place of Str for attack and damage rolls. The Sting does 1d6 negative energy damage for a medium sized Boo-Bee, and if this attack kills anything that the Boo-Bee template can be applied to, that victim rises as a Boo-Bee within 1d4 days.

    Psychic Venom (Su): Every 1d4 rounds the Boo-Bee can make a psychic attack on an opponent within 60 feet. It uses it's Charisma Modifier as a bonus to the attack roll. If it hits, the opponent takes 1d6 points of Ability Drain to any Ability Score of the Boo-Bees choice. If this attack is successful, the Boo-Bee heals 5 points of damage to itself.

    Loathsome Buzz (Su): The Boo Bee constantly emits a horrible drone. This is a Mind-Affecting effect that requires it's target to be able to hear it. Any living creature who comes within 30 ft. of the Boo-Bee takes a -2 penalty on attack rolls, saves, ability checks, and skill checks (the Penalty increases to -6 for Concentration Checks). The Boo-Bee automatically fails all Move Silently Checks.

    Horrific Appearance (Su): Any living creature within 60 feet that views a ghost must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours.

    Soldier Bee (Ex): When defending your Hive, you gain a +4 Bonus to attack and damage rolls and a +4 Dodge Bonus to AC. Your Hive can be defined as a group of Boo-Bees, your grave, and actual hive, any member of a Hivemind if you possess one, etc.

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

    Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

    +4 Turn Resistance (Ex)

    Undead Hive Mind: If the base creature had the Hive Mind or Advance Hive Mind abilities when alive, it retains them in death. it may only Hive Mind with it's creator, the creators other victims, and it's own victims. Living bees are no longer joined with them.

    Saves: Unchanged.

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

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

    Feats: Unchanged.

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: +2

    Treasure: Unchanged.

    Alignment: Unchanged.

    Advancement: Unchanged.

    Level Adjustment: +5



    Bay-Bees inspired by Inuyasha

    Bay-Bees is an Acquired Template that can be applied to any Bee or Bee-like Creature. Bay-Bees are Bees who dwell oceanside, and who have mastered the art of appearing to be humanoid infants for no good purposes. Presumably they thought "Hey, babies are defenseless, no one suspects babies." Of course then the Humanoids freak out when they see an abandoned baby and adopt it, leaving the Bay-Bee to figure a way out of it's mess. Some have begun using it as a means of infiltrating houses.

    Size and Type: Size is Unchanged. If base Creature is Vermin it becomes a Magical Beast. It gains the Shapeshifter Subtype regardless.

    Hit Dice: Unchanged.

    Speed: Gain a Swim speed equal to your base land speed (you fall in the ocean a lot when you're out drinking, you've had to learn from necessity.

    Armor Class: Unchanged.

    Attacks: Unchanged.

    Damage: Unchanged.

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

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

    Mother of God, is That a Baby? (Ex): The Bay-Bee can take the form of a Humanoid infant at will, as per the Alternate Form ability.

    Saves: Unchanged.

    Abilities: Unchanged.

    Skills: Gains a +4 Racial Bonus to Bluff and Disguise skills. If Type changes from Vermin to Magical Beast be sure to add skills. Class Skills are Bluff, Disguise, Knowledge (Geography), Listen, Spot, Survival.

    Feats: Unchanged. If Type changed to Magical Beast remember to add Feats.

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: +0

    Treasure: Unchanged.

    Alignment: Unchanged.

    Advancement: Unchanged.

    Level Adjustment: +0?



    Ray-Bees from Inuyasha

    Ray-Bees is an Acquired Template that can be applied to any Bee or Bee-like Creature. Ray-Bees have acquired a unique and perilous disease that cause them to shoot light from their body.

    Size and Type: Type becomes Aberration.

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class:
    See Special Attacks.

    Attacks: Unchanged.

    Damage: Unchanged.

    Special Attacks: Retains all Special Attacks of the Base Creature, and gains the following:

    Raybies (Su): Ray-Bees are carriers of a nasty disease called Raybies. Injury, Fortitude Save (Save DC is Con based), Incubation 2d6 weeks, Damage is 1 Con plus 1d3 Wis. The disease has alternate effects on bees or bee-like creatures though. They become rage filled engines of destruction. They become Mindless and attack anything within sight. Even other Ray-Bees. The Ray-Bee gains a +4 Bonus ot attack and damage rolls, along with a +4 Resistance Bonus to their Saving Throws. They lose 1 point of Con per day until the disease is magically healed, eventually burning out. Worse, every 1d4 rounds they unleash a burst of energy from their body in the form of a ray doing 2d6 fire damage, plus another 2d6 for every Size Category above Medium. Range is 120 ft.

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

    Saves: See Special Attacks.

    Abilities: While raybid, double the usual Racial Bonuses to Str, Dex, and Con. For example if the Base Creature has a +4 Racial Str Bonus, it now becomes a +8. Minimum increase is +2. Int becomes -, if it isn't already.

    Skills: Unchanged.

    Feats: Unchanged.

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: +3

    Treasure: None.

    Alignment: Always Chaotic Evil.

    Advancement: N/A.

    Level Adjustment: ---



    Hee-Bee-Jee-Bees inspired by Inuyasha

    Hee-Bee-Jee-Bees is an Acquired Template that can be applied to any Bee or Bee-like Creature with an Int 10 or higher and a Non-Good alignment. Hee-Bee-Jee-Bees are bees who have mastered the evil art of voodoo. Well okay they call it voodoo, but it's more like the art of cursing people.

    Size and Type: Size is unchanged. If Base Creature is Vermin, Type becomes Magical Beast.

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: Unchanged (but see below).

    Attacks: Unchanged.

    Damage: Unchanged.

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

    Spells: The Hee-Bee-Jee-Bee can cast spells as a Sorcerer equal to it's Hit Dice, but may only choose spells from the Enchantment and Necromancy categories. If it takes levels in Sorcerer, those Levels stack for purposes of determining Caster Level.

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

    Evil's Master (Su): You gain an Insight Bonus to AC and Saving Throws equal to it's Wisdom Modifier, but only against opponents who have failed a Save against their spells. This lasts for the duration of the spell (if the spell is Instantaneous it lasts until the end of the encounter, or until the curse is removed in the case of some Necromancy spells).

    Spell Resistance: Gains SR equal to CR plus 10.

    Saves: See above.

    Abilities: +4 Cha. Roll 3d6 for Int if Base Creature was Vermin.

    Skills: Permanently gains Knowledge (Arcane) and Spellcraft as Class Skills, with a +4 Racial Bonus in each. If you changed Type, Class Skills are Craft, Intimidate, Knowledge (Arcane), Listen, Spellcraft, Spot.

    Feats: Unchanged. Remember to add Feats if your Type changes.

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: CR is equal to (HD +2).

    Treasure: Unchanged.

    Alignment: Cannot be Good.

    Advancement: Unchanged, but usually by Character Class.

    Level Adjustment: ---



    Buzzuzu with thanks to Ben-zayb
    Large Outsider (Evil, Extraplanar, Lawful)
    Hit Dice: 20d8+160 (250)
    Initiative: +8
    Speed: 40 ft. (8 squares), Climb 40 ft., Fly 80 ft. (Good)
    Armor Class: 42 (-1 Size, +8 Dex, +25 Natural), touch 17, flat-footed 34
    Base Attack/Grapple: +20/+32
    Attack: Bite +26 melee (4d6+7+2d6 acid plus disease)
    Full Attack: Bite +26 melee (4d6+7+2d6 acid plus disease) and 4 Claws (2d8+3)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Poison, Disease, Fear Aura, Improved Grab, Sting, Spell-Like Abilities
    Special Qualities: DR 20/Good and Silver, Darkvision 60 ft., Immunity to Fire and Poison, Energy Resistance 15 (Acid and Cold), Regenerate 5, See in Darkness, SR 32, Telepathy 100 ft., Hivemind, Advanced Hivemind, Disguise
    Saves: Fort +20, Ref +20, Will +20
    Abilities: Str 26, Dex 26, Con 26, Int 27, Wis 27, Cha 37
    Skills: Balance +25, Bluff +31, Climb +25, Concentration +25, Diplomacy +31, Disguise +31, Gather Information +31, Hide +25, Intimidate +31, Knowledge (Arcana, the Planes, Religion) +26, Listen +25, Move Silently +25, Search +25, Sense Motive +25, Spellcraft +25, Spot +25, Survival +25
    Feats:
    Environment: Any, but generally hangs out around the Nine Hells or the Abyss
    Organization: Unique
    Challenge Rating: 22
    Treasure: Double Standard
    Alignment: Lawful Evil
    Advancement: 21+ HD (Large)
    Level Adjustment: ---

    Buzzuzu is Beelzebub's chief lieutenant and sidekick. A former Pit Fiend, he now looks like an unholy amalgamation of fly and bee. Beyond being a spy, Buzzuzu is also a political agitator among the lower planes, and an evangelist as well. He often impersonates higher ranking Fiends, so long as one capable of seeing through his disguise isn't available.

    Poison (Ex): Injury, Fortitude DC 27, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based. Buzzuzu has the option of applying one of the following Templates if the victim is of the appropriate type: Bee-Blooded, Bee-Damned, Bee-Shadowed, Cam-Bee-On, or Zombee.

    Disease (Ex): A creature struck by Buzzuzu’s bite attack must succeed on a DC 27 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). The save DC is Constitution-based. It also takes an additional +2d6 acid damage.

    Fear Aura (Su): Buzzuzu can radiate a 30-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 33 Will save or be affected as though by a Fear spell (caster level 20th). A creature that successfully saves cannot be affected again by the Buzzuzu’s aura for 24 hours. Cam-Bee-On's are immune to the aura.

    Improved Grab (Ex): Buzzuzu can attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can Sting.

    Sting (Su): If Buzzuzu makes a successful Grapple Check he stings his opponent for 4d6+7 damage plus poison.

    Spell-Like Abilities (Sp): At Will: Blasphemy, (6th Level), (3rd Level), Dominate Monster, Greater Dispel Magic, Greater Teleport (self plus 50 pounds of objects only), Invisibility, Magic Circle Against Good, Persistent Image, Screen, Unholy Aura. 3/Day: Summon Bee VIII. 1/Day: Gate. 1/Year: Wish.

    Hivemind (Ex): All Cam-Bee-On's within 50 miles of Buzzuzu are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Cam-Bee-On in a group is considered flanked unless all of them are (this applies to Buzzuzu as well).

    Advanced Hivemind (Su): Advanced Hive Minds can share knowledge. When using the Aid Another option you grant a +4 Bonus instead of the usual +2. Any member of the Hivemind can use a Feat or Skill possessed by any other member of the Hivemind as a Standard Action that provokes an Attack of Opportunity. Once the member goes through this short meditation, he may use the Skill Ranks of any member of the Hivemind (but uses his own ability modifier) for 1 Minute, or gains access to any 1 Feat possessed by the Hivemind for the same amount of time. They have Telepathy with a 100 ft. range with other members of the Hivemind. They may also send a 10 word message as a Swift Action to any member of the Hivemind outside that range (but still within 50 miles). There are Hivemind Feats that can provide further benefits.

    Disguise (Su): Buzzuzu can appear to be any Evil Outsider of Large Size whose CR is equal to or less than is. He gains a +8 Competence Bonus on Disguise Checks to appear as another fiend. In addition, spells that would reveal his Alignment or whether or not he is telling the truth require an opposed Level Check (both sides roll 1d20 +1/2 HD plus Cha Modifier). If the opponent fails the Check, Buzzuzu appears to be an Alignment of his choice, and to be truthful.

    Combat: Buzzuzu prefers to avoid open combat. He generally uses Disguise or Invisibility to feel things out before opening with Blasphemy (or fleeing via Greater Teleport). Once he has used Blasphemy he tends to keep distance between himself and others via flight while summoning help. Appropriate individuals will be Grappled and stung so he can control them via applying some sort of template to them.



    Bee-Dazzlers inspired by Debihuman!

    Bee-Dazzlers is an Acquired Template that can be applied to any Bee or Bee-like Creature. Bee-Dazzlers are bees who have mastered the art of the disco boogie and light effects to combat their enemies.

    Size and Type: Size is unchanged. If Base Creature began as a Vermin, Type becomes Magical Beast.

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: Bee-Dazzlers gain a Deflection Bonus to AC equal to their Cha Modifier (minimum +1). Their brightness makes them difficult to look at.

    Attacks: Unchanged.

    Damage: Unchanged.

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

    Spell-Like Abilities (Sp):

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

    Glare Vision (Ex):

    Energy Resistance 10 (Sonic)

    Spell Resistance (Ex): SR equals 15+CR, but only vs spells on the Bard spell list.

    Saves: Unchanged.

    Abilities: +4 Cha. Roll 3d6 for Int if Type changes.

    Skills: Perform (Dance, Sing) are always Class Skills. If Type changes from Vermin to Magical Beast be sure to add skills. Class Skills are Knowledge (Geography), Listen, Perform, Spot, Survival.

    Feats: Unchanged, but if Type changed to Magical Beast remember to add Feats.

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: <>

    Treasure: Unchanged.

    Alignment: Unchanged.

    Advancement: Unchanged.

    Level Adjustment: <>



    Fur-Bees
    Tiny Outsider (Native)
    Hit Dice: 3d8+3 (16 hp)
    Initiative: +7
    Speed: 10 ft. (2 squares), Fly 40 ft. (Good)
    Armor Class: 20 (+2 Size, +3 Dex, +5 Natural), touch 15, flat-footed 17
    Base Attack/Grapple: +3/-6
    Attack: Sting +8 melee (1d4-1 plus poison)
    Full Attack: Sting +8 melee (1d4-1 plus poison)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Poison, Spell-Like Abilities
    Special Qualities: Just a Toy, DR 5/-, Darkvision 60 ft., Immunity to Poison, Telepathy 100 ft.
    Saves: Fort +4, Ref +6, Will +4
    Abilities: Str 8, Dex 17, Con 12, Int 12, Wis 12, Cha 12
    Skills: Bluff +7, Diplomacy +7, Hide +13, Knowledge (any 2) +7, Move Silently +7, Search +7, Spellcraft +7, Spot +7
    Feats: Improved Initiative, Weapon Finesse
    Environment: Any
    Organization: Usually Solitary
    Challenge Rating: 2
    Treasure: None
    Alignment: Virtually any
    Advancement: 4-6 HD (Tiny)
    Level Adjustment: ---

    Fur-Bees are fluffy, adorable Bumble-Bee like critters the size of cats. Their origin is unknown, but somewhere they came up with the idea of studying magic to hide among civilization as children's toys. What few people know of the Fur-Bees existence likely had one as a plushie as a child. Their Alignment varies as wildly as most humans do, and they can be either wise advisers to troubled children or cruel monsters.

    Poison (Ex): Injury, Fortitude DC 14, initial damage 1d4 Str, secondary damage 2d4 Str. The save DC is Constitution-based and includes a +2 racial bonus.

    Spell-Like Abilities (Sp): At Will: Charm Person, Detect Magic, Invisibility. 1/Day: Suggestion. 1/Week: Sending

    Just a Toy (Su): At will as a Swift Action the Fur-Bee can appear as a simple plush toy version of itself. The perfect disguise unless you know about Fur-Bees.

    Combat: Fur-Bees generally avoid combat, unless they have been found out or need to defend their young charge. Then they sting, and use Invisibility while to stall while their venom does it's work.
    Last edited by Bhu; 2015-09-27 at 08:59 PM.
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  5. - Top - End - #1085
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    Default Re: Critters II!

    Got the bee critters above revised and ready for review. My apologies for the lateness. Had some offline issues. On the plus side 3 out of my 4 biopsies for cancer are good. 4th still pending.
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    Last biopsy turned out okat. To celebrate, assuming my health doesnt dip again, and I dont have to do the usual end of the month scramble for rent, I will attempt a new monster daily till Halloween.


    Beast Folk

    "The creatures I had seen were not men, had never been men."

    Beast Folk is an Acquired Template that can be applied to any Animal, Magical Beast, or Vermin. The Beast Folk are animalistic Humanoids, with features that tend to remind people of whatever creature they were derived from. How they come into existence is not known, and most seem to have no knowledge of their life from before their transformation.

    Size and Type: Type changes to Humanoid and all Subtypes are lost. Size becomes Medium.

    Hit Dice: Unchanged.

    Speed: Base Land Speed changes to 30 ft. If the Base Creature has a Climb or Swim speed it becomes 15 ft. Flight or Burrow moves are lost.

    Armor Class: The Base Creature retains any Natural AC bonuses to AC, but the Bonus maxes out at +5. Bonuses higher than that are reduced to +5.

    Attacks: Natural attacks based on a non-humanoid form, or reduced in number according to the new body. For example, a Crocodile would retain it's Bite, but lose it's Tail Slap. A Giant Octopus would retain it's Tentacle Attack, but would only get two Tentacle Attacks with a Full Attack Action.

    Damage: Damage should be adjusted if the Base Creature changes Size Category (see Size Increases in the Monster Manual).

    Special Attacks: Retains up to 1 Exceptional Special Attack of the Base Creature. Supernatural and Spell-Like Abilities of the Base Creature are lost, as are Exceptional ones based on a non-humanoid form. If an attack is based on Size (for example Improved Grab, Swallow Whole or Trample) that attack is scaled down due to Size change (or maybe up if it increases). For example if an Elephant kept Trample it could now Trample Small or smaller creatures, doing 1d8 plus it's one and a half times it's new Str Modifier.

    Special Qualities: Retains up to 3 Exceptional Qualities of the Base Creature. Supernatural or Spell-Like Abilities are lost. If the Base Creature had the Aquatic Subtype it gains the following:

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

    Saves: Choose Fortitude or Reflex as your Good Save. Saves are recalculated..

    Abilities: The Base Creatures Ability Scores are replaced by either the usual method (rolling or point buy, whichever is preferred) and adding the following racial ability modifiers: +2 to either Str or Dex, +2 Con, -2 Int, -2 Cha. Remember to recalculate anything based off ability modifier as they will all change.

    Skills: Racial Skill Bonuses are retained. If the Base Creature was Vermin it now gains (2 + Int Modifier) skill points per Level. Class Skills are the skills listed in the Base Creatures entry, plus Survival.

    Feats: Unchanged, remember to add Feats if Base Creature was Vermin.

    Environment: Unchanged.

    Organization: Usually Solitary

    Challenge Rating: +0 if it loses no Special Attacks or Qualities or keeps most of it's Natural Attacks. -1 if it loses Su or Sp Abilities. -2 if it loses a great deal of them.

    Treasure: Unchanged.

    Alignment: Initially Neutral, but varies over time.

    Advancement: By Character Class. Favored Class is either Barbarian or Scout.

    Level Adjustment: +1
    Last edited by Bhu; 2015-10-06 at 02:32 AM.
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    Default Re: Critters II!

    Glad to hear you're doing okay Bhu! And I love all of the bee monsters and the beast folk template. If I were to have a beast folk elephant for a character, would he be able to trample small or smaller characters for 2d4 damage? Because that sounds awesome and I kind of want to do it.

    Edit: By the way, do you have any objection to people posting NPC's that use your creatures as their race, or as a good example of the use of a template? I have a few ideas because of this beast folk one.
    Last edited by inuyasha; 2015-10-02 at 09:00 AM.
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  8. - Top - End - #1088
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    Default Re: Critters II!

    Quote Originally Posted by inuyasha View Post
    Glad to hear you're doing okay Bhu! And I love all of the bee monsters and the beast folk template. If I were to have a beast folk elephant for a character, would he be able to trample small or smaller characters for 2d4 damage? Because that sounds awesome and I kind of want to do it.

    Edit: By the way, do you have any objection to people posting NPC's that use your creatures as their race, or as a good example of the use of a template? I have a few ideas because of this beast folk one.
    Prolly not. I'll have to add something about size related abilities due to the size change...

    Np objections to posting. Will has 3 more critters up shortly.
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    Quote Originally Posted by Bhu View Post
    Prolly not. I'll have to add something about size related abilities due to the size change...

    Np objections to posting. Will has 3 more critters up shortly.
    1. That's cool.

    2. Awesome and awesome

    3. I had another question about the ability scores of the beast folk and the rolling 3d6:

    Do you do this for each individual creature, and is their ability score due to a racial bonus?

    Say I have 2 beast folk elephants, one of them rolls a 16 for strength (18 due to a +2), the other one rolls a 5 (7 due to a +2), does the one beast folk elephant have a +8 racial bonus to strength while the other has a -4 racial penalty? Or do I say that there's a group of beast folk elephants, and roll 3d6, getting a 14(16 due to a +2), and all of them in the group have a +6 racial bonus to strength due to being the same race.

    Likewise, what happens if I make a character with one of these things? My group uses 5d6 drop the two lowest for character generation, so do I use 3d6+[whatever template modifier]-[10 or 11] to determine his racial bonuses? And how does this interact with using the ability score arrays for NPCs?
    Last edited by inuyasha; 2015-10-04 at 02:17 PM.
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  10. - Top - End - #1090
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    I has revised template, it should answer your questions

    Amiq Rasol (Al-Qadim)

    Amiq Rasol is an Acquired Template that can be applied to any Humanoid lost, marooned, or murdered at sea. Corsairs who turn away from the Gods may also become Amiq Rasol. Also known as Deep Men or Dark Men they look like pale men with sharp teeth and nails, but their eyes glow green at night.

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

    Hit Dice: All current and future Hit Dice become D12's.

    Speed: Base land speed increases +10 ft., gains a Swim speed equal to half base land speed.

    Armor Class: Natural Armor Bonus increases by +6.

    Attacks: The Amiq Rasol gains a Primary Bite and a Secondary Claw attack (1 Bite and 2 Claws with a Full Attack).

    Damage: Bite does 1d6 plus Str Modifier, and Claws do 1d4 plus 1/2 Str Modifier.

    Special Attacks: Retains all Special Attacks, plus gains the following:

    Energy Drain (Su): Living creatures hit by an Amiq Rasol's Bite attack gain one negative level. The DC for the Fortitude save to remove a negative level is Charisma-based. For each such negative level bestowed, the Amiq Rasol gains 5 temporary hit points.

    Charm (Sp): Amiq Rasol can cast Charm Person 3/day as a Spell-Like Ability. Evil ones use it to lure in victims, while Neutral ones use it to convince someone to give them the proper funerary rites so they may rest.

    Special Qualities: Retains all Special Qualities, plus gains the following:

    Damage Reduction (Ex): Gains DR 10/Magic.

    Immunities: Amiq Rasol are immune to Cold damage.

    Vulnerabilty: Evil Amiq Rasol take damage from holy water in a manner similar to vampires. While they appear slightly unusual, they an pass for human, but True Seeingg will reveal them to be a corpse.

    Rejuvenation (Su): Unless it receives the proper rites an Amiq Rasol will return within 1 day of being destroyed. To put it down permanently you must destroy it and cast Wish or Miracle, or give it a proper burial. Raise Dead will destroy one, but Resurrection will return it to life.

    Turn Resistance (Ex): An Amiq Rasool has +4 Turn Resistance, except at the spot of it's death where it is immune. This spot is a 50 ft. square area. They are somewhat tied to this spot and vanish if taken more than 100 miles from it, to return to their grave.

    Saves: Unchanged.

    Abilities: +4 Int, +4 Wis, +4 Cha. As an Undead they have no Con score.

    Skills: Gains a +8 Racial Bonus to Skill Checks, and can always Take 10 on a Skill Check.

    Feats: Unchanged..

    Environment: Always found near the sea (or in it).

    Organization: Solitary.

    Challenge Rating: +1

    Treasure: None, unless they were abandoned with some.

    Alignment: Neutral Evil, though some rare individuals are Neutral.

    Advancement: Unchanged.

    Level Adjustment: +5
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    Charuntes

    Charuntes is an Acquired Template that can be applied to any Humanoid with at least 9 Levels in Cleric. Known for serving the Demon Lord Charun, they are formerly the undead servants of some sort of unnamed Death God. They look like winged humanoids with the nose of a vulture, pointed animal ears, and snakes instead of hair. The average Charuntes is clad in +2 Full Plate, and carries a +2 Greathammer (same stats as Greataxe).

    Size and Type: Size is Unchanged, Type becomes Undead with the Chaos, Evil and Extraplanar Subtypes.

    Hit Dice: All current and future Hit Dice become D12's.

    Speed: Charuntes gain a Flight Speed of 50 with Good Maneuverability.

    Armor Class: Unchanged.

    Attacks: Charuntes gain a Secondary Melee Attack in the form of their snakes doing 1d4 plus 1/2 Str Modifier damage plus poison.

    Damage: Unchanged.

    Special Attacks: Retains all Special Attacks, and gains the following:

    Posion (Ex): Ijury, Fortitude Save (Save DC is Cha based), Initial and Secondary Damage is 1d6 Con.

    Undead Power (Ex): Class Abilities or Skills that formerly key off of Constitution now use Charisma instead.

    Special Qualities: Retains all Special Qualities, and gains the following:

    Immunities (Ex): Gains immunity to Cold and Electricity damage and cannot be Polymorphed.

    Damage Reduction (Ex): Gains DR 5/Good.

    Turn Resistance (Ex): Charuntes gain Turn Resistance +4.

    Saves: Unchanged.

    Abilities: +2 Str, +2 Int, +2 Wis, +2 Cha. As an Undead the Charuntes have no Con Score.

    Skills: Unchanged (remember Concentrations keys off Cha now).

    Feats: Unchanged.

    Environment: Any (usually Neutral Evil or Chaotic Evil Planes).

    Organization: Solitary, Pair or Band (3-6)

    Challenge Rating: +1

    Treasure: None

    Alignment: Always Neutral Evil.

    Advancement: By Character Class (Cleric).

    Level Adjustment: +4
    Last edited by Bhu; 2015-10-06 at 02:35 AM.
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  12. - Top - End - #1092
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    Ka

    Ka is an Acquired Template that can be applied to any Humanoid of noble birth who has already had the Mummy Template applied (or to a 9 HD Mummy). It must also be at least 9 Hit Dice. Not as evil as the usual Mummy, Ka's only attack desecrators of their tombs. They are otherwise generally well-disposed towards members of their same species and culture.

    Size and Type: Unchanged.

    Hit Dice: Unchanged.

    Speed: Loses the speed penalty from the Mummy Template.

    Armor Class: Natural Armor Bonus to AC increases by an additional +2.

    Attacks: Unchanged.

    Damage: Unchanged.

    Special Attacks: Retains all Special Attacks except Mummy Rot, and gains the following:

    Curse (Su): Instead of Mummy's Rot, any creature successfully attacked by the Ka's Slam attack must make a Willpower Save (Save DC is Charisma based) or be cursed as per the Bestow Curse spell. Curses are not cumulative, and individuals cursed via this ability cannot be cursed by it again until the first curse is removed.

    Animate Statuary (Su): Placed outside the walls of the Ka's resting place are 1d4 statues. As a Standard Action, the Ka can leave it's undead body helpless to animate the statue. While animating a statue it cannot use it's other attacks or abilities, and the statue has the stats of an average Stone Golem (see MM). If the Ka's body is destroyed while it is animating a statue, it's spirit lives on within the statue. The Ka now becomes a Stone Golem, but keeps it's Feats, mental ability scores, and skills.

    Written Commands (Su): The Ka can use Command at wil as a Supernatural Ability, but is limited in that it must write the Command down. Unlike other Supernatural Abilties, this means it has a Somatic and Material component.

    Special Qualities: Retains all Special Qualities except Fire Vulnerability, and gains the following:

    Damage Reduction (Ex): Also gains DR 15/Magic in addition to DR 5/-.

    Immunities (Ex): Is immune to Cold and Electricity damage and Polymorph effects.

    Turn Resistance (Ex): Gains Turn Resistance +4

    Fire Resistance 10

    Spirit Doors (Su): Carved into the walls of the Ka's tomb are 'spirit doors'. Effectively the Ka may pass through them as they were an open door, but it remains a wall space to everything else. A typical tomb has 1 spirit door per point of Cha Modifier of the Ka.

    Saves: Unchanged.

    Abilities: +2 Dex, +8 Int, +2 Wis, +2 Cha.

    Skills: Unchanged.

    Feats: Unchanged.

    Environment: Any, but generally doesn't leave it's tomb.

    Organization: Solitary or Family (2-4)

    Challenge Rating: +6

    Treasure: Double Standard

    Alignment: Usually Lawful Neutral.

    Advancement: Unchanged.

    Level Adjustment: ---
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    http://www.marvunapp.com/Appendix5/brownman.htm

    The Brown Man of the River
    Huge Aberration (Water)
    Hit Dice: 20d8+300 (390 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares), Swim 40 ft.
    Armor Class: 29 (-2 Size, +2 Dex, +19 Natural), touch 10, flat-footed 27
    Base Attack/Grapple: +15/+39
    Attack: Club +29 melee (2d6+16) or Claw +29 melee (1d6+16) or Rock +29 ranged (2d8+16)
    Full Attack: Club +29/+24/+19 melee (2d6+16) or 2 Claws +29 melee (1d6+16) and 1 Bite +24 melee (1D8+8)and 1 Snakes +24 melee (1D8+8 plus poison) or Rock +29 ranged (2d8+16)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Improved Grab, Throw Victim, Rock Throwing, Uproot, Frightful Presence, Sweep, Trample (1d8+24)
    Special Qualities: Darkvision 60 ft., The River is Life, Rites of Resurrection
    Saves: Fort +21, Ref +7, Will +16
    Abilities: Str 42, Dex 15, Con 40, Int 14, Wis 18, Cha 24
    Skills: Intimidate +21, Knowledge (Arcana, Nature) +9, Listen +13, Spot +13, Survival +13, Swim +33
    Feats: Awesome Blow, Brutal Throw, Combat Reflexes, Greater Multigrab, Improved Bull Rush, Multigrab, Power Attack
    Environment: A river between Aquilonia and the Land of the Picts known as the Black River
    Organization: Unique
    Challenge Rating:
    Treasure: None
    Alignment: Neutral
    Advancement: 21+ HD (Huge)
    Level Adjustment: ---


    In his current incarnation the Brown Man of the river is a humanoid giant covered in mud, moss, and river slime. His face is skull-like, and he has snakes for hair. His teeth and nails are long and sharp, and he wields a tree trunk as a club. Originally the terror of the Picts, he was eventually slain by one of their heroes. Generations later he was revived to murder King Conan. The Brown Man is something of an anomaly, not quite a God or alien, and too tied to the elements of nature to be a demon. He has a limited sense of honor, as he was willing to murder Conan as thanks for being resurrected by his ancient enemies, the Picts. However when Conan managed to catch the Brown Man in a death trap, he was willing to turn on the Picts in exchange for being set free, even though attacking them was quite obviously suicidal.

    Improved Grab (Ex): If the Brown Man succeeds in making a Claw Attack against an opponent that us Huge or smaller, the Brown man can initiate a Grapple Check as a Free Action without provoking an Attack of Opportunity. He also does not provoke an Attack of Opportunity when making a Grapple Check normally.

    Throw Victim (Ex): The Brown Man can fling foes away from him with a successful grapple check. Flinging the enemy requires a standard action. For every 5 points by which hia grapple check beats hia foe's grapple check or Escape Artist check, he can throw that foe 10 feet. His foe lands prone in the square he designates, and takes 1d6 damage per 10 feet traveled. He must be strong enough to lift an enemy over his head (the enemy's weight cannot exceed hia maximum load) to throw him.

    Rock Throwing (Ex) The range increment for the Brown Man's thrown rocks is 140 ft.

    Uproot (Ex): If necessary the Brown Man 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. He 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). He may also throw these trees, with the same range as his thrown rocks.

    Frightful Presence (Ex): When the Brown Man attacks, any living creature with less Hit Dice than himself must make a DC 27 Willpower Save (Save DC is Charisma Based), or be Shaken for 1d6 rounds.

    Sweep (Ex): As a Full Round Action the Brown Man can swing his club in a sweeping arc, hitting every opponent in squares he threatens. This does normal weapon damage, and can be used with his Awesome Blow Feat.

    Trample (Ex): Reflex half DC 36. The save DC is Strength-based.

    The River is Life (Su): While standing in the river that is his home, the Brown Man is virtually unkillable. He effectively has DR 10/-, and Regeneration 10. So long as he is in the river mere hit point damage cannot destroy him, and if reduced to negative hit points he is merely restricted to only a single Move or attack action each round. He also doesn't seem effected by blood loss, and does not lose additional hit points or take Constitution damage from bleeding type effects. He is also immune to poison, sleep effects, stunning, disease, death effects, critical hits, non lethal damage and temporary ability damage while within the river. He does still need food, and can starve to death (this is the one exception to his apparent invulnerability), and can only feed upon those who die in the river. He must kill at least one Medium creature per month to survive, and will leave to fetch one if it is not present in the river when needed.

    This has it's downside. When he leaves the river, he loses all these abilities (except the obvious one about eating only life that has perished there), and he takes 1 point of temporary Str damage per round. Presumably he may not also be Resurrected on dry land as well. His ability damage returns at the rate of 1 point per round when he returns to the river, and he regains all other abilities as well. Despite this he rarely seems reluctant to leave the river to pursue foes.

    Rites of Resurrection (Su): The Picts know rituals capable of returning the Brown Man to life, no matter how he has been destroyed, though presumably his remains must be brought to the river if they are not already there. Those reviving him should know this does not place him under their control, though they can ask of him one boon and he will grant it if he is able. After that they die like anyone else.

    Combat: The Brown Man needs to feed on life that has died in the river, so he will confront foes within it, or drag them into it if possible. His virtual indestructibility while within the river leads him to be somewhat overconfident against smaller foes who have no supernatural abilities, but he is no slouch outside it either. He will sweep multiple foes, or fling them away. Single foes will be crushed, drowned, or bludgeoned to death.
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  14. - Top - End - #1094
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    I love what you've done with the bee templates.

    Bee-Dazzler's glare vision doesn't seem inspired. It could be a ray attack that dazzles its victims with shimmering silver light. If you mean they can see perfectly fine in cloud, fog, and mist that would be okay too.

    Debby
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  15. - Top - End - #1095
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    I'll have the Bee-Dazzler gussied up soon! Promise!



    King-Wight

    King-Wight is an Acquired Template that can be added to any creature with the Wight Template of at least 12 Hit Dice that was nobility in it's former life. King Wights usually voluntarily undergo their transformation through some arcane necromantic ritual to continue ruling their lands, even after death. It changes it's former retinue into Wights under it's command, and raids far and wide for treasure. Most King-Wights are equipped with at least +3 Chain Mail and a +2 Weapon.

    Size and Type: Unchanged.

    Hit Dice: Unchanged (but see below).

    Speed: Unchanged.

    Armor Class: Unchanged.

    Attacks: Unchanged.

    Damage: Unchanged.

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

    Energy Drain (Su): Unlike the more common Wight, a King-Wight bestows 2 Negative Levels with a successful Slam or melee touch attack.

    Spell-Like Abilities (Sp): At Will: Confusion, Major Image. 1/Day: Teleport (only to or from it's barrow). 1/Week: Earthquake. Caster Levl is equal to the King-Wight's Hit Dice plus 2.

    Frightful Presence (Su): A King-Wight can unsettle foes with its mere presence. The ability takes effect automatically whenever the King-Wight attacks. Living creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the King-Wight. A potentially affected creature that succeeds on a Will save (DC 10 + ½ King-Wight’s HD + King-Wight’s Cha modifier) remains immune to that King-Wight’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 1d6 rounds and those with 5 or more HD become shaken for 1d6 rounds.

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

    Hardy (Su): The King-Wight gains it's Charisma Modifier times it's Hit Dice in Hit Points.

    Immunities (Ex): The King-Wight is immune to Cold and Electricity damage, and cannot be Polymorphed.

    Turn Resistance (Ex): Gains Turn Resistance +4.

    Saves: Unchanged.

    Abilities: +4 Str, +4 Dex, +2 Int, +2 Wis

    Skills: Unchanged.

    Feats: Unchanged.

    Environment: Unchanged.

    Organization: Self plus 4-32 Wights.

    Challenge Rating: +1

    Treasure: Double Standard

    Alignment: Unchanged.

    Advancement: Unchanged.

    Level Adjustment: ---
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  16. - Top - End - #1096
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    Velya

    Velya is an Acquired Template that can be applied to any Humanoid or Monstrous Humanoid. The Velya are aquatic vampires, haunting the swamps and oceans of the world. They appear as attractive but feral members of their former species attired in tattered rags, assuming they bother with clothing at all. Originally land dwellers they became vampires due to a long forgotten curse.

    Size and Type: The creature’s type changes to undead (augmented humanoid or monstrous humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. It also gains the Aquatic Subtype.

    Hit Dice: Increase all current and future Hit Dice to d12s.

    Speed: Gains a Swim speed equal to it's base land speed.

    Armor Class: The base creature’s natural armor bonus improves by +7.

    Attacks: A vampire retains all the attacks of the base creature and also gains a melee touch attack doing 1d8 negative energy damage.. If the base creature can use weapons, the vampire retains this ability. A creature with natural weapons retains those natural weapons. A vampire fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A vampire armed with a weapon uses its touch or a weapon, as it desires.

    Damage: Unchanged.

    Special Attacks: A vampire retains all the special attacks of the base creature and gains those described below:

    Children of the Sea (Su): Vampires command the lesser creatures of the world and once per day can call forth a pack of 3d6 Large Sharks as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour. Swamp Velyas summon Crocodiles instead of Sharks.

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

    Charming Song (Su): Velyas can sing in their humanoid forms, and be heard for miles. Living creatures within 60 ft must make a Willpower Save or be affected as if by Charm Monster. They must be able to hear the Velya for this ability to work.

    Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as an aquatic Wight 1d4 days after death. This is identical to the normal Wight save that it has the Aquatic Subtype, and a Swim Speed equa to it's Land Speed.

    The Wight is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed Wights. A Wight that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser Wights in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a Wight. A new Velya Vampire can only be created through the original curse that made them in the first place, or by a transfusion of the Velya's blood. As the new Velya is not under the control of their creator they do not often pursue this.

    Energy Drain (Su): Living creatures hit by a vampire’s touch attack (or any other natural weapon the vampire might possess) gain two negative levels. For each negative level bestowed, the vampire gains 5 temporary hit points. A vampire can use its energy drain ability once per round.

    Special Qualities: A vampire retains all the special qualities of the base creature and gains those described below:

    Alternate Form (Su): A Velya can assume the shape of a Manta Ray or Medium to Large Shark as a standard action. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.) Swamp Velyas instead assume the form of an Albino Crocodile or Giant Crocodile or and albino Eel or Dire Eel.

    Damage Reduction (Su): The Velya gains DR 15/Magic.

    Fast Healing (Ex): A vampire heals 3 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes liquid form and attempts to escape. It must reach its crypt home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into liquid form has no effect. Once at rest in its cript, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 3 hit points per round.

    Liquid Form (Su): As a standard action, a vampire can assume Gaseous Form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and retains it's Swim speed instead of being able to fly. Instead of a gaseous form it is now composed of water, and effectively Invisible as per the spell so long as it remains in the water.

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

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

    Weaknesses (Ex): Like regular vampires the Velya are repelled by holy symbols, but they do not share their weaknesses against garlic, running water, or entering a home without invitation. If it's crypt has a Holy Symbol placed in it or become Hallowed ground it can never return there, but it can find any completely lightless underwater cave or wreck as a suitable substitute. Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see the note on fast healing). However, certain attacks can slay vampires. Completely removing the Velya's entire body from the water and exposing it to air robs it of one-third of its hit points each round until it is destroyed at the end of the third round of exposure. However if it even has so much as a toe in the water it is still okay. Driving a wooden stake through a vampire’s heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. The Disintegrate spell can also destroy a Velya, as can denying it entry to it's crypt. If it does not spend the day in it's Crypt the Velya loses 2d8 hit points, which is unaffected by it's Fast Healing. Once it has been in it's crypt a full day it's Fast Healing can fix this damage.

    Saves: Unchanged.

    Abilities: Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a vampire has no Constitution score.

    Skills: Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, Spot, and Swim checks. They can always take 10 on a Swim Check. Otherwise same as the base creature.

    Feats: Vampires 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: Any Swamp or Aquatic.

    Organization: Solitary plus 2d4 aquatic Wights.

    Challenge Rating: +2

    Treasure: Double Standard.

    Alignment: Usually Chaotic Evil.

    Advancement: By character class.

    Level Adjustment: +8
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  17. - Top - End - #1097
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    Could we get a template for Honey Ooze?

  18. - Top - End - #1098
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    I do intend to do a honey ooze and some sort of golem for the beefest yes. I'm just trying to decide what i want them to do.
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  19. - Top - End - #1099
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    Dark Lord

    Dark Lord is an Acquired Template that can be applied to any Humanoid 0f 13+ Hit Dice who has been slain by a Sphere of Annihilation. It looks like a humanoid Shadow, but is composed of negative energy. Dark Lords want revenge upon the living, and have struggled to make their way from the Outer Planes back to the Prime.

    Size and Type: Size is unchanged, Type becomes Undead with the Chaos, Evil, and Extraplanar Subtypes.

    Hit Dice: All current and future Hit Dice become D12's.

    Speed: Unchanged.

    Armor Class: Gains a +12 Deflection Bonus to Armor Class.

    Attacks: The Dark Lord gains a melee touch attack doing 1d12 negative energy damage.

    Damage: Unchanged.

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

    Life Drain (Su): Living creatures hit by a Dark Lord's touch attack (or any of it's weapons) gain one negative level. The Save DC for the Fortitude save to remove a negative level is Charisma-based. For each such negative level bestowed, the Dark Lord gains 5 temporary hit points. In addition to the negative Level the opponent must make a Fortitude Save (Save DC is Charisma based) or permanently age 20 years.

    Spell-Like Abilities (Sp): A Dark Lord can cast the following at will as Spell-Like Abilities: Astral Projection, Disintegrate, Gate, Imprisonment, Maze, Reverse Gravity, Shades, Superior Invisibility, Time Stop.

    Heavy Aura (Su): Any corporeal being coming within 200 ft. of a Dark Lord must make a Saving Throw (Save DC is Charisma based) or be Slowed as per the spell.

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

    Damage Reduction (Ex): DR 15/Good and Magic

    Turn Resistance (Ex): The Dark Lord gains +6 Turn Resistance.

    Immunities (Ex): Dark Lords have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks. They are also immune to spells from the Teleportation sub-school (unless they cast one upon themselves), Disintegration, Imprisonment, Slow, and spells or effects that alter time or gravity such as Reverse Gravity or Time Stop, or planar traits if it chooses to be immune. For example if it's on a Plane whose gravity is subjective, it could choose to operate as though the Plane had normal gravity.

    Spell Resistance (Ex): The Dark Lord gains Spell Resistance equal to 15+CR.

    Saves: Unchanged.

    Abilities: +8 Int, +8 Wis, +8 Cha. As an Undead being the Dark Lord has no Con score.

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

    Feats: Unchanged.

    Environment: Any

    Organization: Solitary, may be Unique

    Challenge Rating: +4

    Treasure: Unchanged.

    Alignment: Always Chaotic Evil.

    Advancement: Unchanged.

    Level Adjustment: ---
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  20. - Top - End - #1100
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    Agarat (Mystara)

    Agarat is an Acquired Template that can be applied to any Giant, Humanoid, or Monstrous Humanoid of 4+ Hit Dice. They strongly resemble Ghasts, but with longer claws. Their origin is lost, but rumors swirl of them coming about in an age of war and famine.

    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 Armor Bonus increases by +6.

    Attacks: The Agarat gains 1 Primary Bite attack and 2 Secondary Claw attacks if it does not already have them.

    Damage:
    Bite does 1d8+Str Modifier, and claws do 1d4+ 1/2 Str Modifier (this is for Medium creatures, adjust for size).

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

    Unholy Scream (Su): Once per round the Agarat can unleash a hellish scream, and every living being within a 20 ft. radius gain one negative level for 1d4 rounds. Scream effects are cumulative. There is no save

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

    Damage Reduction (Ex): Gains DR 10/ Cold Iron or Magic

    Turn Resistance (Ex): Gains +2 Turn Resistance.

    Shared Turn Resistance (Su): The Agarat shares it's Turn Resistance Bonus with all Allies within 30 ft. Multiple Bonuses do not stack, and Allies are considered to have at least as many Hit Dice as the Agarat does for purposes of turning (unless they have more).

    Saves: Unchanged.

    Abilities: Increase from base creature as follows: +2 Strength, +4 Dexterity, +4 Wisdom, and +6 Charisma. -2 Intelligence. Being undead, an Agarat has no Constitution score.

    Skills: Unchanged.

    Feats: Unchanged.

    Environment: Any

    Organization: Solitary, gang (2-4), or pack (7-12), possibly accompanied by double that number in Ghouls and 1d4 Ghasts

    Challenge Rating: +1

    Treasure: Unchanged.

    Alignment: Always Chaotic Evil.

    Advancement: Unchanged.

    Level Adjustment: ---




    Greater Agarat (Mystara)

    Greater Agarat is an Acquired Template that can be applied to any creature of 8+ Hit Dice that already has the Agarat Template..

    Size and Type: Unchanged.

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: Natural Armor Bonus increases by and additional +4.

    Attacks: Unchanged.

    Damage: Bite does 2d6+Str Modifier, and claws do 1d6+ 1/2 Str Modifier (this is for Medium creatures, adjust for size).

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

    Improved Unholy Scream (Su): The Greater Agarat's scream bestows 2 negative levels.

    Paralysis (Ex): Those hit by a Greater Agarat's natural attacks must succeed at a Fortitude save or be paralyzed for 1d6+4 minutes. Elves are immune to this paralysis. Save DC is Charisma based.

    Stench (Ex): The stink of death and corruption surrounding these creatures is sickening. Living creatures within 10 feet must succeed at a Fortitude save or be sickened, suffering a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for 1d6+4 minutes. A delay poison or neutralize poison spell removes the effect from the sickened creature, and creatures immune to poison are unaffected by this ability. Save DC is Charisma based.

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

    Damage Reduction (Ex): DR changes to DR 10/ Cold Iron and Magic

    Turn Resistance (Ex): Turn Resistance improves to +4.

    Saves: Unchanged.

    Abilities: Increase from base creature as follows: +2 Strength, +2 Dexterity, +6 Intelligence, +2 Wisdom, and +2 Charisma.

    Skills: Unchanged.

    Feats: Unchanged.

    Environment: Any

    Organization: Solitary, plus 7-12 Agarats, 2-24 Ghouls and 2-8 Ghasts.

    Challenge Rating: +2

    Treasure: Unchanged.

    Alignment: Always Chaotic Evil.

    Advancement: By Character Class, usually Wizard.

    Level Adjustment: ---
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  21. - Top - End - #1101
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    Anyone have thoughts on CR for the Brown Man of the River?

    Crypt Servant (Al-Qadim)

    Crypt Servant is an Acquired Template that can be applied to any Humanoid that is the retinue of a wealthy noble. They appear as desiccated corpses, armed and armored according to their masters tastes.

    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 Armor Bonus to AC increases by +5.

    Attacks: Gains a Primary Slam attack if it does not have one (2 attacks with a Full Attack action).

    Damage: Slam does 1d4 plus Str Modifier damage for Medium Crypt Servants (adjust for size)

    Special Attacks: Retains all Special Attacks of the base creature, plus gains the following:

    Rage (Ex): When Defending their tombs, Crypt Servants enter a mindless rage, gaining +4 Str.

    Special Qualities: Retains all Special Qualities of the base creature, plus gains the following:

    Raise Alarm (Su): As a Swift Action the Crypt Servant may alert all other Crypt Servants to intruders in the tomb, and it's current location, regardless of distance. Obviously it only alerts Crypt Servants raised to protect the same tomb.

    Damage Reduction (Ex): Gains DR 15/Bludgeoning or Slashing

    Saves: Unchanged.

    Abilities: +2 Str, +6 Wis, -4 Int, -2 Cha. As undead beings the Crypt Servants have no Con score.

    Skills: Unchanged.

    Feats: Unchanged.

    Environment: Any, but rarely stray from their masters side.

    Organization: Solitary or Staff (5-20)

    Challenge Rating: +0

    Treasure: Double Standard

    Alignment: Usually Lawful Neutral.

    Advancement: By Character Class.

    Level Adjustment: ---
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  22. - Top - End - #1102
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    http://marvel.wikia.com/wiki/Googam_%28Earth-616%29
    http://www.comicvine.com/googam/4005-44844/
    http://www.marvunapp.com/Appendix/googam.htm


    GOOGAM, SON OF GOOM
    Gargantuan Aberration
    Hit Dice: 20d8+240 (330)
    Initiative: +0
    Speed: 40 ft. (8 squares)
    Armor Class: 20 (-4 Size, +14 Natural), touch 16, flat-footed 20
    Base Attack/Grapple: +15/+39
    Attack: Slam +23 melee (1d8+12)
    Full Attack: 2 Slams +23 melee (1d8+12)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Psi-Like Abilities, Trample
    Special Qualities: Darkvision 60 ft., Hold Breath
    Saves: Fort +18, Ref +6, Will +13
    Abilities: Str 34, Dex 10, Con 34, Int 8, Wis 8, Cha 20
    Skills: Climb +15, Intimidate +14, Jump +12, Listen +3, Spot +3, Swim +15
    Feats: Awesome Blow, Diehard, Endurance, Improved Bull Rush, Iron Will, Large and in Charge, Power Attack
    Environment: Any, environment on his native planet is unknown
    Organization: Solitary (Unique on our world)
    Challenge Rating: 12
    Treasure: Standard
    Alignment: Initially Chaotic Evil
    Advancement: 21+ HD (Colossal)
    Level Adjustment: ---

    Googam is the infant son of Goom, a would be conqueror of Earth who abandoned his son when his schemes failed and he was taken back to his planet. Googam, roughly the size of a man, quickly grew to a 40 foot giant with the intellect of a child. Tricked into a pit of quicksand it was assumed that he had died, but he re-emerged to attack again.

    Psi-Like Abilities (Ps): At will: Compression (others only, up to 5 targets at close range), Concussion Blast, Inertial Armor (can be used simultaneously at Close Range on up to 5 others). 3/day: Inertial Barrier, Telekinetic Force, Telekinetic Maneuver, Telekinetic Thrust

    Trample (Ex): Reflex Save DC 32 for half damage.

    Hold Breath (Ex): Googam can hold his breath for a number of rounds equal to 4 × its Constitution score before he risks drowning.

    Combat: Googam is a petulant child with a bit of a streak of megalomania due to being raised by a maniac. Eventually he'll calm down and learn if taught by more powerful beings than himself. Generally speaking he is no tactician, and will loudly announce his presence demanding submission from others. If that fails he'll have a hissy fit and shrink them before stomping the lot.

    Advancement: Should Goom eventually reach full maturity, his size will increase to Colossal, and he will become capable of limited flight. His mental powers will increase exponentially, ending with him being able to telekinetically lift entire cities and being nearly invulnerable due to his force field.
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  23. - Top - End - #1103
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    Loup de Noir

    Loup de Noir is an Acquired or Inherited Template that can be applied to any Humanoid or Giant of 6+ it Dice. Similar to Lycanthropes, the Loup de Noir can change form into wolves, but only with the aid of s specially prepared wolf pelt. They pass on their curse to succeeding generations, with their human children becoming Loup de Noir, and their wolf children becoming Wolfweres.

    Size and Type: Size and Type are unchanged, gains the Shapechanger Subtype.

    Hit Dice: Unchanged.

    Speed: Base land speed increases +10 ft.

    Armor Class: Natural Armor Bonus to AC increases by +3.

    Attacks: Unchanged.

    Damage: Unchanged.

    Special Attacks: Retains all Special Attacks of the base creature.

    Special Qualities: Retains all Special Attacks of the base creature:

    Cursed Wolf Pelt (Su): In return for becoming a cursed evil monster who has likely sold their soul to a dark power, the Loupde Noir receives a magical wolf pelt. By donning the pelt as a Move Action the Loup de Noir can assume the form of a Dire Wolf. This is similar to Alternate Form with a few exceptions: The Loup de Noir reatins it's base land speed, Natural Armor Bonus to AC, and physical ability scores. If this wolf skin is stolen, the Loup de Noir cannot change form to a Dire Wolf.

    Curse of Lycanthropy (Su): Any humanoid or giant hit by a Loup de Noir’s bite attack in wolf form must succeed on a DC 15 Fortitude save or contract lycanthropy, becoming a Werewolf. This werewolf is not necessarily loyal or even friendly to the Loup de Noir.

    Damage Reduction (Ex): Gains DR 15/Silver or Good or Magic.

    Dark Power (Su): The power of the Curse provides the Loup de Noir with a +4 Resistance Bonus to Mind-Affecting Effects. It also renders them immune to Paralysis, and spells or effects from the Charm subschool.

    Regeneration (Ex): Gains Regeneration 5 (Regeneration doesn't work on SIlver or damage from sources considered Good for purposes of overcoming Damage Reduction).

    Low-Light Vision (Ex): The Loup de Noir gains Low-Light Vision in it's Humanoid Form as well.

    Scent (Ex): The Loup de Noir gains Scent in it's Humanoid Form as well.

    Addiction (Ex): The Loup de Noir quickly becomes addicted to changing into wolf form and going on murder sprees. Initially this is a DC 10 Will Save, with a cumulative +1 to the DC for every day the Loup de Noir doesn't change. Once the Loup de Noir fails a Save and goes berserk killing everything in it's path, the Save resets to DC 10 the next day.

    Saves: Gains the following Racial Bonuses to Saving Throws: +8 Fort, +7 Ref, +6 Will.

    Abilities: +14 Str, +4 Dex, +6 Con, +4 Wis.

    Skills: Hide, Listen, Move Silently, Spot, and Survival are always class skills. A Loup de Noir has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks. It also has a +4 racial bonus on Survival checks when tracking by scent.

    Feats: Base Creature gains Alertness, Run, Track and Weapon Focus (Bite) as Bonus Feats if it does not already have them.

    Environment: Unchanged.

    Organization: Solitary or pair, sometimes family (3-4), pack (6-10), or troupe (family plus related animals).

    Challenge Rating: +2

    Treasure: Unchanged.

    Alignment: Always Chaotic Evil.

    Advancement: Unchanged.

    Level Adjustment: +5
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  24. - Top - End - #1104
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    Greater Sea Hag (Forgotten Realms)

    Greater Sea Hag is an Inherited Template that can be applied to any Sea Hag of advanced Hit Dice. Incredibly rare, the Greater Sea Hag appears as a green, scaly mermaid crone with vicious claws. Unlike most hags they do not congregate, and do not take part in Coveys. Their activities mostly consist of sinking ships to steal any items of power they may have. They speak Aquan, Elven, and Sahuagin.

    Size and Type: Unchanged.

    Hit Dice: Unchanged.

    Speed: Loses land speed.

    Armor Class: Natural Armor Bonus increases by +2.

    Attacks: Unchanged.

    Damage: Unchanged.

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

    Charming Eye (Su): Instead of it's normal effects the Hags Evil Eye it's victims are Charmed as per the Charm Monster spell.

    Natural Born Witch: The Sea Hag may cast spells as a Wizard equal to it's Hit Dice. This stacks with any actual Levels taken in the Wizard Class to determine Caster Level.

    Disguise Self (Su): The Sea Hag may cast Disguise Self at will as a Supernatural ability.

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

    Psychic Defenses (Ex): Greater Sea Hags are immune to Mind-Affecting Effects.

    Saves: Unchanged.

    Abilities: +2 Str, +2 Con, +2 Int, +4 Wis, +4 Cha

    Skills: Unchanged.

    Feats: Unchanged.

    Environment: Any Aquatic

    Organization: Solitary

    Challenge Rating: Minimum CR is equal to Hit Dice plus 2.

    Treasure: Standard

    Alignment: Usually Chaotic Evil.

    Advancement: Unchanged.

    Level Adjustment: ---
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  25. - Top - End - #1105
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    Default Re: Critters II!

    Stat block for Brown Man needs a bit of work. Note Will saves are not Willpower; they are just Will. Darkvision is one word. Even a Huge club is one-handed weapon and the stat block should indicate that he's swinging a Huge club that does 4d6+32 damage as it is being used with both hands.
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  26. - Top - End - #1106
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    Crone of Chaos (Mystara)
    Medium Monstrous Humanoid
    Hit Dice: 6d8+12 (39 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares)
    Armor Class: 14 (+1 Dex, +3 Natural), touch 11, flat-footed 13
    Base Attack/Grapple: +6/+10
    Attack: Claw +10 melee (1d6+4) and Bite +5 melee (1d6+2)
    Full Attack: 2 Claws +10 melee (1d6+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Daggers of Sorcery, Spell-Like Abilities
    Special Qualities: Darkvision 60 ft.
    Saves: Fort +6, Ref +6, Will +6
    Abilities: Str 19, Dex 12, Con 14, Int 14, Wis 13, Cha 14
    Skills: Bluff +7, Diplomacy +7, Disguise +7, Hide +5, Intimidate +7, Knowledge (any one) +6, Listen +7, Spot +7
    Feats: Alertness, Great Fortitude, Weapon Focus (Dagger)
    Environment: Any land
    Organization: Solitary
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: By Character Class
    Level Adjustment: ---

    The Crones of Chaos are vile hags devoted to pain and suffering. They never bath and are encrusted with filth, with their hair standing on end or at odd angles. Generally they always appear to be a young maiden via disguise self to lure in victims. Crones speak Common, and the language of any 2 nearby races. Once they mate with a humanoid victim, they kill and eat him. Male children are likewise devoured, and girl children are abandoned to their fathers race. She begins the change to a Crone in late adolescence.

    Daggers of Sorcery (Su): At will the Crone can summon six ghostly white daggers that attack independently of her as a Standard Action. The daggers have a 240 foot range, and have all the stats of a normal dagger. If a dagger is successfully Sundered, the Crone summons one less dagger when using this ability until 24 hours have passed. Opponents damaged by the dagger must make a DC 15 Willpower Save or be Sickened for the rest of the encounter. Opponents who Save successfully are immune to the Sickening effect of this Crone's daggers for 24 hours. Each dagger automatically attacks a different target, and switching one or all of their targets is a Swift Action.

    Spell-Like Abilities (Sp): At will: Disguise Self, Dominate Animal. The range for Dominate Animal is increased to Medium (100 ft. + 10 ft./level).

    Combat: Crones will usually Dominate Animals into fighting for her, backing them up with her daggers.
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  27. - Top - End - #1107
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    Vampiric Wolf

    Vampiric Wolf is an Acquired Template applied to any Wolf,Dire Wolf or Worg when they are cubs. They are coal black wolves, with enhanced canines and glowing, orange eyes. The pack accepts the Evil CLeric who cast the ritual upon them as their leader, but they will turn on him if he shows signs of weakness.

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

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

    Speed: Base land speed increases by +10 ft.

    Armor Class: Natural Armor Bonus increases by +6.

    Attacks: Unchanged.

    Damage: See below.

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

    Grasping Bite (Ex): If the Vampiric Wolf succeeds in a Trip attempt, it automatically gets a Grapple Check as a Free Action, without provoking an Attack of Opportunity. If it succeeds it does it's bite damage each round it maintais the Grapple.

    Enhanced Bite (Ex): The Bite of the Vampiric Wolf does one extra die of damage (i.e. 2d6 plus Str for a Wolf or Worg, 2d8 plus Str for a Dire Wolf.

    Vampiric Regeneration (Su): Whenever the Vampiric Wolf successfully bits a living opponent it Regenerates the damage it's bite does. For example id it's bite does 5 points of damage, it regenerates 5 hp that round. This regeneration does not work against damage by Silver or Fire.

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

    Damage Reduction (Su): The Vampiric Wolf gains DR 10/Silver or Magic.

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

    Sunlight Vulnerability (Ex): Unlike most vampires, Vampiric Wolves can easily travel in sunlight, but they take a -2 Penalty to attack rolls while in direct sunlight.

    Saves: Unchanged.

    Abilities: +4 Str, +4 Dex, +4 Int, +4 Wis, +4 Cha. As undead beings, Vampiric Wolves have no Con Score.

    Skills: Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

    Feats: Vampires 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: Any land.

    Organization: Unchanged.

    Challenge Rating: +2

    Treasure: Unchanged.

    Alignment: Any Evil

    Advancement: Unchanged.

    Level Adjustment: ---
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  28. - Top - End - #1108
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    Haunt

    Haunt is an Acquired Template that can be applied to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. The creature (referred to hereafter as the base creature) must have a Charisma score of at least 6. Haunts died leaving some vital task unfinished, and they seek to possess the living in order to finish that task and move on. Once the Haunt has accomplished it's task, it will leave the body of it's possessed victim and move on to the afterlife.

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

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

    Speed: Haunts have a fly speed of 30 feet, unless the base creature has a higher fly speed, with perfect maneuverability.

    Armor Class: Natural armor is the same as the base creature’s but applies only to ethereal encounters. When the Haunt manifests (see below), its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.

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

    Damage: A Haunt retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal.

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

    Draining Touch (Su): A Haunt that hits a living target with its incorporeal touch attack drains 1d4 points from Dexterity. On each such successful attack, the Hauntt heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.

    Malevolence (Su): Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + ghost’s Cha modifier). A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours, and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body. Unlike other ghosts, the Haunts victim does not get a Save to avoid possession if his Dex has been drained to 0. Once the Haunt possesses the body, all Dexterity Drain is immediately healed and teh body is mobile again.

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

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

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

    Turn Immunity (Ex): Haunts cannot be Turned.

    Domain Attachment (Ex): Haunts cannot move further than 180 ft. from the spot of their death, unless they have possessed a living being via Malevolence.

    Saves: Unchanged.

    Abilities: +4 Cha, as a Mindless, Incorporeal Undead the Haunt as no Str, Int or Con score.

    Skills: Haunts lose all skills, but have a +8 racial bonus on Hide, Listen, Move Silently. Search, and Spot checks.

    Feats: Haunts lose all Feats.

    Environment: Any

    Organization: Solitary

    Challenge Rating: +2

    Treasure: None.

    Alignment: Any.

    Advancement: Up to double the amount of Hit Dice it had when this Template was applied to the base creature. i.e. if applied t a 3rd Level Fighter, the it can advance to 6 Hit Dice.

    Level Adjustment: ---
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  29. - Top - End - #1109
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    Silat, Young
    Large Monstrous Humanoid
    Hit Dice: 7d8+21 (52 hp)
    Initiative: +1
    Speed: 40 ft. (8 squares)
    Armor Class: 17 (-1 Size, +1 Dex, +7 Natural), touch 10, flat-footed 16
    Base Attack/Grapple: +7/+18
    Attack: Claw +13 melee (1d6+7)
    Full Attack: 2 Claws +13 melee (1d6+7) and 1 Bite +8 melee (1d6+3)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Polymorph
    Special Qualities: Darkvision 60 ft., SR 19, DR 10/Magic or Cold Iron, Regeneration 1, Immunities
    Saves: Fort +7, Ref +6, Will +7
    Abilities: Str 25, Dex 12, Con 16, Int 12, Wis 14, Cha 14
    Skills: Bluff +6, Concentration +6, Diplomacy +5, Disguise +6, Hide +2, Intimidate +6, Knowledge (any one) +4, Listen +7, Move Silently +3, Spot +7
    Feats: Alertness, Great Fortitude, Stealthy
    Environment: Any Land
    Organization: Solitary
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Any Chaotic
    Advancement: See below
    Level Adjustment: ---



    Silat, Adult
    Large Monstrous Humanoid
    Hit Dice: 9d8+36 (76 hp)
    Initiative: +5
    Speed: 40 ft. (8 squares)
    Armor Class: 20 (-1 Size, +1 Dex, +10 Natural), touch 10, flat-footed 19
    Base Attack/Grapple: +9/+20
    Attack: Claw +15 melee (1d6+7)
    Full Attack: 2 Claws +15 melee (1d6+7) and 1 Bite +10 melee (1d6+3)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Polymorph
    Special Qualities: Darkvision 60 ft., SR 21, DR 15/Magic or Cold Iron, Regeneration 1, Immunities
    Saves: Fort +9, Ref +7, Will +8
    Abilities: Str 25, Dex 12, Con 18, Int 16, Wis 14, Cha 16
    Skills: Bluff +10, Concentration +10, Diplomacy +10, Disguise +10, Hide +6, Intimidate +10, Knowledge (any one) +10, Listen +10, Move Silently +3, Spot +10
    Feats: Alertness, Great Fortitude, Improved Initiative, Stealthy
    Environment: Any Land
    Organization: Solitary or Family (1 Adult Silat, 1-4 Young Silat and 1-4 Ogre Magi)
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Any Chaotic
    Advancement: By Character Class
    Level Adjustment: ---


    Silat, Matriarch
    Large Monstrous Humanoid
    Hit Dice: 12d8+48 (102 hp)
    Initiative: +5
    Speed: 40 ft. (8 squares)
    Armor Class: 23 (-1 Size, +1 Dex, +13 Natural), touch 10, flat-footed 22
    Base Attack/Grapple: +12/+23
    Attack: Claw +18 melee (1d6+7)
    Full Attack: 2 Claws +18 melee (1d6+7) and 1 Bite +13 melee (1d6+3)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Polymorph
    Special Qualities: Darkvision 60 ft., SR 24, DR 15/Magic or Cold Iron, Regeneration 1, Immunities
    Saves: Fort +10, Ref +9, Will +12
    Abilities: Str 25, Dex 12, Con 18, Int 16, Wis 16, Cha 16
    Skills: Bluff +10, Concentration +10, Diplomacy +10, Disguise +10, Hide +12, Intimidate +10, Knowledge (any one) +10, Listen +12, Move Silently +10, Spot +12
    Feats: Alertness, Great Fortitude, Improved Initiative, Iron Will, Stealthy
    Environment: Any Land
    Organization: Solitary or Family (1 Matriarch Silat, 1-4 Young Silat and 1-4 Ogre Magi)
    Challenge Rating: 9
    Treasure: Standard
    Alignment: Any Chaotic
    Advancement: By Character Class
    Level Adjustment: ---

    The Silat are a race of pale blue or green hags with rams horns. They have slightly darker hair, stand well over 10 feet tall, and their horns spiral more with age. They roam the lands of Zakhara, often polymorphed so as not to draw attention. The ymate with the Ogre Magi to continue their species (their daughters are Silats, their sons are Ogre Magi). Politeness and respect are especially important to the Silat, and even the most Evil among them will refrain from attacking someone who bows to them and treats them as friends. They may even provide aid to those who give them food and shelter or perform tasks for them.


    Polymorph (Sp): Young Silat can Polymorph on themselves only 3/day as a Spell-Like Ability. They must leave one part of their body unchanged (usually their feet), which they take great pains to hide. Once they reach adulthood at 100+ years old they can Polymorph themselves at will with no limitations. Additionally she can cast Baleful Polymorph 3/day as a Spell-Like Ability. If the Silat survives to 600+ years old, she becomes a Matriarch and can also cast Baleful Polymorph at will. Additionally she can cast Polymorph Any Object 3/day as a Spell-Like Ability.

    Regeneration (Ex): The Silats regeneration does not work against damage doe by fire or cold iron.

    Immunities (Ex): The Silat are immune to Poison and Mind-Affecting Effects.

    Combat: Younger Silats will simply tear opponents to bits with their strength, while the adults more often go for Polymorph shenanigans. Matriarchs are pretty much encountered only if they want to be.
    Last edited by Bhu; 2015-10-30 at 09:17 PM.
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  30. - Top - End - #1110
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    Bhut (Mystara)
    Medium Monstrous Humanoid
    Hit Dice: 7d8+14(45 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares)
    Armor Class: 17 (+1 Dex, +6 Natural), touch 11, flat-footed 16
    Base Attack/Grapple: +7/+8
    Attack: By Weapon +8 melee or Bite +8 melee (1d6+1 plus numbing)
    Full Attack: By Weapon +8/+3 melee or Bite +8 melee (1d6+1 plus numbing) and 2 Claws +6 melee (1d4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Numbing Bite
    Special Qualities: Immunities, DR 10/Good, Daytime normalcy, Deceptive Aura, Hardy
    Saves: Fort +6, Ref +6, Will +6
    Abilities: Str 12, Dex 12, Con 14, Int 12, Wis 13, Cha 12
    Skills: Bluff +4, Diplomacy +4, Disguise +4, Forgery +4, Gather Information +4, Hide +10, Knowledge (Local) +4, Listen +4, Move Silently +10, Spot +4
    Feats: Ability Focus (Numbing Bite), Great Fortitude, Multiattack
    Environment: Any Land
    Organization: Solitary, family (2-4), or clan (7-12)
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Usually Lawful Evil
    Advancement: By Character Class
    Level Adjustment: ---

    Bhuts are an odd race. During the day they appear as normal humans, but when night comes they undergo a hideous transformation. They grow claws, fangs and scales, and their hair lengthens and grows wild. They speak Common and their own language, and often live near human settlements as traveling nomads in order to feed upon them. They can interbreed with humans, but the children are always Bhut. Rumor posits that they are the descendants of a town whose evil inhabitants were cursed by a God.
    Numbing Bite (Ex): Opponents bitten by the Bhut begin to feel a freezing cold spread through them that numbs their body. Opponents who are bitten must make a DC 17 Fortitude Save or be Sickened for 1d4 rounds. Cumulative bites merely expand the duration, Save DC is Constitution based.

    Immunities (Ex): Despite not being Undead, teh Bhut share many immunities with them. They are immune to Mind-Affecting Effects, Poison, Sleep Effects, Paralysis, Disease, critical hits, nonlethal damage, energy drain, ability damage/drain, and fatigue/exhaustion effects.

    Daytime Normalcy (Su): Bhut look like normal humans during the day. During this time they lose their Numbing Bite and natural attacks. They automatically transform into their monstrous form the moment the sun sets, until it raises again.

    Deceptive Aura (Su): Attempts via spells or other powers to determine the Bhuts Alignment falsely register it as Lawful Good (or fail in the case of spells like Detect Evil).

    Hardy (Ex): Bhut have a +4 Racial Bonus to Fortitude Saves.

    Skills: Bhut have a +6 Racial Bonus to Hide and Move Silently Checks, and they may always Take 10 on a Move Silently Check.

    Combat: Bhuts will avoid combat in the daylight to avoid giving themselves away. At night they try to bite their foes to numb them as quickly as possible.
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