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Thread: Critters II!

  1. - Top - End - #1111
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    Default Re: Critters II!

    Ancient Mariner (Spelljammer)
    Medium Undead (Incorporeal)
    Hit Dice: 5d12+15 (47 hp)
    Initiative: +3
    Speed: Fly 30 ft. (6 squares), Perfect
    Armor Class: 16 (+3 Dex, +3 Deflection), touch 16, flat-footed 13
    Base Attack/Grapple: +2/-
    Attack: Ghostly Touch +6 melee touch (1d6 plus energy drain)
    Full Attack: Ghostly Touch +6 melee touch (1d6 plus energy drain)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Energy Drain, Create Spawn
    Special Qualities: Darkvision 60 ft., Immunities
    Saves: Fort +1, Ref +4, Will +7
    Abilities: Str -, Dex 16, Con -, Int 12, Wis 14, Cha 16
    Skills: Hide +11, Intimidate +8, Knowledge (Arcana, Planetology, Wildspace) +7, Listen +10, Move Silently +11, Search +10, Spot +10
    Feats: Ability Focus (Energy Drain), Weapon Focus (Touch)
    Environment: Phlogiston
    Organization: Solitary, Gang (3-6), Crew (Captain plus 20-40) usually accompanied by 1-20 Mariner Shadows
    Challenge Rating: 5
    Treasure: None
    Alignment: Chaotic Evil
    Advancement: 6-10 HD (Medium)
    Level Adjustment: ---

    The Ancient Mariners are the Undead remnants of a humanoid species that once traveled the Phlogiston. Slightly transparent, they appear as humanlike, but with a long neck, bulging eyes and jaw, and a compressed torso. They have difficulty speaking, and can only grunt a few words in Common.

    Energy Drain (Su): Living creatures hit by a Mariners incorporeal touch attack gain a negative level in addition to 1d6 negative energy damage. The DC is 17 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the Mariner gains 5 temporary hit points.

    Create Spawn (Su): Any humanoid killed by an Ancient Mariner becomes a Mariner Shadow under the control of its killer within 1d4 rounds. A Mariner Shadow is identical to a regular Shadow with two exceptions: It's equipment merges with it's new form and becomes unusable, and it appears as a semi transparent version of it's living self. If the Mariner is killed, all it's spawn die with it.

    Immunities (Ex): Ancient Mariners are immune to Cold and the effects of the Phlogiston.

    Hardy (Su): Ancient Mariners receive their Charisma Modifier as bonus Hit Points per Hit Die.

    Skills: Mariners have a +8 racial bonus on Hide, Listen, Move Silently, Search, and Spot checks.

    Captain: The Captains of Mariner ghost ships have 6+ hit dice, and +2 Turn Resistance. As a Full Round action he can touch any unattended object to turn it incorporeal, making it only of use to other incorporeal beings. If he remains in contact with a Spelljamming ship for 24 hours, he can turn it incorporeal as well. The Captain can only influence one ship at a time in this manner, turning it into an incorporeal ghost ship. The ship holds no oxygen, and moves as if powered by a 5th level caster.

    Combat: A few Mariners will appear to be lost spacefarers until victims get to close to run away. Once those are converted to Shadows, the Mariners will slowly set about converting the rest of the ships crew.
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  2. - Top - End - #1112
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    Ankou

    Ankous is an Acquired Template that can be applied to any Humanoid. The Ankou are peasants and farmers so overwhelmed and debased by poverty that they gave way to murderous rage, often killing their own families. The Evil Gods of Carceri (Nerull, etc), return them to unlife in order to continue their murderous streak. They appear as poorly dressed farmers, so shriveled and dried out as to appear mummified. Their eyes glow red in the darkness, and they are always scanning the horizon for more victims. They are usually armed with a scythe, club, or other common farming implement, and accompanied by a creaking sound. This sound is an invisible cart pulled by a ghostly oxen, which allows the Ankou to carry away and hide it's victims.

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

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

    Speed: Base land speed lowers by -10 ft.

    Armor Class: Natural AC Bonus increases by +4.

    Attacks: Unchanged.

    Damage: Unchanged.

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

    Powerful Strike (Ex): The Ankous Unarmed Strikes and weapon attacks do one additional die of damage. For example a scythe would do 3d4 plus Str damage.

    Improved Grab (Ex): The Ankou can make Grapple Checks without provoking an Attack of Opportunity. If successful it may Constrict.

    Constrict (Ex): The Ankou does 3d3 plus one and a half times Str Modifier with a successful Grapple Check.

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

    Gift of Tartarus (Su): The Ankou is followed by an invisible ox and cart (as per the Superior Invisibility spell), that only the Ankou can see. The Gift does not leave tracks of any kind, and cannot be tracked without magical aid. Turn Undead will affect it as if it has 5 Hit Dice, but even if it is destroyed it will always return the next evening so long as the Ankou survives.

    Lifesight (Su): An Ankou notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.

    Immunities (Ex):

    Steady Walk (Su): Neither the Ankou nor his Gift are slowed by obstacles or difficult terrain.

    Turn Resistance (Ex): The Ankou gains +2 Turn Resistance.

    Single Actions Only (Ex): Ankou have poor reflexes and can perform only a single move action or attack action each round. An Ankou can move up to its speed and attack in the same round, but only if it attempts a charge.

    Vulnerabilities: At sunrise the Ankou fades back to Tartarus, taking it's victims bodies with it. It returns with 1 mile of the same spot at sundown. The touch of holy water also instantly returns them to Tartarus until the next evening.

    Saves: Unchanged.

    Abilities: +8 Str, -4 Int, +6 Wis, -4 Cha. As an Undead creature, the Ankou has no Con score.

    Skills: Unchanged, but remember to recalculate due to Int penalty.

    Feats: Gains Improved Unarmed Strike as a Bonus Feat.

    Environment: Any land.

    Organization: Solitary.

    Challenge Rating: +1

    Treasure: None.

    Alignment: Neutral Evil.

    Advancement: Up to double current Hit Dice.

    Level Adjustment: ---
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  3. - Top - End - #1113
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    Default Re: Critters II!

    Wraith-King

    Wraith-King is an Acquired Template that can be applied to any Humanoid of noble birth, and at least 15 Hit Dice. Wraith-Kings are rulers terrified of death who have made a pact with an Evil God for immortality, only to find their immortality comes from undeath. Most have 3 Full Plate and at least a +4 weapon enchanted so it can be used by their incorporeal forms.

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

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

    Speed: Wraiths have a the speed of 60 feet, unless the base creature has a higher fly speed, with perfect maneuverability. It loses all other movement types.

    Armor Class: The creature loses all natural armor, but gains a deflection bonus equal to its Charisma bonus or +1, whichever is greater.

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

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

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

    Constitution Drain (Su): Living creatures hit by a wraith’s incorporeal touch attack must succeed on a Fortitude save or take 1d6 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the wraith gains 5 temporary hit points.

    Life-Draining Gaze (Su): Gaze Attack Bestows 1 Negative Level, 30 feet, Fortitude Save to remove as normal. The save DC is Charisma-based. Each round the Gaze successfully bestows a negative Level grants the Wraith-King 5 temporary hit points.

    Spell-Like Abilities (Sp): At Will: Permanent Image, Programmed Image. 1/Day: Mass Charm Monster. Caster Level is 15th.

    Frightful Presence (Su): A Wraith-King can unsettle foes with its mere presence. The ability takes effect automatically whenever the Wraith-King attacks. Living creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the Wraith-King. A potentially affected creature that succeeds on a Will save (DC 10 + ½ Wraith-King’s HD + Wraith-King’s Cha modifier) remains immune to that Wraith-King’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.

    Create Spawn (Su): Any humanoid slain by a Wraith-King becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

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

    Immunities (Ex): The Wraith King is immune to Electricity and Cold damage, and Polymorph effects. Additionally Resurrection or True Resurrection spells do not return them to life as they normally would other Undead.

    Turn Resistance (Ex): The Wraith King gains +4 Turn Resistance.

    Spell Resistance (Ex): The Wraith King gains Spell Resistance equal to 10+CR.

    Lifesense (Su): A wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.

    Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

    Saves: Unchanged.

    Abilities: Increase from base creature as follows: +8 Dexterity, +6 Intelligence, +4 Wisdom, and +6 Charisma. A wraith has no Strength score. Being undead a Wraith has no Constitution score.

    Skills: Unchanged.

    Feats: Gains Improved Initiative as a Bonus Feat.

    Environment: Any

    Organization: Solitary plus 1 Nightmare and 4-24 Wraiths.

    Challenge Rating: +2

    Treasure: Unchanged.

    Alignment: Always Lawful Evil.

    Advancement: Unchanged.

    Level Adjustment: ---
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  4. - Top - End - #1114
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    Default Re: Critters II!

    Reviler

    Reviler 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. Revilers are vile spirits of corruption created by evil gods to plague the living. They appear as misty shapes with leering, skull-like faces and clawed hands.

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

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

    Speed: Revilers have a fly speed of 60 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 Reviler 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 Reviler 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.

    Claws of Corruption (Su): The Reviler gains a melee touch attack doing 1d6 negative energy damage (two attacks with a Full Attack Action). Optionally as a Full Round Action the Reviler can make a melee touch attack. If it is successful, the victim must make a Willpower Save (Save DC is Charisma based), or it's Alignment changes to that of the Reviler. A successful Save means the victim is immune to this Reviler's Corruption attack for 24 hours. The victim may be returned to it's normal Alignment via Remove Curse or similar spells.

    Spell-Like Abilities (Sp): 1/Day: Animate Objects, Persistent Image, Suggestion, Stone Shape. 2/Day: Poison. Unlike usual the spell is cast on up to 10 cubic feet of any liquid, and anything drinking it takes damage as per the Posion spell. 3/day: Arcane Lock, Detect Good, Detect Magic, Telekinesis. Caster Level 10th.

    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.

    Turn Resistance (Ex): Revilers gain +2 Turn Resistance.

    Spell Resistance (Ex): Revilers gain Spell Resistance equal to 15+CR.

    Vulnerabilities: Despite being incorporeal, Revilers are damaged by holy water in a manner similar to vampires.

    Saves: Unchanged.

    Abilities: +2 Int, +2 Wis, +4 Cha, as an Incorporeal Undead the Reviler as no Str or Con score.

    Skills: Revilers have a +8 racial bonus on Hide, Listen, Move Silently. Search, and Spot checks.

    Feats: Unchanged.

    Environment: Any

    Organization: Solitary

    Challenge Rating: +2

    Treasure: None.

    Alignment: Any Evil.

    Advancement: Unchanged.

    Level Adjustment: ---
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  5. - Top - End - #1115
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    Default Re: Critters II!

    Great Ghul (Al-Qadim)

    Great Ghul is an Acquired Template that can be applied to any Janni. Most Ghuls are female, standing 7 to 10 ft tall, with thick body hair, long claws, and the ears and hooves of a donkey. Generally they take up residence in mountain caves or lonely desert ruins. Many haunt graveyards and run with the Ghouls as they are both carrion eaters. They are hated by Genies of all kinds, and are rarely encountered in their true form.

    Size and Type: Size changes to Large, Type changes to Undead.

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

    Speed: Base land speed increases by +15 ft., and Flight is lost. Also gains a Climb move of 30 ft, and a Burrow move of 10 ft.

    Armor Class: Natural Armor Bonus to AC increases by +9.

    Attacks: The Great Ghul gains a Primary Claw attack and a Secondary Bite attack (2 Claws and a Bite with a Full Attack Action).

    Damage: Claws do 1d6 plus Str Modifier damage, Bite does 1d8 plus 1/2 Str Modifier.

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

    Spell-Like Abilities (Sp): At will: Invisibility, Polymorph (self only), Shocking Grasp

    Create Spawn (Su): Janni killed by a Great Ghul become Great Ghuls themselves 24 hours later, though they are not under the control of their creator.

    Special Qualities: Retains Darkvision only, but gains the following:

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

    Immunities: Immune to Cold damage.

    Fall Resistance (Ex): Ghuls take damage from falls as if they had fallen 30 ft. less than what they actually have. For example falls of 30 ft or less do no damage, and a fall from 70 ft would do damage as if it were from only 40 ft.

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

    Vulnerabilities: Great Ghuls are Dazzled in bright sunlight or within the radius of a daylight spell. They also take 2d6 damage from a vial of Holy Water.

    Saves: Unchanged.

    Abilities: -2 Int, as a Undead being the Ghul has no Constitution Score.

    Skills: Unchanged.

    Feats: Unchanged.

    Environment: Warm Desert or Mountains.

    Organization: Solitary, group (2-4), or pack (6-10) or 1 Great Ghul plus 6-10 Ghouls

    Challenge Rating: +1

    Treasure: Unchanged, though some few gain levels in Wizard or Sha'ir as opposed to merely increasing in Racial Hit Dice.

    Alignment: Neutral Evil.

    Advancement: Unchanged.

    Level Adjustment: ---
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  6. - Top - End - #1116
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    Default Re: Critters II!

    Ghul-Kin Soultaker (Al-Qadim)

    Ghul-Kin Soultaker is an Acquired Template that can be applied to any Janni of at least 8 Hit Dice. Ghul-Kin are 8 to 10 feet tall with rubbery white skin, and long, gangly limbs. They have thick, tangled hair and sharp claws and teeth. Despite this and their unpleasant odor, they are quite social and use their shapechanging skills to live among Humanoids. Despite feeding on humans, they are friendly towards those who are polite and respectful, or who have done them a kindness. They will always repay kindness with aid (though usually this takes the form of murdering an enemy of their benefactor without his knowledge). Soultakers lord it over the Great Ghuls when they find them, and often press them into their patient schemes.

    Size and Type: Size changes to Large, Type changes to Undead.

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

    Speed: Base land speed increases by +15 ft., and Flight is lost. Also gains a Swim move of 30 ft.

    Armor Class: Natural Armor Bonus to AC increases by +9.

    Attacks: The Great Ghul gains a Primary Claw attack and a Secondary Bite attack (2 Claws and a Bite with a Full Attack Action).

    Damage: Claws do 1d6 plus Str Modifier damage, Bite does 1d8 plus 1/2 Str Modifier.

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

    Spell-Like Abilities (Sp): At will: Invisibility, Polymorph (self only).

    Create Spawn (Su): Janni killed by a Ghul-Kin become Ghul-Kin themselves 24 hours later, though they are not under the control of their creator.

    Possession (Su): If the Soultaker can convince it's victim to kiss her, or she can Pin it in a Grapple, she exhales a portion of her soul into the victim, who then acts as if they are under the effect of a Dominate Person spell. They can dominate a numbeer of victims equal to half their Int Score rounded down. Unlike normal, the victims of the Soultaker are considered Neutral Evil for purposes of spells or powers that detect their Alignment. Remove Curse or Dispel Evil cast on the victim frees them from this effect.

    Special Qualities: Retains Darkvision only, but gains the following:

    Damage Reduction (Su): Gains DR 10/Wood.

    Immunities: Immune to Cold damage.

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

    Vulnerabilities: Ghul-Kin are Dazzled in bright sunlight or within the radius of a daylight spell. They also take 2d6 damage from a vial of Holy Water.

    Saves: Unchanged.

    Abilities: As a Undead being the Ghul-Kin has no Constitution Score.

    Skills: Gains Use Magic Device as a Class Skill, along with a +8 Racial Skill Bonus on Use Magic Device Checks.

    Feats: Unchanged.

    Environment: Any Land.

    Organization: Solitary, group (2-3)

    Challenge Rating: +2

    Treasure: Unchanged.

    Alignment: Neutral Evil.

    Advancement: By Character Class, usually Wizard or Cleric.

    Level Adjustment: ---
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  7. - Top - End - #1117
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    Default Re: Critters II!

    Ghul-Kin Witherer (Al-Qadim)

    Ghul-Kin Witherer is an Acquired Template that can be applied to any Janni of at least 9 Hit Dice. Witherers appear similar to Soultaker Ghul-Kin, but are at east 10 ft. tall. They take the long view on any of their schemes, and a Ghul-Kins plans can often take decades or more to pay off in social influence or political or magical power. Many of their plans involve corrupting mortals into their service.

    Size and Type: Size changes to Large, Type changes to Undead.

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

    Speed: Base land speed increases by +15 ft., and Flight is lost. Also gains a Swim move of 30 ft.

    Armor Class: Natural Armor Bonus to AC increases by +9.

    Attacks: The Great Ghul gains a Primary Claw attack and a Secondary Bite attack (2 Claws and a Bite with a Full Attack Action).

    Damage: Claws do 1d6 plus Str Modifier damage, Bite does 1d8 plus 1/2 Str Modifier.

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

    Spell-Like Abilities (Sp): At will: Invisibility, Polymorph (self only).

    Create Spawn (Su): Janni killed by a Ghul-Kin become Ghul-Kin themselves 24 hours later, though they are not under the control of their creator.

    Withering (Su): The Witherer gains a melee touch attack. Touched opponents must make a Willpower Save (Save DC is Charisma based) or age 1 year, take one point of temporary Str damage, and lose 1d10 hit points (which the Witherer gains as temporary hit points). Victims drained to 0 Str die, and must have Remove Curse cast upon them before they can be Raised or Resurrected. Remove Curse will likewise reverse the aging.

    Special Qualities: Retains Darkvision only, but gains the following:

    Damage Reduction (Su): Gains DR 15/Magic.

    Immunities: Immune to Cold damage.

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

    Vulnerabilities: Ghul-Kin are Dazzled in bright sunlight or within the radius of a daylight spell. They also take 2d6 damage from a vial of Holy Water.

    Saves: Unchanged.

    Abilities: +2 Int. As a Undead being the Ghul-Kin has no Constitution Score.

    Skills: Gains Use Magic Device as a Class Skill, along with a +8 Racial Skill Bonus on Use Magic Device Checks.

    Feats: Unchanged.

    Environment: Any Land.

    Organization: Solitary, group (2-3)

    Challenge Rating: +2

    Treasure: Unchanged.

    Alignment: Neutral Evil.

    Advancement: By Character Class, usually Wizard or Priest.

    Level Adjustment: ---
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  8. - Top - End - #1118
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    Default Re: Critters II!

    Sacrol (Mystara)
    Small Undead
    Hit Dice: 8d12 (52 hp)
    Initiative: +2
    Speed: Fly 50 ft. (10 squares)
    Armor Class: 18 (+1 Size, +2 Dex, +5 Natural), touch 13, flat-footed 16
    Base Attack/Grapple: +4/+6
    Attack: Tentacle +7 melee (2d8+2 plus Energy Drain)
    Full Attack: 2 Tentacles +7 melee (2d8+2 plus Energy Drain)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Improved Grab, Constrict, Energy Drain, Death Scream, Animate Dead
    Special Qualities: DR 10/Magic, Immune to Cold, +2 Turn Resistance, Tracking, Vulnerabilities
    Saves: Fort +2, Ref +4, Will +10
    Abilities: Str 15, Dex 15, Con -, Int 7, Wis 20, Cha 16
    Skills: Hide +8, Knowledge (Religion) +2, Listen +8, Move Silently +8, Spot +8
    Feats: Alertness, Stealthy
    Environment: Any
    Organization: Solitary
    Challenge Rating: 8
    Treasure: None
    Alignment: Always Chaotic Evil
    Advancement: 9-12 HD (Small), 13-24 HD (Large)
    Level Adjustment: ---

    Sacrol appear as boiling, multi colored mists that are suggestive of coiled entrails. Visible in the mist is the bare skull of one of the individuals slain by it. Sacrol are the conglomerate souls of people slaughtered on the field of battle returned to scour the world clean of the living. Most are tied to where they fell, but if all the individuals composing the Sacrol were murdered by one individual they may follow him, wreaking havoc in their wake. They do not communicate, merely screaming incoherently.

    Improved Grab (Su): Sacrol can make a Grapple Check without provoking an Attack of Opportunity.

    Constrict (Su): Sacrol do 2d8+2 plus Energy Drain with a successful Grapple Check.

    Energy Drain (Su): Living creatures hit by a Sacrol’s tentacle attack gain a negative level. The DC is 17 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the Sacrol gains 5 temporary hit points.

    Death Scream (Su): Once per day the Sacrol can unleash a hellish scream, and one victim within 30 ft suffers the effects of a Slay Living spell (death on a failed save, damage on a successful one). This is a sound dependent affect, and is thus vulnerable to the Bard's Countersong ability.

    Animate Dead (Sp): The Sacrol can cast Animate Dead at will as a Spell-Like Ability.

    Tracking (Su): Sacrols always know the location of any being that murdered the beings composing it as per the Locate Creature spell.

    Vulnerabilities: Most Sacrols are bound to the battlefield upon which they died and cannot leave it (this is usually an area 500 feet square). Sacrol not bound to a location disappear into the afterlife once they have destroyed their killers.

    Combat: The Sacrol generally opens with it's Death Scream if it realizes which party member might be vulnerable to it. It then charges forward with it's Undead minions, and begins grappling opponents, choking the life from them one at a time.
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  9. - Top - End - #1119
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    Default Re: Critters II!

    Darkhood (Mystara)
    Medium Undead (Incorporeal)
    Hit Dice: 13d12 (84 hp)
    Initiative: +7
    Speed: Fly 60 ft. (12 squares)
    Armor Class: 22 (+3 Dex, +9 Deflection), touch 22, flat-footed 19
    Base Attack/Grapple: +6/-
    Attack: Touch +9 melee touch (1d4 plus Fear)
    Full Attack: Touch +9 melee touch (1d4 plus Fear)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Fear, Fear Touch, Exhausting Pursuit
    Special Qualities: Immune to Cold, Darkvision 60 ft., +4 Turn Resistance, Domain, Rejuvenation
    Saves: Fort +4, Ref +7, Will +10
    Abilities: Str -, Dex 16, Con -, Int 14, Wis 14, Cha 20
    Skills: Bluff +18, Hide +12, Intimidate +18, Knowledge (Religion) +15, Listen +10, Move Silently +12, Sense Motive +17, Spot +10
    Feats: Ability Focus (Fear, Fear Touch, Exhausting Pursuit), Great Flyby Attack, Improved Initiative
    Environment: Underground
    Organization: Solitary
    Challenge Rating: 10
    Treasure: None
    Alignment: Neutral Evil
    Advancement: 14-26 HD (Medium)
    Level Adjustment: ---

    Also known as the Rorphyr, the Darkhood appears as a dark, hooded spectral figure. They are the spirits of those who died while suffering intense fear, and they use that same fear to chase away anything living that enters their domain.

    Fear (Su): Anyone looking into the Rorphyr's hood sees it's darkest fears. This works like a Gaze Attack with a range of 30 ft., and a DC 23 Willpower Save (Save DC is Charisma Based). Those who succeed are immune to this Rorphyr's fear gaze for 24 hours. Those who fail are Panicked for 1 round per Hit Die of the Rorphyr (Cowering if it corners them).

    Fear Touch (Su): Opponents touched by a Rorphyr take 1d4 negative energy damage, and must make a DC 23 Willpower Save (Save DC is Charisma based). If they succeed they are immune to this Rorphy's Fear Touch for 24 hours (they still take the negative energy damage). Opponents who fail their Save are Frightened for (1d4 plus Cha Modifier) rounds.

    Exhausting Pursuit (Su): Opponents who become Panicked or Frightened begin to flee, and it gives chase. Each round they spend running from the Rorphyr they must make a DC 23 Fortitude Save (Save DC is Charisma based) or take 1 point of temporary Constitution damage. If they fall to 75% of their normal Con score they are also Fatigued. If they fall to 50% or less of their normal Con score they become Exhausted. Fatigue/Exhaustion does not go away until their ability damage has been healed.

    Domain: The Rorphyr is tied to a 60 ft. square area in which it died. it cannot pursue victims beyond this area,

    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. In the case of the Rorphyr, this usually means some truly odd circumstances involved in it's death, or divine intervention. Most Rorphyr do not have this ability, but some investigation will be necessary to lay to rest those that do.

    Skills: Rorphyr have a +8 Racial Bonus to Hide, Listen, Move Silently, and Spot Checks.

    Combat: The Darkhood attempts to manifest it's victims worst fears via it's Fear ability before giving chase. If this fails it will try to case Fear via it's touch. It will not stop until all living beings have left it's Domain, or they have collapsed due to exhaustion. Rorphyr are normally only deadly in the sense that they scatter PC's and leave them vulnerable to other creatures.
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  10. - Top - End - #1120
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    Ker
    Medium Undead
    Hit Dice: 9d12+45 (85 hp)
    Initiative: +7
    Speed: Fly 30 ft. (6 squares), Perfect
    Armor Class: 22 (+3 Dex, +9 Natural), touch 13, flat-footed 19
    Base Attack/Grapple: +4/+7
    Attack: Whip +7 ranged (1d8+3 plus effect)
    Full Attack: 3 Whips +7 ranged (1d8+3 plus effect)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Whip of Revenge
    Special Qualities: Darkvision 60 ft., Gnat Form, DR 10/Magic, Immunity to Cold, Electricity Resistance 20, Devour Foe, +4 Turn Resistance, Tracking
    Saves: Fort +3, Ref +6, Will +10
    Abilities: Str 16, Dex 16, Con -, Int 14, Wis 20, Cha 20
    Skills: Hide +10, Intimidate +10, Knowledge (any one) +8, Knowledge (Religion) +10, Listen +10, Move Silently +10, Spot +10, Survival +10
    Feats: Flyby Attack, Hover, Improved Initiative, Wingover
    Environment: Any
    Organization: Solitary or Trio
    Challenge Rating: 5
    Treasure: None
    Alignment: Any Evil
    Advancement: 10-18 HD (Medium)
    Level Adjustment: ---

    The Ker (plural Keres) are the ghosts of individuals sent by the Gods to punish vile behavior. A single Ker is generally out for revenge against a particular individual (usually it's killer), while a trio is sent to punish a community for greedy or bloodthisrty behavior. They appear as horrific, maned, bat-winged humanoids with jutting, upturned fangs. Their faces lack feature beyond their shining black eyes and fang filled mouths. They dress in bloodstained robes, and carrying a barbed whip that is actually an extension of themselves. The Ker rarely remembers it's former life, but retains a sort of sense of identity with it's former race and culture.

    Whip of Revenge (Su): The Keres' whip is an extension of itself, and cannot be disarmed, sundered or taken from it. Unlike normal whips, using it does not provoke an Attack of Opportunity, does 1d8 plus Str modifier damage, and can be used regardless of an opponents Armor Class. Additionally, opponents struck by the whip must make a DC 19 Willpower Save or be affected as if by a Bestow Curse spell for 1 hour. The Ker may make three whip attacks with a Full Attack. Each of these requires a DC 19 Willpower Save. The first attack still bestows the Curse effect. The second ages the victim to venerable if he fails his Save, doing 4 points each of Str, Dex and Con. If the victim fails the Save vs the third attack it is infected with Mummy Rot. Multiple failed saves do not result in cumulative penalties. Remoove Curse will remove each of these conditions, but requires a separate casting for each one.

    Gnat Form (Su): The Ker can assume the form of a Gnat as a Standard Action. This mostly works like Alternate Form. As a Gnat the Ker has a Str of 0,cannot make attacks, has it's Flight speed increased by +15 ft.

    Devour Foe (Su): Once a Ker has killed it's selected target it will devour it whole. The victim cannot be Raised or Resurrected.

    Tracking (Su): Keres know the location of their target at all times as per the Locate Creature spell.

    Combat: Despite their obvious natural weaponry, the Keres attack single-mindedly with their whips. They will attack those they have been sent to kill, devouring the corpse afterwards.
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  11. - Top - End - #1121
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    Angreden

    Angreden is an Acquired Template that can be applied to any Giant, Humanoid or Monstrous Humanoid who has died in a state of great anger. They appear as blackened, bloated corpses with oversized heads. (Dragon 198)

    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: The Angreden gets a Slam attack if it doesn't already already have one (two slam attacks with a Full Attack).

    Damage: The Angreden's Slam attack does a minimum of 1d6 plus Str Modifier (scale up or down appropriately for different sized creatures).

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

    Enfeebling Blow (Su): Opponents struck by the Angreden's Slam attack take 1d6 temporary Strength damage.

    Fear Gaze (Su): Gaze attack. Frightened for 1 round per the Angreden's Hit Dice, Willpower Save (Save DC is Charisma based), 30 foot range.

    Death Curse (Su): Whoever destroys an Angreden is cursed by it. This has the same effect as a Bestow Curse spell, but does not allow for a Saving Throw or Spell Resistance.

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

    Immunity to Cold damage (Ex)

    Saves: Unchanged.

    Abilities: +8 Str, +6 Wis, +4 Cha. As an Undead being the Angreden has no Constitution score.

    Skills: Note changes in skills, any new skill bonuses or penalties, or if skills must be recalculated due to a change in type.

    Feats: Unchanged.

    Environment: Any

    Organization: Solitary, pair, gang (3-5), or pack (6-11)

    Challenge Rating: +2

    Treasure: Unchanged.

    Alignment: Any Evil.

    Advancement: Unchanged

    Level Adjustment: ---
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  12. - Top - End - #1122
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    Just have to finish my Scream Queen Template and my 31 Halloween monsters are done. Then it's back to bee critters and honey oozes

    Coffer Corpse

    Coffer Corpse is an Acquired Template that can be applied to any Giant, Humanoid ,or Monstrous Humanoid whose funeral rites are incomplete. They appear as fresh corpses. Despite their desire to move on to the afterlife and have their funerary rites completed, Coffer Corpses hate the living and attack them on sight. Some Coffer corpses may have weapons or equipment if they were unsuccessfully buried or burned with it.

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

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

    Speed: Base land speed lowers -10 ft.

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

    Attacks: The Coffer Corpse gains a Slam attack (2 Slams with a Full Attack Action).

    Damage: Damage for the Slam is identical to the Base Creatures Unarmed Strike damage.

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

    Improved Grab (Ex): The Coffer Corpse can initiate a Grapple without suffering an Attack of Opportunity.

    Constrict (Su): A Coffer Corpse does double it's Slam damage plus one and a half times it's Str modifier with a successful Grapple Check.

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

    Damage Reduction (Su): The Coffer Corpse gains DR 10/Magic, and DR 5/Bludgeoning or Slashing.

    Turn Resistance (Su): The Coffer Corpse gains +2 Turn Resistance.

    False Death (Ex): Any time the Coffer Corpses opponent rolls maximum for damage, would normally threaten a critical, or would normally require a save to avoid death by massive damage, the Coffer Corpse temporarily shuts off for one 1d4 rounds and falls prone. For all intents and purposes it appears to have been destroyed. If it is grappling an opponent, the opponent falls with it, and gains a +4 Bonus on Escape Artist or Grapple Checks meant to escape the Coffer Corpses grapple (they really sink that hold in).

    Saves: Unchanged.

    Abilities: +2 Str, -4 Int, -2 Wis, -2 Cha. As an Undead being the Coffer Corpse has no Constitution score.

    Skills: Unchanged.

    Feats: Unchanged.

    Environment: Any

    Organization: Solitary.

    Challenge Rating: +1

    Treasure: None

    Alignment: Chaotic Evil

    Advancement: Unchanged.

    Level Adjustment: ---
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  13. - Top - End - #1123
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    Default Re: Critters II!

    The 9 HD and 12 HD Silat are both called "Adult" in the stat-block, although the 12 HD one should be called "Matriarch" to match with the description.

  14. - Top - End - #1124
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    Thanks much! I has fixed.

    Scream Queen

    Scream Queen is an Inherited or Acquired Template that can be applied to any Female Humanoid. Generally it's acquired via curse, but if the cursed victim lives long enough they breed true. Scream Queens are generally quite attractive, but easily terrified women that monsters and serial killers feel compelled to stalk (see Weirdness Magnet for Creepy People below). Once they begin stalking her, they slowly start to off everyone she knows before taking her. Even if she survives this, she'll eventually attract something else unless she somehow completely cuts herself off from society or removes the curse.

    Size and Type: Unchanged.

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: Unchanged.

    Attacks: Unchanged.

    Damage: Unchanged.

    Special Attacks: Retains all Special Attacks, except those based on Fear Effects, Intimidation or Bluff.

    Special Qualities: Retains all Special Qualities except those that would give Bonuses or Immunity to Fear Effects, plus gains the following:

    Ah Gravity, Thou Art A Heartless Bitch (Ex): When taking a Run Action, you must make a DC 15 Reflex Slave or slam into the ground, falling prone and stunning yourself 1 round. The Save DC increases to 20 if you're in inappropriate footwear.

    We've Seen You Naked, Now You Must Die (Su): Nothing fires the loins like watching all your friends and loved ones being violently murdered via a maniac. During times of stress you must make a DC 15 Willpower Save, or whatever bad guy is currently stalking you is teleported to within 40 ft of your current location as you and a person of convenience get busy. If you are not currently being stalked, you attract a wandering monster. On the plus side they always attack and kill your paramour first, giving you time to escape. You must make a Save DC each hour when under stress, and the Save DC increases by +1 with each successful Save.

    Fraidy Cat (Ex): You are no longer capable of gaining Immunity or even any form of resistance to the Intimidation skill or Fear effects. Fear effects (Shaken, Frightened, Panicked, Cowering, etc,) last twice as long. If you fail a second Willpower Save (same DC) against the effect, you scream at the top of your lungs the entire time, automatically failing all Hide and Move Silently rolls. You also likely attract wandering monsters if you're in an appropriate area. When attacked by any creature with more Hit Dice than yourself you must make an opposed Level Check (1d20 plus Hit Dice plus Wisdom Modifier) or become Shaken for the duration of the encounter, even if it has no Fear effect of any kind.

    Epic Level Dumbassery (Ex): When under stress, and making decisions, you must make a DC 20 Wisdom check or make the obvious wrong one. For example, the legendary Hayfork Killer has spotted you. The car is next to you, a house you can run inside is 20 feet away, and dark woods the locals refer to as haunted are about 200 yards away across an open field. You choose the field and run screaming all the way.

    If it Weren't for Bad Luck (Su): Once per day you must make a DC 20 Level Check (1d20 plus Hit Dice plus Wisdom Modifier) at random. Well, not really random. For example if you need a door to be open, it will be locked if you fail the Check. If you need the car to start, it fails if you don't make the Check (or maybe you forgot the keys). If you disarm the bad guy, he somehow discovers a +1 Hayfork you just have lying about for no reason, and decides to become the legendary Hayfork Killer if you fail the Check. Man you really must have peed in someones oatmeal to deserve this.

    Run All You Want, It'll Always Catch Up (Su): When running while under the influence of a Fear effect of any kind, you cannot outrun a pursuing opponent, even by Flight or Teleportation. If you teleport, it teleports enough of a distance to catch up to you. If you display a form of movement your pretty sure it doesn't have (burrowing, swimming, flight, etc.), it spontaneously develops hitherto unknown powers and is able to give chase via the same movement type.

    Weirdness Magnet for Creepy People (Su): If there are no monsters, murderers, or feral animals currently stalking you, one immediately starts doing so if you fail a DC 10 Willpower Check, because it randomly sees you in the street or something. You must save once per week, and each week the DC increases by +1 until you fail.

    Saves: Unchanged.

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

    Skills: Loses all ranks in Bluff, Diplomacy, Intimidate, Move Silently or Sense Motive.

    Feats: Any Feats increasing Will Saves, providing Bonuses against Fear Effects, or providing Bonuses to Bluff, Diplomacy, Intimidate, Move Silently or Sense Motive are lost.

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: -2

    Treasure: Unchanged.

    Alignment: Rarely Good or Lawful.

    Advancement: Unchanged.

    Level Adjustment: -4
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  15. - Top - End - #1125
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    Default Re: Critters II!

    Kudos on all the new critters. I especially love seeing the conversions of the old AD&D monsters from Spelljammer and all the Undead Templates. I think all Undead creatures should have templates (after all they were all base creatures once).

    In keeping with the original text, the ancient mariner should do cold damage and bestow a negative level. Also, crones of chaos had 1d6 daggers not just 6. 1d6 is a lot more reasonable for the CR.

    It looks like you switched Fatigued and Exhausted in the Darkhound entry. Creature that lose at least 50% (but less than 75%) than their original Constitution score become Fatigued, and creature that lose 75% or more of their original Constitution score become Exhausted. A creature whose Constitution score reaches 0 dies.

    Deb
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  16. - Top - End - #1126
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    Default Re: Critters II!

    Negative energy damage is often described as feeling cold, so I switched most of the Undead to that as it seemed to make sense.

    I gave the Crone 6 daggers because she really doesn't have anything else in the way of offense if there are no animals and her opponents can keep her at range.

    The Darkhood was written the way I wanted it to be, they are truly nasty critters.

    And now for bees:

    Bee-Gurl, Scout
    Medium Monstrous Humanoid
    Hit Dice: 4d8 (18 hp)
    Initiative: +5
    Speed: 30 ft. (8 squares)
    Armor Class: 12 (+1 Dex, +1 Natural), touch 11, flat-footed 11
    Base Attack/Grapple: +4/+4
    Attack: By Weapon +4 melee or +6 ranged
    Full Attack: By Weapon +4 melee or +6 ranged
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities
    Special Qualities: Alternate Form, Darkvision 60 ft., Detect Poison, SR 14
    Saves: Fort +1, Ref +5, Will +4
    Abilities: Str 11, Dex 13, Con 11, Int 12, Wis 10, Cha 12
    Skills: Bluff +4, Concentration +4, Diplomacy +4, Disguise +4, Hide +4, Intimidate +4, Listen +5, Spot +5
    Feats: Dodge, Improved Initiative, Alertness (B), Persuasive (B)
    Environment: Any Temperate Land
    Organization: Solitary, pair, gang (3–4), troupe (2–13 Scouts, 2–5 Soldiers, and 2–4 Princesses), or hive (20–160 Scouts, 10–80 Soldiers, 10–40 Princesses, and 1 Queen)
    Challenge Rating: 3
    Treasure: Double Standard
    Alignment: Usually Lawful Evil
    Advancement: By Character Class (usually Bee-Guiler)
    Level Adjustment: +2

    Bee-Gurls are said to be descended from humans whose bloodline has been mingled with that of bees. Most of society doesn't realize they exist, as bee-Gurls are naturally paranoid and somewhat xenophobic. Mostly because their Queens are hellbent on world domination. Bee-Gurls speak Common, along with two languages from nearby Humanoid species whose societies they try to infiltrate. Scouts are those infiltrators, and they seek out resources and spy on local species considered rivals for said resources. Many also foment feminist rebellions, and are well known for their hatred of the patriarchal Orcs. Scouts appear similar to whatever Humanoid species is prevalent nearby, except perhaps for oddly colored hair or compound eyes which they usually strive to hide.

    Spell-Like Abilities (Sp): 1/day: Animal Trance, Buzzing Bee, Cause Fear, Charm Person, Swift Fly.

    Alternate Form (Su): All Bee-Gurls can assume the form of a Fine to Medium bee as a supernatural ability. This ability is similar to a polymorph spell (caster level 19th), but a Bee-Gurl does not regain any hit points for changing form, and it can only assume bee forms. The Bee-Gurl loses her natural weapons (if any)and gains the natural weapon of the bee form it assumes. If the Bee-Gurl has a poisonous sting of its own, it uses her own or the bee’s poison, whichever is more potent.

    Detect Poison (Sp): All Bee-Gurls can Detect Poison as per the spell as a 6th Level caster.

    Skills: A Scout gains a +5 Bonus to Disguise Checks when trying to appear as the Humanoid race it resembles.

    Combat: Scouts rarely enter combat, and prefer to call for backup. They are considered to be too valuable to throw their lives away.
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  17. - Top - End - #1127
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    Bee-Gurl, Soldier
    Medium Monstrous Humanoid
    Hit Dice: 7d8+7 (38 hp)
    Initiative: +7
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
    Base Attack/Grapple: +7/+8
    Attack: By Weapon +9 melee/ranged, or Bite +8 melee (1d6+1 plus poison)
    Full Attack: By Weapon +9/+4 melee/ranged, or Bite+8 melee (1d6+1 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison, Spell-Like Abilities, Sweat Venom
    Special Qualities: Alternate Form, Hivemind, Darkvision 60 ft., Detect Poison, Scent, SR 16
    Saves: Fort +3, Ref +7, Will +9
    Abilities: Str 13, Dex 15, Con 13, Int 18, Wis 18, Cha 16
    Skills: Concentration +11, Hide +12, Intimidate +14, Listen +16, Move Silently +12, Spot +16
    Feats: Dodge, Improved Initiative, Weapon Finesse, Alertness (B), Improved Grapple (B)
    Environment: Any Temperate Land
    Organization: Solitary, pair, gang (3–4), troupe (2–13 Scouts, 2–5 Soldiers, and 2–4 Princesses), or hive (20–160 Scouts, 10–80 Soldiers, 10–40 Princesses, and 1 Queen)
    Challenge Rating: 5
    Treasure: Double Standard
    Alignment: Usually Lawful Evil
    Advancement: By Character Class (Usually Bee-Guiler)
    Level Adjustment: +5

    Soldiers look much less human than Scouts, having bee-like eyes, antennae, and occasional chitinous plates (color schemes vary by hive). Their teeth are quite sharp, and they have a stinger-like tongue. A modification necessary to help hide them when disguised. They are sent as cheap muscle to help the Scouts, or murder anyone who finds out the truth about the Hive. Most soldiers guard the Hive, and are only seen outside it when they are sent as a raiding party.

    Spell-Like Abilities (Sp): 3/Day: Animal Trance, Buzzing Bee, Cause Fear. 1/Day: Fly, Neutralize Poison, Suggestion. Caster Level 8th.

    Poison (Ex): Injury, DC 14 Fort Save (Save DC is Con based), Initial and Secondary damage 1d6 Con.

    Sweat Venom (Su): Bee-Gurls can exude a venom from their bodies that coat it like honey. It gives a +2 Bonus to Grapple Checks. Anything that Grapples (or is grapples by) the Bee-Gurl, or that strikes it with an unarmed strike or natural attack risks being poisoned. Contact, DC 14 Fort Save (Save DC is Con based), Initial and Secondary damage is 1d6 Dexterity. If the Bee-Gurl pins her foe in a grapple the Save DC rises to 16. This poison becomes inert when it leaves the Bee-Gurls body, and Bee-Gurls are immune to it's effects.

    Alternate Form (Su): All Bee-Gurls can assume the form of a Fine to Medium bee as a supernatural ability. This ability is similar to a polymorph spell (caster level 19th), but a Bee-Gurl does not regain any hit points for changing form, and it can only assume bee forms. The Bee-Gurl loses her natural weapons (if any)and gains the natural weapon of the bee form it assumes. If the Bee-Gurl has a poisonous sting of its own, it uses her own or the bee’s poison, whichever is more potent.

    Hivemind (Ex): All Bee-Gurls 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 Bee-Gurl in a group is considered flanked unless all of them are.

    Detect Poison (Sp): All Bee-Gurls can Detect Poison as per the spell as a 6th Level caster.

    Combat: Soldiers are fairly tactically sound due to their Hivemind ability. Most of them poison opponents, before using Fly to escape and let their poison do it's work, and then come back to finish off weakened opponents.
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  18. - Top - End - #1128
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    Bee-Gurl, Princess
    Large Monstrous Humanoid
    Hit Dice: 9d8+18 (58 hp)
    Initiative: +8
    Speed: 30 ft. (6 squares), Fly 40 ft. (Good)
    Armor Class: 23 (-1 Size, +4 Dex, +10 Natural), touch 13, flat-footed 19
    Base Attack/Grapple: +9/+15
    Attack: By Weapon +12 ranged/melee or Sting +12 melee (2d6+3 plus poison)
    Full Attack: By Weapon +12/+7 ranged/melee or Sting +12 melee (2d6+3 plus poison)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Aversion, Constrict 1d6+3, Improved Grab, Poison, Sweat Venom, Spell-Like Abilities
    Special Qualities: Alternate Form, Hivemind, Darkvision 60 ft., Detect Poison, Scent, SR 18
    Saves: Fort +5, Ref +10, Will +11
    Abilities: Str 15, Dex 19, Con 15, Int 20, Wis 20, Cha 18
    Skills: Bluff +15, Concentration +14, Diplomacy +15, Intimidate +14, Knowledge (any 2) +15, Listen +17, Spot +17
    Feats: Ability Focus (Aversion), Dodge, Improved Initiative, Mobility, Weapon Finesse, Alertness (B), Improved Grapple (B)
    Environment: Any Temperate Land
    Organization: Solitary, pair, gang (3–4), troupe (2–13 Scouts, 2–5 Soldiers, and 2–4 Princesses), or hive (20–160 Scouts, 10–80 Soldiers, 10–40 Princesses, and 1 Queen)
    Challenge Rating: 7
    Treasure: Double Standard
    Alignment: Usually Lawful Evil
    Advancement: By Character Class (Usually Bee-Guiler)
    Level Adjustment: +7

    Princesses are the royalty of Bee-Gurl society, and see to the day to day operations of the Hive. Each has her own specialty, such as on for warfare, one for food production, and all report directly to the Queen. Indeed it is mostly the Princesses who ever truly see the Queen, and should she die one of them will replace her as the new Queen. Statistically this is unlikely as Queens are virtually immortal, but adventurers have the oddest luck. Princesses look like anthropomorphic bee women, with humanoid faces. Many find them disconcerting.

    Spell-Like Abilities (Sp): At Will: Animal Trance, Buzzing Bee, Cause Fear. 3/Day: Greater Magic Fang, Neutralize Poison, Suggestion. 1/Day: Beehave!. Caster Level 10th.

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

    Aversion (Su): A Bee-Gurl can create a compulsion effect targeting one creature within 30 feet. The target must succeed on a DC 20 Will save or gain an aversion to bees for 10 minutes. Affected creatures must stay at least 20 feet away from any bee or bee-like creature, alive or dead; if already within 20 feet, they move away. A subject unable to move away, or one attacked by bees or bee-like creatures, is overcome with revulsion. This revulsion reduces the creature’s Dexterity score by 4 points until the effect wears off or the subject is no longer within 20 feet of a bee or bee-like creature. This ability is other-wise similar to antipathy as the spell (caster level 16th). The save DC is Charisma-based.

    Sweat Venom (Su): Bee-Gurls can exude a venom from their bodies that coat it like honey. It gives a +2 Bonus to Grapple Checks. Anything that Grapples (or is grapples by) the Bee-Gurl, or that strikes it with an unarmed strike or natural attack risks being poisoned. Contact, DC 17 Fort Save (Save DC is Con based), Initial and Secondary damage is 1d6 Dexterity. If the Bee-Gurl pins her foe in a grapple the Save DC rises to 19. This poison becomes inert when it leaves the Bee-Gurls body, and Bee-Gurls are immune to it's effects.

    Alternate Form (Su): All Bee-Gurls can assume the form of a Fine to Medium bee as a supernatural ability. This ability is similar to a polymorph spell (caster level 19th), but a Bee-Gurl does not regain any hit points for changing form, and it can only assume bee forms. The Bee-Gurl loses her natural weapons (if any)and gains the natural weapon of the bee form it assumes. If the Bee-Gurl has a poisonous sting of its own, it uses her own or the bee’s poison, whichever is more potent.

    Hivemind (Su): All Bee-Gurls 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 Bee-Gurl in a group is considered flanked unless all of them are.

    Detect Poison (Sp): All Bee-Gurls can Detect Poison as per the spell as a 6th Level caster.

    Combat: Princesses usually direct fighting from the rear, using Aversion and their Spell-Like Abilities to direct the fray.
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  19. - Top - End - #1129
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    Bee-Gurl, Queen
    Huge Aberration
    Hit Dice: 22d8+220 (319 hp)
    Initiative: +4
    Speed: 20 ft. (4), Climb 20 ft.
    Armor Class: 28 (-2 Size, +20 Natural), touch 8, flat-footed 28
    Base Attack/Grapple: +16/+33
    Attack: Bite +23 melee (2d6+8 plus poison)
    Full Attack: Bite +23 melee (2d6+8 plus poison) and 6 Claws +18 melee (1d8+4)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Mass Aversion, Constrict 1d8+12, Improved Grab, Poison, Sweat Venom, Spell-Like Abilities, Transformation
    Special Qualities: Alternate Form, Hivemind, Darkvision 60 ft., Detect Poison, Scent, SR 26, Acid and Poison Immunity, Energy Resistance 10 (Fire and Electricity), Regeneration 5, DR 15/ Good and Magic, All-Around Vision
    Saves: Fort +17, Ref +13, Will + 20
    Abilities: Str 28, Dex 10, Con 30, Int 24, Wis 24, Cha 23
    Skills: Bluff +17, Climb +20, Concentration +21, Diplomacy +17, Hide +3, Knowledge (any 2) +18, Listen +18, Move Silently +11, Spot +18, Survival +18
    Feats: Ability Focus (Mass Aversion, Sweat Venom), Heighten Spell-Like Ability, Improved Initiative, Improved Multiattack, Multiattack, Multigrab, Quicken Spell-Like Ability
    Environment: Any Temperate Land
    Organization: Solitary, or hive (20–160 Scouts, 10–80 Soldiers, 10–40 Princesses, and 1 Queen)
    Challenge Rating: 18
    Treasure: Double Standard
    Alignment: Always Lawful Evil
    Advancement: Usually by Character Class (usually Bee-Guiler)
    Level Adjustment: N/A

    Queens are horrifying abominations, constantly shifting masses of chitinous flesh merging the worst of bee and human. Regarded as near deities by the Hive, the Queen is less the Hive's benefactor and more of a parasite growing fat on it's labors. Mundane matters are left to the Princesses to handle, as the Queen produces eggs, and transforms new converts.

    Spell-Like Abilities (Sp): At Will: Animal Trance, Buzzing Bee, Cause Fear. 3/Day: Greater Magic Fang, Haste, Mass Aid, Neutralize Poison, Suggestion, Summon Bee IV. 1/Day: Unholy Aura, For Queen and Country. Caster Level 20th.

    Poison (Ex): Injury, DC 31 Fort Save (Save DC is Con based), Initial and Secondary damage 1d6 Con.

    Mass Aversion (Su): A Bee-Gurl Queen can create a compulsion effect targeting all creatures within 30 feet. The target must succeed on a DC 29 Will save or gain an aversion to bees for 10 minutes. Affected creatures must stay at least 20 feet away from any bee or bee-like creature, alive or dead; if already within 20 feet, they move away. A subject unable to move away, or one attacked by bees or bee-like creatures, is overcome with revulsion. This revulsion reduces the creature’s Dexterity score by 4 points until the effect wears off or the subject is no longer within 20 feet of a bee or bee-like creature. This ability is other-wise similar to antipathy as the spell (caster level 16th). The save DC is Charisma-based.

    Sweat Venom (Su): Bee-Gurls can exude a venom from their bodies that coat it like honey. It gives a +2 Bonus to Grapple Checks. Anything that Grapples (or is grapples by) the Bee-Gurl, or that strikes it with an unarmed strike or natural attack risks being poisoned. Contact, DC 33 Fort Save (Save DC is Con based), Initial and Secondary damage is 2d4 Dexterity. If the Bee-Gurl pins her foe in a grapple the Save DC rises to 35. This poison becomes inert when it leaves the Bee-Gurls body, and Bee-Gurls are immune to it's effects.

    Constrict (Ex): With a successful grapple check, a Queen can constrict a grabbed opponent, dealing it's Bite damage.

    Improved Grab (Ex): If the Queen hits an opponent that is at least one size category smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +33). If it gets a
    hold, it also constricts on the same round.

    Transformation (Su): 8 times per day the Queen can conduct a 1 hour ritual to bestow one of the following Templates on an applicable creature: Adopted Bee-Gurl, Ally of the Hive, Male Drone.

    Alternate Form (Su): All Bee-Gurls can assume the form of a Fine to Medium bee as a supernatural ability. This ability is similar to a polymorph spell (caster level 19th), but a Bee-Gurl does not regain any hit points for changing form, and it can only assume bee forms. The Bee-Gurl loses her natural weapons (if any)and gains the natural weapon of the bee form it assumes. If the Bee-Gurl has a poisonous sting of its own, it uses her own or the bee’s poison, whichever is more potent.

    Hivemind (Su): All Bee-Gurls 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 Bee-Gurl in a group is considered flanked unless all of them are.

    Detect Poison (Sp): All Bee-Gurls can Detect Poison as per the spell as a 6th Level caster.

    Regeneration (Ex): The Queen takes normal damage from Fire and Cold.

    Combat: Queens prefer to let their minions do the fighting while they pepper the melee with Spell-Like Abilities and Mass Aversion. If alone, or forced into melee, they go directly for the Grapple to let their venomous sweat take care of the enemy.
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  20. - Top - End - #1130
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    Ally of the Hive

    Ally is an Acquired Template that can be applied to any Bee or Bee-Like Creature. These are usually Bees or Bee monsters who have been forcibly adopted into the Hive, and transformed into loyal subjects by the Queen. They appear much as they usually do, with some slight feature to differentiate them, such as a different color.

    Size and Type: Size is unchanged, Type becomes Magical Beast if it is no already,

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: Natural Armor Bonus to AC increases by +4.

    Attacks:
    BAB becomes equal to the Base Creature's Hit Dice.

    Damage: Unchanged.

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

    Aversion (Su): A Bee-Gurl can create a compulsion effect targeting one creature within 30 feet. The target must succeed on a DC 20 Will save or gain an aversion to bees for 10 minutes. Affected creatures must stay at least 20 feet away from any bee or bee-like creature, alive or dead; if already within 20 feet, they move away. A subject unable to move away, or one attacked by bees or bee-like creatures, is overcome
    with revulsion. This revulsion reduces the creature’s Dexterity score by 4 points until the effect wears off or the subject is no longer within 20 feet of a bee or bee-like creature. This ability is other-wise similar to antipathy as the spell (caster level 16th). The save DC is Charisma-based.

    Alternate Form (Su): All Bee-Gurls can assume the form of a Fine to Medium bee as a supernatural ability. This
    ability is similar to a polymorph spell (caster level 19th), but a Bee-Gurl does not regain any hit points for changing form, and it can only
    assume bee forms. The Bee-Gurl loses her natural weapons (if any)and gains the natural weapon of the bee form it assumes. If the Bee-Gurl has a poisonous sting of its own, it uses her own or the bee’s poison, whichever is more potent.

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

    Spell Resistance (Ex): Gains SR equal to (13+CR).

    Detect Poison (Sp): All Bee-Gurls can Detect Poison as per the spell as a 6th Level caster.

    Hivemind (Ex): All Bee-Gurls 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-Gurl in a group is considered flanked unless all of them are.

    Saves: Unchanged.

    Abilities: +2 Dex, +2 Int

    Skills: Unchanged unless Base Creature was Vermin (in which case choose 5 skills to be Class Skills).

    Feats: Unchanged, unless Base Creature was Vermin (in which case you will need to choose Feats).

    Environment: Unchanged

    Organization: Unchanged

    Challenge Rating: +2

    Treasure: Unchanged

    Alignment: Always Lawful Evil

    Advancement:
    Unchanged

    Level Adjustment: +4
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  21. - Top - End - #1131
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    Bee-Gurl, Adopted

    Adopted is an Acquired Template that can be applied to any Female Humanoid. This is what become of the women who are recruited by the Hive after the Queen is done with them. They make excellent spies and infiltrators, and appear as they did before their transformation, though they may show some personality changes or bee-like behaviors.

    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, plus gains the following:

    Spell-Like Abilities (Sp): Poison, Polymorph (Self only, can only take the form of Bees or Bee-Like creatures).

    Poison Bite (Ex): The saliva of an Adopted is poisonous when ingested or introduced into the blood, though this ability is generally useless in combat. An Adopted can only inject its venom while grappling a foe with exposed skin. The Fortitude save to resist this poison has a DC of 10 + 1/2 the Adopted’s Hit Dice + its Constitution modifier. Victims who fail this save take 1d4 points of temporary Constitution damage. After 1 minute, they must make another save; failure means another 1d4 points of temporary Constitution damage. An Adopted's kiss is also poisonous, though in this case the save DC is reduced by 2.

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

    Poison Immunity (Ex): You are immune to the venom of Bees and Bee-Gurls.

    Spell Resistance (Ex): You gain SR equal to (12 plus 1 per 3 HD).

    Saves: Unchanged.

    Abilities: +2 Wis.

    Skills: Unchanged.

    Feats: Gains Alertness as a Bonus Feat.

    Environment: Unchanged.

    Organization: Unchanged, but usually adopted by a Hive.

    Challenge Rating:
    +1

    Treasure: Unchanged.

    Alignment: Always Lawful Evil.

    Advancement: Unchanged.

    Level Adjustment:
    ---
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  22. - Top - End - #1132
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    Bee-Gurl, Male Drone

    Adopted is an Acquired Template that can be applied to any Male Humanoid. Few men are wanted or needed by the Hive, and taken only as manual laborers, egg guards, and breeders. After the Queen is done with them, they are almost mindless slaves. Rage is common among them, and they all too often vent it on intruders. Males do not retain their appearance, now resembling wingless anthropoid bees.

    Size and Type: Unchanged.

    Hit Dice: Unchanged.

    Speed:
    Unchanged.

    Armor Class: Unchanged.

    Attacks: Gains a Primary Sting attack.

    Damage: Sting foes 1d3 plus Str Modifier if base creature is Small or 1d4 plus Str if Medium.

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

    Defensive Rage (Ex): This is identical to the Barbarian Rage ability that Barbarians gain at 1st Level, and may be used once per dyay.

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

    Poison Immunity (Ex): You are immune to the venom of Bees and Bee-Gurls.

    Spell Resistance (Ex): You gain SR equal to (12 plus 1 per 3 HD).

    Mental Resistance (Ex): You are immune to Hold and Charm spells.

    Saves: Unchanged.

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

    Skills: Unchanged.

    Feats: Gains Alertness as a Bonus Feat.

    Environment: Unchanged.

    Organization: Unchanged, but usually adopted by a Hive.

    Challenge Rating: +0

    Treasure: Unchanged.

    Alignment: Always Lawful Evil.

    Advancement: Unchanged.

    Level Adjustment: ---
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  23. - Top - End - #1133
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    Default Re: Critters II!

    OMG that Scream Queen Template had me laughing out loud! Nothing like being a weirdness magnate.

    What's the Fly maneuverability of the Darkhood? If it's Perfect, it doesn't need Hover as a Feat. At least the Paladin will be immune to its fear effects :-)

    I don't have time this week to critique the bee-gurls but they look solid.

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    Last edited by Debihuman; 2015-11-18 at 10:36 AM.
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    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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  24. - Top - End - #1134
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    Oopsie, I thought I'd switched that Feat! Lemme think of a replacement when I'm not squabbling wit the resident troll over on minmax.
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  25. - Top - End - #1135
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    Phthisic, Carnal
    Large Aberration (Psionic)
    Hit Dice: 12d8+72 (126 hp)
    Initiative: +4
    Speed: 40 ft. (8 squares)
    Armor Class: 23 (-1 Size, +14 Natural), touch 9, flat-footed 23
    Base Attack/Grapple: +9/+20
    Attack: Tentacle +15 melee (1d6+7 plus Int Drain)
    Full Attack: 6 Tentacles +15 melee (1d6+7 plus Int Drain) and 2 Claws +10 melee (1d6+3)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Mind Feed, Psi-Like Abilities, Mindblast
    Special Qualities: Telepathy 50 ft., Damage Reduction 15/Magic, Darkvision 60 ft., Regeneration 5, Resistance to Cold 10, Power Resistance 18
    Saves: Fort +12, Ref +4, Will +12
    Abilities: Str 25, Dex 10, Con 23, Int 12, Wis 18, Cha 18
    Skills: Hide +10, Listen +16, Move Silently +11, Spot +16
    Feats: Ability Focus (Mindblast), Alertness, Great Fortitude, Improved Initiative
    Environment: Any (usually underground)
    Organization: Solitary
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Always Chaotic Evil
    Advancement: 13-24 HD (Large), 25-36 HD (Huge)
    Level Adjustment: ---

    Unlike normal Phthisic, the Carnal Phthisic is created by a Carnal Illithid attempting psionic surgery to rid itself of unwanted and embarrassing emotions and desires. The Phthisic appears as a large, distorted, horrifying representation of the Illithid's secret personality, the darker side it hides from even it's own kind now that they have gained emotional instability. Normally attempts are made to immediately destroy the creature so as to prevent it from doing any damage to it's 'parents' social reputation, as the Phthisic knows all his/her secrets.

    Mind Feed (Ex): Opponents successfully struck by the Phthisic's Tentacles take 1 point of Intelligence Drain.

    Psi-Like Abilities (Ps): 3/day—Brain Lock, Dimension Slide, Ego Whip, Mental Barrier, Mind Thrust, Telempathic Projection
    1/day—Body Adjustment, Catapsi (DC 18).
    Manifester level 12th. The save DCs are Charisma-based.

    Mindblast (Su): This Psionic attack is a 60' Cone. Anything in it must make a DC 20 Willpower Save or be Confused for 3d4 rounds. The Save DC is Charisma Based. This power is the equivalent of a 4th level spell.

    Regeneration (Ex): The Phthisic takes normal damage from Acid and Fire.

    Combat: Pthisic's open with their Mindblast or Psionic powers before closing in to melee.
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  26. - Top - End - #1136
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    Cloned Xenomorph
    Medium Aberration
    Hit Dice: 6d8+24 (72 hp)
    Initiative: +8
    Speed: 40 ft. (8 squares), Swim Speed 40 ft.
    Armor Class: 22 (+4 Dex, +8 Natural), touch 14, flat-footed 18
    Base Attack/Grapple: +2/+6
    Attack: Claw +6 melee (1d6+4) or Spit Acid +6 ranged (2d6)
    Full Attack: 2 Claws +6 melee (1d6+4) and 1 Bite +1 melee (1d6+2) and 1 Tail +1 melee (1d8+2) or Spit Acid +6 ranged (2d6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Pharyngeal Jaws, Improved Grab, Acid Defense, Acid Spit
    Special Qualities: Hardy, Blindsight, Resin, Alien Hive Mind, Hold Breath, Wall-walker, Confined Spaces, Immunities, Uncanny Dodge,
    Thermal Invisibility, Energy Resistance
    Saves: Fort +9, Ref +9, Will +7
    Abilities: Str 18, Dex 18, Con 18, Int 4, Wis 14, Cha 14
    Skills: Balance +4, Climb +12, Hide +10, Intimidate +4, Jump +4, Listen +4, Move Silently +10, Search -2, Spot +4, Survival +4, and Swim +12
    Feats: Dodge, Improved Initiative, Mobility
    Environment: Any
    Organization: Solitary, Pack (3-6), Hive (11-20 plus Queen), Major Infestation (30-100 plus Queen)
    Challenge Rating: 7
    Treasure: None
    Alignment: Always Neutral
    Advancement: 7-9 HD (Large), 10-18 HD (Huge)
    Level Adjustment: ---

    These are the Drones from Alien: Resurrection whose Queen was contaminated with Ripley's genetic material. They are roughly the same size as regular Drones, but have several important differences. They are notably 'fleshier' in appearance, and their hide seems to be a shimmering green. They are also partially quadrupedal with digitigrade hind legs. Their life cycle is much quicker than that of regular Xenomorphs, and they can quickly overrun an area if not put down. They roar as opposed to the usual Xeno hissing and screeching, and seem more intelligent. Some are more intelligent than others, and may approach the lower levels of human capacity.

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

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

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

    Acid Spit (Ex): Clones can spit a slightly less potent version of their acid as a Ranged attack. It has a Range Increment of 30 ft., with a maximum range of 60 ft. Damage is 2d6 for 1d4 rounds, and opponents can make a Reflex Save (Save DC is Con based) for half damage. opponents who fail the Save by 5 or more are permanently blinded.

    Hardy: A Xenomorph has maximum hp per Hit Die, and all Good Saves.

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

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

    Alien Hive Mind (Ex): Xenomorphs have some sort of rudimentary hive mind, and are rumored to be telepathic, a suggestion which is backed up by the Ripley Clone having an empathic link to the hive. Xenomorphs can tell when one of their own has been harmed or killed within one mile. They also seem to have a relatively short range ability to communicate with each other, which I will define as Telepathy with a 30 ft. range. This telepathy works for their species only, though it is suggested perhaps in Aliens3 that insane individuals can perhaps receive their communications as well (or perhaps Golic is just deep into hallucinatory psychosis). Xenomorphs have also been shown to have some sort of genetic memory transfer, meaning that whatever one of them knows will be passed on to it's descendants. Due to being cloned from DNA contaminated by Ripley, these Xenomorphs have access to her memories up to that point, though they may not fully understand them.

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

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

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

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

    Uncanny Dodge (Ex): A Drone can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

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

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

    Skills: Xenomorphs gain a +6 Racial Bonus on Hide and Move Silently Checks. The Hide Bonus increases to +12 within their hive or in mechanical environments. Xenomorphs do not take a penalty to skill points for having a negative Intelligence modifier. Clones have a +8 Racial Bonus to Climb and Swim Checks, and may always Take 10 on a Climb or Swim Check.

    Combat: The Cloned Xenomorphs are far more intelligent than their natural brethren, and often set up ambushes or traps. On the downside, they appear to be emotional as they are actively vicious, which could be exploitable.
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  27. - Top - End - #1137
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    will has bee stuff soon

    Cloned Xenomorph Queen
    Huge Aberration
    Hit Dice: 16d8+112 (240 hp)
    Initiative: +9
    Speed: 60 ft. (12 squares)
    Armor Class: 33 (-2 Size, +5 Dex, +20 Natural), touch 13, flat-footed 28
    Base Attack/Grapple: +12/+34
    Attack: Claw +20 melee (2d6+10) or Spit Acid +15 ranged (3d6)
    Full Attack: 2 Claws +20 melee (2d6+10) and 1 Bite +18 melee (2d6+5) and 1 Tail +18 melee (2d8+5/19-20) or Spit Acid +15 ranged (3d6)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Pharyngeal Jaws, Improved Grab, Acid Defense, Acid Spit, Multiple Arms
    Special Qualities: Hardy, Blindsight, Resin, Alien Hive Mind, Hold Breath, Wall-walker, Confined Spaces, Immunities, Uncanny Dodge, Thermal Invisibility, Energy Resistance, DR 10/-, Ovipositor
    Saves: Fort +17, Ref +15, Will +15
    Abilities: Str 30, Dex 20, Con 24, Int 6, Wis 20, Cha 14
    Skills: Balance +7, Climb +10, Hide +7, Intimidate +7, Jump +10, Listen +7, Move Silently +11, Search +1, Spot +7, Survival +7
    Feats: Dodge, Improved Critical (Tail), Improved Initiative, Mobility, Multiattack, Diehard (B)
    Environment: Any
    Organization: Solitary
    Challenge Rating: 12
    Treasure: None
    Alignment: Always Neutral
    Advancement: 7-9 HD (Large), 10-18 HD (Huge)
    Level Adjustment: ---

    Cloned from a combination of a Queen Xenomorph and Ripley's DNA, this monster wasn't much different from most Queens other than skin color initially. Except due to genetic transfer it has Ripley's memories, can communicate with the Ripley clone telepathically like any other Xenomorph, and eventually it became able to reproduce parthogenetically as well as via Ovomorphs.

    Pharyngeal Jaws (Ex): If a Drone pins it's opponent while grappling and maintains the pin for 2 consecutive rounds, the opponent must make a Fortitude save (DC 10 + Hit Dice + Dexterity Modifier) at the end of the third round or die. A creature with no discernible anatomy is immune to this effect of the ability. Opponents with no discernible anatomy (and regular opponents who make the Save) take 5d6 points of piercing damage instead.

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

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

    Acid Spit (Ex): Clones can spit a slightly less potent version of their acid as a Ranged attack. It has a Range Increment of 30 ft., with a maximum range of 60 ft. Damage is 3d6 for 1d4 rounds, and opponents can make a Reflex Save (Save DC is Con based) for half damage. opponents who fail the Save by 5 or more are permanently blinded.

    Multiple Arms (Ex): Queens have 4 arms and can thus take advantage of certain Feats.

    Hardy: A Xenomorph has maximum hp per Hit Die, and all Good Saves.

    Blindsight (Ex): A Xenomorph Drone can detect other beings within 60 ft of itself. It is not known by which process it can perform this. It Possibly mimics sight in some form because it can distinguish between humans, xenomorphs, androids, and Yautja. It can also distinguish which humans have been infected with chestbursters. Presumably, unlike normal, this functions within a vacuum. The Alien Queen has also been demonstrated to sabotage equipment and have her minions cut power supplies, so either they can use it to read, or they have some sort of rudimentary ability to sense electricity or other forms of energy as well.

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

    Alien Hive Mind (Ex): Xenomorphs have some sort of rudimentary hive mind, and are rumored to be telepathic, a suggestion which is backed up by the Ripley Clone having an empathic link to the hive. Xenomorphs can tell when one of their own has been harmed or killed within one mile. They also seem to have a relatively short range ability to communicate with each other, which I will define as Telepathy with a 30 ft. range (1 mile in the case of the Queen). This telepathy works for their species only, though it is suggested perhaps in Aliens3 that insane individuals can perhaps receive their communications as well (or perhaps Golic is just deep into hallucinatory psychosis). Xenomorphs have also been shown to have some sort of genetic memory transfer, meaning that whatever one of them knows will be passed on to it's descendants. Due to being cloned from DNA contaminated by Ripley, these Xenomorphs have access to her memories up to that point, though they may not fully understand them.

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

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

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

    Uncanny Dodge (Ex): A Drone can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

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

    Energy Resistance (Ex): Xenomorphs have Energy Resistance 15 to Fire damage.

    Ovipositor: When first encountered, the Queen will be attached to an egg-laying Ovipositor, and/or suspended from a Resin Harness. Detaching the Ovipositor is a Move Action which does 1d6 damage to the Queen (Her DR does not effect this). Disentangling herself from the Harness is a Full Round Action.

    Skills: Xenomorphs gain a +6 Racial Bonus on Hide and Move Silently Checks. The Hide Bonus increases to +12 within their hive or in mechanical environments. Xenomorphs do not take a penalty to skill points for having a negative Intelligence modifier. Clones have a +8 Racial Bonus to Climb and Swim Checks, and may always Take 10 on a Climb or Swim Check.

    Combat: If it is pregnant the Queen is relatively immobile and helpless until well after giving birth. She would have to rely upon the hive to assist her.
    Last edited by Bhu; 2015-12-01 at 06:51 PM.
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  28. - Top - End - #1138
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    Default Re: Critters II!

    Beeswax Golem
    Large Construct
    Hit Dice: 11d10+30 (90 hp)
    Initiative: -1
    Speed: 20 ft. (4 squares)
    Armor Class: 22 (-1 Size, -1 Dex, +14 Natural), touch 8, flat-footed 22
    Base Attack/Grapple: +8/+19
    Attack: Slam +14 melee (2d10+7)
    Full Attack: 2 Slams +14 melee (2d10+7)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Berserk, Disabling Blow
    Special Qualities: Construct traits, Darkvision 60 ft., Immunity to Magic, Low-Light Vision, DR 10/Bludgeoning and Magic
    Saves: Fort +3, Ref +2, Will +3
    Abilities: Str 25, Dex 9, Con -, Int -, Wis 11, Cha 10
    Skills: ---
    Feats: ---
    Environment: Any
    Organization: Solitary or gang (2-4)
    Challenge Rating: 10
    Treasure: None
    Alignment: Always Neutral
    Advancement: 12-18 HD (Large); 19-33 HD (Huge)
    Level Adjustment: ---

    Berserk: When a Beeswax golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once a Beeswax golem goes berserk, no known method can reestablish control.

    Disabling Blow (Su): Opponents hit by a Beeswax Golems Slam attack must make a DC 15 Willpower Save (Save DC is Cha based) or take a -2 Penalty on attack and damage rolls against bees and bee-like creatures for 24 hours (multiplt hits are not cumulative).

    Immunity to Magic: A Beeswax golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below: Spells dealing cold damage cause the wax composing the golem to harden appreciably. They Slow the Golem (as per the spell) for 2d6 rounds, but it's Natural Armor Bonus to AC increases to +20 during that period. A spell dealing fire damage will reverse this, as well as heal 3 points of damage per point of damage it would normally do. The Beeswax Golem can exceed it's hit point maximum, gaining temporary hit points for 2d6 rounds via this method (it automatically fails Saving Throws vs spells doing fire damage). A second spell doing fire damage (or the first if it has not been previously hit with cold) makes the Golem semi-solid and sticky, granting it a +4 Racial Bonus to Grapple Checks for 2d6 rounds. Opponents touching it or being touched by it during this time take 1 point of fire damage.

    Combat: Beeswax Golems are often made to defend Hives of some sort, and do not pursue past the Hives immediate area. They will send intruders off if they approach, but are otherwise not hostile. They will, however, easily beat persistent intruders to death.

    Construction

    A beeswax golem’s body must be sculpted from a single block of beeswax weighing at least 1,000 pounds, treated with rare oils and powders worth 1,500 gp. Creating the body requires a DC 15 Craft (sculpting) check.

    CL 11th; Craft Construct, Animate Objects, Geas/Quest, Resurrection, caster must be at least 11th level; Price 40,000 gp; Cost 21,500 gp + 1,540 XP.
    Last edited by Bhu; 2015-12-28 at 07:43 PM.
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  29. - Top - End - #1139
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    Default Re: Critters II!

    Honey Ooze
    Large Ooze
    Hit Dice: 6d10+30 (63 hp)
    Initiative: -1
    Speed: 10 ft. (2 squares), Climb 10 ft.
    Armor Class: 16 (-1 Size, -1 Dex, +8 Natural), touch 8, flat-footed 16
    Base Attack/Grapple: +4/+11
    Attack: Slam +6 melee (2d4+4 plus sticky)
    Full Attack: Slam +6 melee (2d4+4 plus sticky)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Sticky, Engulf, Healing Properties
    Special Qualities: Blindsight 60 ft., construct traits, DR 10/-
    Saves: Fort +8, Ref +1, Will +2
    Abilities: Str 16, Dex 9, Con -, Int -, Wis 11, Cha 11
    Skills: Climb +10
    Feats: ---
    Environment: Warm or Temperate Plains
    Organization: Solitary
    Challenge Rating: 4
    Treasure: None
    Alignment: Always Neutral
    Advancement: 7-9 HD (Large), 10-18 HD (Huge)
    Level Adjustment: ---

    This is basically a 600 pound blob of honey magically given life as a guardian of the hive. Often kept in the hive's food stores as it looks just like food.

    Sticky (Ex): A Honey Ooze is very sticky, holding fast any creatures or items that touch it. A Honey Ooze automatically grapples any creature it hits with its slam attack (the grappled opponent is engulfed the next round if possible). Opponents so grappled cannot get free while the ooze is 'alive' without removing the adhesive first.

    A weapon that strikes the ooze is stuck fast unless the wielder succeeds on a DC 16 Reflex save. A successful DC 16 Strength check is needed to pry it off.

    Intense heat makes the ooze watery, but it still can grapple normally. On any round the ooze takes fire damage it loses the sticky ability, plus an additional 1d4 rounds. The sticky effect fades 1d4 rounds after the ooze is destroyed.

    Engulf (Ex): A Honey Ooze can attempt to engulf a grabbed
    opponent that is smaller than its size category by making a successful grapple check. Once inside, the opponent takes 2d10+10 points of crushing damage per round. If the opponent cannot requires air, it must hold its breath or begin to suffocate. An engulfed creature can escape by making a successful grapple check or Escape Artist check. The amount of
    time a creature can hold its breath if it takes a standard action is reduced by 1 round. A Honey Ooze can engulf 1 Medium creature, 2 Small creatures, 4 Tiny creatures, 8 Diminutive creatures, or 16 Fine creatures at one time.

    Healing Properties (Su): Honey Ooze is mildly magical, and when destroyed it can be saved into 2d6 potions of Cure Light Wounds or Remove Disease. In the meantime, Undead beings that come into contact with it take 1 point of positive energy damage per round.

    Skills: A Honey Ooze has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

    Combat: Honey Oozes aren't bright, they go straight for the grapple and engulf.


    Blood Honey Ooze: A psychotically patient caster who can collect enough Blood Honey (see the Blood Honey spell) can use it instead of regular honey to animate. Blood Honey Oozes gain a new special attack:

    Negative Energy Saturation (Su): The Blood Honey Ooze does 1d6 negative energy damage each round it maintains contact with a living opponent (including it's Engulf attack). It's touch heals Undead 1d6 hp. If a living opponent is Engulfed by the Honey Ooze it gains one negative level each round it remains engulfed. Undead gain a +1 Bonus to attack rolls instead, and it's common for very small Undead to be inserted into a Blood Honey Ooze to attack victims it has engulfed.

    Blood Honey Oozes are CR 5 and the same cost to build.

    Construction

    A Honey Ooze’s body must be created from a mass of honey weighing at least 1,000 pounds. That's pretty much about it.

    CL 11th; Craft Construct, Animate Objects, Geas/Quest, Resurrection, caster must be at least 11th level; Price 40,000 gp; Cost 21,500 gp + 1,540 XP.
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  30. - Top - End - #1140
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    Default Re: Critters II!

    Dire Beaver
    Medium Animal
    Hit Dice: 4d8+8 (26 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares), Swim 30 ft.
    Armor Class: 16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
    Base Attack/Grapple: +3/+5
    Attack: Bite +5 melee (2d4+3/18-20)
    Full Attack: Bite +5 melee (2d4+3/18-20)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Vicious Bite
    Special Qualities: Low-Light Vision, Scent, Hold Breath, Blindsense 30 ft.
    Saves: Fort +6, Ref +5, Will +2
    Abilities: Str 14, Dex 12, Con 14, Int 2, Wis 12, Cha 10
    Skills: Craft (Dam-Building)+4, Listen +7, Spot +3, Swim +10, Survival +4
    Feats: Alertness, Endurance
    Environment: Cold or Temperate Forests
    Organization: Solitary, Pair or Family (2 Adults plus 1-6 kits of x Hit Dice)
    Challenge Rating: 2
    Treasure: None
    Alignment: Always Neutral
    Advancement: 5-12 HD (Large)
    Level Adjustment: ---

    "Whut we doin' t'day Abner."

    "We're 'sposed ta evict a buncha Beavers. Been makin' dams, messin' up the place."

    "We should pass. Ah hain't gettin' Beaver Fever."

    "Relax, these here are Dire Beavers. They don't get sick."

    "How is giant as opposed ta sick any better?"

    Dire Beavers are the size of smaller Black Bears. The deforestation they sometimes cause in order to build their dams is often of concern, and Druids are often asked to "persuade" them to move on.

    Vicious Bite (Ex): The Dire Beaver's bite threatens a Critical on a Natural 18-20. It ignores the Hardness of wooden items, and the DR/- of wooden beings.

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

    Blindsense (Ex): A Dire Beaver can locate creatures underwater within a 30-foot radius. This ability works only when the Dire Beaver is underwater.

    Skills: Beavers gain a +4 Racial Bonus on Craft (Dam-Building) and Listen Checks. They also gain a +8 Racial Bonus on Swim Checks and may always Take 10 on a Swim Check.

    Combat: Beavers aren't fighters, but they have a vicious bite when cornered. They are also frequent carriers of diseases, such as rabies, and should therefore be approached with caution.
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