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Thread: Critters II!

  1. - Top - End - #1141
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    Default Re: Critters II!

    Dire Hagfish
    Large Animal (Aquatic)
    Hit Dice: 7d8+7 (38 hp)
    Initiative: +3
    Speed: Swim 60 ft. (12 squares)
    Armor Class: 15 (-1 Size, +3 Dex, +3 Natural), touch 12, flat-footed 12
    Base Attack/Grapple: +5/+11
    Attack: Bite +6 melee (1d8+3)
    Full Attack: Bite +6 melee (1d8+3)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Torque
    Special Qualities: Slime Defense, Mindless, Sluggish Metabolism, Blindsense, Scent, Blind
    Saves: Fort +6, Ref +8, Will +3
    Abilities: Str 15, Dex 17, Con 13, Int -, Wis 12, Cha 2
    Skills: Escape Artist +7, Swim +10
    Feats: ---
    Environment: Cold Aquatic
    Organization: Solitary or Colony (10-30)
    Challenge Rating: 2
    Treasure: None
    Alignment: Always Neutral
    Advancement: 8-12 HD (Large), 13-24 HD (Huge)
    Level Adjustment: ---

    "Our one chance ta go fishin' in ages and it has ta be these 'bominations. I tell ya Abner I really do think were cursed."

    Hagfish are truly bizarre creatures, alone among the Animal Kingdom as the only creatures possessing a skull but no vertebral column. They are scavengers who scour the area of corpses. Despite their disgusting nature they are often used as food and clothing.

    Torque (Ex): If the Dire Hagfish makes a Full Attack, and succeeds with it's Bite attack it does maximum damage.

    Slime Defense (Ex): Once per Minute the Dire Hagfish can emit a 20 ft. x 20 ft. x 20 ft cloud of slime. The cloud provides Total Concealment, and all Grapple Checks made within it receive a -10 Circumstance Penalty. It also clogs the gills of other creatures with the Aquatic Subtype, who immediately begin to Suffocate (see the DMG). The Dire Hagfish itself is immune to this suffocation effect. The slime cloud persists for a number of rounds equal to the Dire Hagfishes Constitution score.

    Sluggish Metabolism (Ex): Unlike normal, a Dire Hagfish can go three months without food as opposed to three days.

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

    Blind (Ex): The Dire Hagfishes eyes are little used and extremely ineffective, making it all but blind. Attacks relying on vision such as purely visual illusions or flashes of light have no effect on them. They are used to being Blind, and take none of the penalties otherwise associated with the condition.

    Skills: Hagfish gain a +4 Racial Bonus on Escape Artist Checks. They also gain a +8 Racial Bonus on Swim Checks, and may always Take 10 on a Swim Check.

    Combat: Most Hagfish aren't particularly aggressive, and are perfectly content with carrion. Most will blast opponents with slime and flee, but there are a few stubborn ones.
    Last edited by Bhu; 2016-01-25 at 07:59 PM.
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  2. - Top - End - #1142
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    Default Re: Critters II!

    Wouldn't the dire hagfish's slime wash off in a couple of rounds underwater? Also a cloud of slime should disperse after a while since it is underwater unless the water is completely still.

    Debby
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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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  3. - Top - End - #1143
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    Default Re: Critters II!

    Im doing some research on that still. Hagfish slime is a combo of several chemicals that basically partially solidify seawater. A typical hagfish can produce 20 liters of it in a single burst. It's slow to dissipate because it's designed to suffocate other fish, not provide concealment or make the hagfish slippery (though it does that too). I cant' find an exact duration, but it would have to be decent in order to suffocate gilled fish.
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  4. - Top - End - #1144
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    Default Re: Critters II!

    Looks like Pathfinder already figured this out: http://www.d20pfsrd.com/bestiary/mon.../hagfish-slimy

    Debby
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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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  5. - Top - End - #1145
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    work in progress, modifying hagfish now

    Bee Golem
    Large Construct
    Hit Dice: 11d10+30 (90 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares)
    Armor Class: 18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 17
    Base Attack/Grapple: +8/+16
    Attack: Spiny Slam +11 melee (2d6+1d6 Piercing+4 plus poison)
    Full Attack: 2 Spiny Slams +11 melee (2d6+1d6 Piercing+4 plus poison)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Berserk, Poison, Spiny Defense
    Special Qualities: Darkvision 60 ft., Low-Light Vision, All-around Vision, construct traits, DR 10/Adamantine, Immunity to Magic
    Saves: Fort +3, Ref +4, Will +5
    Abilities: Str 18, Dex 12, Con -, Int -, Wis 14, Cha 11
    Skills: Search +4, Spot +6
    Feats: -
    Environment: Warm or Temperate Plains
    Organization: Solitary or Gang (2-4), often accompanied by a Hive of giant bees or bee-like entities
    Challenge Rating: 10
    Treasure: None
    Alignment: Always Neutral
    Advancement: 12-16 HD (Large), 17-22 HD (Huge)
    Level Adjustment: ---


    Bee Golems are hulking 10 foot Constructs composed of the stings, eyes and exoskeletons of dead bees and bee-like creatures. To say they creep the bejeezus out of people is an understatement. The Hives of course find them an excellent way to use the bodies of the fallen to continue in their defense of all beekind.

    Berserk (Ex): When a Bee 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 Bee Golem goes berserk, no known method can reestablish control.

    Poison (Ex): Injury, Fortitude DC 19, initial and secondary damage 1d4 Con. The save DC is Constitution-based with a +4 Racial Bonus. Opponents must make a Save when successfully injured by the Golems Spiny Defense.

    Spiny Defense (Ex): Attacks by the Golem do +1d6 Piercing damage (this includes successful Grapple Checks). Opponents who attack the Golem with Natural attacks, Unarmed strikes or Grapples also take 1d6 Piercing damage plus their own Strength Modifier.

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

    Immunity to Magic (Ex): A Bee 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 here: The Armored Vermin spell affects the Bee Golem as though it were a Vermin.

    Combat: If it looks weaker the Bee Golem Grapples an opponent. If not it beats them with it's fists like a mad thing.
    Last edited by Bhu; 2016-02-10 at 02:45 AM.
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  6. - Top - End - #1146
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    Default Re: Critters II!

    anyone's thoughts on CR?

    Monster from the Id
    Huge Construct
    Hit Dice: 54d10+40 (337 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 40 (-2 Size, +2 Dex, +30 Natural), touch 10, flat-footed 38
    Base Attack/Grapple: +40/+68
    Attack: Claw +58 melee (6d10+20 plus 2d6 fire)
    Full Attack: Claw +58 melee (6d10+20 plus 2d6 fire)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Power Boost, Invisibility, Fiery Touch, Improved Grab, Trample (2d12+30 plus 2d6 Fire), Frightful Presence
    Special Qualities: Darkvision 60 ft., Low-Light Vision, Construct traits, Magic Immunity, Fast Healing 50, DR 15/-, Immune to Fire and Electricity, Vulnerabilities
    Saves: Fort +18, Ref +20, Will +20
    Abilities: Str 51, Dex 15, Con -, Int 1, Wis 15, Cha 24
    Skills: See text
    Feats: See text
    Environment: Any
    Organization: Unique?
    Challenge Rating:
    Treasure: None
    Alignment: Always Neutral Eivl
    Advancement: See text
    Level Adjustment: ---

    On the Planet Altair IV, there once dwelt a mighty race known as the Krell. Highly advanced, they had created a Great Machine capable of converting energy into matter (and vice versa) instantaneously, anywhere on their world. It allowed them the benefits of technology without cumbersome instrumentation (unless of course you consider 9,200 thermonuclear reactors spanning the planet to power this machine cumbersome).

    Despite this they were wiped out in a night. Their Great Machine tapped into their minds, and in some manner to their Id: a dark, primitive side of their personality driven to gratify any impulse or urge. It created monsters from their own subconscious.

    Power Boost (Ex): When the Monster runs into something it cannot destroy, it draws upon the Great Machine for more power. As the Monster lacks imagination this takes the form of more damage. Each round the damage done by it's Fiery Touch increases by +1d6 to a maximum of 30d6. If the target appears immune to Fire, then it will switch to boosting Strength instead, gaining +2 Str per round (to a maximum of +36 Str). Likely it would exceed these limits given what it has access to, but for game purposes I have to write down something other than "infinite".

    Fiery Touch (Ex): Touching or being touched by a Monster deals 2d6 points of fire damage.

    Invisibility (Ex): The Monster permanently has the benefits of the Greater Invisibility spell in effect upon it's person. When in contact with Force effects it can be seen as a translucent figure, and so loses it's invisibility in any round it is targeted by an attack doing force damage, or maintains contact with a construct or object made of Force.

    Improved Grab (Ex): If the Monster of the Id successfully hits with it's Claw attack it can immediately make a Grapple attempt as a Free Action without provoking an Attack of Opportunity. If it succeeds it does it's claw damage.

    Trample (Ex): DC 50 Reflex Save for half damage (Save DC is Str based).

    Frightful Presence (Ex): When the Monster attacks or charges, all living beings within 60 ft. must make a DC 44 Willpower Save (DC is Cha based) or be Shaken for 4d6 rounds.

    Magic Immunity (Ex): A Monster of the Id is immune to any spell or spell-like ability that allows spell resistance, with the exception of spells or abilities doing Force damage or that have the Force descriptor.

    Vulnerabilities (Ex): If the Great Machine is destroyed (or the person using it is killed), the Monster immediately ceases to exist. Additionally, somehow interfering with the Machine's access to power could weaken the Monster significantly. Any other attempt to destroy it merely causes the Monster to temporarily cease, only to reappear once the Great Machine is used again. The downside of this is that destroying the Great Machine starts a chain reaction that wipes out more than a few planets...

    Skills and Feats: The Monster of the Id has all the skills and Feats of whichever person is using the Great Machine to create it where applicable. For example the version from the film has no hands, and so could not do fine manipulation skills such as Forgery or Open Lock, and it's body type may prevent the use of certain Feats. For purposes of skills it uses the ranks and Int Bonus of the Machine's user, despite being unintelligent itself. Using the Great Machine slowly grants the user more mental strength. It permanently increases his Int by 1 for every year of use.

    Combat: Fighting the Monster from the Id is nearly impossible, as the Great Machine immediately generates new matter to replace the damaged tissue. No matter what the obstacle, the Machine will simply increase Power until the monster has sufficient ability to overcome it. Fortunately the Monster is neither spectacularly intelligent, nor creative. It simply reacts. It cannot cross walls of Force, even though the machine could simply recreate it on the other side effectively teleporting it. It will simply batter uselessly at the wall. Even so, the only way to truly oppose it is cut off it's power source, destroy the Great Machine, or kill the person who is subconsciously using the Machine to generate it.
    Last edited by Bhu; 2016-02-12 at 09:00 PM.
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  7. - Top - End - #1147
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    Quote Originally Posted by Bhu View Post
    anyone's thoughts on CR?
    First, I am not a big fan of epic creatures for critiquing purposes (takes too long to go through the stat block). That said, it's not fleshed out enough to accurately judge CR. That's the very last thing you should do unless you are designing for a specific CR. We still don't know what many of the abilities do. However, despite my reluctance to critique epic creatures, this one really intrigues me. I'm a fan fan of Forbidden Planet. It should be Unique, if you are making a faithful recreation of a movie monster.
    Spoiler
    Show
    Also, it had one BIG death throes, taking out the planet with it.


    Int 1 gives it standard skills and feats. At 54 HD that's 59 skill points
    Spoiler
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    That's probably what Mobius had after gaining super smarts.
    and 19 feats, which is likely more than any PC operator of the Great Machine will have. I think if you just base it on Dr. Mobius, it will be fine. The move you veer off course from the movie, the less fond of it I'll be.

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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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    Default Re: Critters II!

    ok, howzit look now?
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    Default Re: Critters II!

    Quote Originally Posted by Bhu View Post
    ok, howzit look now?
    Monster's Int should read "varies" as it relies on whoever used the Great Machine; otherwise, it looks pretty good. You could define the Great Machine a bit better; perhaps using the Great Machine should require a DC 30 Knowledge (architecture and engineering) check.

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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  10. - Top - End - #1150
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    Beeserker
    Large Monstrous Humanoid
    Hit Dice: 8d8+48 (84 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares), Fly 60 ft. (Good)
    Armor Class: 19 (-1 Size, +2 Dex, +8 Natural), touch 11, flat-footed 17
    Base Attack/Grapple: +8/+18
    Attack: Claw +13 melee (1d6+6)
    Full Attack: 4 Claws +13 melee (1d6+6) and 1 Bite +8 melee (1d8+3)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Rage, Shared Rage, Improved Grab, Sting
    Special Qualities: Darkvision 60 ft., Hive Mind, Advanced Hive Mind,
    Saves: Fort +8, Ref +8, Will +10
    Abilities: Str 23, Dex 14, Con 23, Int 8, Wis 15, Cha 10
    Skills: Intimidate +5, Listen +5, Spot +6, Survival +5
    Feats: Extra Rage, Instantaneous Rage, Mad Foam Rager
    Environment: Warm Plains
    Organization: Solitary or Group (2-6)
    Challenge Rating: 7
    Treasure: None
    Alignment: Usually Chaotic Neutral
    Advancement: By Character Class
    Level Adjustment: ---

    Beeserkers are winged, 4 armed bee-like humanoids known for their anger management issues. And by issues we mean "mouth frothing psychopaths".

    Rage (Ex): The Beeserker can Rage as per the Barbarian Ability. It can Rage a number of times per day as a Barbarian whose Level is the same as it's Hit Dice.

    Shared Rage (Ex): When the Beeserker enters Rage, all Allies present that are part of it's Hivemind also enter Rage for the same period of time.

    Improved Grab (Ex): If the Beeserker hits with it's Claw attack, it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If it succeeds it can use it's Sting ability.

    Sting (Ex): If the Beeserker makes a successful Grapple Check, it does 3d6+9 damage, and the opponent must make a DC 20 Fortitude Dave (Save DC is Con based) or be poisoned. Initial and Secondary damage is 1d6 Con.

    Hive Mind (Ex): All Beeserkers within 50 miles of their leader 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 Beeserker in a group is considered flanked unless all of them are.

    Advanced Hive Mind (Su): Advanced Hive Minds can share knowledge. When using the Aid Another option you grant a +4 Bonus instead of the usual +2. Any member of the Hivemind can use a Feat or Skill possessed by any other member of the Hivemind as a Standard Action that provokes an Attack of Opportunity. Once the member takes the aforementioned Swift Action, he may use the Skill Ranks of any member of the Hivemind (but uses his own ability modifier) for 1 Minute, or gains access to any 1 Feat possessed by the Hivemind for the same amount of time. The original contributor does not lose the use of the Skill or Feat, and the receiver retains it's use for the full Minute regardless of range. They have Telepathy with a 100 ft. range with other members of the Hivemind. They may also send a 10 word message as a Swift Action to any member of the Hivemind outside that range (but still within 50 miles). There are Hivemind Feats that can provide further benefits.

    Skills: Beeserkers have a +4 racial bonus on Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

    Combat: Beeserkers aren't subtle, and have limited planning abilities. They tend to Rage and charge.
    Last edited by Bhu; 2016-03-30 at 07:31 PM.
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  11. - Top - End - #1151
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    Default Re: Critters II!

    I find Advaced Hivemind a bit confusing. To. Use a feat or skill, do you need to mediate for a full minute first? How does it work for combat? Or is it just for skills you need to mediate? How can you meditate in combat. What if your other beeserker moves out of range when you are meditating.

    Debby
    Last edited by Debihuman; 2016-03-11 at 09:40 AM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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    I shall revise text with next monster post
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    Beeserker edited


    Heyve original idea by TechnoKami
    Huge Aberration
    Hit Dice: 12d8+84 (138 hp)
    Initiative: +6
    Speed: 5 ft. (1 square), Fly 80 ft. (Good)
    Armor Class: 28 (-2 Size, +2 Dex, +18 Natural), touch 10, flat-footed 26
    Base Attack/Grapple: +9/+18
    Attack: Bite +10 melee (2d6+1 plus poison)
    Full Attack: 3 Bites +10 melee (2d6+1 plus poison)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Poison, Swarms
    Special Qualities: Darkvision 60 ft., All-Around Vision, Immunity to Poison, Hivemind, Advanced Hivemind
    Saves: Fort +11, Ref +6, Will +13
    Abilities: Str 12, Dex 14, Con 24, Int 10, Wis 20, Cha 16
    Skills: Knowledge (Geography, Nature) +9, Search +9, Spot +9, Survival +7
    Feats: Improved Initiative, Weapon Finesse, Weapon Focus (Bite), any 2 Hivemind Feats
    Environment: Warm Plains
    Organization: Solitary
    Challenge Rating: 9
    Treasure: Standard
    Alignment: Usually Lawful Evil
    Advancement: 13-18 HD (Huge), 19-36 (Gargantuan)
    Level Adjustment: ---

    Heyve's are horrifying balls of floating, waxy flesh covered in compound eyes. Toothed maws open and close randomly on it's surface, often unleashing symbiotic swarms of bees that live safely within it. Rumor has it they were created as living weapons by the Bee-Gurls.

    Poison (Ex): Injury, DC 23 Fortitude Save (Save DC is Con based), initial and secondary damage is 2d4 Con.

    Swarms (Ex): A Heyve holds 8 Bee Swarms inside itself, and can release one on it's opponents as a Swift Action. These Swarms obey the Heyve and are part of it's Hive Mind.

    All-Around Vision (Ex): The Heyve's many eyes give it a +4 Racial Bonus on Search and Spot Checks, and render it immune to flanking.

    Hive Mind (Ex): All Heyves within 50 miles of their leader 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 member of the group is considered flanked unless all of them are.

    Advanced Hive Mind (Su): Advanced Hive Minds can share knowledge. When using the Aid Another option you grant a +4 Bonus instead of the usual +2. Any member of the Hivemind can use a Feat or Skill possessed by any other member of the Hivemind as a Standard Action that provokes an Attack of Opportunity. Once the member takes the aforementioned Swift Action, he may use the Skill Ranks of any member of the Hivemind (but uses his own ability modifier) for 1 Minute, or gains access to any 1 Feat possessed by the Hivemind for the same amount of time. The original contributor does not lose the use of the Skill or Feat, and the receiver retains it's use for the full Minute regardless of range. They have Telepathy with a 100 ft. range with other members of the Hivemind. They may also send a 10 word message as a Swift Action to any member of the Hivemind outside that range (but still within 50 miles). There are Hivemind Feats that can provide further benefits.

    Combat: Heyve's generally unleash their Bees first, after which their combat options depend on their Hivemind Feats.



    Beelemnoid
    Gargantuan Aberration
    Hit Dice: 20d8+200 (290 hp)
    Initiative: +7
    Speed: Swim ft. (4 squares)
    Armor Class: 25 (-4 Size, +3 Dex, +16 Natural), touch 9, flat-footed 22
    Base Attack/Grapple: +15/+38
    Attack: Arm +22 melee (1d6+11 plus poison)
    Full Attack: 10 Arms +22 melee (1d6+11 plus poison)
    Space/Reach: 20 ft./15 ft.
    Special Attacks: Improved Grab, Constrict, Poison
    Special Qualities: Darkvision 60 ft., Jet, Ink Cloud, Low-Light Vision
    Saves: Fort +16, Ref +11, Will +18
    Abilities: Str 32, Dex 16, Con 30, Int 14, Wis 22, Cha 20
    Skills: Intimidate +5, Knowledge (Geography, Nature) +2, Listen +6, Search +2, Sense Motive+6, Spot +6, Survival +6, Swim +19
    Feats: Blind-Fight, Combat Expertise, Combat Reflexes, Endurance, Improved Initiative, Improved Trip, Lightning Reflexes
    Environment: Warm Aquatic
    Organization: Solitary
    Challenge Rating: 12
    Treasure: Triple Standard
    Alignment: Usually Lawful Evil
    Advancement: 21-32 HD (Gargantuan); 33-60 HD (Colossal)
    Level Adjustment: ---

    Beelemnoids are a horrifying amalgamation of bee and squid. Unlike most squids they have 10 short arms with poisoned barbs, compound eyes, and chitinous plating over it's normal hide. They are the heavy aquatic shock troops of the Hives,

    Improved Grab (Ex): To use this ability, the Beelemnoid must hit with an arm attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

    Constrict (Ex): A Beelemnoid deals automatic arm or tentacle damage with a successful grapple check.

    Poison (Ex): Injury, DC 30 Fortitude Save (Save DC is Con based), initial and secondary damage is 2d4 Con.

    Jet (Ex): A Beelemnoid can jet backward once per round as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

    Ink Cloud (Ex): A Beelemnoid can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the Beelemnoid normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.

    Skills: Beelemnoids have a +4 Racial Bonus on Spot Checks, and a +8 Bonus on Swim Checks. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    Combat: Beelemnoids strike their opponents with their barbed arms, then grab and crush or drag victims into the waters. An opponent can make sunder attempts against a Beelemnoids tentacles or arms as if they were weapons. A Beelemnoids tentacles have 20 hit points, and its arms have 10 hit points. If a Beelemnoid is currently grappling a target with one arm, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a Beelemnoids arm deals damage to the Beelemnoid equal to half the limbís full normal hit points. A Beelemnoid usually withdraws from combat if it loses three of its arms. A Beelemnoid regrows severed limbs in 1d10+10 days.



    Beerded Man
    Fine Outsider (Lawful, Native)
    Hit Dice: 12d8+36 (90 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares), Fly 80 ft. (Good)
    Armor Class: 26 (+8 Size, +4 Dex, +4 Deflection), touch 26, flat-footed 22
    Base Attack/Grapple: +12/-
    Attack: Swarm (3d6 plus Poison)
    Full Attack: Swarm (3d6 plus Poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spellcasting, Summoning, Poison
    Special Qualities: Darkvision 60 ft., Swarm traits, Immune to Weapon Damage, Improved Swarm, Unearthly Grace, Rejuvenation, Hivemind, Advance Hivemind, All-Around Vision
    Saves: Fort +15, Ref +16, Will +16
    Abilities: Str -, Dex 18, Con 16, Int 12, Wis 18, Cha 18
    Skills: Bluff +14, Concentration +13, Diplomacy +14, Hide +20, Intimidate +14, Knowledge (Arcana, Geography, Nature, Religion) +12, Listen +14, Sense Motive +14, Spellcraft +12, Spot +14, Survival +14
    Feats: Greater Spell Focus (Enchantment), Spell Focus (Enchatment), any 3 Advanced Hive Mind Feats
    Environment: Any
    Organization: Unique
    Challenge Rating: 14
    Treasure: None
    Alignment: Lawful Neutral
    Advancement: By Character Class
    Level Adjustment: ---

    The Beerded Man appears to be a hooded, robed man from a distance whose long beard is swarming with bees. In reality it is a swarm of bees animated by...something. Some think he's a demon or demigod, some think he's undead. No one is quite sure. He appears in someway connected to the Bee Gawds and Bee-Guilders as he interferes with their actions frequently, sometimes to help, sometimes not.

    Spellcasting: The Beerded Man can cast spells as a Bee-Guiler whose Caster Level equals his Hit Dice.

    Summoning (Su): Creatures summoned via the Beerded Man's spells gain a +2 Deflection Bonus to AC.

    Poison (Ex): Any creature subjected to the Beerded Man's Swarm attack is also magically poisoned. Injury, DC 20 Fort Save (Save DC is Cha based), initial and secondary damage is 2d4 Con.

    Improved Swarm (Ex): Unlike normal swarms the Beerded Man is not vulnerable to high winds or the Gust of Wind spell.

    Unearthly Grace (Su): The Beerded Man gains a Deflection Bonus to AC, and a Bonus to all Saving Throws equal to his Cha Modifier.

    Rejuvenation (Su): There currently is no known method for permanently destroying the Beerded Man. No matter what is done to him, his swarm simply reforms from available bees in another location 2d4 days later.

    Advanced Hivemind (Su): Advanced Hive Minds can share knowledge. When using the Aid Another option you grant a +4 Bonus instead of the usual +2. Any member of the Hivemind can use a Feat or Skill possessed by any other member of the Hivemind as a Standard Action that provokes an Attack of Opportunity. Once the member takes the aforementioned Swift Action, he may use the Skill Ranks of any member of the Hivemind (but uses his own ability modifier) for 1 Minute, or gains access to any 1 Feat possessed by the Hivemind for the same amount of time. The original contributor does not lose the use of the Skill or Feat, and the receiver retains it's use for the full Minute regardless of range. They have Telepathy with a 100 ft. range with other members of the Hivemind. They may also send a 10 word message as a Swift Action to any member of the Hivemind outside that range (but still within 50 miles). There are Hivemind Feats that can provide further benefits.

    Unlike normal the Beerded Man can forcibly join a Hivemind by psychically attacking one of it's members who is within 120 ft., as a Swift Action. If the opponent fails a DC 20 Willpower Save (Save DC is Cha based), then the Beerded Man becomes a part of the Hivemind for 24 hours. If the opponent succeeds then he is immune to further attempts for 24 hours.

    All-Around Vision (Ex): The Beerded Mans many eyes give it a +4 Racial Bonus on Search and Spot Checks, and render it immune to flanking.

    Skills: The Beerded Man has a +4 Racial Bonus with Spot checks and Survival Checks made to orient himself.

    Combat: The Beerded Man rarely enters combat himself, preferring to manipulate events from behind the scenes. If he must enter a fight he summons aid, disrupts events with his spells, and picks off the weak.
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  14. - Top - End - #1154
    Firbolg in the Playground
     
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    My apologies for the delay, my tendon problems are getting worse (I'm supposed to be getting evaluated by an Orthopedic surgeon soon). Dire Honey Badger comin soon

    Hiveless Template

    Hiveless is an Acquired Template that can be applied to any member of a Hivemind who has been cursed after being kicked out.

    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 except those requiring Hivemind or Advanced Hivemind.

    Special Qualities: Retains all Special Qualities of the Base Creature, except Hivemind, Advanced Hivemind, or any abilities based off of them. It also gains the following:

    Barred (Su): The Base Creature can never again become part of a Hivemind, and automatically fails all Charisma based Skilll Checks against the members of Hiveminds who now despise him.

    Saves: Unchanged.

    Abilities: Unchanged.

    Skills: Unchanged.

    Feats: The Base Creature loses any Advanced Hivemind Feats.

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: +0

    Treasure: Unchanged.

    Alignment: Unchanged, unless becoming a member of the Hivemind changed the Base Creatures Alignment. In that case the Base Creature reverts to it's previous Alignment.

    Advancement: Unchanged.

    Level Adjustment:
    +0



    Serf

    Serf is an Acquired Template that can be applied to any Bee or Bee-Like Creature captured by Clerics of The Hive. It has also been applied to some natives of Mechanus.

    Size and Type: Size is Unchanged. Type becomes Outsider if it isn't already. Loses all Alignment based Subtypes except Lawful.

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: Unchanged.

    Attacks: Unchanged, recalculate BAB if Type changed.

    Damage: Unchanged.

    Special Attacks: Retains all Special Attacks of the base creature except those based on Chaos or individuality, and gains the following if it doesn't already have them:

    Defender (Ex): Serfs gain a +2 Bonus to attack, damage and initiative rolls when defending or fighting with a member of their Hivemind.

    Special Qualities: Retains all Special Qualities of the base creature except those based on Chaos or individuality, and gains the following if it doesn't already have them:

    Hive Mind (Ex): All Serfs within 50 miles of their leader 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 member of the group is considered flanked unless all of them are.

    Advanced Hive Mind (Su): Advanced Hive Minds can share knowledge. When using the Aid Another option you grant a +4 Bonus instead of the usual +2. Any member of the Hivemind can use a Feat or Skill possessed by any other member of the Hivemind as a Standard Action that provokes an Attack of Opportunity. Once the member takes the aforementioned Swift Action, he may use the Skill Ranks of any member of the Hivemind (but uses his own ability modifier) for 1 Minute, or gains access to any 1 Feat possessed by the Hivemind for the same amount of time. The original contributor does not lose the use of the Skill or Feat, and the receiver retains it's use for the full Minute regardless of range. They have Telepathy with a 100 ft. range with other members of the Hivemind. They may also send a 10 word message as a Swift Action to any member of the Hivemind outside that range (but still within 50 miles). There are Hivemind Feats that can provide further benefits.

    Immunities (Ex): Serfs are immune to Charm and Compulsion effects.

    Saves: Recalculate Saves due to Type change.

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

    Skills: Skills must be recalculated due to Int and (possibly) Type change. The Serf gains three new skills chosen by it's new Master as Class skills, and must devote skill ranks gained to keeping those skills at max ranks.

    Feats: Choose Feats if Type change grants the Base Creature access to them. You also gain one Advanced Hivemind Feat as a Bonus Feat.

    Environment: Mechanus.

    Organization: Hivemind (2+)

    Challenge Rating: +1

    Treasure: Standard

    Alignment: Always Lawful Neutral.

    Advancement: Unchanged.

    Level Adjustment: +2



    I also finally remembered to finish the Bee-Dazzlers Debi!

    Bee-Dazzlers inspired by Debihuman!

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

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

    Hit Dice: Unchanged.

    Speed: Unchanged.

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

    Attacks: Unchanged.

    Damage: Unchanged.

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

    Spell-Like Abilities (Sp): Exact number and type of abilities depend on the base creatures Hit Dice. 1-2: City Lights 3/Day, 3-4: Daylight 1/Day, 5-6: Blistering Radiance 1/Day, 7-8: Righteous Aura 3/Day, 9-10: Rainbow Blast 1/Day, 11-12: Radiant Assault, 13-14: Sunburst 3/Day and Radiance 1/Day, 15-16: Rejuvenating Light, 17-18: Magius's Light of Truth 1/day, 19-20: May now use Magius's Light of Truth 2/Day.

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

    Glare Vision (Ex): Immune to being Dazzled or Blinded or having their vision impaired by effects created via bright light.

    Energy Resistance 10 (Sonic)

    Spell Resistance (Ex): SR equals 15+CR, but only vs spells on the Bard spell list, or that have the Light or Sound descriptors.

    Saves: Unchanged.

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

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

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

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: HD 4 or less, as base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base creature +3.

    Treasure: Unchanged.

    Alignment: Unchanged.

    Advancement: Unchanged.

    Level Adjustment: +2
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  15. - Top - End - #1155
    Firbolg in the Playground
     
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    Dire Honey Badger
    Large Magical Beast
    Hit Dice: 15d10+75 (157 hp)
    Initiative: +8
    Speed: 60 ft. (12 squares), Climb 20 ft., Burrow 20 ft.
    Armor Class: 24 (-1 Size, +4 Dex, +11 Natural), touch 13, flat-footed 20
    Base Attack/Grapple: +15/+33
    Attack: Bite +24 melee (2d8+10/19-20)
    Full Attack: 1 Bite +24 melee (2d8+10/19-20) and 2 Claws +19 melee (2d4+5/19-20)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Unstoppable Juggernaut of Destruction, Stink Gland
    Special Qualities: Low-Light Vision, Darkvision 60 ft., Scent, Immunities, DR 5/-, SR 21, Fast Healing 5
    Saves: Fort +14, Ref +13, Will +6
    Abilities: Str 30, Dex 18, Con 20, Int 3, Wis 12, Cha 12
    Skills: Climb +19, Escape Artist +8, Hide +3, Intimidate +10, Listen +6, Move Silently +4, Spot +6
    Feats: Ability Focus (Stink Gland), Endurance, Improved Initiative,
    Environment: Warm Forest or Plains
    Organization: Solitary
    Challenge Rating: 10
    Treasure: None
    Alignment: A very ill tempered Neutral
    Advancement: 16-22 HD (Large), 23-45 HD (Huge)
    Level Adjustment: ---

    "Honey Badger don't give a beeeeep!"

    Lets not pretend, you all know what this is. The only difference is that intelligent bees pay the lazier badgers in honey to act as hive guards.

    Unstoppable Juggernaut of Destruction (Ex): The Honey Badger can continue to fight, even while disabled or dying. Their natural attacks threaten a critical on a 19-20. If the Badger makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect.

    Stink Gland (Ex): 3/day the Dire Honey Badger can unleash a stink bomb affecting everything that is within 30 ft. of itself (Badgers are immune to Badger stink).. Victims must make a DC 24 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1d6 rounds, and Sickened for 1 Minute after. Even if the Save is successful the victim is still Sickened 1d6 rounds. This ability negates Scent within it's area while in use, and creatures with Scent take a -4 Penalty on their Save.

    Immunities (Ex): Dire Honey Badgers are immune to poison/disease and cannot be Fatigued/Exhausted. They can ingest virtually any organic matter without any more harm than a stomach ache, even rotting undead. They are also immune to Fear effects.

    Skills: Honey Badgers have a +4 racial bonus on Escape Artist and Intimidate checks, and a +8 racial bonus on Climb checks. A Honey Badger can always choose to take 10 on a Climb check, even if rushed or threatened.

    Combat: Honey Badgers roar directly into conflict like hairy meat torpedoes. Their stink gland is reserved for the very rare occasion when they decide to retreat.
    Last edited by Bhu; 2016-06-30 at 05:12 PM.
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  16. - Top - End - #1156
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    Default Re: Critters II!

    Good monster, but I think it's a little overpowered for it's CR... I honestly don't know, but I think putting it at 10-11 might be a better idea.
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  17. - Top - End - #1157
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    Default Re: Critters II!

    Technically the Dire Honey Badger should be an Animal not a Magical Beast. They should have DR 10/magic to match their tough skin if you are going to keep them as magical beasts.They should also have the same Ferocity Special Ability as dire boar and a form of Evasion. Combining special abilities messes just makes it harder to assess CR.

    Ferocity (Ex): A dire honey badger is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

    They should have the Improved Critical feat rather than fold it into a special ability, especially since it is already a feats short.

    Evasion (Ex): If a honey badger makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), it instead completely negates the effect.

    Debby
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  18. - Top - End - #1158
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    Default Re: Critters II!

    The typical name for the fortitude/will version of evasion is mettle. Evasion is for reflex saves (and typically only related to damage).

    If the Dire Honey Badger is a magical beast, it should have d10 HD (and have +15 BAB). If it is an animal, it should be Int 2 or lower.

  19. - Top - End - #1159
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    Default Re: Critters II!

    oopsie!

    Sorry guys, I'll fix. I changed mind partway through and forgot to update.

    On a side note the painkillers arent helping anymore and an mri has shown why: I have multiple tears throughout my right labrum as well as partial tears or tears in 4 or more tendons in that shoulder. one of which will likely require surgery. So I may need several weeks off to heal. Will learn more when i meet with surgeon next week to discuss options.
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  20. - Top - End - #1160
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    Default Re: Critters II!

    modidified badger, and now a new segment:

    Duckbunnies
    Tiny Magical Beast
    Hit Dice: 1/2d10 (3 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), Swim 30 ft.
    Armor Class: 14 (+2 Size, +2 Dex), touch 14, flat-footed 12
    Base Attack/Grapple: +1/-11
    Attack: Nip +5 melee (see below)
    Full Attack: Nip +5 melee (see below)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Nip
    Special Qualities: Darkvision 60 ft., Low-Light Vision, Awareness
    Saves: Fort +2, Ref +4, Will +1
    Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7
    Skills: Escape Artist+3, Hide +18, Jump +6, Listen +5, Move Silently +10, Spot +5, Swim +5
    Feats: Weapon Finesse
    Environment: Any Land
    Organization: Solitary, Pair, or Flock (4-20)
    Challenge Rating: 1/8
    Treasure: None
    Alignment: Usually Neutral
    Advancement: ---
    Level Adjustment: ---

    Ladies and gentlemen welcome to the 120th Annual Evil Minions Jamboree, where enterprising business persons of the magical sort parade the godless abominations they hope to sell in order to recoup the costs of researching them. As always I am Thad Thad, with my partner Death Chiffon. Where are we tonight Chiffon?"

    "Tater, Iowa."

    "Omigod are you serious?"

    "Alas."

    "Well, lets make the most of it. Greetings kind sir, who are you and what do you have for us?"

    "Mah name is Wheezy Joe, and these are mah Duckbunnies. Ah knows they don't look like much, but be careful their beaks are at kneecap level."

    Duckbunnies are a magical crossbreed of snowshoe hare and various types of duck. Not exactly powerful, they do make decent early warning systems as their flocks tend to raise hell when strangers are near. For the most part they live like common hares, but are never far from water, which is their primary means of escape from predators.

    Nip (Ex): If the Duckbunny successfully Nips someone, they must make a DC 10 Willpower Save or take no Action against the Duckbunny that round, giving it an opportunity to flee. Save DC is Charisma based with a +2 Racial Bonus.

    Awareness (Ex): Duckbunnies cannot be Flanked, and do not lose their Dex Bonus to AC against invisible opponents or while Flat-footed.

    Skills: Duckbunnies have a +8 racial bonus on Hide, Jump, Move Silently, and Swim checks. They an always Take 10 on a Swim Check. A Duckbunny has an additional +4 racial bonus on Hide checks in forests during the summer or in snow during the winter. They also have a +4 Racial Bonus on Listen and Spot Checks.

    Combat: Duckbunnies are inoffensive creatures, and flee combat, nipping only if pressed,
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  21. - Top - End - #1161
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    Armadillephant
    Huge Magical Beast
    Hit Dice: 12d10+84 (150 hp)
    Initiative: +1
    Speed: 40 ft. (8 squares), Burrow 10 ft.
    Armor Class: 20 (-2 Huge, +1 Dex, +11 Natural), touch 9, flat-footed 19
    Base Attack/Grapple: +12/+31
    Attack: Gore +21 melee (2d8+11)
    Full Attack: Gore +21 melee (2d8+11) and 2 Stamps +16 melee (2d6+5) and 1 Trunk +16 melee (2d6+5)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Trample (2d8+15), Improved Grab, Constrict
    Special Qualities: Darkvision 60 ft., Low-Light Vision, Scent, Tremorsense 60 ft., Long Distance Communication
    Saves: Fort +15, Ref +9, Will +8
    Abilities: Str 32, Dex 12, Con 24, Int 4, Wis 15, Cha 7
    Skills: Listen +10, Search +6, Spot +7, Swim +11
    Feats: Alertness, Endurance, Iron Will, Large and in Charge, Skill Focus (Listen)
    Environment: Warm Forest
    Organization: Solitary or herd (6-30)
    Challenge Rating: 8
    Treasure: None
    Alignment: Usually Neutral
    Advancement: 13-24 HD (Huge)
    Level Adjustment: ---

    "Sigh...moving along...what horrifying creatures are you selling sir?"

    "Tactical assault ellyphants!"

    "AHAHAHAHAHA!"

    "Hush Chiffon. What makes them tactical?"

    "They can bury and take people by surprise. Least they will once we solve the little travelin' earthquake problem."

    "Do they work for peanuts?"

    "Naw they mostly kill whatever wanders in range. Seen 'em pull birds outta the sky."

    Bizarre combinations of Elephant and Armadillo, these appear to be slightly large elephants with bony armor and large claws. For the most part they live as normal elephants do, but are opportunistic omnivores that don't mind the occasional bit of meat. They are sought out by tribes as prized warbeasts. They're hides are also often used as barding or armor once they pass on.

    Trample (Ex): DC 32 Reflex Save for half damage, Save DC is Str based.

    Improved Grab (Ex): If it successfully hits an opponent of Medium size or smaller with it's trunk, it can immediately attempt a Grapple as a Free Action without provoking an Attack of Opportunity. If it is successful it can Constrict.

    Constrict (Ex): The Armadillephant does 2d6+5 damage with a successful Grapple Check.

    Long Distance Communication (Ex): Armadillephants can make noises in the infrasonic range, allowing them to communicate at a range of up to 6 miles due to sensors in their feet. Communication is limited to that normal animals would use, such as "danger", "food", etc.

    Combat: Armadillephants tend to charge, much like normal elephants. Then they grab one foe with their trunk to crush him while attacking others.
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  22. - Top - End - #1162
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    Giant Space Hamster (Spelljammer)
    Large Magical Beast
    Hit Dice: 4d10+12 (34 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares), Burrow 10 ft.
    Armor Class: 13 (-1 Size, +4 Natural), touch 9, flat-footed 13
    Base Attack/Grapple: +4/+12
    Attack: Nibble +7 melee (2d4+6)
    Full Attack: Nibble +7 melee (2d4+6)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved Grab, Swallow Whole
    Special Qualities: Darkvision 60 ft., Low-Light Vision, Scent, Scent Trail, Fall Resistant, Immune to Disease
    Saves: Fort +7, Ref +4, Will +1
    Abilities: Str 18, Dex 10, Con 16, Int 2, Wis 10, Cha 14
    Skills: Climb +8, Listen +5, Search +4, Spot +2
    Feats: Improved Initiative, Run, Improved Grapple (B)
    Environment: Temperate Plains and Hills (domestication has spread them further)
    Organization: Solitary, Pair, Family (2 Adults and 1-4 Medium 2 HD Juveniles, along with 2-8 Small 1 Hit Die Babies), or Colony (5-20 Adults, 10-100 Juveniles and Babies)
    Challenge Rating: 2
    Treasure: None
    Alignment: Neutral
    Advancement: 5-8 HD (Large), 9-12 HD (Huge)
    Level Adjustment: ---

    "Next up we have...oh God...Gnomes."

    "Thanks a lot ya racist bastid."

    "Haven't you learned from previous mistakes with the Hamsters? Are you still selling this idea?"

    "Hain't made no mistakes. You want mistakes go see mah cousin Jebediah yonder a few stalls down.

    These appear to be normal, average hamsters the size of Grizzly Bears, and are capable of stuffing 200 pounds in their cheek pouches. They are commonly found in colonies of Tinker Gnomes who raise them as livestock, pets, and other reasons. Initially they were created to power Gnomish spelljamming ships, which generated internal power through large running wheels. They are fast reproducing, having up to several litters in a year, and can easily outgrow resources if left unchecked. Unfortunately the techniques used to create them also leave them wildly prone to mutation depending on several factors, such as environment, food eaten, exposure to the Far Realm, etc. Some of these mutations breed true, leading to new species.

    Improved Grab (Ex): If a Giant Space Hamster successfully Nibbles an opponent at least 2 Size Categories smaller than itself, it can immediately attempt a Grapple as a Free Action without provoking an Attack of Opportunity. If it succeeds it may Swallow it's opponent. Hamsters are fond of stuffing things in their mouths as it is. Optionally it may just store the offender in it's cheek pouch. If it does this all that is required to escape is a Grapple Check.

    Swallow Whole (Ex): A Giant Space Hamster can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. Once inside, the opponent takes 1d6+4 points of bludgeoning damage plus 4 points of acid damage per round from the Hamsterís digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 12 points of damage to the Hamsterís digestive tract (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

    A Large Hamsters gullet can hold 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine or smaller opponents.

    Scent Trail (Ex): Hamsters have Scent glands in their bellies that leave a trail wherever they go, allowing them to retrace their steps. Alas this gives a +4 Circumstance Bonus to Survival Checks meant to track them by scent.

    Fall Resistant (Ex): When taking damage from a fall, Space Hamsters count the fall as being 30 feet shorter than it truly is.

    Skills: Hamsters have a +4 Racial Bonus on Climb, Listen and Search Checks.

    Variations: Giant Space Hamsters are amazingly mutable and prolific. Rare breeds include Spotted, Feathered, Slithering (scaly), Night (black nocturnal varieties), Meek (adorably friendly Hamsters prone to hugging), and Voracious (overeaters) Hamsters. Statistically these are not truly different from regular Giant Space Hamsters in any manner other than the cosmetic. Some few however have rather different fighting styles.

    Subterranean: "Sonofabitch, they're loose again!" These Hamsters are adopted for digging, sporting massive claws in a manner similar to moles. They lose Swallow Whole, but gain a Burrow speed equal to their base land speed. Instead of their Nibble attack, they gain a Primary Claw attack doing 3d4 plus Str Modifier (two Claws with a Full Attack). Improved Grab now keys off it's Claw, and it can do Claw damage with a successful Grapple Check. +1 CR

    Sabre-toothed: "Of course they're cute, that doesn't mean you can go into their enclosure to pet them!" These carnivorous, ornery Hamsters have sabre teeth. They lose their Nibble attack and Swallow Whole ability, but they gain a 2d8 plus one and a half times Str Modifier bite attack that threatens a Critical on an 18-20. Improved Grab now keys off it's Bite, and it can do Bite damage with a successful Grapple Check. +1 CR

    Rather Wild: "Awww crap..." These Hamsters are berserkers who Rage (as per the Barbarian ability) anytime they see something other than a Hamster. Does not have the Swallow Whole attack.

    Armor-Plated "Difficult to snuggle with these ones." This Hamsters Natural Armor Bonus to AC increases to +7 due to bony plating. Additionally it replaces Swallow Whole with Mettle (Ex): When subjected to an attack of effect allowing for a Fortitude Save for Partial Effect, the Hamster takes no effect on a successful Save. +1 CR

    Ethereal: "I think I just pooped my own heart..." This Hamster isn't so much incorporeal as terrifying. It's flesh is translucent, allowing it's bones and organs to be visible, and it seems to have a terrifying aura of fear. Gaze Attack, Fear (as per the spell of the same name), Willpower negates (Save DC is Charisma based). They aren't very nice either. +1 CR

    Invisible: "The Development Committee for this idea should be flogged." Can cast Greater Invisibility 1/day as a Supernatural Ability. Loses the Scent Trail ability. Known for it's sense of mischief.

    Jungle: "So it likes to hang from the ceiling upside down staring into your soul with it's dead eyes. Maybe it's just lonely and wants affection." Also called the Sylvan Giant Space Hamster, this Hamster lacks the Burrow speed, but permanently has the benefits of the Spiderclimb spell (though it can move at it's base land speed). Can be quite off putting when seen hanging from ceilings.

    Great Horned: "They can sense movement. Try to stand still." "But it's already charging us..." The Great Horned Hamster loses it's Nibble attack, and Improved Grab/Swallow Whole. Instead it gains a 2d6 plus one and a half times Str Modifier Gore attack, and does +4d6 damage on a successful charge. Being used to slamming anything, it reduces fall damage by 60 ft. +1 CR

    Abominable: "There's yer problem. Tain't monsters, you just got snow hamsters. We'll tak 'em off your hands, no problem. Fer a fee." A white furred Arctic hamster, this one gains Cold Resistance 20. It also gains a +8 Circumstance Bonus to Hide Checks in ice and snow, and can move through ice and snow without penalty. It loses it's Burrow speed. +1 CR

    Hopping: "Does it have to make a 'boing' noise every time it moves?" Loses it's Burrow speed, but gains a +10 Racial Bonus to Jump Checks, and it's Jump distance is not limited by Size Category. Additionally it takes no DC penalty for not having a running start. Fairly easily underestimated by opponents due to it's goofy method of getting about.

    Wrasslin': "We're gonna male a killin' on the wrasslin' circuit." Swallow Whole is replaced by Body Slam. If the Hamster succeeds in a Grapple Check it may throw it's victim up to 10 ft., knocking him prone and doing 2d4 damage plus Dazing him for 1 round (no Save). Often dressed colorfully by trainers who refer to themselves as 'managers'. +1 CR

    Lucha: "Holy crap, did that Hamster just drop the elbow on Bob?" Similar to Wrasslin' Hamsters, Luchas replace their Swallow Whole Attack, but instead of body slamming opponents they rely on spectacular aerial fighting tactics. Luchas gain a +10 Racial Bonus on Jump Checks, may always Take 10 on a Jump Check, take no penalty for not having a running start, aren't limited by their Size for the height they can get on a Jump, and Jump is always a Class Skill. As a Full Attack Action they can make a Jump Check, whose DC is the AC of the target opponent. If the attack is successful the attack does 1d6 plus the results of the Jump Check. They also lose the Scent Trail Ability, and their head fur often has spectacularly colored designs resembling masks. +1 CR

    Crushinator: "It's...hugging...is...painful..."Also similar to the Wrasslin' Hamster, the Crushinator trades Swallow Whole for a Constriction attack doing 1d8 plus one and a half times Str damage. +1 CR

    Combat: Combat varies extensively. Domesticated pets are skittish despite their size, and often run away. Wild Hamsters will attack if approached, and are often quite savage in defense of their homes and pups. Most go straight for the Grapple though.
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  23. - Top - End - #1163
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    Stench Kow
    Large Outsider (Evil Extraplanar, Lawful)
    Hit Dice: 5d8+15 (37 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares)
    Armor Class: 17 (-1 Size, +8 Natural), touch 9, flat-footed 17
    Base Attack/Grapple: +5/+15
    Attack: Gore +10 melee (1d8+9)
    Full Attack: Gore +10 melee (1d8+9)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Stank Aura, Stampede
    Special Qualities: Darkvision 60 ft., Low-Light Vision, Immunity to Fire and Poison, Energy Resistance (Acid and Cold 10),
    Saves: Fort +7, Ref +4, Will +5
    Abilities: Str 22, Dex 10, Con 16, Int 2, Wis 13, Cha 6
    Skills: Intimidate +3, Listen +3, Spot +3, Survival +2
    Feats: Ability Focus (Stank Aura), Alertness
    Environment: Baator
    Organization: Solitary or herd (6-30) or bigger herd (15-60)
    Challenge Rating: 3
    Treasure: None
    Alignment: Usually Neutral, but many succumb to Lawful Evil
    Advancement: 6-7 HD (Large), 8-15 HD (Huge)
    Level Adjustment: ---

    "I can't believe the space Gnomes are here. I thought everyone had learned their lessons about dealing with them."

    "What is that horrifying smell of death and burning rubber?"

    "HELLCOWS!"

    "We beg pardon?"

    "BEHOLD THE CATTLE OF HELL, WHICH I HAVE STOLEN AT GREAT PERSONAL EXPENSE!"

    "How would prospective buyers stand the stench?"

    I PERSONALLY RECOMMEND STRONG DRINK AND NARCOTICS!"

    "Is that why you can't control the volume of your voice?"

    Stench Kows are cattle native to the Nine Hells of Baator. They resemble hideously ugly Bison, assuming you can see them through the cloud of hellish vapor surrounding them.

    Stank Aura (Ex): Stench Kows are permanently surrounded by the non-magical equivalent of a Stinking Cloud spell, centered on them.

    Stampede (Ex): A frightened herd of Stench Kine flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five Stench Kine in the herd (Reflex DC 18 half). The save DC is Strength-based.

    Combat: Stench Kows are far smarter than their appearance suggests. They may pretend to be cattle for a bit, but smart operators will quickly realize they run towards intruders as opposed to running away.
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  24. - Top - End - #1164
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    Flail Snail
    Large Magical Beast (Earth)
    Hit Dice: 6d10+24 (57 hp)
    Initiative: -1
    Speed: 20 ft. (4 squares)
    Armor Class: 18 (-1 Size, -1 Dex, +10 Natural), touch 8, flat-footed 18
    Base Attack/Grapple: +6/+17
    Attack: Flail +13 melee (1d8+7)
    Full Attack: 6 Flails +13 melee (1d8+7)
    Space/Reach: 10 ft./5 ft. (10 ft. with Flails)
    Special Attacks: Flails
    Special Qualities: Darkvision 60 ft., Withdraw, Magic Obfuscating Shell, Tremorsense 20 ft., Immune to Fire and Poison, DR 10/-, Awareness, Scent, Light Shunner
    Saves: Fort +9, Ref +4, Will +4
    Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 14, Cha 8
    Skills: Climb +10, Search +3, Spot +5
    Feats: Cleave, Power Attack, Weapon Focus (Flail)
    Environment: Underground
    Organization: Solitary
    Challenge Rating: 5
    Treasure: None
    Alignment: Always Neutral
    Advancement: 7-9 HD (Large), 10-18 HD (Huge)
    Level Adjustment: ---

    "Okay, now that we've showered up next is...what the hell..."

    ďIt comes here for one reason: to attack and keep coming. Not to ask but just to give, not to want but just to sing, sing the power of the Snail . . . because this freak of nature right here is just beginning to swell, and when it gets big enough, brother, there ainít gonna be room for anybody else but him and all the Snails floating through the veins . . .Ē

    "What what now?"

    "Sorry. Sometimes I flashback to mah pro wrasslin' days. Took a lotta drugs back then."

    "How many were you on when you made this?"

    Flail Snails are a silicate based gastropod, presumably somehow tied to one of the Elemental Planes (though no one has furnished proof of this). They appear as a great snail with rubbery grey or blue-grey flesh that resembles stone. Their massive shells are incredibly colorful, and unique to each snail. They are eagerly sought by collectors. Additionally the snail has several rubbery limbs with spiked balls at the end that resemble flails.

    Flails (Ex): If the Flail Snail hits with it's Flail attack it immediately gets to make a Sunder attack as a Free Action without provoking an Attack of Opportunity. Opponents do not gain their Shield Bonus to AC against the Flail attack. Flail Snails with Advanced Hit Dice gain one additional Flail attack per Hit Die on a Full Attack.

    Withdraw (Ex): As a Move Action the Flail Snail can completely withdraw into it's shell. While withdrawn it cannot attack or move, but it gains a +8 Circumstance Bonus to AC.

    Magic Obfuscating Shell (Su): Whenever a spell specifically targets the Flail Snail, roll a d20: On a 1-8 it affects the target nearest the Snail instead, on a 9-14 it targets the Snail normally, on a 15-18 the spell fails completely, and on a 19-20 the spell rebounds on the caster as per Spell Turning.

    Awareness (Ex): The Flail Snail never loses it's Dexterity Bonus to AC (not that it has one).

    Light Shunner (Ex): Flail Snails do not like bright lights, and will shun going out of their caves during the day, as well as fleeing from Daylight spells.

    Combat: Flail Snails are not overly aggressive until other creatures approach within range of their tremorsense. Then they begin bashing it until it flees or stops moving. If things go truly bad they will retreat into their shells.
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  25. - Top - End - #1165
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    Giant Botfly
    Small Vermin
    Hit Dice: 1d8 (4 hp)
    Initiative: +6
    Speed: 10 ft. (2 squares), Fly 50 ft. (Average)
    Armor Class: 14 (+1 Size, +2 Dex, +1 Natural), touch 13, flat-footed 12
    Base Attack/Grapple: +0/-4
    Attack: Bite +0 melee (1d3)
    Full Attack: Bite +0 melee (1d3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Flying Tackle, Infest
    Special Qualities: Darkvision 60 ft., Scent, Wide Angle Vision, Spiderclimb, Improved Uncanny Dodge, Dodge
    Saves: Fort +2, Ref +2, Will +2
    Abilities: Str 11, Dex 14, Con 11, Int -, Wis 14, Cha 6
    Skills: Spot +6
    Feats: Improved Initiative (B)
    Environment: Warm Forest or Swamp
    Organization: Solitary
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral
    Advancement: ---
    Level Adjustment: ---

    "That looks terrifying..."

    "Thankee. Thems mah anti giant monster defense."

    "They look like flies."

    "Badass flies of badassness."

    Giant Botflys are divided by what specific species they prey on, much like their normal brethren. Not only do they infest prey with their eggs, but they infest other vermin that prey on their species with them in order to assure their beings spread as widely as possible. Giant Botflies tend to prey on Gargantuan or Colossal beings, who will post decent bounties for hunters willing to help kill the flies.

    Flying Tackle (Ex): Botflies carry their eggs with them at all times, but they spread them to other known vectors of their prey. For example Botflies that prey on Giants will deposit their eggs on Giant Mosquitoes and other pests that feed on Giants. The Botfly makes a flying Charge Attack against a Small or Smaller opponent. This works like a Bull Rush, but if the Botfly succeeds it temporarily Dazes it's prey for 1 round, depositing 1d6 eggs on it. It has up to 30 eggs with it at any one time.

    Infest (Ex): If the Botfly succeeds in a melee touch attack on it's prey species it deposits 1d6 eggs. The larvae immediately detect the prey species by scent and body warmth, and hatch burrowing into it's skin. Initially this does no damage. But soon the larvae begin to feed and grow. After 3 days the victim must make a Fortitude Save or take 1 point of temporary Constitution damage. The Save DC is 10 plus double the number of eggs laid on the prey (for example 3 eggs is DC 16). If the prey rolls a natural 1 on the Fortitude Save it loses 2 points of Constitution. It also takes 1d3 points of damage per day (this ignores DR). After a month the Larvae "hatch" and do 1d6 damage escaping their host as adults. If a Botfly has infested a non-prey species that also preys on their typical victims (such as the aforementioned mosquitoes), that creature infests prey as well when it lands upon them.

    Wide Angle Vision (Ex): Botflies have a +4 Racial Bonus to Spot Checks, and cannot be flanked.

    Spiderclimb (Ex): The Botfly has the permanent non-magical use of the Spiderclimb spell, but is limited to a movement of 10 ft.

    Improved Uncanny Dodge (Ex): Botflies have both Uncanny Dodge and Improved Uncanny Dodge. These abilities are identical to the Rogue abilities listed in the PHB.

    Combat: Their Infest and Tackle attacks are used solely on appropriate targets. Otherwise the Botfly defends itself with it's bite.
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  26. - Top - End - #1166
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    Default Re: Critters II!

    Ceratogaulus
    Diminutive Animal
    Hit Dice: 1/4d8 (1 hp)
    Initiative: +1
    Speed: 15 ft. (3 squares), Burrow 15 ft.
    Armor Class: 16 (+4 Size, +1 Dex, +1 Natural), touch 15, flat-footed 15
    Base Attack/Grapple: +0/-16
    Attack: Bite +5 melee (1 point)
    Full Attack: Bite +5 melee (1 point)
    Space/Reach: 1 ft./0 ft.
    Special Attacks: Brace
    Special Qualities: Low-Light Vision, Scent, Tremorsense 30 ft.
    Saves: Fort +2, Ref +3, Will +1
    Abilities: Str 2, Dex 12, Con 10, Int 2, Wis 12, Cha 6
    Skills: Hide +17, Listen +5, Search +4, Spot +1
    Feats: Weapon Finesse
    Environment: Warm or Temperate Plains, Underground
    Organization: Solitary
    Challenge Rating: 1/10
    Treasure: None
    Alignment: Neutral
    Advancement: --
    Level Adjustment: ---

    "You must be joking."

    "Naw sir!"

    "But these are just gophers."

    "Scaaary horned gophers."

    "Scary to whom??"

    AKA the Giant Prehistoric Horned Gopher. Granted they're only "giant" compared to modern gophers, who aren't much smaller.

    Brace (Ex): Beasts that prey upon the Ceratogaulus typically dig for them through the ground. The Ceratogaulus know this, and position themselves horns first, as they are sneaky little gits. Opponents who try to burrow down towards the Ceratogaulus take 1d3 damage upon reaching them.

    Skills: Ceratogaulus have a +4 Racial Bonus to Hide, Listen and Search Checks.

    Combat: Ceratogaulus pretty much only fight when cornered.
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  27. - Top - End - #1167
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    Default Re: Critters II!

    Dire Ceratogaulus
    Large Animal
    Hit Dice: 8d8+40 (76 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares), Burrow 30 ft.
    Armor Class: 15 (-2 Size, -1 Dex, +8 Natural), touch 7, flat-footed 15
    Base Attack/Grapple: +6/+18
    Attack: Bite +12 melee (3d6+8 point)
    Full Attack: 1 Bite +12 melee (3d6+8 point) and 2 Claws +7 melee (2d6+4)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Death from Below, Frightful Presence
    Special Qualities: Low-Light Vision, Scent, Tremorsense 60 ft.
    Saves: Fort +11, Ref +5, Will +3
    Abilities: Str 26, Dex 8, Con 20, Int 2, Wis 12, Cha 10
    Skills: Hide +3, Listen +9, Search +4, Spot +1
    Feats: Blind-Fight, Improved Initiative, Improved Natural Attack
    Environment: Warm or Temperate Plains, Underground
    Organization: Solitary
    Challenge Rating: 4
    Treasure: None
    Alignment: Neutral
    Advancement: 9-12 HD (Large), 13-24 HD (Huge)
    Level Adjustment: ---

    "GOOOOOOOOOOOOOOOOOOOOPHEEEEERSS! RUN! RUN FER YER LIVES!"

    The Dire Ceratogaulus is the bison sized version of the prehistoric horned gopher. Mostly known for devouring fields, extreme persnickityness, and occasionally boogieing down out on the plains.

    Death from Below (Ex): If the Dire Ceratogaulus begins it's turn underground, and has enough Burrow speed to reach the surface, it can explode from below, doing 3d6+12 points of damage to every non-flying opponent in it's 10 foot area. Opponents can make a DC 22 Reflex Save for half damage (Save DC is Str based). Whether it makes the Save or not, anything in the gophers area is pushed into the nearest available unoccupied space. Any opponent who fails the Save is also knocked prone.

    Frightful Presence (Ex): Whenever the Dire Ceratogaulus uses it's Death from Below attack, all living opponents within 40 feet must make a DC 14 Willpower Save (Save DC is Cha based) or be Shaken for the rest of the encounter. Opponents who succeed in making their Save are immune to this gophers Frightful Presence for 24 hours.

    Skills: Ceratogaulus have a +4 Racial Bonus to Hide, Listen and Search Checks.

    Combat: Dire Ceratogaulus tend to track prey via their Tremorsense before exploding from below. Depending on how successful their surprise assault is they will either duck back into the earth and repeat, or stay and begin the mauling.
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  28. - Top - End - #1168
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    Default Re: Critters II!

    Fiendish Orange Wombat
    Huge Magical Beast
    Hit Dice: 11d10+55 (115 hp)
    Initiative: +6
    Speed: 30 ft. (6 squares), Climb 40 ft.
    Armor Class: 17 (-2 Size, +2 Dex, +7 Natural), touch 10, flat-footed 15
    Base Attack/Grapple: +11/+29
    Attack: Claw +19 melee (2d6+10)
    Full Attack: 2 Claws +19 melee (2d6+10), and 1 Bite (2d6+5)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Trample (2d8+15)
    Special Qualities: Darkvision 60 ft., Low-Light Vision, DR 5/-, Speed Burst
    Saves: Fort +12, Ref +9, Will +4
    Abilities: Str 30, Dex 14, Con 20, Int 4, Wis 13, Cha 14
    Skills: Climb +18, Listen +6, Spot +6, Survival +5, Swim +10
    Feats: Awesome Blow, Improved Bull Rush, Improved Initiative, Power Attack
    Environment: Temperate or Warm Forests
    Organization: Solitary or colony (6-30)
    Challenge Rating: 7
    Treasure: None
    Alignment: Always Neutral
    Advancement: 12-16 HD (Huge), 17-33 HD (Gargantuan)
    Level Adjustment: ---

    "My that's a big one."

    "Awww he's a cutie. What's he do?"

    "Strips forests bare, and then doubles down on the annoyance factor by poopin' fat blue cubes everywhere."

    "Thats ... not the traditional definition of Fiendish..."

    "You hain't seen them sumbitches go fer Halfin's. Lawd they hates dem Halflins'."

    Despite their name, these huge orange-furred balls of cuteness are quite docile. Farmers despise them for their habit of devouring tree roots and crops. They are also especially fond of wood, which is bad news if that's the prime building material of your village.

    Trample (Ex): DC 25 Reflex Save for half damage, Save DC is Str based.

    Speed Burst (Ex): If scared, or it wishes to leave, once per hour the Wombat may move up to ten times it's base Land Speed for 1 full round as long as it takes the Run action.

    Skills: The Fiendish Orange Wombat gains a +8 Racial Bonus on Climb Checks, and can always Take 10 on a Climb Checks.

    Combat: Wombats spook easily despite their size. If approached they generally stomp on opponents a few times before fleeing. If pressed to do so they will fight quite savagely, however.
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  29. - Top - End - #1169
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    Default Re: Critters II!

    Amphibious Jumping Tiger Shark
    Medium Magical Beast (Aquatic)
    Hit Dice: 3d10+6 (22 hp)
    Initiative: +6
    Speed: 30 ft. (6 squares), Swim 60 ft.
    Armor Class: 16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
    Base Attack/Grapple: +2/+4
    Attack: Bite +4 melee (1d6+2)
    Full Attack: Bite +4 melee (1d6+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Tackle
    Special Qualities: Darkvision 60 ft. Low-Light Vision, Keen Scent, Blindsense 30 ft., Amphibious, Leap
    Saves: Fort +5, Ref +5, Will +2
    Abilities: Str 15, Dex 15, Con 15, Int 1, Wis 12, Cha 2
    Skills: Balance +6, Hide +6, Jump +10, Listen +6, Move Silently +6, Spot +6, Swim +10
    Feats: Alertness, Improved Initiative
    Environment: Warm Forest, Plains or Aquatic
    Organization: Solitary, school (2-5), or pack (6-11)
    Challenge Rating: 1
    Treasure: None
    Alignment: Neutral
    Advancement: 4-6 HD (Medium), 7-9 HD (Large)
    Level Adjustment: ---

    "Dare I ask the name of this creature?"

    "Go head, ain't no one stopping you."

    Normally a five foot long shark with striped tiger fur would be considered weird enough. This particular model has retractable legs that allow it to move about on land, and make it a pretty good leaper.

    Tackle (Ex): As a Full Round Action the Shark may launch itself though the air, landing upon it's victim with claws and teeth expanded. It makes a Jump Check instead of a normal attack roll, and if the Check equals or exceeds the opponents AC it does 3d6+2 damage. It also gets an opposed Str Check as a Free Action to knock it's opponent prone.

    Keen Scent (Ex): A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

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

    Leap (Ex): The maximum vertical height the Shark can Jump is not limited due to it's Size Class, nor does it take penalties for not having a running start to the Check DC.

    Skills: Amphibious Jumping Tiger Sharks have a +4 racial bonus on Balance, Hide, and Move Silently checks. Additionally they have a +8 Racial Bonus on Jump and Swim Checks, and may always Take 10 on a Jump or Swim Check.

    Combat: Pretty similar to your average shark.
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  30. - Top - End - #1170
    Firbolg in the Playground
     
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    Mar 2008
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    Default Re: Critters II!

    Barrel Beast
    Medium Magical Beast (Aquatic)
    Hit Dice: 3d10+3 (19 hp)
    Initiative: +0
    Speed: 20 ft. (4 squares), Climb 20 ft.
    Armor Class: 7 (-4 Dex, +1 Natural), touch 6, flat-footed 7
    Base Attack/Grapple: +3/+5
    Attack: Foot +5 melee (1d6+2)
    Full Attack: Foot +5 melee (1d6+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Barrel Slam, Spit Acid
    Special Qualities: Darkvision 60 ft., Low-Light Vision, Shell, Mindless, Amphibious
    Saves: Fort +4, Ref -1, Will +2
    Abilities: Str 15, Dex 3, Con 13, Int -, Wis 12, Cha 1
    Skills: Spot +5
    Feats: Improved Initiative (B)
    Environment: Any warm, but always near water
    Organization: Solitary
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral
    Advancement: 4-6 HD (Medium), 7-9 HD (Large)
    Level Adjustment: --

    "BEHOLD!"

    "Behold what? It's a barrel."

    "Aaah, but you have not seen what hides in yonder barrel. Take a peek at that!"

    "We try not to make a habit of looking in strange men's barrel holes."

    Barrel Beasts are a species of amphibious mollusk similar to a clam. They get their name from hiding in barrels, though they will use kegs and smaller containers as young. Some are rumored to be big enough to hide in Tuns. They use the barrel as both a protective shell, and camouflage while waiting for prey to near.

    Barrel Slam (Ex): If the Barrel Beast hits with it's Foot attack, it can make a Trip attack as a Free Action without provoking an Attack of Opportunity. If it does not succeed, it's opponent does not get a Trip attack in response.

    Spit Acid (Ex): Once every 1d4 rounds a Barrel Beast may spit acid in a 10 ft. Line doing 1d6 acid damage.

    Shell (Ex): Barrel Beasts hide inside everyday objects the way Hermit Crabs do in their shells. While in the protective item they gain an Armor Bonus equal to it's Hardness, and DR x/-, where x is equal to the items Hardness. All damage done comes off the items hit points first before damaging the Beast. Typically this is a Barrel, hence the name. A Barrel gives the Beast gives it +5 Armor Bonus to AC, DR 5/-, and 30 hit points. Usually if it's shell is broken the Beast will flee. As long as it's foot and eyes remain retracted within it's shell, the barrel gives it Total Concealment.

    Skills: Barrel Beasts have a +4 Racial Bonus to Spot Checks.

    Combat: Barrel Beasts usually slam into opponents to knock them down, and then quickly try to crush them with their foot. As a last ditch effort they spit acid as well.
    Revised avatar by Trixie, New avvie by Crisis21!
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