A Monster for Every Season: Summer 2
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Thread: Critters II!

  1. - Top - End - #1231
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    Default Re: Critters II!

    Umpleby (Mystara)
    Large Monstrous Humanoid
    Hit Dice: 6d8+12 (39 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 15 (-1 Size, +6 Natural), touch 9, flat-footed 15
    Base Attack/Grapple: +6/+14
    Attack: Slam +9 melee (1d4+4) or Net +6 Ranged (entangle)
    Full Attack: 2 Slams +9 melee (1d4+4) or Net +6 Ranged (entangle)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Electrical Capacity
    Special Qualities: Darkvision 60 ft., Immune to Electricity
    Saves: Fort +4, Ref +5, Will +7
    Abilities: Str 18, Dex 10, Con 14, Int 6, Wis 14, Cha 14
    Skills: Knowledge (Nature) +1, Listen +4, Spot +4, Survival +4
    Feats: Point Blank Shot, Shot On the Run, Weapon Focus (Net)
    Environment: Temperate Forest
    Organization: Solitary
    Challenge Rating: 2
    Treasure: Gems only
    Alignment: Always Neutral
    Advancement: 7-12 HD (Large)
    Level Adjustment: ---

    "Sweet Jebus on a pogo stick..."

    "Now I know they don't look like much ma'am, but you gotta give em a chance."

    "Sir, these poor things don't look like Evil Minions. They look...depressed."

    Umplebys are effectively 400 pound walking mounds of hair in a humanoid form. You can make out clack lips and eyes, but the rest of it is covered in thick brown hair. Peaceful by nature, they do nto attack unless it's in self defense. They appear to understand and speak Common, but rarely bother to do so.

    Electrical Capacity (Ex): The Umpleby naturally generate electricity daily, and can store up to 10d8 electrical damage, which it can deliver via touch attack or via it's Slam. It can release some or all of this damage as it pleases, but once it's capacity runs out it is Fatigued until it gets 8 hours sleep (which also restores it's Electrical Capacity to full). It gains a +4 Racial Bonus on attack rolls against opponents who are metallic or who wear metal armor as long as they have some of their Electrical Capacity left.

    Combat: Umpleby never initiate combat, using their Slam to defend themselves. If it appears to be insufficient they'll back it up with nets and electricity.
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  2. - Top - End - #1232
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    Sull
    Large Aberration
    Hit Dice: 2d8+6 (15 hp)
    Initiative: +5
    Speed: Fly 30 ft. (6 squares), Good
    Armor Class: 11 (-1 Size, +1 Dex, +1 Natural), touch 10, flat-footed 10
    Base Attack/Grapple: +1/+9
    Attack: Slam +4 melee (1d4+4)
    Full Attack: Slam +4 melee (1d4+4)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Engulf, Psi-Like Abilities, Gas Cloud
    Special Qualities: Darkvision 60 ft., Flight, Immunities
    Saves: Fort +3, Ref +1, Will +4
    Abilities: Str 18, Dex 13, Con 17, Int 12, Wis 12, Cha 10
    Skills: Concentration +5, Knowledge (Geography, Psionics) +3, Listen +3, Psicraft +5, Spot +4
    Feats: Improved Initiative
    Environment: Any except Aquatic
    Organization: Single, Group (2-6)
    Challenge Rating: 1
    Treasure: None
    Alignment: Usually Neutral
    Advancement: 3-6 HD (Large)
    Level Adjustment: ---

    "Giant flying mushrooms that break wind?"

    "Try not to think of them as mushrooms ma'am. Think of them as abominations before man and Gawd."

    "Does that let you sleep at night?"

    "Oh hell no. These things haunt my dreams."

    Sull are bizarre Aberrations that resemble flying mushroom caps. Even though they aren't apparent, the Sull must have eyes somewhere for they can obviously see. They direct their flight via internally generated gasses, which they also use for defensive purposes. They understand the language of the closest nearby race.

    Engulf (Ex): If a victim is flat-footed or unaware of the Sull, it may drop straight down on top of him, impaling it on it's spiky undermouth. it makes a charge attack, and is successful ti does 2d6+4 damage, plus an additional 1d6 for every 10 ft. it moved.

    Psi-Like Abilities (Ps): At will: Adapt Body, Detect Psionics, Empathy, Read Thought. 1/Day Mind Probe. Manifester Level is 6th.

    Gas Cloud (Ex): When fighting the Sull unleash a burst of gasses from their body as a Free Action. This gas provides total concealment in the Sulls square, and all adjacent squares. It is also quite the irritant, and opponents in this area must make a DC 14 Fortitude Save (Save DC is Con based) or also be Sickened as long as they remain in the gas cloud, and for 1d4 rounds after. The Sull can maintain this cloud a number of rounds per day equal to it's Con score. A moderate wind (11+ mph) disperses the gas in 4 rounds; a strong wind (21+ mph) disperses the gas in 1 round.

    Flight (Ex): Sull flight is naturally buoyant, and they permanently have the benefits of the Feather Fall spell.

    Immunities (Ex): Sull are immune to Spells and Powers with the Charm descriptor.

    Combat: The omnivorous Sull prefer to drop down on opponents from above, as their maw is on their underside. If this fails they will flee or maneuver back into position.
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  3. - Top - End - #1233
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    Default Re: Critters II!

    Hurgeon
    Tiny Fey
    Hit Dice: 1d6+1 (4 hp)
    Initiative: +4
    Speed: 15 ft. (15 squares)
    Armor Class: 19 (+2 Size, +4 Dex, +3 Natural), touch 16, flat-footed 15
    Base Attack/Grapple: +0/-6
    Attack: Dagger +10 melee (1d2-2/19-20) or Sling +10 ranged (1d2)
    Full Attack: Dagger +10 melee (1d2-2/19-20) or Sling +10 ranged (1d2)
    Space/Reach: 2 1/2 ft ft./0 ft.
    Special Attacks: Double Shot, Spell-Like Abilities
    Special Qualities: Low-light Vision, Camouflage, Speak with Animals, SR x
    Saves: Fort +1, Ref +6, Will +4
    Abilities: Str 5, Dex 18, Con 13, Int 14, Wis 14, Cha 14
    Skills: Concentration +3, Craft (any 1) +4, Hide +16, Knowledge (Nature) +4, Listen +4, Move Silently +8, Search +4, Spellcraft +4, Spot +4, Survival +4, Tumble +8
    Feats: Weapon Finesse
    Environment: Cold or Temperate Forest
    Organization: Tribe (10-100 plus 100% noncombatants plus 1 3rd-level druid per 20 adults and 1 druid of 4th-6th level)
    Challenge Rating: 1
    Treasure: Standard
    Alignment: Neutral Good
    Advancement: 2-3 HD (Tiny)
    Level Adjustment: ---

    "Sir, I protest! These are not Evil Minions! These are enslaved faeries. Proper Evil Minions have a Union Contract. They're also Evil."

    "If you hain't buyin', you need ta move on. Who cares if they're Evil or not."

    "Hello security? I'd like to report a violation of the convention floor rules..."

    "Now lets not be hasty here..."

    The Hurgeon are Fey who resemble itty bitty Hedgehog people. They have their own language, and many speak Elven or Druid as well. They live in woodland burrows far from civilization, speaking only with Druids or other Fey.

    Double Shot (Ex): When using their slings, Hurgeons gain the benefits of the Many Shot Feat, but without the -4 Penalty.

    Spell-Like Abilities (Sp): At will: Calm Animals, Charm Animal, Detect Animals or Plants, Faerie Fire, Hide from Animals, Pass Without Trace.

    Camouflage (Ex): This is identical to the Ranger ability from the PHB.

    Speak with Animals (Ex): Hurgeon permanently have the benefits of the Speak with Animals spell.

    Combat: Hurgeon prefer to use their slings from range, hoping the community Druids can make up for their lack of brawn.
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  4. - Top - End - #1234
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    Kercpa
    Tiny Monstrous Humanoid
    Hit Dice: 4d8 (18 hp)
    Initiative: +5
    Speed: 30 ft. (4 squares), Climb 30 ft.
    Armor Class: 17 (+2 Size, +5 Dex), touch 17, flat-footed 12
    Base Attack/Grapple: +3/-3
    Attack: Short Sword +10 melee (1d3-2/19-20) or Shortbow +10 ranged (1d3/x3)
    Full Attack: Short Sword +10 melee (1d3-2/19-20) or Shortbow +10 ranged (1d3/x3)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Bow Specialists
    Special Qualities: Darkvision 60 ft., Forest Camouflage, Uncanny Dodge, Dodge Missiles, Squirrel's Swiftness
    Saves: Fort +2, Ref +10, Will +6
    Abilities: Str 6, Dex 20, Con 11, Int 12, Wis 12, Cha 12
    Skills: Balance +8, Climb +13, Hide +13, Jump +8, Listen +8, Move Silently +8, Spot +8, Survival +4, Tumble +8
    Feats: Track, Weapon Finesse
    Environment: Temperate Forest
    Organization: Small tribe (10-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 shaman of 4th-6th level), or tribe (40-400 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 wizards of 4th or 5th level, 1 shaman of 6th-8th level)
    Challenge Rating: 3
    Treasure: None
    Alignment: Usually Neutral or Chaotic Good
    Advancement: By Character Class
    Level Adjustment: +3

    "Yer nuts or yer life."

    "You don't look like Evil Minions..."

    "We aren't. We're raiding the convention for our food stores."

    "The vendors are two aisles over."

    *tips hat* "Much obliged."

    Kercpa are adorable little squirrel people in Robin Hood cosplay. Reclusive by nature, they only occasionally reveal themselves to other races, and then only to Elves or Fey. Most speak Elven or Sylvan, with maybe 1 in 10 knowing Common.

    Bow Specialists (Ex): Effectively the Kercpa has the Many Shot Feat with a few changes: They gain a +4 Competence Bonus to attack rolls made with Shortbows (which cancels out the -4 penalty if they use Many Shot). They may fire three arrows instead of two. Effectively they're little furry machine guns.

    Forest Camouflage (Ex): This is identical to the Rangers Camouflage ability (see PHB), but onyl works in forests.

    Uncanny Dodge (Ex): This is identical to the Rogue ability of the same name. If you get Uncanny Dodge later via a Class, you gain any Feat you qualify for, or Improved Uncanny Dodge instead.

    Dodge Missiles (Ex): Twice per round when you would normally be hit with a ranged weapon, you may dodge it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to dodge a ranged weapon doesnít count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects canít be dodged.

    Squirrel's Swiftness (Su):
    Kercpa have a +1 Insight Bonus to all Saving Throws.

    Skills: Kercpa may use their Dexterity Modifier instead of their Str Modifier for Climb and Jump Checks, and may always take 10 on a Climb or Jump Check. They also gain a +4 Racial Bonus on Listen and Spot Checks, and a +8 Racial Bonus on Climb Checks.

    Combat: Kercpa prefer to snipe from hiding, preferably from high up in trees where you can't easily get to them.
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  5. - Top - End - #1235
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    Default Re: Critters II!

    Living Hair
    Medium Construct
    Hit Dice: 5d10+20 (36 hp)
    Initiative: +7
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (+3 Dex, +3 Natural), touch 13, flat-footed 13
    Base Attack/Grapple: +3/+6
    Attack: Slam +6 melee (1d6+3)
    Full Attack: 2 Slams +6 melee (1d6+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Strangulation
    Special Qualities: Construct traits, Blind, Lifesense, Regeneration 2, DR 5/Slashing, Rejuvenation, Fire Vulnerability, SR x
    Saves: Fort +1, Ref +4, Will +1
    Abilities: Str 16, Dex 16, Con -, Int 8, Wis 11, Cha 1
    Skills: Climb +7, Hide +9, Listen +4, Move Silently +9
    Feats: Improved Initiative, Stealthy
    Environment: Any
    Organization: Solitary
    Challenge Rating: 3
    Treasure: None
    Alignment: Neutral Evil
    Advancement: 6-7 HD (Medium), 8-15 HD (Large)
    Level Adjustment: ---


    "Is that...is that a mass of hair?"

    "Yes'm. No one suspects hair of bein' a minion."

    "Oh, but they ignore giant piles of hair that appear for no good reason?"

    "Tain't no plan thats perfect lady."

    Living Hair is a mass of hair that sometimes assumes a vaguely humanoid form. Their origin is unknown, but the top rumours suggest they grow spontaneously in graves of the vain and accursed, or that they are made.

    Strangulation (Ex): If the Living Hair hits with a natural 18-20 on it's Slam attack it swarms the victim, entering through his nose and mouth cutting off his air (it may only do this to one opponent at a time). It is considered to be Grappling it's victim, and each round it maintains the Grapple the victim continues suffocating (see suffocation rules in DMG).

    Blind (Ex): Living Hair is effectively Blind, making them immune to Gaze attacks, visual effects, illusions and other attacks that rely on sight.

    Lifesense (Su): Living Hair notices and locates living creatures within 60 feet, just as if it possessed the Blindsight ability.

    Regeneration (Su): Living Hairs regeneration does not work against fire or acid damage.

    Rejuvenation (Su): Living Hair must be completely destroyed to be rid of it. If not destroyed by fire or acid, the smallest piece will regenerate in 2d10 days, and then reanimate becoming a problem.

    Fire Vulnerability: Living Hair takes double damage from fire.

    Combat: Living Hair isn't a genius tactically. It tends to go right for melee, suffocating victims if it gets the chance.
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  6. - Top - End - #1236
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    Default Re: Critters II!

    Campestri
    Tiny Plant
    Hit Dice: 1d8 (4 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: 17 (+2 Size, +3 Dex, +2 Natural), touch 15, flat-footed 14
    Base Attack/Grapple: +0/-12
    Attack: Headbutt +3 melee (1 point)
    Full Attack: Headbutt +3 melee (1 point)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Spores
    Special Qualities: Low-Light Vision, Plant traits, Hivemind, Sound Imitation, Tremorsense 60 feet
    Saves: Fort +2, Ref +3, Will +0
    Abilities: Str 3, Dex 16, Con 10, Int 4, Wis 10, Cha 10
    Skills: Hide +11, Listen +5, Move Silently +3, Perform (Mimic) +8, Perform (Sing) +2, Spot +1
    Feats: Ability Focus (Spores), Weapon Finesse (B)
    Environment: Warm Marshes
    Organization: Herd (4-24)
    Challenge Rating: 1/2
    Treasure: None
    Alignment: Neutral
    Advancement: 2 HD (Small)
    Level Adjustment: ---

    "These creatures aren't Evil!"

    "No but they're goddamn annoying sunsabitches. Put em round yer house and yer enemies won't come knockin'.

    "Neither will anyone else..."

    Campestri resemble large mushrooms with exaggerated human features. They have a well developed sense of humor, and love singing and celebration. They're sense of logic and reason, however, is ... flawed. Very very flawed. Adventurers are not fond of them, as if they play a tune or hum, the Campestri will sing along, loudly and badly. They eat by leeching salt from the soil, and most speak the language of whatever creature is nearby.

    Spores (Ex): 1/day as a Standard Action a Campestri can unleash a blast of spores that radiate 10 feet from the square it occupies. Anything in the area of effect must make a DC 14 Fortitude Save (Save DC is Con based with a +2 Racial Bonus) or be Slowed as per the spell for 1d4+4 rounds (a successful Save halves the duration).

    Hivemind (Ex): All Campestri within 50 feet of each other 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 in a group is considered flanked unless all of them are. Campestri within this area also see their Int Score increase to 7.

    Sound Imitation (Ex): Campestris can imitate any sound they have heard via a DC 15 Perform (Mimic) check. They receive a +8 Racial Bonus to this check.

    Skills: Campestri gain a +4 Racial Bonus on Listen Checks.

    Combat: Campestri tend to unleash their spores and flee. If hard pressed they will swarm foes and headbutt them.
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  7. - Top - End - #1237
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    Mold Men
    Small Plant
    Hit Dice: 2d8+2 (11 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 19 (+1 Size, +2 Dex, +6 Natural), touch 13, flat-footed 17
    Base Attack/Grapple: +1/-4
    Attack: Claw +3 melee (1d4-1) or Spear +3 melee (1d6-1/x3)
    Full Attack: 2 Claws +3 melee (1d4-1) or Spear +3 melee (1d6-1/x3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spores
    Special Qualities: Low-Light Vision, Plant traits, Camouflage, Immune to Charms and electricity damage
    Saves: Fort +4, Ref +2, Will +2
    Abilities: Str 8, Dex 15, Con 12, Int 6, Wis 10, Cha 6
    Skills: Hide +6, Listen +1, Move Silently +4, Spot +2
    Feats: Iron Will, Weapon Finesse (B)
    Environment: Warm Forest or Underground
    Organization: Gang (4-9), band (10-100 plus 100% noncombatants plus 1 three hit die individual per 20 adults and 1 leader of 4-6 HD), warband (10-24 with Thornies), or tribe (40-400 plus 100% noncombatants plus 1 three hit die individual per 20 adults, 1 or 2 sub-leaders of 4-5 HD, 1 leader of 6 HD and 10-24 Thornies)
    Challenge Rating: 2 (3 for a chieftain)
    Treasure: Standard
    Alignment: Neutral
    Advancement: 3-4 HD (Small), 5-6 HD (Medium)
    Level Adjustment: ---

    "Kind of short for minions aren't they?"

    "Don't get too close ma'am. They's stabbity."

    Despite the derogatory nickname of 'vegepygmies', these beings are actually the second stage in the life cycle of Russet Mold. Humanoids who die from Russet Mold infections rise as Mold Men, which can then bud to reproduce. They resemble short humanoids with claws, and no facial features besides eyes and a mouth. Hairlike fungal tendrils sprout from their body, particularly their calves, forearms, shoulders and head. Coloration varies, as it tends to be perfect for blending in with the area they live in. They cannot speak save for incoherent gutterals, and have a language consisting of tapping and signs.

    Spores (Ex): Mold Men Chiefs can attack by unleashing spores. Chiefs have 6 HD, and can unleash their spores as a melee attack, which is a poison. Inhaled, DC 14 Fort Save (Save DC is Con based), Initial and secondary damage is 1d6 Con. If this kills an opponent, he rises as a Mold Man sub-leader within a day.

    Camouflage (Ex): Identical to the Ranger ability listed in the PHB. Additionally Mold Men gain a +8 Racial Bonus to Hide Checks made in their native territory.

    Combat: Mold Men use ambush tactics and attack with spears and clubs. They often have fungal allies such as Shriekers, Myconids and Thornies.



    Thorny
    Small Plant
    Hit Dice: 4d8+8 (26 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares)
    Armor Class: 21 (+1 Size, +3 Dex, +7 Natural), touch 14, flat-footed 18
    Base Attack/Grapple: +3/+0
    Attack: Bite +7 melee (1d4+1)
    Full Attack: Bite +7 melee (1d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Raking Bite
    Special Qualities: Low-Light Vision, Plant traits, Scent, Spiny Defense
    Saves: Fort +6, Ref +4, Will +2
    Abilities: Str 13, Dex 17, Con 14, Int 2, Wis 12, Cha 6
    Skills: Jump +5, Listen +4, Spot +4, Survival +2
    Feats: Weapon Finesse, Track
    Environment: Warm Forest or Underground
    Organization: Solitary or pack (5-12)
    Challenge Rating: 3
    Treasure: None
    Alignment: Neutral
    Advancement: 5-6 HD (Small), 7-12 HD (Medium)
    Level Adjustment: ---

    Thornies are vaguely canine creatures made of a spiny bark like substance. While most assume they're plants, they are actually fungus. They sprout from fruiting bodies in the ground.

    Raking Bite (Ex): If the Thorny succeeds with it's bite, it gets a secondary rake by rubbing it's spined body against the opponent. The rake is +2 to hit and does and additional 2d4 damage.

    Spiny Defense (Ex): Opponents who attack a Thorny with a Grapple, natural weapon or unarmed strike takes 1d4 plus it's own Str Modifier piercing damage if the hit is successful.

    Skills: Thornies have a +4 racial bonus on Jump checks. Thornies have a +4 racial bonus on Survival checks when tracking by scent.

    Combat: Thornies tend to swarm foes and just bite away.
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  8. - Top - End - #1238
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    Default Re: Critters II!

    Algoid
    Medium Plant
    Hit Dice: 5d8+15 (37 hp)
    Initiative: +0
    Speed: 20 ft. (4 squares)
    Armor Class: 15 (+5 Natural), touch 10, flat-footed 16
    Base Attack/Grapple: +3/+7
    Attack: Slam +7 melee (2d4+4/19-20)
    Full Attack: 2 Slam +7 melee (2d4+4/19-20)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Stunning Critical, Awaken Trees
    Special Qualities: Low-Light Vision, Plant traits, DR 10/Bludgeoning and Magic, Immune to Fire and Electricity damage, Vulnerabilities
    Saves: Fort +7, Ref +1, Will +1
    Abilities: Str 18, Dex 11, Con 16, Int 4, Wis 11, Cha 4
    Skills: Hide +2, Listen +5, Spot +5
    Feats: Alertness, Power Attack
    Environment: Temperate Marsh
    Organization: Solitary, Pair or Pack (2-6)
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Chaotic Neutral
    Advancement: 6-10 HD (Medium), 11-15 HD (Large)
    Level Adjustment: ---

    "Sweet Jebus."

    "Fussy! You tell them trees to go back in the ground! Bad Fussy! They's here on bidness!"

    Algoids resemble humanoids from a distance, but are actually colonies of sentient algae. Usually green-brown in color, there is a purple colored variant that spawns in arctic climes. Only barely intelligent, they possess no form of communication. Though they do have some form of empathy with water loving trees such as willow, water-oak or cypress.

    Stunning Critical (Ex): An Algoids fist threaten a critical on a 19-20. In additional to it's normal effects, the opponent must make a Fortitude Save (Save DC is Str based), or be Stunned 1d4 rounds.

    Awaken Trees (Su): An Algoid can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if the Algoid that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.

    Vulnerabilities: Certain spells damage Algoids. Control Water and Dispel Water do 1d6 damage per caster level against an Algoid if used to target one. Spells that do dessication damage do double damage.

    Combat: Algoids will summon trees for help if outnumbered, but otherwise they just charge and start pummeling opponents until they stop moving.
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  9. - Top - End - #1239
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    Default Re: Critters II!

    Dusanu (Mystara)
    Medium Plant
    Hit Dice: 9d8+18 (66 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (+6 Natural), touch 10, flat-footed 16
    Base Attack/Grapple: +6/+8
    Attack: Claw +8 melee (1d8+2)
    Full Attack: 2 Claws +8 melee (1d8+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spores, Create Spawn
    Special Qualities: Low-Light Vision, Plant traits, DR 5/-, DR 10/Magic and Slashing or Piercing, Dusanu Sense, Immune to Electricity, Hivemind
    Saves: Fort +8, Ref +3, Will +7
    Abilities: Str 14, Dex 10, Con 15, Int 10, Wis 15, Cha 6
    Skills: Hide +4, Knowledge (Dungeoneering, Nature) +4, Listen +6, Move Silently +4, Spot +6
    Feats: Ability Focus (Spores), Improved Toughness, Iron Will
    Environment: Any Warm or Temperate
    Organization: Solitary, Pair or Pack (3-4)
    Challenge Rating: 5
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: 10-18 HD (MEdium), 19-27 HD (Large)
    Level Adjustment: ---

    "Aaand we're back in the hazmat suits again..."

    "Look, no one said bein' an Evil Overlord was all happiness and giggles lady."

    Also known as Rot Fiends, the Dusanu are mold-encrusted yellowing skeletons. The air around them smells of dry rot, and their eyes glow blue in the dark. They are effectively a mobile fungal colony seeking to spread it's territory by consuming other humanoids, who are the only species it's spores really attach to. No attempt at communicating with a Dusanu has been successful.

    Spores (Ex): Rot Fiends are surrounded by a cloud of spores. Any living creature within their square or an adjacent square must make a DC 18 Fort Save (Save DC is Con based) or be infected, taking 1d8 damage. Otherwise this works likes a disease with an onset time of 1d3 days. Once the onset begins the infected must Save again each day or take an additional 1d8 damage as the spore infection worsens. This infection can only be stopped via magical means such as Remove Disease. While the spores will eventually kill any living creature, it has additional affects on Humanoids (see below).

    Create Spawn (Ex): Humanoids killed by a Dusanu's spores rise as another Dusanu within 1d3 days.

    Dusanu Sense (Ex): Dusanu communicate via spores with their own kind. This works like the Sending spell, but has a range of 10 miles and only works on other Dusanu.

    Hivemind (Ex): All Dusanu within 50 feet of each other 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 Dusanu in a group is considered flanked unless all of them are.

    Combat: Dusanu avoid opponents who aren't Humanoid. Otherwise they form a circle around opponents and bombard them with spores.
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    Averx
    Tiny Fey
    Hit Dice: 1d6+2 (5 hp)
    Initiative: +4
    Speed: 20 ft. (4 squares). Fly 40 ft. (Good)
    Armor Class: 16 (+2 Size, +4 Dex, ), touch 16, flat-footed 12
    Base Attack/Grapple: +0/-10
    Attack: Dagger +6 melee (1d2-2) or Dart +6 ranged (1d2)
    Full Attack: Dagger +6 melee (1d2-2) or Dart +6 ranged (1d2)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Spell-like Abilities
    Special Qualities: Low-light Vision, Darkvision 120 ft., DR 5/Cold Iron, SR 17, Immunities
    Saves: Fort +2, Ref +6, Will +3
    Abilities: Str 6, Dex 18, Con 15, Int 18, Wis 11, Cha 16
    Skills: Bluff +8, Craft +9, Decipher Script +4, Disable Device +9, Hide +12, Knowledge (Dungeoneering) +4, Listen +5, Move Silently +9, Open Lock +9, Sleight of Hand +9, Spot +5
    Feats: Weapon Finesse
    Environment: Underdark
    Organization: Solitary, Pair or Clan (4-16)
    Challenge Rating: 1
    Treasure: Standard
    Alignment: Neutral
    Advancement: 2-3 HD (Tiny)
    Level Adjustment: +3

    "Where exactly does your minion think he's putting his hand?"

    "Sorry ma'am they're natural born thieves."

    "Not what we meant."

    "Well what...oh...oh Shifty that's wrong. We don't do that. Even Evil has limits."

    Averx are tiny, bat winged humanoids with grey skin and amber eyes. They also have stubby horns on their head, They are cave dwelling Fey who wear little in the way of clothing, and are known for fiendishly clever trap design. They rarely actually kill anyone, but the do harass the crap out of them while robbing them blind. They speal Sylvan and Undercommon.

    Spell-like Abilities (Sp): 3/day: Cause Fear, Faerie Fire, Ghost Sound, Light, Silent Image 2/day: Blink, Enlarge, Invisibility, Levitate 1/day: Fear, Silence, Wood Shape. Caster Level 5th, Save DC is Charisma based.

    Immunities: Averx are immune to Bestow Curse and similar Necromantic spells. They may also handle and use Cursed Items with no ill effects. They actually leave them around for people to find.

    Combat: Averx avoid traditional combat, relying on traps, racial powers and ambushes to even the odds.
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    Nymph, Unseelie
    Medium Fey
    Hit Dice: 4d6+4 (18 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: 18 (+3 Dex, +5 Deflection), touch 18, flat-footed 15
    Base Attack/Grapple: +2/+2
    Attack: Dagger +5 melee (1d4)
    Full Attack: Dagger +5 melee (1d4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Charm, Withering, Dimension Door
    Special Qualities: DR 10/Cold Iron, low light vision, Profane Grace, SR 20
    Saves: Fort +6, Ref +12, Will +10
    Abilities: Str 10, Dex 17, Con 12, Int 16, Wis 12, Cha 20
    Skills: Ability Focus (Charm), Weapon Finesse
    Feats: Bluff +10, Concentration +6, Diplomacy +10, Hide +8, Intimidate +5, Knowledge (Arcana, Nature) +8, Listen +6, Move Silently +8, Sense Motive +6, Spellcraft (+6), Spot +6, Use Magic Device +10
    Environment: Any
    Organization: Solitary or Band (2-8)
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Neutral Evil
    Advancement: 5-8 HD (Medium)
    Level Adjustment: +5

    "Nymphs aren't Evil Minions."

    "These 'uns are."

    "You watch yer effin' mouth Ralphie."

    "See?"

    Unseelie Nymphs are Nymphs who have fallen somehow, and now literally blight the land and people around them. Even other Evil beings dislike them for the chaos they seem to inspire around them. They hate beauty, seeking to destroy it. Druids are particularly targeted by them. Nymphs speak Sylvan and Common.

    Charm (Su): This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 19 Willpower save or be affected as if the Nymph had cast Charm Monster. A nymph can suppress or resume this ability as a free action. The save DC is Charisma-based. Unlike normal, a Charmed victim will willingly fight to the death to defend the Nymph.

    Withering (Su): An unseelie nymph exudes a corrupting influence that gradually corrupts its natural surroundings. This influence can completely corrupt 5 square miles of territory within 4 months. Areas corrupted in this way become twisted, horrifying versions of their former beauty. Nothing grows in these areas Ė even after the unseelie nymph moves on; such affected territories become barren wasteland. Only a limited wish or wish spell can restore such areas to their former beauty; however, if a 16th+ level druid makes the territory his home, the corrupting effect will be reversed in 2d6 months.

    An unseelie nymphís corrupting influence spreads to those creatures who spend too much time by her side. Every week that a character spends with an unseelie nymph causes the individual to take 1 point of Charisma Drain and 1 point of Drain off their key ability score. For caster classes this will be the ability score that determines the Save DC for their spells. For other classes this will either be the ability score that determines the Save DC of their class abilities, or Constitution. The victim seems to suffer from advanced aging and disease, though any of the Restoration spells will fix him assuming he is removed from the nymph's presence.

    Dimension Door (Sp): 1/dayódimension door. Caster level 7th.

    Profane Grace (Su): A Nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).

    Combat: Unseelie Nymphs used Charmed victims as a defense, or run if they have none and their Charm ability fails. Despite being viciously cruel they are quite cowardly.
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  12. - Top - End - #1242
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    Nymph, Glass (Ravenloft)
    Medium Fey (Aquatic, Amphibious)
    Hit Dice: 7d6+7 (31 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares), Swim 30 ft.
    Armor Class: 18 (+3 Dex, +5 Deflection), touch 18, flat-footed 15
    Base Attack/Grapple: +3/+3
    Attack: Dagger +6 melee (1d4)
    Full Attack: Dagger +6 melee (1d4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Blinding Beauty, Spells, Spell-like Abilities, Aquatic Invisibility
    Special Qualities: DR 10/Cold Iron, Immunities, low light vision, Unearthly Grace, Vulnerability, Alternate Form, SR 20
    Saves: Fort +8, Ref +13, Will +13
    Abilities: Str 10, Dex 17, Con 12, Int 16, Wis 17, Cha 19
    Skills: Concentration +11, Diplomacy +14, Escape Artist +8, Handle Animal +9, Heal +8, Hide +13, Listen +13, Move Silently +13, Sense Motive +13, Spellcraft +8, Spot +13, Swim +8
    Feats: Combat Casting, Dodge, Weapon Finesse
    Environment: Shadow Rift
    Organization: Solitary
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Neutral Good
    Advancement: 8-14 HD (Medium)
    Level Adjustment: +8

    "Where are your Minions?"

    "Theys in the water. Theys invisible."

    "So we can see them if they leave the water? That seems like a flaw."

    "You never heard a' moats lady?"

    Also called Fand, the Glass Nymphs are regular Fey corrupted by life in the Shadow Rift. Invisible in water, they are only seen at the surface or if they take the form of birds (which they do for who knows what reason). Technically still Good, the Fand are incredibly vain and can be easily flattered. Nymphs speak Sylvan and Common.

    Blinding Beauty (Su): This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 18 Fortitude save or be blinded permanently as though by the blindness spell. A nymph can suppress or resume this ability as a free action. The save DC is Charisma-based.

    Spells: A nymph casts divine spells as a 7th-level druid.

    Spell-like Abilities (Sp): 1/dayódimension door. Caster level 7th.

    Aquatic Invisibility (Su): Glass Nymphs are permanently Invisible (as per the Greater Invisibility spell) while under water. It loses this ability while using Alternate Form.

    Immunities: The Glass Nymph is immune to weapon damage from silver or crystal weapons.

    Unearthly Grace (Su): A nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).

    Vulnerability: Glass Nymphs take 1 point of fire damage per round in direct sunlight or within the area of a Daylight spell.

    Alternate Form (Su): The Glass Nymph may become a Swan or Crane at will (see below for stats).

    Skills: A nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.

    Combat: The Fand aren't much different than regular Nymphs aside from their tactics in using their invisibility.


    Crane
    Small Animal
    Hit Dice: 1d8+1 (5 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), Fly 60 ft. (Poor)
    Armor Class: 14 (+1 Size, +2 Dex, +1 Natural), touch 13, flat-footed 12
    Base Attack/Grapple: +0/-5
    Attack: Peck +3 melee (1d4-1)
    Full Attack: Peck +3 melee (1d3-1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities: Lowlight vision
    Saves: Fort +3, Ref +4, Will +3
    Abilities: Str 8, Dex 15, Con 12, Int 2, Wis 16, Cha 8
    Skills: Listen +5, Spot +5
    Feats: Weapon Finesse
    Environment: Warm or Temperate Marsh or Forest
    Organization: Solitary, Pair or Flock (10-100)
    Challenge Rating: 1/3
    Treasure: None
    Alignment: Always Neutral
    Advancement: 2-3 HD (Medium)
    Level Adjustment: ---


    Swan
    Small Animal
    Hit Dice: 1d8+1 (5 hp)
    Initiative: +2
    Speed: 15 ft. (3 squares), Fly 80 ft. (Average), Swim 15 ft.
    Armor Class: 13 (+1 Size, +2 Dex), touch 13, flat-footed 12
    Base Attack/Grapple: +0/-5
    Attack: Wing Buffet +3 melee (1d3-1)
    Full Attack: 2 Wing Buffets +3 melee (1d3-1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities: Lowlight vision, Float
    Saves: Fort +3, Ref +4, Will +1
    Abilities: Str 8, Dex 15, Con 12, Int 2, Wis 13, Cha 6
    Skills: Listen +3, Spot +3
    Feats: Weapon Finesse
    Environment: Temperate Marsh or Forest
    Organization: Solitary, Pair or Flock (20-20)
    Challenge Rating: 1/2
    Treasure: None
    Alignment: Always Neutral
    Advancement: ---
    Level Adjustment: ---

    Float (Ex): Swans can float on the surface of water without making Swim Checks.
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    Hamadryad (Forgotten Realms)
    Medium Fey
    Hit Dice: 4d6 (14 hp)
    Initiative: +4
    Speed: 40 ft. (8 squares)
    Armor Class: 17 (+4 Dex, +3 Natural), touch 14, flat-footed 13
    Base Attack/Grapple: +2/+2
    Attack: Slam +6 melee (1d3)
    Full Attack: Slam +6 melee (1d3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities, Tree Charm
    Special Qualities: DR 5/Cold Iron, Plant Empathy, low light vision, SR 20
    Saves: Fort +3, Ref +8, Will +6
    Abilities: Str 10, Dex 19, Con 11, Int 14, Wis 15, Cha 18
    Skills: Escape Artist +9, Handle Animal +9, Hide +10, Knowledge (Arcana, Nature) +7, Listen +7, Move Silently +9, Spellcraft +7, Spot +7, Survival +7, Use Rope +9
    Feats: Great Fortitude, Weapon Finesse
    Environment: Warm or Temperate Forest
    Organization: Solitary
    Challenge Rating: 4
    Treasure: None
    Alignment: Neutral
    Advancement: By Character Class
    Level Adjustment: ---

    "These faeries aren't Evil!! The Convention has really gone downhill this year."

    "We aren't sellin' 'em ma'am. We're security, their trees happened to be on the convention floor."

    Distant relatives of the Dryads, Hamadryads appear as beautiful human or elven women with green eyes and hair. They need only sunlight and water for food, and quickly die if held captive outside the light. They speak common and Sylvan.

    Spell-Like Abilities (Sp): At Will: Charm Animal, Detect Snares and Pits, Entangle, Pass Without Trace, Quench, Speak With Plants, Transport via Plants 1/Day: Hold Monster 3/Day: Charm Person Unlike normal, when you cast Transport via Plants it lasts 1 round per Caster Level, allowing you to invisibly inhabit the tree as opposed to using it for immediate transportation. Caster Level is 11th.

    Tree Charm (Sp): When the Hamadryad is occupying a tree using it's Transport Via Plants ability, it can attempt to use Charm Person on any other creature using Tree Stride or Transport via Plants to travel via that tree as an Immediate Action. This does not count towards it's daily limit of Charm Person usage.

    Plant Empathy (Su): Hamadryads are immune to the Entangle spell. They can see any magical auras around plants as if they permanently had the use of a Detect Magic spell, and always recognize Treants or Trees awakened by them. Illusion spells that create, obscure or disguise plants are immediately seen through by them, no Save is necessary.

    Combat: Hamadryads generally enter combat with Charmed allies. They tend to use their SLA's to disrupt opponents while their allies do the bulk of the physical work.
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    Wood Imp (Mystara)
    Tiny Fey
    Hit Dice: 1d6 (3 hp)
    Initiative: +3
    Speed: 25 ft. (5 squares)
    Armor Class: 15 (+2 Size, +3 Dex), touch 15, flat-footed 12
    Base Attack/Grapple: +0/-10
    Attack: Bite -1 melee (1d3-2) or Short Bow +3 ranged (1d4 plus poison)
    Full Attack: Bite -1 melee (1d3-2) or Short Bow +3 ranged (1d4 plus poison)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Poison Use, Trapmaking, Spider Companion
    Special Qualities: Low Light Vision
    Saves: Fort +0, Ref +5, Will +3
    Abilities: Str 6, Dex 16, Con 11, Int 8, Wis 12, Cha 10
    Skills: Bluff +2, Craft (Poisonmaking, Trapmaking) +3, Handle Animal +2, Hide +15, Listen +3, Move Silently +9, Ride +9, Spot +3
    Feats: Point Blank Shot, Multishot (B)
    Environment: Temperate Forest
    Organization: Solitary, Group (2-6), Tribe (10-20)
    Challenge Rating: 1
    Treasure: Standard
    Alignment: Chaotic Evil
    Advancement: By Character Class
    Level Adjustment: +0

    "These are your Evil Minions? Why would't I just use Kobolds? They make traps, and they have Dragon relatives."

    :(

    "Relax Hoofie, old fools don't know what they're talking about."

    "Who the Hell are you calling old?"

    Wood Imps are green, ugly Fey with sharp teeth and claws. They have wild brown hair with twigs in their hair. They wear scraps of bark held together with stolen cloth. They often ride large spiders out to inspect their traps for slaves. Imps speak Sylvan and Common.

    Poison Use (Ex): Imps are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

    Trapmaking (Ex): Wood Imps may always Take 20 on Craft (Trapmaking) Checks, and traps cost them half the normal GP cost to make.

    Spider Companion (Ex): The Imp has a Small Monstrous Spider as a companion (this works in all ways like the Wild Cohort Feat).

    Skills: Wood Imps have a +4 Racial Bonus to Hide and Move Silently Checks.

    Combat: Wood Imps like to catch victims in traps before shooting them with poison arrows or having their spider friends assist.
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    Bog Imp (Mystara)
    Tiny Fey
    Hit Dice: 1d6 (3 hp)
    Initiative: +3
    Speed: 25 ft. (5 squares), Swim 25 ft.
    Armor Class: 15 (+2 Dex, +3 Dex), touch 15, flat-footed 12
    Base Attack/Grapple: +0/-10
    Attack: Claw +3 melee (1d3-2) or Blowgun +3 ranged (1d3 plus Poison)
    Full Attack: 2 Claws +3 melee (1d3-2) or Blowgun +3 ranged (1d3 plus Poison)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Poison Use, Snares
    Special Qualities: Low Light Vision
    Saves: Fort +0, Ref +5, Will +3
    Abilities: Str 6, Dex 16, Con 11, Int 8, Wis 12, Cha 10
    Skills: Bluff +2, Craft (Poisonmaking, Trapmaking) +3, Handle Animal +2, Hide +15, Listen +3, Move Silently +9, Ride +9, Spot +3, Swim +6
    Feats: Weapon Finesse
    Environment: Any Marsh
    Organization: Solitary, Group (2-6), Tribe (10-20)
    Challenge Rating: 1/2
    Treasure: Standard
    Alignment: Chaotic Evil
    Advancement: By Character Class
    Level Adjustment: +0

    "Sweet Jebus."

    "What you got against Imps lady?"

    "Because they keep stealing our goddamn booze!"

    Bog Imps are hideous little imps with gnarled, bark=like skin. Grass-like hair grows down their backs and legs. They spend their days making snares, and poison for their darts. This is what they call fun. Imps speak Sylvan and Common.

    Poison Use (Ex): Imps are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

    Snares (Sp): Bog Imps can use the Snare spell 3/day. In addition to it's normal use, an Entangled opponent can be pulled 5 feet per round in any direction with an opposed Str Check (the Str of the Snare is 13 plus the Imps Wisdom Modifier, in this case +1 for a total of 14).

    Skills: Bog Imps have a +4 Racial Bonus to Hide and Move Silently Checks. They also have a +8 Racial Bonus to Swim Checks, and can always Take 10 on Swim Checks.

    Combat: Bog Imps refer to hide, peppering victims with poison darts and using their Snares to pull them under water and drown them.
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    Garden Imp (Mystara)
    Small Fey
    Hit Dice: 1d6+1 (4 hp)
    Initiative: +3
    Speed: 25 ft. (5 squares)
    Armor Class: 14 (+1 Dex, +3 Dex), touch 14, flat-footed 11
    Base Attack/Grapple: +0/-5
    Attack: Bite +3 melee (1d3-1)
    Full Attack: Bite +3 melee (1d3-1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Summon Swarm, Trapmaking
    Special Qualities: Low Light Vision
    Saves: Fort +1, Ref +5, Will +3
    Abilities: Str 8, Dex 16, Con 12, Int 12, Wis 13, Cha 12
    Skills: Bluff +5, Concentration +3, Craft (Trapmaking) +5, Escape Artist +5, Handle Animal +3, Hide +10, Listen +4, Move Silently +5, Search +3, Sense Motive +3, Spot +4
    Feats: Weapon Finesse
    Environment: Any Forest
    Organization: Solitary
    Challenge Rating: 1/2
    Treasure: Standard
    Alignment: Chaotic Neutral
    Advancement: By Character Class
    Level Adjustment: +1

    "This one doesn't look Evil."

    "Jebus yer picky."

    "The sign says Evil Minions Convention."

    Garden Imps are green Fey that vaguely resemble Elves. They reside in the ruined gardens of abandoned country estates, and pester visitors with their bee friends. Imps speak Sylvan and Common.

    Summon Swarm (Sp): Garden Imps may cast Summon Swarm at will as a 3rd Level caster. Unlike normal, the Imp may direct the swarm.

    Trapmaking (Ex): Wood Imps may always Take 20 on Craft (Trapmaking) Checks, and traps cost them half the normal GP cost to make.

    Combat: Garden Imps hide while using their swarms to trick victims into traps they have set.
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    Ammut (Al-Qadim)
    Large Outsider (Evil, Native)
    Hit Dice: 6d8+30 (57 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares), Burrow 10 ft., Swim 30 ft.
    Armor Class: 16 (-1 Size, +7 Natural), touch 9, flat-footed 16
    Base Attack/Grapple: +6/+18
    Attack: Bite +13 melee (2d8+8)
    Full Attack: Bite +13 melee (2d8+8) and 2 Claws +8 melee (1d8+4)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Improved Grab, Swallow Whole, Roar
    Special Qualities: Darkvision 60 ft., Hold Breath, Scent, Light Sensitivity, Detect Evil, Partially Ethereal
    Saves: Fort +10, Ref +5, Will +7
    Abilities: Str 26, Dex 10, Con 20, Int 10, Wis 14, Cha 14
    Skills: Bluff +6, Hide +5, Intimidate +11, Knowledge (Religion, The Planes) +9, Listen +13, Move Silently +9, Spot +13, Survival +9, Swim +16
    Feats: Alertness, Endurance, Improved Natural Attack (Bite)
    Environment: Underdark
    Organization: Single or Clan (3-6)
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Always Neutral Evil
    Advancement: 7-9 HD (Large), 10-18 HD (Large)
    Level Adjustment: ---

    "Great Googly-Moogly..."

    "Howdy. You got any souls you need eaten?"

    "Maybe..."

    "Bad Chiffon! Bad!"

    The Ammut are an underground dwelling race of portly humanoids resembling a cross between a crocodile, lioness and hippopotamus in manlike form. They are excellent hunters, but gain no nourishment from living beings. They subsist entirely on the souls of the damned.

    Improved Grab (Ex): To use this ability, an Ammut must hit with its bite 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, the Ammut establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom (assuming it's near one of the underground lakes or rivers they prefer to inhabit). Or it may try to swallow opponents whole.

    Swallow Whole (Ex): An Ammut can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the Ammutís gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

    A Large Ammutís gizzard can hold 2 Small, 8 Tiny, or 16 Diminutive or smaller opponents.

    Roar (Ex): An Ammut can loose a devastating roar every 1d4 rounds. All creatures within 30 feet must succeed on a DC 18 Fortitude save or become Deafened. The save DC is Constitution-based.

    Hold Breath (Ex): An Ammut can hold its breath for a number of rounds equal to 4 ◊ its Constitution score before it risks drowning.

    Light Sensitivity (Ex): Ammut are dazzled in bright sunlight or within the radius of a daylight spell.

    Detect Evil (Su): Ammut permanently have the benefits of the Detect Evil spell.

    Partially Ethereal (Ex): The Ammut can interact normally with Ghosts and other Incorporeal Undead as if they were present on the Ethereal Plane.

    Combat: Ammut roar and wade into melee. They may hide underwater and snatch opponents small enough into it. Being mortal is no defense against them. The Ammut are fairly xenophobic, and their matriarchs do not like visitors.
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  18. - Top - End - #1248
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    Baku
    Huge Outsider (Extraplanar, Psionic)
    Hit Dice: 12d8+60 (114 hp)
    Initiative: +0
    Speed: 100 ft. (20 squares)
    Armor Class: 20 (-2 Size, +12 Natural), touch 8, flat-footed 20
    Base Attack/Grapple: +12/+30
    Attack: Gore +20 melee (3d6+10) or weapon +20/+15 melee (varies)
    Full Attack: Gore +20 melee (3d6+10) and 2 Stamps +15 melee (2d6+5) or weapon +20/+15 melee (varies)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Psionics, Trumpet, Item, Invisibility
    Special Qualities: Darkvision 60 ft., PR 24
    Saves: Fort +13, Ref +8, Will +10
    Abilities: Str 30, Dex 10, Con 21, Int 18, Wis 14, Cha 18
    Skills: Autohypnosis +17, Bluff +19, Concentration +20, Diplomacy +19, Knowledge (Arcana, Psionics, The Planes) +19, Listen +17, Psicraft +19, Sense Motive +17, Spot +17, Use Psionic Device +19
    Feats: Chain Power, Empower Power, Extend Power, Quicken Power
    Environment: Outlands
    Organization: Solitary or Group (3-6)
    Challenge Rating: 14
    Treasure: See below
    Alignment: Neutral, Neutral Good or Neutral Evil
    Advancement: 13-18 HD (Huge), 19-36 HD (Gargantuan)
    Level Adjustment: ---

    "I cry foul, Baku are neither Evil nor Minions."

    "Well, technically most of us aren't. There's a few rat bastards though."

    "Really?"

    "Yup. I should know. I'm the head bastard."

    Baku resemble elephants standing 9 feet tall at the shoulder. Their back legs are leonine in appearance, and their back and thick reptilian tail are covered in scales. They live in the Outlands, but like to move invisibly among mankind while pursuing their goals.

    Psionics: Baku may manifest powers as a 14th Level Psion.

    Trumpet (Su): Once every round the Baku can unleash a trumpeting blast, forcing all beings of it's choice within 40 feet of the Baku to make a DC 20 Willpower Save (Save DC is Cha based). Opponents who fail the Save are Frightened for 12 rounds (this is a Mind-Affecting Fear Effect), and regardless of whether the Save succeeds or not they also take 1d8 Sonic damage.

    Item: Virtually all Baku have one psionic or magic item u to 75000 GP in value, usually a wand or melee weapon.

    Invisibility (Ps): By expending 3 power points a Baku may become Invisible as per the spell.

    Combat: Against mortal opponents the Baku usually uses simple physical attacks. If the mundane opponent appears to be too tough for that, or it has magical or psionic power, the Baku unleashes it's full power.
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  19. - Top - End - #1249
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    Tether Beast (Planescape)
    Huge Outsider (Evil, Extraplanar)
    Hit Dice: 10d8+50 (95 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares)
    Armor Class: 19 (-2 Size, +1 Dex, +10 Natural), touch 9, flat-footed 18
    Base Attack/Grapple: +10/+26
    Attack: Claw +16 melee (2d6+8)
    Full Attack: 4 Claws +16 melee (2d6+8) and 1 Bite +11 melee (2d4+4)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Breath Weapon
    Special Qualities: Darkvision 60 ft., DR 10/Magic, SR 18
    Saves: Fort +12, Ref +8, Will +8
    Abilities: Str 26, Dex 13, Con 21, Int 12, Wis 12, Cha 12
    Skills: Balance +10, Bluff +10, Climb +17, Hide +2 (+10 on Demiplane of Time), Intimidate +10, Knowledge (Arcana, Geography, The Planes) +10, Listen +12, Move Silently +10, Spot +12, Survival +10, Use Magic Device +10
    Feats: Alertness, Cleave, Power Attack, Track
    Environment: Demiplane of Time
    Organization: Solitary, Pair or Family (3-6)
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Neutral Evil
    Advancement: 11-15 HD (Huge), 16-30 HD (Gargantuan)
    Level Adjustment: ---


    "Lizards? You're selling big lizards?"

    [size=12pt]"WE ARE THE DRAGONS OF TIME!"[/size]

    "Damn uppity lizards too."

    Tether Beasts are 8 legged reptiles that vaguely resemble a Behir. They have black undersides and iridescent scales elsewhere, though they blend in with the background of the Demiplane of time if they want to. They have pouches in their underbelly that some of them use to hide magic items or other treasures.

    Breath Weapon (Su): The Tether Beasts Breath Weapon is a blast of mist that has a 30 ft. range. If it succeeds with an attack roll, that opponent must make a DC 16 Willpower Save or die. If the Saving Throw is successful the victim ages 20 years instead, taking potential aging penalties. This breath weapon can be used once every 10 rounds.

    Skills: Tether Beasts gain a +8 Racial Bonus to Hide Checks on the Demiplane of Time.

    Combat: Tether Beasts rely on simple physical attacks, or magic items if necessary. If losing, they will blast opponents with their Breath Weapon.
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  20. - Top - End - #1250
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    Flowfiend (Spelljammer)

    "Well, this is interesting."

    "This one is all muscle. Chiffon likee."

    "Do you have a moment to talk about our Lord and Savior _____?"

    "Goddamit..."

    Flowfiend is an Acquired Template that can be applied to any Evil Humanoid thrown into the Phlogiston flow. Most people who fall into the flow calcify, but some evil aligned ones are rescued by an unnamed Fiend who remakes them in his own image. Afterwards they swim through the Phlogiston looking for more victims. Flowfiends gain up to 30% in height, and an additional pair of arms. The body bulges with muscles, and the skin turns a sickly yellow. Their teeth and nails turn to claws and fangs.

    Size and Type: Size increases by 1 category, and Type changes to Outsider with the Chaos, Evil and Native Subtypes)

    Hit Dice: All current Hit Dice increase to d8's if they are not d8's or better already, and hp are recalculated.

    Speed: Gains a Fly speed equal to double base land speed with Average Maneuverability.

    Armor Class: Natural Armor Bonus to AC increases to +10, unless it is already higher.

    Attacks: If it doesn't have them the Flowfiends gains a Primary Claw attack and a Secondary Bite attack. It gains 4 Claws and 1 Bite with a Full Attack.

    Damage: Claw and Bite damage depends on the Base Creatures new size. Medium Flowfiends have Claw attacks doing 2d4 plus Str Modifier, and a Bite doing 2d8 plus half Str Modifier. Large Flowfiends have Claw attacks doing 2d6 plus Str Modifier, and a Bite doing 2d10 plus half Str Modifier. Huge Flowfiends have Claw attacks doing 2d8 plus Str Modifier, and a Bite doing 4d6 plus half Str Modifier.

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

    Improved Grab (Ex): If a Flowfiend hits an opponent with it's claw attack it can immediately attempt a grapple as a free action without provoking an attack of opportunity. If it succeeds it can constrict. A Flowfiend can Grab an opponent it's own Size or smaller.

    Constrict (Ex): The Flowfiend can do 4 times it's claw damage plus double 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 5/Magic

    Regeneration (Ex): Flowfiends gain Regeneration 2 (they take normal damage from fire)

    Divination (Su): Flowfiends can cast Detect Chaos/Evil/Good/Law/Magic at will as a Supernatureal ability.

    Magic Resistance (Ex): Flowfiends gain a +1 Racial Bonus on Saving Throws vs Spells and Spell-like Abilities.

    Immunities (Ex): Flowfiends are immune to Paralysis, Petrification and the effects of the Phlogiston Flow.

    Saves: Changes to all Good Saves, and Saves are recalculated.

    Abilities: +8 Str, +4 Con, +2 Int, +2 Wis, +2 Cha, -2 Dex

    Skills: You gain Knowledge (Wildspace) and Wildspace Survival are now class skills (see here http://www.spelljammer.org/chars/skillsfeats.html ).

    Feats: Unchanged.

    Environment: The Phlogiston

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

    Challenge Rating: +2

    Treasure: None

    Alignment: Always Chaotic Evil

    Advancement: Unchanged.

    Level Adjustment:
    +8
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  21. - Top - End - #1251
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    Fiend Knight (Greyhawk)

    "So these guys are contract workers for allies of the Lords of Hell only?"

    "I think you'll find the contract is quite generous."

    "I can't help but notice it promises my soul in exchange for minions. My soul doesn't come that cheap."

    Fiend Knight is an Acquired Template that can be applied to any Lawful Evil Humanoid who only has Levels in a Class whose BAB is equal to it's Hit Dice (i.e. Fighter, Knight, etc.). They are fanatical servants of Ivid and his mistress, altered through rituals learned from the Baatezu. They are clad in Full Plate, usually with a +1 to +3 Enhancement Bonus (Leaders were Demon Armor, see DMG). They prefer 2 handed weapons (Greatswords or Long Bows for infantry, Lances for cavalry). Leaders usually have at least a +3 weapon with any additional weapon property whose cost is equal to a +1 Bonus.

    Size and Type: Size is Unchanged. Type becomes Outsider with the Evil, Lawful and Native Subtypes.

    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:

    Special Mount (Sp): Leaders of the Fiend Knights (Base Creature is 11th Level or higher) can summon a Special Mount. This works for the most part like the Paladin class ability of the same name with the exception of the mount being Undead (see the Template below).

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

    Immunities (Ex): Immune to all spells of the Enchantment school of fourth level or below. They are immune to sleep, charm and hold (as in Hold Monster, etc) effects regardless of level. They are also immune to Fatigue/Exhaustion.

    Saves: All Saves become Good Saves, and Saving Throws must be recalculated.

    Abilities: +4 Str, +4 Dex, +4 Con, +2 Int, +2 Wis, +2 Cha, minimum ability score is 9.

    Skills: Unchanged.

    Feats: Unchanged.

    Environment: Any

    Organization: Solitary, Warband (3-6), or War Troop (up to 80 cavalry on heavy warhorses [20 of which will be Undead], and up 10 120 Heavy Infantry).

    Challenge Rating: +1

    Treasure: Standard

    Alignment: Always Lawful Evil

    Advancement: By Character Class

    Level Adjustment: +2
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  22. - Top - End - #1252
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    Undead Mount

    Undead Mount is an Acquired Template that can be applied to any Heavy Warhorse. Normally it's to make mounts for the Fiend Knights, but the Template can be adapted to other purposes.

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

    Hit Dice: All current and future hit dice become d12's, and hp are recalculated.

    Speed: Unchanged.

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

    Attacks: Unchanged.

    Damage: Unchanged.

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

    Special Qualities: Retains all Special Qualities of the base creature, plus gains all Undead traits such as Darkvision 60 ft., and immunity to Mind-Affecting Effects.

    Saves: Recalculated due to Type and Ability Score changes.

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

    Skills: Unchanged.

    Feats: Unchanged.

    Environment: Any.

    Organization: Unchanged.

    Challenge Rating: +1

    Treasure: Unchanged.

    Alignment: Alignment changes to Lawful Evil.

    Advancement: Unchanged.

    Level Adjustment: ---



    [table2=collapse]
    [row]
    [cell][table2]
    [row2][cell][/cell][/row2]
    [row2][cell][br][br]Level[/cell][/row2]
    [row=#FDEEF4][cell]11th-14th[/cell][/row]
    [row=#F2E4BC][cell]15th-20th[/cell][/row]
    [/table2][/cell]
    [cell][table2]
    [row2][cell][/cell][/row2]
    [row2][cell]Bonus HD[/cell][/row2]
    [row=#FDEEF4][cell]+6[/cell][/row]
    [row=#F2E4BC][cell]+8[/cell][/row]
    [/table2][/cell]
    [cell][table2]
    [row2][cell][/cell][/row2]
    [row2][cell]Natural Armor Adj.[/cell][/row2]
    [row=#FDEEF4][cell]+8[/cell][/row]
    [row=#F2E4BC][cell]+10[/cell][/row]
    [/table2][/cell]
    [cell][table2]
    [row2][cell][/cell][/row2]
    [row2][cell]Str Adj.[/cell][/row2]
    [row=#FDEEF4][cell]+3[/cell][/row]
    [row=#F2E4BC][cell]+4[/cell][/row]
    [/table2][/cell]
    [cell][table2]
    [row2][cell][/cell][/row2]
    [row2][cell]Int[/cell][/row2]
    [row=#FDEEF4][cell]8[/cell][/row]
    [row=#F2E4BC][cell]9[/cell][/row]
    [/table2][/cell]
    [cell][table2]
    [row2][cell][/cell][/row2]
    [row2][cell]Special[/cell][/row2]
    [row=#FDEEF4][cell]Empathic Link, Improved Evasion, Share Spells/Saving Throws, Improved Speed, Rebuke[/cell][/row]
    [row=#F2E4BC][cell]Spell Resistance[/cell][/row]
    [/table2][/cell]
    [/row]
    [/table2]



    Bonus HD
    Extra twelve-sided (d12) Hit Dice as normal. Extra Hit Dice improve the mountís base attack and base save bonuses. An undead mountís base attack bonus is equal to that of a cleric of a level equal to the mountís HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animalís HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monsterís Hit Dice.

    Natural Armor Adj.

    The number on the table is an improvement to the mountís existing natural armor bonus.

    Str Adj.
    Add this figure to the mountís Strength score.

    Int
    The mountís Intelligence score.

    Empathic Link (Su)

    The Fiend Knight has an empathic link with her mount out to a distance of up to 1 mile. The Fiend Knight cannot see through the mountís eyes, but they can communicate empathically.

    Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.

    Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar.

    Improved Evasion (Ex)
    When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

    Share Spells
    At the Fiend Knight's option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount.

    The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the Fiend Knight may cast a spell with a target of "You" on her mount (as a touch range spell) instead of on herself. A Fiend Knight and her mount can share spells even if the spells normally do not affect creatures of the mountís type (undead).

    Share Saving Throws
    For each of its saving throws, the mount uses its own base save bonus or the Fiend Knightís, whichever is higher. The mount applies its own ability modifiers to saves, and it doesnít share any other bonuses on saves that the master might have.

    Improved Speed (Ex)
    The mountís speed increases by 10 feet.

    Rebuke (Su)
    You may Rebuke Undead an additional 2/day. If you don't have this class ability, you can now Rebuke Undead 2/day.

    Spell Resistance (Ex)
    A mountís spell resistance equals its masterís Hit Dice + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mountís spell resistance.
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  23. - Top - End - #1253
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    crap, I'd forgotten GitP uses different tables. imme a bit and I'll work it out

    Narvaezan Fiend (Red Steel)
    Medium Outsider (Chaos, Evil, Native)
    Hit Dice: 6d8+12 (39 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares), Fly 60 ft. (Good)
    Armor Class: 19 (+2 Dex, +7 Natural), touch 12, flat-footed 17
    Base Attack/Grapple: +6/+8
    Attack: Claw +8 melee (1d6+2)
    Full Attack: 2 Claws +8 melee (1d6+2) and 1 Bite +3 melee (2d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities, Pounce, Rake
    Special Qualities: Damage Reduction 10/Magic, Darkvision 60 ft., SR 14, Telepathy 30 ft., Sunlight Vulnerability, Turn Incorporeal, Lair
    Saves: Fort +7, Ref +7, Will +9
    Abilities: Str 15, Dex 15, Con 14, Int 14, Wis 18, Cha 14
    Skills: Bluff +10, Concentration +10, Diplomacy +10, Gather Information +8, Hide +10, Knowledge (Arcane, Local, Religion) +8, Listen +10, Move Silently +10, Sense Motive +10, Spot +10, Use Magic Device +8
    Feats: Boost Spell-Like Ability, Empower Spell-Like Ability, Heighten Spell-Like Ability
    Environment: Any
    Organization: Solitary
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Chaotic Evil
    Advancement: 7-9 HD (Medium), 10-18 HD (Large)
    Level Adjustment: ---

    "So what kind of Fiends are you?"

    "We're religious mercenaries. We stir up trouble by manipulating people's beliefs."

    "I think you mean missionaries."

    "HA! No, we don't. We really, really don't."

    Narvaezans are twisted humanoids formed of shadow stuff with sharp teeth and claws. Their feet have great hook-like claws that make walking impossible (not that they need to). They generally have two of more horns giving them a fiendish appearance (hence the name), and shadows billowing out behind them in the form of a cloak or batlike wings. They feed off fear, paranoia and hate, and are infamous for stirring up religious inquisitions.

    Spell-Like Abilities (Sp): 3/day: Bestow Curse, Enthrall, Fear. 1/day: Suggestion. The Narvaezan may also cast Cure Light wounds on itself at will, but it must Concentrate for 3 full rounds to do so.

    Pounce (Ex): The Fiend may perform a Full Attack Action on a Charge, including Rake attacks.

    Rake (Ex): The Fiend can make two additional Rake attacks during a Grapple or Charge attack. +8 to hit, damage is 1d5+2.

    Sunlight Vulnerability (Ex): Narvaezan cannot enter direct sunlight, including the area of a Daylight spell.

    Turn Incorporeal (Su): The Narvaezan is formed of a shadow like substance, and is Incorporeal until it draws blood (it can claw a solid opponent even in it's Incorporeal state). Once it does damage to an opponent it becomes solid and loses it's Incorporeal subtype until it goes 2 rounds without doing damage to a physical opponent.

    Lair (Su): The Narvaezan can create an area of shadow up to 1000 feet across as a lair into which sunlight cannot penetrate, and if forced into the daylight it immediately teleports to this lair. The door to the lair can be moved 60 ft. per round as a Swift Action. Creating the lair takes 10 Minutes. The door appears as a shadow, and if placed in an area of little illumination it requires a DC 20 Spot Check to see. If placed in a lit area it is an obvious shadow. Detect Magic or True Sight will always show the door. The lair resembles the outside world, but filled with mist and shadows. Anyone inside it other than the creating Fiend must make a DC 15 Willpower Save, or be Confused until he leaves the lair (Save DC is Cha based). While within the Lair the Fiend may cast Mirage Arcana or Permanent Image at will.

    Skills: Narvaezan gain a +4 Racial Bonus to Hide Checks in areas of shadowy illumination (and a -4 Penalty to Hide Checks in bright light).

    Combat: Narvaezan often sit within their lair and wait for potential victims to walk in front of the door before grabbing them and pulling them in. Otherwise it remains incorporeal and casts spells, only resorting to physical combat if necessary.
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  24. - Top - End - #1254
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    Utukku (Red Steel)
    Large Outsider (Chaotic, Evil, Extraplanar)
    Hit Dice: 10d8+50 (95 hp)
    Initiative: +5
    Speed: 40 ft. (8 squares)
    Armor Class: 22 (-1 Size, +1 Dex, +12 Natural), touch 10, flat-footed 21
    Base Attack/Grapple: +10/+18
    Attack: Claw +14 melee (2d8+5)
    Full Attack: 2 Claws +14 melee (2d8+5) and 1 Bite +9 melee (3d4+2)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Spell-Like Abilities
    Special Qualities: Darkvision 120 ft., Telepathy 120 ft., Damage Reduction 10/Magic, SR 19, Energy Resistance 15 (Electricity, Fire), Poison Resistance, Mental Resistance
    Saves: Fort +12, Ref +8, Will +9
    Abilities: Str 18, Dex 13, Con 20, Int 16, Wis 16, Cha 16
    Skills: Bluff +13, Climb +14, Concentration +15, Diplomacy +13, Hide +7, Intimidate +13, Knowledge (History, Local, The Planes) +13, Listen +13, Move Silently +11, Sense Motive +13, Spot +13, Use Magic Device +7
    Feats: Improved Initiative, Quicken Spell-Like Ability (Contagion, Lightning Bolt, Polymorph)
    Environment: Carceri
    Organization: Solitary
    Challenge Rating: 9
    Treasure: Standard
    Alignment: Always Chaotic Evil
    Advancement: 11-15 HD (Large), 16-30 HD (Huge)
    Level Adjustment: ---

    "FORK MY SALAD!"

    "Chiffon...translation?"

    "Yeah, hold on I got a Common to Fiendish dictionary....Meni tushunasizmi? (Do you understand me?)"

    "...fork fork salad?"

    "Either your book or his is way off."

    The Utukku are 12 ft. tall scaled humanoids with clawed hands and feet. They have a golden red lion's head with quills instead of a mane. Every 100 years they get to leave Carceri for one year on the Prime Material. They could do various things with this time, but they spend most of it lonely and bitter in a cave somewhere. When they get bitter enough they seek out local Humanoids to wreak havoc. They don't look to establish cults or followers as their time is short, so they mostly just go for petty destructive chaos. Utukku speak their own language.

    Spell-Like Abilities (Sp): At will: Detect Chaos/Evil/Good/Law, Detect Invisibility, Detect Magic, or Tongues. 3/day: Darkness, Fear, Greater Teleport, and Lightning Bolt. 1/day: Contagion, Control Weather, Polymorph (human form only), Symbol of Discord. 1/century the Utukku can Plane Shift (as per the spell) from Carceri to the Prime Material, where it can remain for 1 year until it must return. Caster Level is 18th.

    Poison Resistance (Ex): Utukku gain a +4 Racial Bonus on Saves against Poison.

    Mental Resistance (Ex):Utukku are immune to spells, powers or abilities that allow an opponent to read their thoughts or emotions, such as Detect Thoughts or Probe Thoughts.

    Combat: Utukku really like hitting things, so despite their advanced intelligence they don't use tactics much besides " oh look a target" *claw*claw*claw*.
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  25. - Top - End - #1255
    Firbolg in the Playground
     
    Bhu's Avatar

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    Ghoul Frog
    Tiny Magical Beast
    Hit Dice: 1d10+2 (7 hp)
    Initiative: +2
    Speed: 15 ft. (3 squares), Swim 30 ft.
    Armor Class: 14 (+2 Size, +2 Dex), touch 14, flat-footed 12
    Base Attack/Grapple: +1/-11
    Attack: Bite +4 melee (1d3-4)
    Full Attack: Bite +4 melee (1d3-4)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Flash
    Special Qualities: Darkvision 69 ft., Poison Flesh, Glare Resistance
    Saves: Fort +4, Ref+4, Will +2
    Abilities: Str 2, Dex 14, Con 14, Int 1, Wis 14, Cha 4
    Skills: Hide +10, Listen +4, Spot +4, Swim +4
    Feats: Weapon Finesse
    Environment: Temperate or Warm Marsh
    Organization: Solitary, Pair or Pack (3-8)
    Challenge Rating: 1/2
    Treasure: None
    Alignment: Neutral
    Advancement: ---
    Level Adjustment: ---

    "Good lord these are ... really underwhelming despite their appearance."

    "Hey now. Them frogs attract Undead like nuthin' else. Perfect early warnin' systems and traps. Not all minions needs ter be killin' machines."

    Despite the name Ghoul Frogs are not Undead. They are normal frogs with transparent skin and musculature, giving them a rather horrific appearance. They hunt insects by blinding them with flashes of light, and often live in groups for safety. This is by no means necessary as other predators have learned that by lurking nearby the frogs will attract prey they can eat (and it doesn't hurt that the frogs are terribly toxic).

    Flash (Su): Ghoul Frogs glow moderately giving them a -4 penalty to Hide Checks in shadowy areas or darkness. As a Standard Action they can increase this to a bright flash of light. Anyone within 10 feet looking directly at the frog during this time must make a DC 12 Reflex Save (Save DC is Constitution based) or be Blinded for 1d4 rounds. Ghoul Frogs are immune to their own species Flashes.

    Poison Flesh (Ex): Ingested, Fortitude Save DC 12, Initial Damage Nauseated for 1 Minute, Secondary is Nauseated 1d4 hours.

    Glare Resistance (Ex): Ghoul Frogs gain a +2 Racial Bonus on Saving Throws against any effect based on bright light used to Dazzle or Blind them.

    Combat: Ghoul Frogs usually unleash their flash before running away. Nearby ambush predators usually kill off their enemies for them.
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  26. - Top - End - #1256
    Ettin in the Playground
     
    TheWombatOfDoom's Avatar

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    Requesting the stats on just a normal wombat as a regular animal, and then a dire wombat, if you feel so inspired.
    Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes

    World Building Projects:
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    (you can't take the sky from me)

  27. - Top - End - #1257
    Firbolg in the Playground
     
    Bhu's Avatar

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    Gimme a bit, I'm going through some stuff right now.
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  28. - Top - End - #1258
    Ettin in the Playground
     
    TheWombatOfDoom's Avatar

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    Quote Originally Posted by Bhu View Post
    Gimme a bit, I'm going through some stuff right now.
    There are no rush or expectations. I hope it works out! *sends good vibes*
    Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes

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

    Order of the Stick Projects:
    Annotation of the Comic | Magic Compendium of the Comic | Transcription of the Comic
    Dad-a-chum? Dum-a-chum? Ded-a-chek? Did-a-chick?
    Extended Signature | My DeviantArt | Majora's Mask Point Race
    (you can't take the sky from me)

  29. - Top - End - #1259
    Firbolg in the Playground
     
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    Default Re: Critters II!

    Wombat
    Small Animal
    Hit Dice: 1d8+2 (6 hp)
    Initiative: +3
    Speed: 15 ft. (3 squares), Burrow 5 ft.
    Armor Class: 15 (+1 Size, +3 Dex, +1 Natural), touch 14, flat-footed 12
    Base Attack/Grapple: +0/-3
    Attack: Claw +4 melee (1d3+1)
    Full Attack: 2 Claws +4 melee (1d3+1) and 1 bite -1 melee (1d3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Tunnel Fighting
    Special Qualities: Low-light Vision, Speed Burst, Armored Butt
    Saves: Fort +4, Ref +5, Will +1
    Abilities: Str 12, Dex 17, Con 15, Int 2, Wis 12, Cha 6
    Skills: Hide +7, Listen +6, Move Silently +3, Search -3, Spot +2, Survival +2
    Feats: Weapon Finesse
    Environment: Warm Plains and Forest
    Organization: Solitary
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral
    Advancement: 2 HD (Small)
    Level Adjustment: ---

    Wombats are adorable little Australian critters that are deceptively strong for their size.

    Tunnel Fighting: The Wombat's penalties for fighting in restricted spaces (see Underdark page 112) are lowered by an additional -2.

    Speed Burst: 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.

    Armored Butt: Wombats have thick smooth hide on their behinds to prevent predators from pulling them from burrows, giving them DR 3/- from rear attacks.

    Skills: Wombats gain a +4 Racial Bonus on Listen Checks.

    Combat: Normally shy and retiring, Wombats can be utterly vicious if cornered or scared.


    Dire Wombat
    Large Animal
    Hit Dice: 8d8+40 (76 hp)
    Initiative: +1
    Speed: 25 ft. (5 squares), Burrow 10 ft.
    Armor Class: 16 (-1 Size, +1 Dex, +6 Natural), touch <#>, flat-footed <#>
    Base Attack/Grapple: +6/+17
    Attack: Claw +6 melee (1d6+7)
    Full Attack: 2 Claws +6 melee (1d6+7) and 1 Bite +3 melee (1d6+3)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Tunnel Fighting
    Special Qualities: Low-light Vision, Speed Burst, Armored Butt
    Saves: Fort +11, Ref +7, Will +7
    Abilities: Str 25, Dex 13, Con 20, Int 2, Wis 12, Cha 6
    Skills: Hide +0, Listen +6, Move Silently +3, Search -2, Spot +1, Survival +4
    Feats: Multiattack
    Environment: Warm Plains and Forest
    Organization: Solitary
    Challenge Rating: 5
    Treasure: None
    Alignment: Always Neutral
    Advancement: 9-12 HD (Large), 13-24 HD (Huge)
    Level Adjustment: ---

    Most Wombats are pet sized, despite not making very good pets. Dire Wombats are rhinoceros sized. They're also a tad more persnickety and less easily intimidated.

    Tunnel Fighting: The Wombat's penalties for fighting in restricted spaces (see Underdark page 112) are lowered by an additional -2.

    Speed Burst: 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.

    Armored Butt: Wombats have thick smooth hide on their behinds to prevent predators from pulling them from burrows, giving them DR 6/- from rear attacks.

    Skills: Wombats gain a +4 Racial Bonus on Listen Checks.

    Combat: Dire Wombats will run for brief periods of time to convince opponents they are fleeing. Then the little fluffy bastards circle back around and charge you from behind.
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  30. - Top - End - #1260
    Firbolg in the Playground
     
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    Default Re: Critters II!

    Dirtwraith
    Medium Plant
    Hit Dice: 6d8+6 (33 hp)
    Initiative: +2
    Speed: 5 ft. (1 square)
    Armor Class: 11 (-2 Dex, +3 Natural), touch 7, flat-footed <11
    Base Attack/Grapple: +4/+4
    Attack: see below
    Full Attack: see below
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Animate Plants, Spores
    Special Qualities: Plant traits, Tremorsense 60 ft., Immune to Fire damage, DR 10/Slashing and Piercing, Poison Flesh, Low-light Vision
    Saves: Fort +6, Ref +0, Will +4
    Abilities: Str 11, Dex 6, Con 12, Int 4, Wis 15, Cha 15
    Skills: Hide +4, Listen +5, Spot +5
    Feats: Ability Focus (Spores), Improved Initiative, Skill Focus (Hide)
    Environment: The Abyss
    Organization: Solitary
    Challenge Rating: 5
    Treasure: Standard
    Alignment: Chaotic Evil
    Advancement: 7-9 HD (Medium), 10-18 HD (Huge)
    Level Adjustment: ---

    "Aaaaand were back in the hazmat suits again..."

    Dirtwraiths, also known as Sargusian Fungus, was brought to the world of Greyhawk via the Abyss. It appears as a mass of yellow fibers at the rootbase of large plants that eventually erupt into fruiting bodies. They tend to be territorial killers, and are often employed as hitmen.

    Animate Plants (Su): The Dirtwraith can animate it's plant host at will as per the Animate Plants spell.

    Spores (Ex): Dirtwraiths can spray spores as a Standard Action. This attack has a range of 15 feet, and can be used once per day per Hit Die. Inhaled, DC 16 Fortitude, Initial damage is 1d6 Untyped damage. Secondary is another 1d6 Untyped damage for 2d4 rounds.

    Poison Flesh (Ex): While Demons enjoy the taste of Sargusian Fungus, it is incredibly toxic to other species. Ingested, DC 14 Fortitude Save, Initial damage Unconscious for 2d6 days, Secondary damage death (and the body becomes a new Dirtwraith).

    Combat: Dirtwraiths use their host plant to attack, saving their spores for emergencies.
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