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Thread: Critters II!

  1. - Top - End - #1381
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    Default Re: Critters II!

    Nightshade (Forgotten Realms)
    Medium Fey
    Hit Dice: 1d6+4 (7 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: 13 (+3 Dex), touch 13, flat-footed 10
    Base Attack/Grapple: +0/+0
    Attack: Short Sword +3 melee (1d6/19-20 plus poison)
    Full Attack: Short Sword +3 melee (1d6/19-20 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison, Spell-Like Abilities
    Special Qualities: Low light Vision, Immune to Weapons, Plant Speech, Fire Vulnerability
    Saves: Fort +4, Ref +5, Will +4
    Abilities: Str 10, Dex 16, Con 18, Int 10, Wis 14, Cha 14
    Skills: Climb +4, Concentration +6, Escape Artist +5, Hide +5, Intimidate +4, Listen +4, Move Silently +5, Search +4, Sense Motive +4, Spot +4
    Feats: Weapon Finesse
    Environment: Any Forest
    Organization: Gang (2-4), band (6-11), or tribe (20-80)
    Challenge Rating: 2
    Treasure: Standard
    Alignment: Always Neutral Evil
    Advancement: By Character Class (Druid)
    Level Adjustment: +3

    "Evil Dwarves?"

    "T'aint Dwarves ma'am, theys fairies."

    "Are they less whimsical than the usual Fey? Whimsy doesn't do well for minions."

    Nightshades are the evil spirits of poisonous plants, similar to Dryads (but without their plant dependency). They look like dark brown, flexible Dwarves and hair made from vines and leaves. They devour other living beings right down to the bone during the spring and summer months, before hibernating for the winter.

    Poison (Su): Nightshades sweat a toxic sap that they can coat their weapons with. Opponents attacking them with natural weapons or a grapple must make a Fortitude Save as well. Contact, DC 14 Fortitude Save (Save DC is Con based), Initial and Secondary damage is 1d3 Dexterity. If a Humanoid victim falls to 0 Dexterity, it 'dies', only to rise as a Nightshade the following full moon.

    Spell-Like Abilities (Sp): At Will: Pass Without Trace. 1/Day: Entangle, Tree Stride. 1/Month: A group of 7 Nightshades can cast Summon Nature's Ally, but can only use it to call a Shambling Mound.

    Weapon Immunity (Ex): Nightshades take no damage from wooden weapons or spells that deal damage via wood.

    Plant Speech (Su): Nightshades permanently have the benefits of a Speak with Plants spell.

    Combat: Nightshades rely heavily on ambush tactics and poison.
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  2. - Top - End - #1382
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    Default Re: Critters II!

    BAINLIGOR



    *barely audible squeaking*

    "How do you communicate with these things?"

    "Spells."

    Bainligors are small, flightless bat-people. Their primitive tribal culture is found in the upper reaches of the Underdark, where they subsist almost entirely on insects, spiders, rothe, and edible fungi. Bainligors are considered hideous by even the most charitable. Their ears are huge and pointed, their ridged snouts and elaborately sculpted facial features are those of bats.

    Class Skills
    The Bainligor's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
    Skills Points at Each Level : 6 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +0     +0     +2    Bainligor Body, Claws (1d4), Supersonic Speech, Iron Stomach, Age Requirements
    2. +2    +0     +0     +3    Sonic Burst (2d6)
    3. +3    +1     +1     +3    Blindsight
    4. +4    +1     +1     +4    Adulthood, Sonic Burst (4d6), Claws (1d6), +2 Str
    5. +5    +1     +1     +4    Dodge Missiles
    6. +6    +2     +2     +5    Sonic Burst (6d6), Claws (1d8)
    7. +7    +2     +2     +5    +2 Str, +2 Con
    8. +8    +2     +2     +6    Sonic Burst (8d6), Claws (2d6)
    9. +9    +3     +3     +6    Frightful Presence
    10.+10   +3     +3     +7   Undead Apotheosis, Sonic Burst (10d6), Claws (3d6)
    Weapon Proficiencies: Bainligor are only proficient with their Natural Weapons.

    Bainligor Body: Bainligor lose all other racial bonuses and become Monstrous Humanoids gaining all racial traits of that type (primarily Darkvision 60 feet). They are Small sized with a base speed of 20 feet and a natural armor bonus equal to their Con modifier. They have +2 Dex, -2 Str.

    Claws: A Bainligor has a Primary Natural Claw Attack (2 Claws with a Full Attack). Initially it does 1d4 plus Str Modifier. This increases to 1d6 at Level 4, 1d8 at Level 6, 2d6 at Levell 8,and3d6 at Level 10.

    Supersonic Speech (Ex): Bainligor speech is so high-pitched most beings can't hear it. Only beings with a Racial Bonus to Listen Checks or Blindsight based on hearing can hear them. To make themselves understood by other races is a Move Action, and those listening must make a DC 15 Wisdom Check to understand.

    Iron Stomach (Ex): A Bainligor gains a +2 racial bonus on saving throws against sickness and nausea effects, as well as ingested diseases and poisons.

    Age Requirements: The Levels of this class represent a Bainligors racial abilities as they age. Level 4 cannot be taken until the Bainligoris at least15 years old. Level 6 cannot be taken until age 35. Level 8 cannot be taken until age 70. Level 10 cannot be taken until death.

    Sonic Burst (Su): Beginning at 2nd Level, the Bainligor can unleash a burst of sound 1/encounter. This is a ranged touch attack against 1 creature within 30 feet. It does 2d6 Sonic damage, and the target must make a Reflex Save (DC 10 + ½ Bainligor’s HD + Bainligor’s Con modifier) or be Stunned 1 round. At 4th Level, damage increases to 4d6, and range becomes 60 feet. At 6th Level, the damage increases to 6d6, and opponents are Stunned for 1d2 rounds on a failed Save. At 8th Level, damage increases to 8d6, and range becomes 90 feet. At 10th Level, damage increases to 10d6, and opponents are Stunned for 1d4 rounds on a failed Save.

    Blindsight(Ex): Bainligor can sense all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment. Bainligors are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud or incense-heavy air). Negating a Bainligors sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both these senses are negated, a Bainligor is effectively blinded.

    Adulthood: At 4th Level the Bainligor has achieved adulthood, and it's Size increases to Medium. They gain +4 Str, and +2 Con. Base land speed increases to 30 feet.

    Dodge Missiles (Ex): At 6th Level your echolocation abilities have developed to the point of giving you a+2 Racial Dodge Bonus against ranged attacks.

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

    Undead Apotheosis: At 10th Level, the Bainligor is nearing the end of it's life, and seeks out a dry, empty cavern pointed out to it by a voice in it's head. It returns as a withered dead thing, and joins the Bainligor nobility. It's Type becomes Undead, and all current and future Hit Dice become d12's.

    STARTING AGE
    Adulthood: 15
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +2d6

    AGING EFFECTS
    Middle Age: 35
    Old: 53
    Venerable: 70
    Maximum Age: +2d20 years
    Bainligor grow ever larger with age. At Middle Age. Old and Venerable they gain a +1 to their Strength Score instead of the usual bonuses and penalties. Once they take 10th Level in this class and pass into undeath, they are immortal.

    HEIGHT AND WEIGHT
    Base Height: Male: 3' Female: 2'10"
    Height Modifier: +2d4"
    Base Weight: Male: 30 lbs. Female: 25 lbs.
    Weight Modifier: x1 lb.

    BAINLIGOR CHARACTERS
    You have no real racial penalties to abilities, so you're pretty free. Most Bainligor have a talent for the stealthier classes.
    Adventuring Race: Bainligor adventure because their Elders tell them to, or because they are exiles.
    Character Development: You'll likely want to do something about your low movement rate.
    Character Names: Bainligor names are a combination of high-pitched squeaks unpronounceable by other races.

    ROLEPLAYING A BAINLIGOR
    You take great pride in being a nomadic scavenger. You have no respect for those who cannot fend for themselves.
    Personality: Bainligor are primarily concerned with survival. Honestly their life affords them little else.
    Behaviors: Bainligor boast of the awful, rotting and deadly things they have eaten. They consider other races weak for not being able to survive anywhere, eating anything.
    Language: Bainligor have their own language, and most learn Undercommon as well.

    BAINLIGOR SOCIETY
    Bainligors are a primitive, tribal gerontocracy barely out of the stone ages. They are run by the Revered Ones, elderly tribesmen who have passed on into Undeath.
    Alignment : Bainligor are almost exclusively Neutral Evil.
    Lands : Bainligor live in the upper reaches of the Underdark.
    Settlements : Due to the hatred of other races the Bainligor keep to their territory. They avoid the deeper reaches due to legends of Revered Ones lurking and ever hungry.
    Beliefs : Bainligor do worship a God of some sort, but no one is truly certain which one.
    Relations: Other races avoid the Bainligor, They have little to trade, horrific eating habits, and are ruled by the Undead.

    BAINLIGOR
    · The tribesmen are disappearing one by one, and everyone assigned by the Revered Ones to find out why doesn't come back. It's your turn now, and you don't like the way the Revered Ones are looking at you.
    · Your tribes elders are being slaughtered before they can move on. You suspect the tribes lone Revered One wants no rivals and is killing them off. But how to prove it?
    · Your fellow tribesman is too young to be a Revered One, but has obviously passed into undeath. The Revered Ones want you to figure out if he means trouble.
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  3. - Top - End - #1383
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    Default Re: Critters II!

    Quote Originally Posted by Bhu View Post
    They devour other living beings right down to the bone during the spring and summer months, before hibernating for the winter.
    Without a proper bite attack? Maybe they're doing it the civilized way, then.

    If a Humanoid victim falls to 0 Dexterity, it 'dies', only to rise as a Nightshade the following full moon.
    Hm. A fey with (basically) Create Spawn. Interesting. I've seen weirder stuff, though (ophidian, I'm looking at you).

    Quote Originally Posted by Bhu View Post
    Age Requirements: The Levels of this class represent a Bainligors racial abilities as they age. Level 4 cannot be taken until the Bainligoris at least15 years old. Level 6 cannot be taken until age 35. Level 8 cannot be taken until age 70. Level 10 cannot be taken until death.

    (…)

    Adulthood: At 4th Level the Bainligor has achieved adulthood, and it's Size increases to Medium. They gain +4 Str, and +2 Con. Base land speed increases to 30 feet.
    Doesn't that impair playability somewhat? Needing a 30 odd year time skip for levelling up sounds like a pain. (It is also quite unusual that these guys can explicitly be played before reaching adulthood.)
    Last edited by Metastachydium; 2021-06-22 at 07:19 AM. Reason: Â.

  4. - Top - End - #1384
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    Quote Originally Posted by Metastachydium View Post
    Doesn't that impair playability somewhat? Needing a 30 odd year time skip for levelling up sounds like a pain. (It is also quite unusual that these guys can explicitly be played before reaching adulthood.)
    You can, presumably, multiclass in the mean-time, and it seems to be using Oslecamo's template for racial classes (racial modifiers as 1st-level feature and Con to NA are the giveaway). There's also the option of stacking Bestow Curse and other age-modifying effects to just accelerate your aging appropriately. Not the weirdest thing an Adventurer has done to meet prerequisites.

  5. - Top - End - #1385
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    Default Re: Critters II!

    Quote Originally Posted by Metastachydium View Post
    Without a proper bite attack? Maybe they're doing it the civilized way, then.
    They are like human cannibals. I just didn't anna go into too much detail.



    Doesn't that impair playability somewhat? Needing a 30 odd year time skip for levelling up sounds like a pain. (It is also quite unusual that these guys can explicitly be played before reaching adulthood.)
    The Bainligor would be a difficult race to play. They're ruled by Undead and consider all other races food. But the original 2e critter varied greatly in power and HD, so I thought a monster class would be the way to go. It's not necessarily a player class but for all evil campaigns. But you can multiclasss between levels as Morphics mentioned.
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  6. - Top - End - #1386
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    Ghuuna

    "Everyone already uses Gnolls as Minions...""

    "Theys deluxe Gnolls ma'am."

    "Define what you mean by 'deluxe'. We've all been taken by faux upgrades before."

    Ghuuna is an Acquired Template that can be applied to any Gnoll follower of Yeenoghu. They are quasi-lycanthropes made via magic ritual. Base Creature refers to Gnoll, Base Animal is the Hyaenodon. Unlike normal Lycanthrope's, they have no hybrid form. They rarely spread their condition, unless directed to, or if their numbers have been devastated.

    Size and Type: The base creature’s type does not change, but the creature gains the shapechanger subtype. The Ghuuna's size changes to large in Hyaenodon form.

    Hit Dice: Same as the base creature plus those of the base animal (5d8). To calculate total hit points, apply Constitution modifiers according to the score the Ghuuna has in each form.

    Speed:
    Base land speed increases o 50 ft. in Hyaenodon form.

    Armor Class: Natural AC Bonus increases by +2 in Gnoll form. Natural AC Bonus is +8 in Hyaenodon Form.

    Attacks: Add the base attack bonus for the base animal (+3) to the base attack bonus for the base creature. The Ghuuna’s grapple bonus uses its attack bonus and modifiers for Strength and size depending on the Ghuuna’s form.

    Damage:
    Same as the base creature or base animal, depending on which form the Ghuuna is in. In Hyaenodon form, the Ghuuna has a Primary Natural Bite attack doing 1d8 plus one and a half times Str modifier damage.

    Special Attacks: A Ghuuna retains the special attacks of the base creature or base animal, depending on which form it is using, and also gains the special attacks described below.

    A Ghuuna spellcaster cannot cast spells with verbal, somatic, or material components while in animal form.

    Ghuunism (Su): Any Gnoll hit by a Ghuuna’s bite attack in animal form must succeed on a DC 15 Fortitude save or contract lGhuunism.

    Trip (Ex): A Ghuuna that hits with a bite attack in Hyaenodon form can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

    Domination (Sp): Ghuuna's can cast Dominate Animal at will, but only on Hyenas or Hyaenodons. Caster Level is 8th.

    Special Qualities: A lycanthrope retains all the special qualities of the base creature and the base animal, and also gains those described below.

    Alternate Form (Su): A Ghuuna can assume the form of a Hyaenodon. Changing to or from animal form is a standard action. A slain lycanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however.

    Afflicted lycanthropes find this ability difficult to control (see Lycanthropy as an Affliction, below), but natural lycanthropes have full control over this power.

    Damage Reduction (Ex): An afflicted lycanthrope in animal form has damage reduction 5/Cold Iron or Magic A natural lycanthrope in animal form has damage reduction 10/Cold Iron or Magic.

    Lycanthropic Empathy (Ex): In any form, Ghuunas can communicate and empathize with Hyenas or Hyaenodons. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."

    Darkvision (Ex): A Ghuuna has 90 ft. Darkvision in any form.

    Scent (Ex): A lycanthrope has the scent ability in any form.

    Saves: Add the base save bonuses of the base animal (+4 Fort, +4 Reflex, +1 Will) to the base save bonuses of the base creature.

    Abilities: All lycanthropes gain +2 to Wisdom. In addition, when in animal form, a lycanthrope’s physical ability scores improve according to its kind, as set out here: +16 Str, +4 Dex, +8 Con.

    In addition, a lycanthrope may also gain an additional ability score increase by virtue of its extra Hit Dice.

    Skills: A lycanthrope gains skill points equal to (2 + Int modifier, minimum 1) per Hit Die of its animal form, as if it had multiclassed into the animal type. (Animal is never its first Hit Die, though, and it does not gain quadruple skill points for any animal Hit Die.) Any skill given in the animal’s description is a class skill for the lycanthrope’s animal levels (Hide, Listen. Move Silently, Spot, Survival). In any form, a lycanthrope also has any racial skill bonuses of the base creature and of the base animal, although conditional skill bonuses only apply in the associated form (+4 Racial Bonus to Hide Checks in tall grass, with a +4 Racial Bonus to Survival Checks that rises to +8 when tracking by Scent).

    Feats: Add the base animal’s feats (Alertness, Toughness, Weapon Focus-Bite) to the base creature’s. If this results in a lycanthrope having the same feat twice, the lycanthrope gains no additional benefit unless the feat normally can be taken more once, in which case the duplicated feat works as noted in the feat description. This process may give the lycanthrope more feats than a character of its total Hit Dice would normally be entitled to; if this occurs, any "extra" feats are denoted as bonus feats.

    It’s possible that a lycanthrope cannot meet the prerequisites for all its feats when in humanoid form. If this occurs, the lycanthrope still has the feats, but cannot use them when in humanoid form. A lycanthrope receives Iron Will as a bonus feat.

    Environment: Warm Desert or Plains

    Organization: Solitary, pair, hunting party (2-5)

    Challenge Rating: +3

    Treasure: Standard.

    Alignment: Usually Chaotic Evil

    Advancement: By Character Class.

    Level Adjustment:
    +3, In addition, a lycanthrope’s character level is increased by the number of racial Hit Dice the base animal has.
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  7. - Top - End - #1387
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    Avari
    Medium Outsider (Evil)
    Hit Dice: 9d8+27 (67 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares), Fly 40 ft. (Clumsy)
    Armor Class: 24 (+4 Dex, +10 Natural), touch 14, flat-footed 20
    Base Attack/Grapple: +9/+13
    Attack: Claw +13 melee (1d8+4)
    Full Attack: 2 Claws +13 melee (1d8+4) and 1 Bite +8 melee (2d8+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poisonous Bite, Screech, Bat Summoning
    Special Qualities: Immunities, DR 10/Magic, Energy Resistance 10 (Cold, Electricity, Force), Low-Light Vision, Darkvision 60 ft., Telepathy 100 ft., SR 19, Blindsense 40 ft.
    Saves: Fort +9, Ref +10, Will +10
    Abilities: Str 18, Dex 18, Con 16, Int 14, Wis 18, Cha 14
    Skills: Climb +14, Concentration ++13, Hide +14, Intimidate +12, Jump +14, Knowledge (Nature, The Planes) +12, Listen +18, Move Silently +14, Search +12, Spot +18, Survival +14
    Feats: Ability Focus (Screech), Blind-Fight, Cleave, Power Attack
    Environment: Acheron, Carceri, Gehenna, Hades
    Organization: Solitary, Pair, or Group (3-4)
    Challenge Rating: 10
    Treasure: Standard
    Alignment: Neutral Evil
    Advancement: 10-13 HD (Medium), 14-27 HD (Large)
    Level Adjustment: ---

    "Aren't these just giant bats?"

    "Giant Devil Bats."

    "These ain't Baatezu..."

    "Mebbe not, but they hate Demons all the same."

    Avari are large bat-like humanoids with winged arms. Natives of the Lower Planes, they often end up in minor wars with Demons. Other beings they eat (if they consider them weak), lead into fighting their enemies if they seem powerful, or trade with for Gold. Avari are quite obsessed with precious metals, and can easily be bribed with them when not hungry.

    Poisonous Bite (Su): Injury, DC 17 Fortitude Save (Save DC is Constitution based), Initial damage is wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks. If the target suffers Secondary damage, the duration extends to an hour.

    Screech (Ex:) Once every 1d4 rounds the Avari can emit a painful, piercing scream. Any living being within 10 feet of the Avari must make a DC 19 Fortitude Save, or be Stunned 1 round (Save DC is Constitution based).

    Bat Summoning (Sp): Avari may use the following Spell-Like Abilities; At Will: Charm Animal (bats only), Dominate Animal (bats only). 3/Day: Summon Nature's Ally III (Dire Bats only).

    Iimmunities: Avari are immune to Acid, Poison and Paralysis.

    Blindsense (Ex): Avari use echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against them unless it can actually see them.

    Skills: Avari have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.

    Combat: Avari prefer to fight from ambush, stunning opponents with their screech before biting them.
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  8. - Top - End - #1388
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    Bogeyman
    Small Aberration
    Hit Dice: 2d8+2 (11 hp)
    Initiative: +5
    Speed: 30 ft. (6 squares)
    Armor Class: 12 (+1 Size, +1 Dex), touch 12, flat-footed 11
    Base Attack/Grapple: +1/-3
    Attack: Claw +2 melee (1d3)
    Full Attack: 2 Claws +2 melee (1d3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities
    Special Qualities: Darkness, Darkvision 60 ft.
    Saves: Fort +1, Ref +1, Will +3
    Abilities: Str 11, Dex 13, Con 12, Int 5, Wis 11, Cha 6
    Skills: Hide +5, Listen +2, Move Silently +2, Spot +2
    Feats: Improved Initiative
    Environment: Any
    Organization: Solitary or pack (2-4)
    Challenge Rating: 1/2
    Treasure: None
    Alignment: Always Chaotic Evil
    Advancement: 3 HD (Small), 4-6 HD (Medium)
    Level Adjustment: +0

    "So you made anti-child Minions? What the hell?"

    "Technically their anti-personnel Minions ma'am. They just prefer to scare kids"

    "You are a sad, sad little man."

    A Bogeyman is a squat, bald humanoid that feeds on fear. It has fangs, claws, pointed ears, and slits in place of a nose. They remind many people of reptiles with dead white skin.

    Spell-Like Abilities (Sp): 2/day: Ghost Sound, Scare, Silent Image. Caster Level 5th.

    Darkness (Su): Bogeymen are permanently surrounded by a Darkness spell centered on them. They can see through this darkness normally. Dispel Magic will dispel this Darkness for 1d4 rounds (the Bogeyman's Caster Level is 5th for purposes of the Dispel check).

    Combat: Bogeymen are a cowardly lot, and will rarely fight. They will pretend to attack to generate the fear they subsist on, but rarely will they do physical harm. They need their human cattle alive.
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  9. - Top - End - #1389
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    Bog Mummy

    "So you strangle them and throw them in a bog, and they reanimate once they're taken out?"

    "Yes'm. They kill everything in sight."

    "Would this include would be Evil Overlords?"

    "They're uh...they're more of a fire and forget weapon."

    Bog Mummy is an acquired template that can be added to any corporeal giant, humanoid, or monstrous humanoid (referred to hereafter as the base creature). Bog mummies are the withered. preserved bodies of victims who were murdered in a ritual and thrown in a peat bog. Usually found by peasants cutting eat for fires and such.

    A mummified creature speaks all the languages it spoke in life, and it has all the base creature's characteristics except as noted here.

    Size and Type: The creature's type changes to undead, and it gains the augmented subtype. Size is unchanged.

    Hit Dice: Increase all current and future Hit Dice to d12.

    Speed: A mummified creature's land speed decreases by 10 feet (to a minimum of 10 feet). The speeds for other movement modes are unchanged.

    Armor Class: A mummified creature's natural armor bonus is +10 or the base creature's natural armor bonus, whichever is higher.

    Attacks:
    A mummified creature retains all the attacks of the base creature and also gains a slam attack if it didn't already have one. If the base creature can use weapons, the mummified creature retains this ability. A mummified creature with natural weapons retains those natural weapons. A mummified creature fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A mummified creature armed with a weapon uses its slam or a weapon, as it desires. It gains 2 Slams with a Full Attack.

    Damage: Slam damage depends on the base creature's Size: Fine (1d2), Diminutive (1d3), Tiny (1d4), Small (1d6), Medium (1d8), Large (2d6), Huge (2d8), Gargantuan (2d10), Colossal (4d8).

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

    Despair (Su): At the mere sight of a mummified creature, the viewer must make a successful Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that target cannot be affected again by that mummy's despair ability for 24 hours.

    Suffocation (Ex): If a Bog Mummy hits with both Slam attacks it latches on, and begins Suffocating it's victim (see DMG) along with doing double it's Slam damage with a successful Grapple Check.

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

    Damage Reduction (Ex): Bog Mummies have both DR 5/-, and DR 10/Slashing and Piercing.

    Saves: Unchanged, but may need recalculating due to Ability Score changes.

    Abilities:
    A mummified creature's ability scores are modified as follows: Str +8, Int -4 (minimum 1), Wis +4, Cha +4. As an undead creature, a mummified creature has no Constitution score.

    Skills: Skills must be recalculated due to ability score changes. The Bog Mummy gains a +4 Racial Bonus on Hide and Move Silently Checks.

    Feats: Unchanged.

    Environment: Temperate Marsh.

    Organization: Solitary.

    Challenge Rating: +3

    Treasure: Unchanged

    Alignment: Always Chaotic Evil.

    Advancement: By Character Class.

    Level Adjustment: +4
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  10. - Top - End - #1390
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    Default Re: Critters II!

    Quote Originally Posted by Bhu View Post
    any corporeal giant, humanoid, or monstrous humanoid (referred to hereafter as the base creature).
    (Now you got me thinking. Are there (monstrous) humanoids/giants that are incorporeal?)

  11. - Top - End - #1391
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    Default Re: Critters II!

    Quote Originally Posted by Metastachydium View Post
    (Now you got me thinking. Are there (monstrous) humanoids/giants that are incorporeal?)
    Officially, None that I've seen in 3.5. Oops. The Unbodied are Incorporeal Humanoids. http://www.d20srd.org/srd/psionic/monsters/unbodied.htm

    However, if you want one, just ask for it in the Request a Homebrew Thread see here:
    https://forums.giantitp.com/showthre...ebrew-Thread-3

    I found a Homebrew version of the Spirit Troll for Pathfinder that you could just convert to 3.5. See here: https://cyberkevvideo.tumblr.com/pos...n-spirit-troll

    I hope this helps at least a little.

    Debby
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  12. - Top - End - #1392
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    Default Re: Critters II!

    Quote Originally Posted by Debihuman View Post
    Officially, None that I've seen in 3.5. Oops. The Unbodied are Incorporeal Humanoids. http://www.d20srd.org/srd/psionic/monsters/unbodied.htm

    However, if you want one, just ask for it in the Request a Homebrew Thread see here:
    https://forums.giantitp.com/showthre...ebrew-Thread-3

    I found a Homebrew version of the Spirit Troll for Pathfinder that you could just convert to 3.5. See here: https://cyberkevvideo.tumblr.com/pos...n-spirit-troll

    I hope this helps at least a little.

    Debby
    Damn. I completely forgot that the floatin' brain is also incorporeal (whoever thought that's a good idea?)! Thanks!

  13. - Top - End - #1393
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    Debi ninja's me lol.

    Ice Mummy

    "So...deluxe cold mummies who can cast spells? What could go wrong?"

    Ice Mummy is an acquired template that can be added to any corporeal giant, humanoid, or monstrous humanoid (referred to hereafter as the base creature). Many are casters who froze to death after fleeing into the arctic to avoid foes, or the members of a glacier dwelling tribe infamous for using barbed arrows.

    A mummified creature speaks all the languages it spoke in life, and it has all the base creature's characteristics except as noted here.

    Size and Type: The creature's type changes to undead, and it gains the Cold and Augmented subtypes. Size is unchanged.

    Hit Dice: Increase all current and future Hit Dice to d12.

    Speed: A mummified creature's land speed decreases by 10 feet (to a minimum of 10 feet). The speeds for other movement modes are unchanged.

    Armor Class: A mummified creature's natural armor bonus is +10 or the base creature's natural armor bonus, whichever is higher.

    Attacks: A mummified creature retains all the attacks of the base creature and also gains a slam attack if it didn't already have one. If the base creature can use weapons, the mummified creature retains this ability. A mummified creature with natural weapons retains those natural weapons. A mummified creature fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A mummified creature armed with a weapon uses its slam or a weapon, as it desires. It gains 2 Slams with a Full Attack.

    Damage: Slam damage depends on the base creature's Size: Fine (1d2), Diminutive (1d3), Tiny (1d4), Small (1d6), Medium (1d8), Large (2d6), Huge (2d8), Gargantuan (2d10), Colossal (4d8).

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

    Despair (Su): At the mere sight of a mummified creature, the viewer must make a successful Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that target cannot be affected again by that mummy's despair ability for 24 hours.

    Breath Weapon (Su): 3/day the Ice Mummy can spit out cold and ice in a 20 ft. cone. Creatures in this area take 5d6 Cold damage (Reflex Save for half damage, Save DC is Charisma based).

    Withering Touch (Su): Opponents struck by the Ice Mummy's Slam attack must make a Fortitude Save or be affected as though they had been targeted with a Wither Limb spell (Save DC is 10 plus half HD plus Cha modifier).

    Aura of Cold (Su): Anything within 20 ft. of an Ice Mummy is subjected to Unearthly Cold (see Frostburn, page 9). Additionally, non-magical weapons used to strike it shatter if they score a critical hit or do maximum damage.

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

    Saves: Unchanged, but may need recalculating due to Ability Score changes.

    Abilities: A mummified creature's ability scores are modified as follows: Str +8, Wis +4, Cha +4. As an undead creature, a mummified creature has no Constitution score.

    Skills: Skills must be recalculated due to ability score changes.

    Feats: Unchanged.

    Environment: Cold Mountains.

    Organization: Solitary.

    Challenge Rating: +4

    Treasure:
    Unchanged.

    Alignment: Always Chaotic Evil.

    Advancement: By Character Class.

    Level Adjustment: +5
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  14. - Top - End - #1394
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    Master Lich (Spelljammer)

    "Once again, I feel it necessary to point out Liches aren't Minions."

    "These ones sold they soul. Theys Minions."

    "I'm pretty sure the Lich doesn't agree."

    Master Lich is an Acquired Template that can be applied to any Humanoid creature willing to make a pact with an extradimensional entity (usually a Warlock). The pact grants the maker Undeath and significant power until the contract comes due. They are not rotting like most Liches, and are instead desiccated with their skin stretched tight across the bone.

    Size and Type: The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

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

    Speed: The base creature' land speed is penalized by -10 ft. It also gains a Flight speed of 30 ft (Perfect).

    Armor Class: A lich has a +12 natural armor bonus or the base creature’s natural armor bonus, whichever is better.

    Attacks: A lich has a touch attack that it can use once per round. If the base creature can use weapons, the lich retains this ability. A creature with natural weapons retains those natural weapons. A lich fighting without weapons uses either its touch attack or its primary natural weapon. A lich armed with a weapon uses its touch or a weapon, as it desires. A lich fighting without weapons uses either its touch attack or its natural weapons. If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack). If it has no natural weapon it gains a primary Slam attack.

    Damage: Your Slam attack does 2d6 plus Str damage plus possible paralysis if used in conjunction with your touch attack.

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

    Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.

    Control Undead (Sp): All Undead you create are under your command as if permanently, under the effects of a Control Undead spell. The maximum Hit Die limit you can control is equal to 3 times your Hit Dice. Fr example, a 10 HD Master Lich can control a maximum of 30 HD of Undead.

    Create Spawn (Su): Any time the Master Lich slays a being the Skeleton or Zombie template can be applied to, it rises as a Skeleton or Zombie within 1d4 rounds under the Master Liches control.

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

    Turn Resistance (Ex): The Lich cannot be Turned in it's home territory, which is defined as a 1 mile radius originated from where it was created. A lich has +4 turn resistance.

    Regeneration (Ex): The Lich regenerates 1 hit point per round, even if it's body is in pieces. No form of attack deals normal damage to a lich. The lich can be slain only by raising its nonlethal damage total to its full normal hit points +10 and using a wish or miracle spell to keep it dead. Otherwise he may only be killed if the entity he bargained with or power decides to kill him, or he is brought to that entities home plane. If a lich loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

    Immunities (Ex): Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks. It is also immune to spells from the Necromancy school.

    Spell Resistance (Ex): The Lich gains Spell Resistance equal to 10 plus it's CR.

    Undead Scrying (Su): As a Swift Action the Lich may see and hear through any Undead it controls. This makes it effectively deaf and blind in it's actual location, and vulnerable to attacks relying on hearing and vision in the location of the Undead it is using as a remote viewer.

    Saves: Unchanged.

    Abilities: +4 Int, +2 Wis, +2 Cha. Being an Undead the Lich has no Constitution Score.

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

    Feats: Unchanged.

    Environment: Any.

    Organization: Solitary or troupe (1 lich, plus 2-4 vampires and 5-8 vampire spawn).

    Challenge Rating: +2

    Treasure: Standard coins; double goods; double items.

    Alignment: Always Chaotic Evil.

    Advancement: By character class.

    Level Adjustment: +8
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  15. - Top - End - #1395
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    Undead Water Monster

    "Really, are we sure zombifying sea serpents is the best way to go?"

    "Well hell woman, we's done zombified everything else. Hadda try snakes someday."

    Undead Water Monster is an Acquired Template that can be applied to any Animal with a base swim speed. Despite being significantly more powerful, they appear as normal aquatic zombies.

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

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

    Speed: Unchanged.

    Armor Class: The Water Monster has a +13 natural armor bonus or the base creature’s natural armor bonus, whichever is better.

    Attacks: Unchanged.

    Damage: Unchanged.

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

    Breath Weapon (Su): 3/day the monster can breathe out a 40 foot Cone of greenish-yellow vapor. This area has effects identical to a Cloudkill spell (Caster Level is equal to HD).

    Fear (Su): The monster can cast Fear 3day as a Supernatural Ability (Caster Level is equal to HD).

    Ambush (Ex): The monster has a +4 Circumstance Bonus on attack and damage rolls against opponents who are Flat-footed or unaware of it.

    Improved Grab (Ex): To use this ability, the monster 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 monster establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.

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

    Turn Resistance (Ex): The base creature gains +2 Turn Resistance.

    Damage Reduction (Ex): The base creature gains DR 10/Magic.

    Saves: Unchanged.

    Abilities: +4 Str, +10 Int, +2 Wis, +2 Cha, -2 Dex. Being Undead it has no Constitution Score.

    Skills: Will need to be recalculated due to Ability Score changes. A monster gains a +4 racial bonus on Hide checks when in the water. Further, a monster can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

    Feats: Unchanged.

    Environment: Unchanged.

    Organization: Solitary.

    Challenge Rating: +2

    Treasure: Unchanged.

    Alignment: Always Chaotic Evil.

    Advancement: Unchanged.

    Level Adjustment: ---
    Last edited by Bhu; 2021-10-23 at 08:02 PM.
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  16. - Top - End - #1396
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    Ur-Histachii

    "So are these Minions available to anyone other than members of the Yuan-Ti cult?"

    "Umm...mebbe. But why not join the Cult? There's perks!"

    "Do those perks include swapping spit with snakes?"

    "That's racist."

    This is an Acquired Template that can be applied to any creature with the Yuan-Ti (Broodguard) template. When the Histachii pass on, the Necromancers of the Cult of the Dragon raise them again to serve in Undeath.

    Size and Type: Size is unchanged, Type becomes Undead

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

    Speed: Unchanged.

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

    Attacks: Unchanged.

    Damage: Unchanged.

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

    Improved Rage (Ex): The Ur-Histachii can now Rage 3/day, and immediately goes into Rage as a Free Action when attacked by something other than a Yuan-Ti. It also no longer takes an Armor Class Penalty.

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

    Lifesense (Su): Ur-Histachii may automatically sense Living creatures within 90 ft. as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

    Darkvision 90 feet

    Saves: Unchanged.

    Abilities: -2 Int, as an Undead it has no Constitution Score.

    Skills: Unchanged, but will need to be recalculated due to Int loss. They lose the ability to speak.

    Feats: Unchanged.

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: +1

    Treasure: None.

    Alignment: Unchanged.

    Advancement: Unchanged.

    Level Adjustment: +2
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  17. - Top - End - #1397
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    Default Re: Critters II!

    Just wanted to drop a quick note and let you know I have enjoyed dropping some of your creations into my games over the past decade or so. It is always fun knowing the players are diving for their Monster Manuals and coming up empty handed. Thanks for taking the time to create, and to share, your creations.

  18. - Top - End - #1398
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    Default Re: Critters II!

    Quote Originally Posted by Bhu View Post
    Breath Weapon (Su): 3/day the monster can breathe out a 40 foot Cone of greenish-yellow vapor. This area has effects identical to a Cloudkill spell (Caster Level is equal to HD).

    Fear (Su): The monster can cast Fear 3day as a Supernatural Ability (Caster Level is equal to HD).
    What are the DCs based on? CHA?

    Abilities: (…) +10 Int

    […]

    Level Adjustment: +3
    Nnice!

  19. - Top - End - #1399
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    Default Re: Critters II!

    Quote Originally Posted by Metastachydium View Post
    What are the DCs based on? CHA?



    Nnice!
    The Save DC's of Supernatural Abilities are always Cha based unless otherwise noted.

    The LA is a typo, I'll fix that.
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  20. - Top - End - #1400
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    Default Re: Critters II!

    Quote Originally Posted by Dawgmoah View Post
    Just wanted to drop a quick note and let you know I have enjoyed dropping some of your creations into my games over the past decade or so. It is always fun knowing the players are diving for their Monster Manuals and coming up empty handed. Thanks for taking the time to create, and to share, your creations.
    Thanks! It's good to know they're getting some use! Lemme know if any need tweaked.
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  21. - Top - End - #1401
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    We now interrupt the Evil Minion Convention for some Halloween fun:

    Child of Alchemy

    Child of Alchemy is an Inherited Template that can be applied to any Animal, Giant, Humanoid, Monstrous Humanoid or Vermin at infancy. It is an unfortunate happenstance that adventurers and men who are professional 'problem solvers' often require the aid of magics to help them in their quests. The drink potion after potion and have spell after spell cast upon them without any thought to how this may affect their future, or that of their offspring. Nor do they think of the alchemical waste that is the by-product of their seeming good fortune, nor how it may affect the future of the innocent beings who may be nearby.

    While these men may ultimately pay a price it is as nothing compared to their children, whose lives will be warped by the fell energies their parent(s) has been exposed to. They are born intelligent and self-aware, with prodigal mental and physical faculties. They are also monstrously deformed, and like all infants have no exposure to teaching or morality. Most births end in the death of the midwife, and anyone other than the parents who approach nearby. Unless the infant is taught to be something other than a feral beast it may decide to consider other beings than it's parents food, and if they reject the child it will attack them as well. Sadly there appears to be no cure for their condition but death or imprisonment. While the Children bond with one another upon meeting, they hate and fear all other forms of life, and while an individual Child may recognize it's parents, it's fellows do not. Separation or death is inevitable. Even if the Child remains with it's parents, it is extremely reactionary and often murders anything that so much as disturbs it or enters it's territory. They often have difficulty with emotional control, and are subject to wild rages murdering in sprees.

    Children tend to be premature, large babies, and are often bigger than their parents, though not usually enough to increase in Size Category. Most have thick hides and large eyes set within bulbous heads, and rapidly grow to adult size (human Children for example are mature adults at age 4-6). They are all carnivorous (or omnivores at the very least), and most will have some sort of natural weapon as a result.

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

    Hit Dice: Unchanged.

    Speed: Base land speed increases by +10 ft., gains a climb speed equal to half it's base land speed.

    Armor Class: Natural Armor Bonus to AC increases by an amount that depends on the base creatures size. Tiny or Smaller: +0, Small: +1, Medium: +2, Large: +3, Huge: +4, Gargantuan: +7, Colossal: +11.

    Attacks: The base creatures gains a Primary Claw attack and a Secondary Bite attack if it doesn't already have any. It performs 2 Claws and a Bite with a Full Attack.

    Damage: Damage for Claw and Bite Attacks depends on size: Fine (1 point), Diminutive (1d2), Tiny (1d3), Small (1d4), Medium (1d6), Large (1d8), Huge (2d6), Gargantuan (2d8), Colossal (4d6).

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

    Rage (Ex): A Child that enters combat (or gets hurt, or is even confronted by a member of another species) flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily. Only it's own parents (if they accept him) and others of it's own kind do not provoke this rage.

    Psi-like Abilities (Ps): At will: Read Thoughts, Sense Link (Sense Link can only be used with other Children of Alchemy).

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

    Racial Telepathy (Su): Children of Alchemy can communicate telepathically with one another.

    Mental Tracking (Su): Children of Alchemy always know what direction others of their kind and their own parents are in. When within 60 ft. they know their exact location as well.

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

    Abilities: +6 Str, +6 Dex, +8 Con, +2 Wis, -4 Cha.

    Skills: Unchanged, but loses the ability to speak and comprehend non-telepathic speech. It can only understand it's parents and others of it's own kind..

    Feats: Gains Diehard and Improved Initiative as Bonus Feats.

    Environment: Any, usually unchanged.

    Organization: Usually unchanged.

    Challenge Rating:
    +2

    Treasure: None

    Alignment: Usually Neutral, but with strong tendencies towards Neutral Evil.

    Advancement: Unchanged.

    Level Adjustment: N/A, not intended as PC's.
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    Soulstealer
    Large Aberration (Incorporeal, Psionic)
    Hit Dice: 9d8+18 (58 hp)
    Initiative: +2
    Speed: Fly 40 ft. (8 squares), Good
    Armor Class: 17 (-1 Size, +2 Dex, +3 Deflection, +3 Insight), touch 17, flat-footed 15
    Base Attack/Grapple: +6/+15
    Attack: Tentacles +10 melee touch (grapple)
    Full Attack: Tentacles +10 melee touch (grapple)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Mirror Swap, Psi-Like Abilities, Improved Grab, Devour Soul
    Special Qualities: Darkvision 60 ft., Mirror Senses, Telepathy 60 ft., Power Resistance 20, Fast Healing 5, Selective Invisibility
    Saves: Fort +4, Ref +4, Will +8
    Abilities: Str 20, Dex 15, Con 14, Int 16, Wis 16, Cha 17
    Skills: Concentration +12, Hide +10, Knowledge (Psionics, The Planes) +13, Listen+8, Move Silently +10, Psicraft +7, Spot +8
    Feats: Burrowing Power, Combat Manifestation, Power Penetration, Transdimensional Power
    Environment: Plane of Mirrors
    Organization: Solitary
    Challenge Rating: 11
    Treasure: None
    Alignment: Neutral
    Advancement: 10-18 HD (Medium), 19-27 HD (Large)
    Level Adjustment: ---

    Soulstealers are entities of pure mental energy that reside on the Plane of Mirrors, reaching out of it to grab prey. Their appearance varies depending on the fears of the victim seeing it when it manifests, but almost always involving tentacles.

    Mirror Swap (Su): The Soulstealers reach can extend through reflective surfaces, allowing it to reach from the Plane of Mirrors into connecting Planes of existence. It can also reach though other reflective surfaces such as water. If it makes a successful Grapple Check against an opponent on an alternate Plane of existence, that opponent must make a DC 17 Willpower Save (Save DC is Charisma based) or have their soul pulled out and into the Plane of Mirrors. It is replaced by the doppleganger generated when any creature enters the Plane of Mirrors, allowing the Soulstealer to freely feed on it's prey without anyone realizing what has happened. If the victim somehow escapes (temporarily give it the Stolen Soul template), and can get back to it's plane of existence, AND can find it's body it can return, banishing it's doppleganger back to the Plane of Mirrors. This ability only works when the Soulstealer is on the Plane of Mirrors and the victim is elsewhere.

    Psi-Like Abilities (Ps): At Will: Chameleon, Cloud Mind, Id Insinuation, Defensive Precognition, Psionic Freedom of Movement. 3/Day: False Sensory Input.

    Improved Grab (Ex): If a Soulstealer successfully attacks an opponent with it's tentacle, it can start a Grapple as a Free Action without provoking an Attack of Opportunity. If successful it can try to use it's Mirror Swap ability.

    Devour Soul (Su): Once a Soulstealer has successfully used it's Mirror Swap ability, it must hold on to it's victims soul for 5 rounds. Each round it must make an opposed check (both the Soulstealer and it's victim roll 1d20 plus 1/2 Hit Dice plus Cha Modifier). If the Soulstealer wins for 5 consecutive rounds, it devours it's victims soul. If it's victim escapes before then, it gains the Stolen Soul Template. If the soul escapes and the Soulstealer can catch it again, it can make a similar check to "grab" the soul once it occupies the same square, at which point it must hold it for 5 more consecutive rounds to devour it. Victims who have their soul eaten may not be Raised or Resurrected.

    Mirror Senses (Su): All of the Soulstealers senses extend out from the Plane of Mirrors, but only in front of reflective surfaces. If anything gives it a sensory ability it doesn't normally have it extends out of mirrors into other Planes as well.

    Selective Invisibility (Su): The Soulstealer is only visible in the Plane of Mirrors, and elsewhere is invisible as per the Greater Invisibility spell. Meaning that when it reaches through a mirror to attack, no one sees it coming, including the victim before he makes his first Willpower Save.

    Combat: Soulstealers wait in front of reflective surfaces for weak looking prey that is alone, or that isn't being paid attention to by others. They then reach through the planar divide in an attempt to grab the soul of the prey. If they succeed they pull it into the Plane of Mirrors and pursue devouring it. If they fail they wait for new prey as they desperately wish to avoid notice.


    Stolen Soul
    Stolen Soul is an Acquired Template that can be applied to any living creature that has escaped predation by a Soulstealer (granted it probably hasn't escaped for long).

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

    Hit Dice: Unchanged.

    Speed: Gains a Fly speed equal to it's land speed with Perfect Maneuverability (or it's Fly speed if it already has flight). Loses all other movement speeds.

    Armor Class: The Base creature loses any Natural Armor bonuses to AC but gains a Deflection Bonus equal to it's Cha modifier (minimum +1).

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

    Damage: A Stolen Soul generally can't damage non-ethereal creatures, other than by spells or spell-like/supernatural abilities.

    Special Attacks: Retains all the special attacks of the Base Creature, although those relying on physical contact do not affect nonethereal creatures. The Stolen Soul also gains the following:

    Manifestation (Su): This is identical to the Ghost ability listed in the MM.

    Cold Touch (Su): A Stolen Soul that hits a living target with its incorporeal touch attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.

    Rejoin (Su): A Stolen Soul that finds the body currently occupied by it's evil doppleganger from the Mirror Realm can attempt to regain control of it's body and force teh twin out. To do this it makes a melee touch attack, and both it and the doppleganger make an opposed Check (1d20 plus 1/2 Hit Dice plus Cha Modifier). If the Stolen Soul wins, it rejoins with it's body, and the doppleganger is cast back into the Mirror Realm. If it loses the doppleganger retains control and it must try again.

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

    +4 Turn Resistance

    Ghostly Transformation (Su): A Stolen Soul whose body is destroyed before it can rejoin with it, or that is killed in any manner other than being eaten by a Soulstealer loses the Stolen Soul Template and gains the Ghost Template.

    Saves: Unchanged.

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

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

    Feats: Unchanged.

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: +2

    Treasure: None.

    Alignment: Unchanged.

    Advancement: Unchanged.

    Level Adjustment: +4
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  23. - Top - End - #1403
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    Default Re: Critters II!

    Ubermenschen
    Medium Construct (Living)
    Hit Dice: 4d10+20 (42 hp)
    Initiative: +8
    Speed: 50 ft. (10 squares), Climb 25 ft., Swim 25 ft.
    Armor Class: 18 (+4 Dex, +4 Natural), touch 14, flat-footed 14
    Base Attack/Grapple: +3/+7
    Attack: Slam +8 melee (1d4+4) or by Weapon +8 melee or +7 ranged
    Full Attack: 2 Slams +8 melee (1d4+4) or by Weapon +8 or +7 ranged
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Berserk
    Special Qualities: Living Construct traits, Low-light Vision, Darkvision 60 ft., Machine Mind, Healing, Immunities, Dr 5/-
    Saves: Fort +6, Ref +5, Will +4
    Abilities: Str 20, Dex 18, Con 20, Int 16, Wis 16, Cha 14
    Skills: Bluff +7, Disguise +7, Intimidate +7, Knowledge (Arcana, Local) +8, Sense Motive +8, Use Magic Device +7
    Feats: Improved Initiative, Power Attack
    Environment: Any
    Organization: Solitary, Pair, or Group (3-6)
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Neutral (with strong tendencies towards Evil)
    Advancement: By Character Class
    Level Adjustment: ---

    “Disease, pain, sorrow, love, grief – all are nought to us.”

    The creator of the first Ubermenschen is unknown, but unfortunately his creations have kept his secrets. Initially they were an attempt at artificial life, created with the purpose of being an immortal body elderly nobles could have their minds installed in before they died. To everyone's surprise they were self aware, and educable. Attempts to do so were successful, but came with a revelation: the new beings were utter psychopaths. Some were able to evolve past that, but most were little more than monsters. Many fled when they realized their creator intended to destroy them, but they took his notes. Ubermenschen are difficult, costly and time-consuming to make, but if they wish more of their species to exist they have no option. They refine the process more with each generation, hoping to achieve the ability to reproduce like the more fragile races do. Thus far they have been barren, or they have miscarried. Initial creations were little more than rubbery, jointed, man-sized dolls. Newer versions appear as nigh well perfectly built humans, with some minor cosmetic difference. Perhaps their teeth were sharp, or their eyes/hair/skin are an unusual color. Besides their behavior (which tends to be either manic or emotionless) their weight can give them away, as they weigh up to twice as much as a regular human. They generally speak at least 3 languages, and are proficient with Simple and Martial weapons.

    Berserk (Ex): Ubermenschen are unstable at the best of times. At any time they lose their temper they Frenzy, as per the ability listed in the Complete Warrior. They may Frenzy as many times per day as something angers them (but only once per encounter), and always recognize that other Ubermenschen aren't targets.

    Machine Mind (Ex): Ubermenschen have a +4 Racial Bonus on Willpower Saving Throws against Charm, Compulsion or Fear Effects. They continue to fight without penalty even while disabled or dying. Casters who try to enter your mind via Divination (or Manifesters using Telepathy) must make a DC 15 Willpower Save (Save DC is Int based) or be Dazed 1 round.

    Healing (Ex): Unlike other Living Constructs, Ubermenschen can heal naturally.

    Immunities: Unlike other Living Constructs, Ubermenschen are immune to non-lethal damage and stunning.

    Combat: Ubermenschen are overconfident when fighting humans because of mankinds comparative fragility. Normally they'd be right. but this has led to their downfall before.
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  24. - Top - End - #1404
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    Default Re: Critters II!

    Minor Elemental
    Small Elemental (Incorporeal, plus one of the following Air, Earth, Fire, Water)
    Hit Dice: 2d8 (9 hp)
    Initiative: +7
    Speed: 20 ft. (4 squares), Fly 60 ft. (Perfect)
    Armor Class: 15 (+1 Size, +3 Dex, +1 Deflection), touch 15, flat-footed 12
    Base Attack/Grapple: +1/-
    Attack: see below
    Full Attack: see below
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Elemental Manipulation, Naturally Invisible, Manifestation
    Special Qualities: Darkvision 60 ft., Elemental traits, Elemental Grace, Plane Shift, Summoning Resistance
    Saves: Fort +2 (+4 for Earth and Water), Ref +5 (+7 for Air and Fire), Will +2
    Abilities: Str 0, Dex 17, Con 10, Int 11, Wis 12, Cha 12
    Skills: Bluff +2, Concentration +1, Hide +7, Knowledge (Arcana, Nature) +1, Listen +2, Move Silently +3, Sense Motive +2, Spot +2
    Feats: Improved Initiative
    Environment: Any (see below)
    Organization: Solitary, Pair or Family (3-6)
    Challenge Rating: 2
    Treasure: None
    Alignment: Usually Chaotic Neutral
    Advancement: 3 HD (Small)
    Level Adjustment: ---

    “There are horrors beyond life's edge that we do not suspect, and once in a while man's evil prying calls them just within our range.”

    Elementals are invisible and intangible spirits who can manipulate small amounts of the element they are drawn to. Minor Elementals are small both in body and mystical power, but are still dangerous. After all if you destroy the element they are animating as a weapon, they can just get more. No one knows what they look like or what their purposes are, though many summon them for various reasons. They do so at their peril, because some times the Elemental decides to stay for it's own reasons. They are highly capricious, and can live among mortals peacefully for decades, before being offended somehow. An offended Elemental is a very bad thing indeed. It is unknown if they understand human languages exactly, as the orders given them by summoners tend to be misinterpreted. Perhaps willingly. And they make an effort to communicate only rarely, and must do so in a way we understand as they have no voice. While they can be found anywhere, their true homes are another dimension somewhere far beyond the ability of men to travel to. At least, that's the assumption. After all, if they have a way to come to our world, there must be a way to theirs.

    Elemental Manipulation (Su): Elementals can control the Element they are associated with to some extent as a Standard Action. An Air Elemental can increase or decrease the wind speed in one 5 foot square by up to 5 feet per round to a maximum of + or - 15 feet. Earth Elementals can shape up to 60 pounds of dirt, mud, lava, sand or stone in a manner similar to the Stone Shape spell. Fire Elementals can spread or shrink an existing fire by one square per round. Water Elementals can shape up to 60 pounds of ice or water.

    Naturally Invisible (Su): An Elemental is Invisible as per the Superior Invisibility spell, even while unconscious. It loses this ability when it Manifests.

    Manifestation (Su): To manifest a Air Elemental needs an atmosphere or wind of any kind. An Earth Elemental needs from 8 to 60 pounds of dirt, mud, sand, or Stone in it's natural, unworked state. A Fire Elemental needs 3 cubic feet of fire. A Water Elemental needs 8 to 60 pounds of water or ice, or 3 cubic feet of Steam. An Elemental Manifests itself as a Move Action, losing it's Invisibility, but merging with and animating the element that allowed it to Manifest. It is no longer Incorporeal, and gains temporary hit points equal to it's normal hit points (i.e. 9 hp). Damage done to it comes off these hit points, and once they are gone the Elemental is Dazed for 1 round, ceasing it's Manifestation. Once it's no longer dazed it can try to Manifest again if the proper material is available. incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities bypass these temporary hp, and do damage directly to the Elementals actual hp. Spells, spell-like abilities, or supernatural abilities that destroy an Element of the same Tye the Elemental uses to Manifest cause it to become un-Manifested, and Stun it for 1d4 rounds. When Manifested, the Minor Elemental gains a ranged attack, with a range of 10 feet. It is +5 to hit, and damage varies by elemental type. Air Elementals steal all the air from the subject's lungs, causing it to suffer a momentary respiratory crisis. It can take shallow breaths and act normally but is considered sickened for 1 minute. At any time during this minute, the subject can take a full-round action to get its wind back, ending the condition. Earth Elementals can do 1d6 bludgeoning, Piercing or slashing damage depending in what kind of earth and stone it has access to. Fire Elementals do 1d6 Fire damage, and creatures or objects struck must make a DC 12 Reflex Save (Save DC is Cha based) or catch Fire. Water Elementals do Bludgeoning (water), Cold (ice) or Fire (steam) damage.

    Elemental Grace (Su): The Elemental gains a Deflection Bonus to AC and an Enhancement Bonus to Saving Throws equal to it's Cha Modifier.

    Plane Shift (Sp): An Elemental can Plane Shift, as per the spell, at will. It cannot take other creatures with you.

    Summoning Resistance (Ex): Is summoned via a Summon or Call spell, the Elemental can make a Willpower Save (Save DC is 10 plus spell level plus casters casting ability modifier). If it succeeds, it does not need to obey it's summoner, nor does it go away when the spell ends (though it will pretend to do both).

    Combat: Elementals lash out invisibly with their powers. They generally aren't tactical geniuses, because for the most part they don't have to be.
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  25. - Top - End - #1405
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    Default Re: Critters II!

    Dracul

    “I have looked upon all the universe has to hold of horror, and even the skies of spring and flowers of summer must ever afterward be poison to me.”

    Dracul is an Inherited Template that can be applied to any living Animal, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Plant or Vermin. The Dracul are the spirits of Dragons, which have long since departed from the world of men. But cults have kept alive the Necromantic rituals that allow them to be pulled from the afterlife and housed in the sacrificial body of a mortal being. As time progresses the Dracul mystically alters it's new host with ever increasing powers. A Dracul inhabiting a man may eventually grow reptilian features, or exhibit abilities beyond those of normal men. The Dragons have gone insane from their experiences in the afterlife. Initially the possessed host shows little sign, but as the Dracul's personality begins to take over their behavior (and Alignment) changes. Eventually the host soul passes on entirely, replaced by the Dracul. This template is a relatively new possessee. Further Templates will represent more advanced Dracul.

    Size and Type: Size remains the same (at least initially), Type becomes Dragon. Subtypes are kept for now.

    Hit Dice:
    Racial Hit Dice become d12's, and hit points are recalculated if necessary.

    Speed: All movement speeds increase +10 ft.

    Armor Class: The base creature's Natural Armor Bonus increases by an amount equal to it's new Constitution modifier.

    Attacks:
    If the base creature has no natural weapons, it gains a Slam attack (2 Slams with a Full Attack). Base Attack Bonus becomes equal to Hit Dice.

    Damage: Slam Damage is equal to the base creatures unarmed strike damage.

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

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

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

    Darkvision 60 ft.

    Low-light Vision

    Keen Senses (Ex): A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light.

    Immunity to magic Sleep effects and Paralysis.

    DR 5/Magic

    Spell Resistance equal to 10 plus it's new CR.

    Saves:
    All Saves are now Good saves and must be recalculated..

    Abilities: +6 Str, +4 Con.

    Skills:
    Unchanged for now.

    Feats: Unchanged for now.

    Environment: Any

    Organization: Usually Solitary.

    Challenge Rating: +2

    Treasure:
    Becomes Standard unless it's already higher.

    Alignment: Lawful Evil, Lawful Neutral and Neutral creatures become Neutral Evil. Chaotic Good becomes Chaotic Neutral, and Lawful Good becomes Neutral. Neutral Evil and Chaotic Neutral creatures become Chaotic Evil. Neutral Good becomes Chaotic Neutral, and Chaotic Evil remains unchanged.

    Unchanged for now.By Character Class (and Template).

    Level Adjustment: ---

    Example of creature using template here:


    Aleksander Drago, 4th Level Fighter
    Medium Dragon
    Hit Dice: 4d12+16 (42 hp)
    Initiative: +1
    Speed: 40 ft. (8 squares), 30 ft. in armor
    Armor Class: 22 (+1 Dex, +4 Natural, +6 Banded Mail, +1 Light Steel Shield), touch 11, flat-footed 21
    Base Attack/Grapple: +4/+9
    Attack: Slam +9 melee (1d3+5) or Longsword +10 melee (1d8+7/19-20)
    Full Attack: 2 Slams +9 melee (1d3+5) or Longsword +10 melee (1d8+7/19-20)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Frightful Presence DC 11
    Special Qualities: Darkvision 60 ft., Low-light Vision, Keen Senses, Immunities, DR 5/Magic, SR 16
    Saves: Fort +8, Ref +5, Will +5
    Abilities: Str 21, Dex 13, Con 18, Int 10, Wis 12, Cha 10
    Skills: Climb +7, Craft +4, Handle Animal +4, Intimidate +4, Jump +7, Ride +5, Swim +7
    Feats: Blind-Fight, Cleave, Mounted Combat, Power Attack, Weapon Focus (Longsword), Weapon Specialization (Longsword)
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Neutral Evil


    The Drago family had always been corrupt, even for nobles. Squalid and Evil to the core. The Old Drago has recently passed, and his son Aleksander has taken over the family. Or at least so it appears. After visiting the family tombs he hasn't been the same. Left alone with the priests, he emerged an altogether more frightful man, and there are rumors he has succumbed young to the madness which plagues his family line. There are darker rumors claiming he is possessed by something long dead, and very soon he may have to put down a revolution to maintain power.
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  26. - Top - End - #1406
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    Default Re: Critters II!

    Reioi

    “Hate looks like everybody else until it smiles”

    Reioi is an Acquired or Inherited Template that can be applied to any Humanoid. Reioi is the Norse word for wrath or anger, and the Reioi are just that: wrathful. They seem to have contracted a rare spiritual malady that causes stress to accumulate within their psyche with few ways to vent it other than psychotic rages. Worse yet as their anger grows, so does their body, becoming swollen and malformed. Sadly there is no known cure for this condition. Once someone begins this path they either commit suicide to avoid becoming a monster, or get slain as one. Their humanity fades into a forgotten dream, and hate is all that is left to them.

    Size and Type:
    Size remains the same for now, Type becomes Giant, Subtypes are kept for now.

    Hit Dice: Unchanged.

    Speed: Unchanged initially. Once Size increases to Large or better, all base forms of movement increase by +10 ft. Once Size increases to Gargantuan or better, all base forms of movement increase by +20 ft.

    Armor Class: You gain a Natural Armor Bonus to AC equal to half your Hit Dice (round down). This Natural Armor Bonus increases an additional +1 for every Size Category above Tiny as well.

    Attacks: Gains a Slam attack if it doesn't already have one. It does 2 Slams with a Full Attack Action.

    Damage: The damage of the Reioi's Slam depends on it's Size: Medium (1d3), Large (1d4), Huge (1d6), Gargantuan (1d8) or Colossal (2d6).

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

    Growth (Ex): Once the Reioi reaches 6 Hit Dice, it's Size increases to Large. It increases again, to Huge at 12 Hit Dice. Once it reaches 18 Hit Dice it becomes Gargantuan. At 24 Hit Dice it becomes Colossal.

    Uncontrollable Rage (Ex): You Frenzy as per the Frenzied Berserker ability listed in the Complete Warrior whenever you are angered.

    Elemental Connection (Ex): Once the Reioi reaches 14th Level it begins to have some affinity to the natural world, gaining a Subtye and some related abilities:

    Air: You gain the Air Subtype, as well as Immunity to Electricity damage. When Raging your melee attacks do +2d6 electricity damage (+3d6 when you become Gargantuan, +4d6 when you become Colossal).

    Aquatic: You gain the Aquatic and Amphibious Subtypes, as well as Immunity to Cold damage. While standing in rain or water, you gain Regeneration 5 (8 when you become Gargantuan, 10 when you become Colossal).

    Cold: You gain the Cold Subtype. When Raging your melee attacks do +2d6 cold damage (+3d6 when you become Gargantuan, +4d6 when you become Colossal).

    Earth: You gain the Earth Subtype, as well and your Damage Reduction from Class Levels increases by 10 (you gain DR 10/- otherwise). While standing in dirt or mud or rock, you gain Regeneration 5 (8 when you become Gargantuan, 10 when you become Colossal).

    Fire: You gain the Fire Subtype. When Raging your melee attacks do +2d6 fire damage (+3d6 when you become Gargantuan, +4d6 when you become Colossal).

    Rock Throwing (Ex): Once it has achieved at least Large Size the Reioi can throw rocks. This is identical to the Giant's ability listed in the MM. Damage is based on Size: 2d6 plus Str modifier (Large), 2d8 plus Str modifier (Huge), 3d8 plus Str modifier (Gargantuan), 4d8 plus Str modifier (Colossal). The range increments of thrown rocks vary by Size also: 120 ft. (Large), 140 ft. (Huge), 160 ft. (Gargantuan) or 180 ft. (Colossal).

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

    Scent (Ex): Identical to the ability listed in the MM.

    Low-light Vision

    Saves: Will need to be recalculated if Ability Scores change.

    Abilities: -2 Dex, -2 Int, -2 Wis, -4 Cha. Gains +8 Strength per Size Category above Medium (i.e, +8 if Large, +16 if Huge etc.). Gains +4 Constitution per Size Category above Medium.

    Skills: Intimidate becomes a Class Skill.

    Feats: Unchanged.

    Environment: Unchanged.

    Organization:
    Solitary

    Challenge Rating: CR varies by Size: Medium +0, Large +1, Huge +2, Gargantuan +3, Colossal +4

    Treasure: Unchanged.

    Alignment: Each time Size increases by 1 step, Alignment moves one step closer to Chaotic Evil.

    Advancement: Unchanged.

    Level Adjustment: ---

    Example of creature using template here:
    Njal, 4th Level Barbarian
    Medium Giant
    Hit Dice: 4d12+8 (34 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares), 30 ft. in Armor
    Armor Class: 17 (+4 Natural, +3 Hide Armor), touch 10, flat-footed 17
    Base Attack/Grapple: +4/+6
    Attack: Slam +6 melee (1d3+2) or Handaxe +6 melee (1d6+2/x3)
    Full Attack: 2 Slams +6 melee (1d3+2) or Handaxe +6 melee (1d6+2/x3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Uncontrollable Rage, Rage 2/day
    Special Qualities: Scent, Low-light Vision, Fast Movement, Illiteracy, Uncanny Dodge,, Trap Sense +1
    Saves: Fort +6, Ref +1, Will +0
    Abilities: Str 15, Dex 11, Con 14, Int 6, Wis 8, Cha 10
    Skills: Climb +6, Craft +2, Intimidate +4, Jump +5, Listen +3, Survival +3, Swim +5
    Feats: Extend Rage, Instantaneous Rage, Power Attack
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Neutral

    Njal was never a temperate man. Given to drink and violence he had been made an outlaw more than once. This last time must have driven him mad. He came back more rabid wolf than man, and the Seidhr advised he be put down. Njal escaped before a decision was made, and now haunts the forest. He has been canny, and kept far from men, but the Seidhr prophesy a day when that will end, and many men will die.
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  27. - Top - End - #1407
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    Default Re: Critters II!

    Grave Eel
    Medium Dragon
    Hit Dice: 13d12+26 (110 hp)
    Initiative: +6
    Speed: 60 ft. (12 squares), 60 ft. Swim, 30 ft. Burrow
    Armor Class: 24 (+2 Dex, +12 Natural), touch 12, flat-footed 22
    Base Attack/Grapple: +13/+16
    Attack: Bite +17 melee (2d4+4 plus poison)
    Full Attack: Bite +17 melee (2d4+4 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Frightful Presence, Poison, Polluter of Graveyards
    Special Qualities: DR 5/Magic, Blind, Blindsight 60 ft., Tremorsense 60 ft., Immunities
    Saves: Fort +10, Ref +10, Will +10
    Abilities: Str 17, Dex 15, Con 15, Int 6, Wis 15, Cha 8
    Skills: Climb +10, Escape Artist +10, Hide +10, Intimidate +9, Listen +10, Move Silently +10, Search +8, Survival +7, Swim +11
    Feats: Ability Focus (Poison), Improved Initiative, Power Attack, Swim-By Attack, Weapon Focus (Bite)
    Environment: Any Temperate or Underground
    Organization: Solitary
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Always Neutral Evil
    Advancement: 14-26 HD (Large)
    Level Adjustment: ---

    “It is absolutely necessary, for the peace and safety of mankind, that some of earth's dark, dead corners and unplumbed depths be left alone; lest sleeping abnormalities wake to resurgent life, and blasphemously surviving nightmares squirm and splash out of their black lairs to newer and wider conquests.”

    Grave Eels are corpse eaters, who look like eyeless serpents with pale hide like a fishes belly. They refuse to eat living creatures. But if food is scarce, and it has been long since they've eaten (they can go months without food), they will kill men and leave them to rot first. Worse yet, the dead are offended by their graves being desecrated, and often rise as vengeful ghosts. Physical Undead are terrified of them, and will often aid in the Eel's destruction. Unlike most dragons, the Eel's do not care for power or treasure, and are closer to simple predators than their relatives.

    Frightful Presence (Ex): A dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or burrows underneath. Creatures within a radius of 90 feet are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a DC 15 Will save (Save DC is Cha based) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

    Poison (Ex): Injury, DC 20 Fortitude Save (Save DC is Con based), Initial damage is 1d6 Con, Secondary damage is 2d6 Con.

    Polluter of Graveyards (Su): Anytime a Grave Eel eats a corpse, there is a 70% chance that the soul of that corpse rises from the grave as a Wraith in 1d6 days.

    Blind (Ex): The Eels are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

    Immunities (Ex): Grave Eels are immune to poison, sleep effects, paralysis and disease. It is also not subject to Ability Drain or Energy Drain, and i immune to damage to it's physical ability scores.

    Combat: Grave Eels rely on their venom and their sheer toughness to carry the day.
    Last edited by Bhu; 2021-11-10 at 12:21 AM.
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  28. - Top - End - #1408
    Titan in the Playground
     
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    Default Re: Critters II!

    Them
    Medium Humanoid
    Hit Dice: 4d8+12 (30 hp)
    Initiative: +2 Dex
    Speed: 50 ft. (10 squares)
    Armor Class: 15 (+2 Dex, +3 Natural), touch 12, flat-footed 13
    Base Attack/Grapple: +3/+7
    Attack: Slam +7 melee (1d3+4) or by Weapon +7 melee or +5 ranged
    Full Attack: 2 Slams +7 melee (1d3+4) or by Weapon +7 melee or +5 ranged
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Frightful Presence
    Special Qualities: Darkvision 60 ft., Madness, SR 17, Oddly Bodied, Trackless Step, Hostility of the Innocent
    Saves: Fort +7, Ref +3, Will +2
    Abilities: Str 19, Dex 15, Con 16, Int 10, Wis 12, Cha 8
    Skills: Bluff +3, Hide +6, Intimidate +3, Listen +5, Move Silently +6, Spot +5, Survival +1
    Feats: Alertness, Stealthy, Persuasive (B)
    Environment: Cold Forests and Mountains
    Organization: Solitary, Pair or Group (3-6)
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Always Chaotic Evil
    Advancement: By Character Class
    Level Adjustment: ---

    “And where They went, rest vanished, for the small hours were rent with the screams of nightmare.”

    Outside the local village of Terviu there exists an odd race of people the local inhabitants simply refer to as 'Them'. They look normal from a distance, but the closer one gets the worse things seem. Some are dirty and disheveled. Some are clean, but have horrifying, leering expressions. All of them behave in unusual manners, and rarely do they communicate other than to lure people closer or as a precursor to assault. Up close it's obvious that their clothes hide bodies that are deformed in some way. Joints that bend oddly, unusual musculature that seems to move beneath the skin, multiple rows of teeth, etc. Animals hate Them, and it's easy to tell the truth no matter how well disguised They are when they get near dogs or horses. Animals generally attack them on sight, and they return the favor. They are mad, and unpredictable, and the villagers drive them away if possible. They've learned what kind of revenge they're in for if they kill one of Them. Teryiu would be a ghost town if it were not surrounded by Them, for everyone would flee.

    Frightful Presence (Ex): They can unsettle foes with Their mere presence. The ability takes effect automatically whenever They attack. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than Them. A potentially affected creature that succeeds on a DC 11 Will save (Save DC is Cha based) remains immune to that Them's frightful presence for 24 hours. On a failure, creatures become panicked for 1d6 rounds.

    Madness (Ex): They have a +4 Racial Bonus on Willpower Saves against Mind-Affecting Effects and are immune to spells/powers/effects from the Charm, Figment and Glamer sub-schools. Anything targeting Them with a Power from the Telepathy Discipline (or using a spell or ability that duplicates it's effects) must make a DC 13 Willpower Save (Save DC is Wis based) or take 1d6 untyped damage.

    Oddly Bodied (Ex): They are immune to Paralysis, Polymorph, and Disease. They are not subject to Death by Massive Damage, non-lethal damage, critical hits or flanking. They continue to fight without penalty even while disabled or dying. They automatically stabilize below 0 hp.

    Trackless Step (Ex): Identical to the Druid Class Ability of the same name (see PHB).

    Hostility of the Innocent (Ex): Animals despise Them, and They automatically fail all Handle Animal or Ride Checks. Animals will attack them on sight or flee from their presence.

    Combat: They are fairly chaotic and fearless. Predicting how they will react is difficult, even if the intended end result isn't.
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  29. - Top - End - #1409
    Titan in the Playground
     
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    Default Re: Critters II!

    Black Roach
    Tiny Vermin
    Hit Dice: 1d8+1 (5 hp)
    Initiative: +3
    Speed: 10 ft. (2 squares), Climb 20 ft., Fly 40 ft.
    Armor Class: 17 (+2 Size, +3 Dex, +2 Natural), touch 15, flat-footed 14
    Base Attack/Grapple: +0/-8 (+4 when attached)
    Attack: Touch +2 melee (attach)
    Full Attack: Touch +2 melee (attach)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Attach, Anesthetic Bite, Blood Drain, Ferocity
    Special Qualities: Darkvision 60 ft., Scent, Vermin traits, Keen Scent, Hardy, Tremorsense 30 ft.
    Saves: Fort +7, Ref +4, Will +1
    Abilities: Str 10, Dex 16, Con 12, Int -, Wis 12, Cha 3
    Skills: Climb +8, Hide +15, Move Silently +7
    Feats: Anklebiter (B)
    Environment: Any
    Organization: Solitary, Swarm (3-10) infestation (11-20), bad infestation (21-40)
    Challenge Rating: 1/2
    Treasure: None
    Alignment: Always Neutral
    Advancement: ---
    Level Adjustment: ---

    “Who are we to combat poisons older than history and mankind?”

    Black Roaches are cat-sized, black insects that resemble roached to a degree. Unlike actual roaches, they subsist entirely on blood. Difficult to eradicate entirely, signs of their infestation cause entire villages to be abandoned. They will inevitably drain anything that remains, and can go up to a year without food, becoming gluttons once it becomes available again.

    Attach (Ex): If a Roach hits with a touch attack, it uses its jaws and legs to latch onto the opponent’s body. An attached Roach is effectively grappling its prey. The Roach loses its Dexterity bonus to AC and has an AC of 14, but holds on with great tenacity. Roaches have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

    An attached Roach can be struck with a weapon or grappled itself. To remove an attached Roach through grappling, the opponent must achieve a pin against the Roach.

    Anesthetic Bite (Ex): If the Roach finds a sleeping victim (or any victim if it's hungry enough) it will make a Move Silently roll to approach it. If successful it will then attach itself. The victim must make a DC 11 Fortitude Save (Save DC is Constitution based), or lose all sense of touch for 1d6 rounds. Effectively it means the victim is immune to pain based effects during this time (such as Symbol of Pain), and damaging or touching him has no chance of waking him up. He can still make a Listen check vs his opponents Move Silently roll to notice something is going on. Creatures immune to poison are immune to this ability.

    Blood Drain (Ex): A Roach drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim.

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

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

    Hardy (Ex): Roaches receive a +4 Racial Bonus on Fortitude Saving Throws.

    Skills: Black Roaches have a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check. They may use their Str or Dex modifier for Climb Checks, whichever is better. They also have a +4 Racial Bonus to Hide and Move Silently Checks.

    Combat: Roaches aren't fighters, and will flee if pressed. They generally target sleeping or dying prey unless starving or they outnumber the target.
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  30. - Top - End - #1410
    Titan in the Playground
     
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    Default Re: Critters II!

    Wyche
    Large Giant
    Hit Dice: 10d8+40 (85 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares)
    Armor Class: 20 (-1 Size, +11 Natural), touch 9, flat-footed 22
    Base Attack/Grapple: +7/+18
    Attack: Claw +13 melee (1d4+7) or Axe +13 melee (2d4+7) or Axe +6 ranged (2d4+7)
    Full Attack: 2 Claws +13 melee (1d4+7) and 1 Bite +8 melee (1d3+3) or Axe +13/+8 melee (2d4+7) or Axe +6 ranged (2d4+7)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Spell-Like Abilities
    Special Qualities: Low-light Vision, Woodland Stride, Trackless Step
    Saves: Fort +11, Ref +3, Will +4
    Abilities: Str 25, Dex 10, Con 19, Int 13, Wis 13, Cha 14
    Skills: Bluff +5, Climb +7, Concentrate +7, Diplomacy +5, Hide +4, Intimidate +5, Knowledge (Arcana, Nature) +4, Listen +6, Move Silently +5, Spot +6, Survival +4
    Feats: Alertness, Combat Casting, Power Attack, Stealthy
    Environment: Any Mountain
    Organization: Solitary or Coven (3)
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: By Character Class
    Level Adjustment: ---

    “I'll tell you something of the forbidden horrors she led me into - something of the age-old horrors that even now are festering in out-of-the-way corners with a few monstrous priests to keep them alive. Some people know things about the universe that nobody ought to know, and can do things that nobody ought to be able to do.”

    There are legends of women cast out from villages and exiled to mountains to die who survive by making pacts with the dark powers that live in those mountains. Grown large off the fat of the men who exiled them, they are now an existential threat that must be appeased lest they devour their former neighbors. Wyches are tall, demonic women with long claws and teeth. Some have the features of beasts as well. Perhaps a deer's antlers or a cat's eyes. They mostly want revenge, but they are patient, and prefer to draw their revenge out. The truly brave may be able to approach them and ask for their aid, but he had best be able to pay the price they ask. Cheating a Wyche leads to a living hell.

    Spell-Like Abilities (p):
    At will: Detect Magic, Detect Poison, Disguise Self, Dominate Animal, Invisibility, Meld into Stone, Speak With Animals. 3/day: Bestow Curse.

    Woodland Stride (Ex): Identical to the Druid Class Ability of the same name (see PHB).

    Trackless Step (Ex): Identical to the Druid Class Ability of the same name (see PHB).

    Combat: Wyches will kill lone opponents as quickly and efficiently as they can. They avoid armed parties if possible. Their magical abilities will be used to harass them until they leave.
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