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Thread: Critters II!

  1. - Top - End - #1441
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    Default Re: Critters II!

    Caltiki, The Immortal Monster
    Huge Ooze
    Hit Dice: 12d10+96 (162 hp)
    Initiative: -5
    Speed: 20 ft. (4 squares), Climb 20 ft., Swim 20 ft.
    Armor Class: 11 (-2 Size, -5 Dex, +8 Natural), touch 3, flat-footed 11
    Base Attack/Grapple: +9/+25
    Attack: Slam +15 melee (2d6+8 plus 2d6 acid)
    Full Attack: Slam +15 melee (2d6+8 plus 2d6 acid)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Acid, Improved Grab, Constrict (2d6+8 plus 2d6 acid)
    Special Qualities: Blindsight 60 ft., ooze traits, Split, Mindless, Amphibious
    Saves: Fort +12, Ref -1, Will +4
    Abilities: Str 26, Dex 1, Con 26, Int -, Wis 10, Cha 1
    Skills: Climb +16, Swim +16
    Feats: ---
    Environment: Any
    Organization: Solitary or Swarm (5-10)
    Challenge Rating: 8
    Treasure: None
    Alignment: Always Neutral
    Advancement: See below
    Level Adjustment: ---

    Caltiki is an unusual single celled micro-organism that grows exponentially when exposed to rare forms of radiation that is rare on earth but radiated profusely by a comet that approaches Earth once every 850 years. During this time Caltiki begins growing and dividing rapidly, and will quickly overwhelm civilization if not stopped. The only known residence of the Caltiki bacterium is at the bottom of a cave pool in Mexico.

    Acid (Ex): The creature secretes a digestive acid. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 21 Reflex saves. A metal or wooden weapon that strikes Caltiki also dissolves immediately unless it succeeds on a DC 24 Reflex save. The save DCs are Constitution-based.

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

    Constrict (Ex):
    Caltiki deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a -4 penalty on Reflex saves against the acid.

    Split (Ex): When the comet approaches Earth, Caltiki will gain 1 HD per hour, and divide into two entities when it reaches 20 HD.

    Skills: Caltiki has a +8 Racial Bonus to Climb and Swim Checks.

    Combat:
    Caltiki basically rolls over anything it sense. It's more 'mindless engine of destruction' than opponent.
    Last edited by Bhu; 2021-10-31 at 09:52 PM.
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  2. - Top - End - #1442
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    Default Re: Critters II!

    Neomorph, Bloodburster
    Tiny Aberration
    Hit Dice: 1d8+1 (9 hp)
    Initiative: +4
    Speed: 20 ft. (4 squares), Climb 10 ft.
    Armor Class: 19 (+2 Size, +4 Dex, +3 Natural), touch 16, flat-footed 15
    Base Attack/Grapple: +0/-8
    Attack: Claw +6 melee (1d3)
    Full Attack: 2 Claws +6 melee (1d3), 1 Bite +1 melee (1d4 plus 1d6 acid), and 1 Tail +1 melee (1d4)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Rage, Acidic Bite
    Special Qualities: Hardy, Blindsight, Immunities, Uncanny Dodge
    Saves: Fort +3, Ref +6, Will +4
    Abilities: Str 10, Dex 18, Con 12, Int 1, Wis 14, Cha 2
    Skills: Balance +4, Climb +8, Hide +10, Intimidate -2, Jump +2, Listen +3, Move Silently +10, Search -3, Spot +3, Survival +2
    Feats: Weapon Finesse
    Environment: Any
    Organization: Solitary
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral
    Advancement: ---
    Level Adjustment: ---

    Unlike newborn Xenomorphs, Neomorphs can burst from just about anywhere, and are fully formed versions of adults. Much like Xenomorphs they rapidly gain adult size very quickly.

    Rage (Ex): A Neomorph that sees another creature (that isn't a Neomorph) 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.

    Acidic Bite (Ex): The Neomorphs bite does an additional 1d6 acid damage.

    Hardy (Ex): Neomorphs have maximum hit points per die and all Good Saves.

    Blindsight (Ex): A Protomorph Drone can detect other beings within 30 ft of itself. It is not known by which process it can perform this. It Possibly mimics sight in some form because it can distinguish between humans, Protomorphs, androids, and Yautja. It can also distinguish which humans have been infected with bloodbursters. Presumably, unlike normal, this functions within a vacuum.

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

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

    Skills:
    Skills are completely redone. New class skills are Balance, Climb, Hide, Intimidate, Jump, Listen, Move Silently, Search, Spot, and Survival. Neomorphs gain a +6 Racial Bonus on Hide and Move Silently Checks. They also gain a +8 Racial Bonus on Climb Checks, and may always Take 10 on a Climb Check. Neomorphs do not take a penalty to skill points for having a negative Intelligence modifier.

    Combat: Neomorphs are rabid, frantically attacking anything they see.


    Neomorph, Adult

    Neomorphs are the result of David carpet bombing the Engineers with the black goo they use as a bioweapon. They begin as what seem to be small fungal spheres that release insect-like clouds of 'spores' of the black goo, which seek out the closest animal life form. That life form dies within hours as a Neomorph rips it's way from their body. Generally Neomorphs are a fleshy, pale white with a shape similar to that of the Xenomorph. Initially quadrupedal, they become bipedal as adults. They vary in appearance. Translucent skin, and dorsal spikes are two variations seen. Far more animalistic than even the Xenomorphs, they attack any animal life within range. Neomorph is an Acquired Template that can be applied to any corporeal Aberration, Animal, Dragon, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Outsider, or Vermin whose Size is no smaller than Small and no larger than Large

    Size and Type: While it is generally larger than the species it has used as a host, the Neomorph retains the same Size Category. Type changes to Aberration. Actual size varies, but Neomorphs created by infecting humans average 6+ ft. tall and weigh 100 to 120 kilograms.

    Hit Dice: Unchanged unless Hit Dice are less than d8's. In such case raise them to d8's, and recalculate hp. Neomorphs gain maximum hp per Hit Die. Neomorphs have a minimum of 6 Hit Dice, if the base creature is not at least 6 HD, raise it to 6 HD.

    Speed: Base land speed increases by +10 ft. Gains a Climb speed equal to half base land speed.

    Armor Class: The base creature's Natural Armor Bonus increases by +6.

    Attacks: Retains all natural weapons of the base creature. In addition it gains a Tail Attack doing Piercing damage if it doesn't have one, as well as Bite and Claw attacks if Humanoid.

    Damage: The Tail and Bite attack does 1d6 for Small Neomorphs, 1d8 for Medium Neomorphs, and 2d6 for Large Neomorphs. Otherwise damage remains unchanged. Claws do 1d4 for Small, 1d6 for Medium and 1d8 for Large.

    Special Attacks: Loses all Class Abilities of the base creature. It also loses any Racial Abilities that aren't Exceptional, but it gains the following:

    Rage (Ex): A Neomorph that sees another creature (that isn't a Neomorph) 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.

    Acidic Bite (Ex): The Neomorphs bite does an additional 1d6 acid damage.

    Special Qualities: Loses all Class Abilities of the base creature. It also loses any Racial Abilities that aren't Exceptional, but it gains the following:

    Blindsight (Ex): A Protomorph Drone can detect other beings within 30 ft of itself. It is not known by which process it can perform this. It Possibly mimics sight in some form because it can distinguish between humans, Protomorphs, androids, and Yautja. It can also distinguish which humans have been infected with bloodbursters. Presumably, unlike normal, this functions within a vacuum.

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

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

    Saves: Neomorphs have all good Saves, and their Saving Throws must be recalculated.

    Abilities: +8 Str, +6 Dex, +8 Con, +4 Wis, +2 Cha. Intelligence becomes a 1 if the base creatures Int is 2 or less, 2 if it 3 or higher.

    Skills: Skills are completely redone. New class skills are Balance, Climb, Hide, Intimidate, Jump, Listen, Move Silently, Search, Spot, and Survival. Neomorphs gain a +6 Racial Bonus on Hide and Move Silently Checks. They also gain a +8 Racial Bonus on Climb Checks, and may always Take 10 on a Climb Check. Neomorphs do not take a penalty to skill points for having a negative Intelligence modifier.

    Feats: Feats may be rechosen. If Hit Dice increase new Feats may be chosen based on the new Hit Dice.

    Environment: Any.

    Organization: Solitary, Pack (3-6)

    Challenge Rating: +2, minimum CR is 6

    Treasure: None

    Alignment: Always Neutral

    Advancement: Neomorphs advance by increasing in Racial Hit Dice.

    Level Adjustment: N/A. Neomorphs are not PC's.
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  3. - Top - End - #1443
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    Protomorph

    The Protomorph is the culmination of years of experiments by David the android, and designed to destroy the human race. It propagates in much the same manner as the classic Xenomorph. Somehow he used Shaw's womb to create the Ovomorphs that hold the Facehuggers. Proto Facehuggers have much less potent acid for blood, but can implant within seconds. The Protomorph Chestburster is a miniature adult, and also matures much more rapidly. The adult Protomorph resembles a normal Xenomorph drone, but without the biomechanical features (in fact it has something of a partially skinless appearance). It's limbs are longer, thicker, and it's tail is thinner. Shoulders and dorsal tubes are likewise more narrow. It also seems to be partially bipedal compared to the traditional Xenomorph. Despite it's lack of armor, it has some regenerative abilities, making it very difficult to kill. Protomorph is an Acquired Template that can be applied to any corporeal Aberration, Animal, Dragon, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Outsider, or Vermin whose Size is no smaller than Small and no larger than Large. The Protomorph described here is the one from the Alien: Covenant film. The Facehugger design doesn't really allow for too much size variation, hence the size limitation for the Template.

    Size and Type: While it is generally larger than the species it has used as a host, the Protomorph retains the same Size Category. Type changes to Aberration. Actual size varies, but Protomorphs created by infecting humans average 7 ft. tall and weigh 120 to 140 kilograms.

    Hit Dice: Unchanged unless Hit Dice are less than d8's. In such case raise them to d8's, and recalculate hp. Protomorphs gain maximum hp per Hit Die. Protomorphs have a minimum of 6 Hit Dice, if the base creature is not at least 6 HD, raise it to 6 HD.

    Speed: All Movement modes increase by +10 ft.

    Armor Class: The base creature's Natural Armor Bonus increases by +6.

    Attacks: Retains all natural weapons of the base creature. In addition it gains a Tail Attack doing Piercing damage if it doesn't have one, as well as Claw attacks if Humanoid.

    Damage: The Tail attack does 1d6 for Small Protomorphs, 1d8 for Medium Protomorphs, and 2d6 for Large Protomorphs. Otherwise damage remains unchanged. Claws do 1d4 for Small, 1d6 for Medium and 1d8 for Large.

    Special Attacks: Loses all Class Abilities of the base creature. It also loses any Racial Abilities that aren't Exceptional, but it gains the following:

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

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

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

    Special Qualities: Loses all Class Abilities of the base creature. It also loses any Racial Abilities that aren't Exceptional, but it gains the following:

    Blindsight (Ex): A Protomorph Drone can detect other beings within 30 ft of itself. It is not known by which process it can perform this. It Possibly mimics sight in some form because it can distinguish between humans, Protomorphs, androids, and Yautja. It can also distinguish which humans have been infected with bloodbursters. Presumably, unlike normal, this functions within a vacuum.

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

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

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

    Regenerate (Ex): The Protomorph gains Regeneration 3 (Regeneration doesn't work against Fire damage).

    Saves: Protomorphs have all good Saves, and their Saving Throws must be recalculated.

    Abilities: +8 Str, +6 Dex, +8 Con, +2 Wis, +2 Cha. Intelligence becomes a 1 if the base creatures Int is 2 or less, 2 if it 3 or higher.

    Skills: Skills are completely redone. New class skills are Balance, Climb, Hide, Intimidate, Jump, Listen, Move Silently, Search, Spot, and Survival. Protomorphs gain a +6 Racial Bonus on Hide and Move Silently Checks. They also gain a +8 Racial Bonus on Climb Checks, and may always Take 10 on a Climb Check. Xenomorphs do not take a penalty to skill points for having a negative Intelligence modifier.

    Feats: Feats may be rechosen. If Hit Dice increase new Feats may be chosen based on the new Hit Dice.

    Environment: Any.

    Organization: Solitary, Pack (3-6)

    Challenge Rating: +2, minimum CR is 6

    Treasure: None

    Alignment: Always Neutral

    Advancement: Protomorphs advance by increasing in Racial Hit Dice.

    Level Adjustment: N/A. Protomorphs are not PC's.
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  4. - Top - End - #1444
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    Default Re: Critters II!

    Glenn Manning aka The Amazing Colossal Man
    Gargantuan Giant (Strong Hero 10/Tough Hero 6/Soldier 4)
    Hit Dice: 10d10+10d8+166 (266 hp)
    Initiative: +6
    Speed: 60 ft. (12 squares)
    Armor Class: 24 (-4 Size, +2 Dex, +10 Defense, +6 Natural), touch 18, flat-footed 22
    Base Attack/Grapple: +17/+47
    Attack: Slam +34 melee (1d8+21)
    Full Attack: 2 Slams +34 melee (1d6+21)
    Space/Reach: 20 ft./20 ft.
    Special Attacks: Improved Grab, Toss, Strong Hero Talents (Melee Smash, Improved Melee Smash, Advanced Melee Smash, Ignore Hardness, Improved Ignore Hardness), Tough Hero Talents (Remain Conscious, Robust, Second Wind), Tactical Aid, Weapons of Opportunity
    Special Qualities: +10 Defense Bonus, Fast Healing 5, Confusion, Continued Growth, DR 10/-
    Saves: Fort +20, Ref +9, Will +6
    Abilities: Str 47, Dex 14, Con 26, Int 6, Wis 10, Cha 12
    Skills: Climb +21, Concentration +11, Drive +3, Intimidate +4, Jump +21, Knowledge (tactics) +2, Navigate +1, Repair +0, Spot +3, Survival +3, Swim +21
    Feats: Endurance, Far Shot, Great Fortitude, Heroic Surge, Improved Initiative, Personal Firearms Proficiency, Point Blank Shot, Track, Brawl (B), Cleave (B), Combat Reflexes (B), Endurance (B), Improved Brawl (B), Improved Knockout Punch (B), Knockout Punch (B), Power Attack (B), Streetfighting (B), Weapon Focus (Grapple)(B), Weapon Specialization (Grapple)(B)
    Environment: Any
    Organization: Unique
    Challenge Rating: 20
    Treasure: None
    Alignment: Neutral
    Advancement: See below
    Level Adjustment: ---

    Lt. Colonel Glenn Manning is exposed to the blast of a plutonium bomb, and receives burns over his entire body. He surprises everyone by having healed by the next morning, and by becoming a 16 foot tall giant by the evening. By the next day he is 22 ft. in height, and it is learned that his cells have stopped dying and are continually generating new cells. For some reason his heart isn't keeping pace, and he will eventually die. By the next day he is 60 ft. in height, and increasingly feral due to the lack of oxygen and blood flow to his brain. While pursued by the military he rampages through Las Vegas, and apparently falls to his death. Found alive shortly thereafter he is mutilated and nearly mindless. He escapes the military again, only to commit suicide by walking into power lines. These stats represent him at the end of the first film.

    Improved Grab (Ex): To use this ability, Manning must hit an opponent of any size with a Slam attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can toss or simply do grapple damage.

    Toss (Ex):
    You may throw an opponent with a successful grapple check. The range increment for the thrown creature is 120 feet. A creature may be thrown horizontally or vertically. If thrown vertically, it takes normal falling damage. If thrown horizontally, it takes damage as if it had fallen half the distance thrown (rounded down). You may also fling the creature at another creature. To do so, make an attack roll at a -4 penalty, with appropriate range penalties, against the target creature. If you hit, both creatures take the amount of damage that the thrown creature would have taken otherwise, as given above.

    Advanced Melee Smash (Ex): Manning receives a =3 Bonus on damage rolls with melee attacks.

    Improved Ignore Hardness (Ex): Manning ignores 2 points of an object's Hardness.

    Remain Conscious (Ex): When Manning's hit points reach -1, he can still act normally. He can choose to go unconscious to prevent further damage.

    Robust (Ex): Manning gains +6 hp.

    Second Wind (Ex): Manning can spend 1 Action point to regain 8 hit points (this cannot take him above maximum).

    Weapons of Opportunity (Ex): Manning can lift and throw anything weighing 16000 lbs. Range increment is 50 ft., and the number of range increments he can throw varies by the objects weight. Objects that weigh 300 lbs or less can be thrown 5 increments. From 3000 to 6000 pounds can be thrown 4 increments. From 6000 to 9000 lbs can be thrown 3 increments. From 9000 to 12000 pounds can be thrown 2 increments, and anything heavier can only be thrown 1 increment. Damage is 2d6 per 1000 pounds plus Mannings Str modifier. He can uproot trees Huge size or smaller as a Move Action, and larger trees as a full round action.
    Fast Healing (Ex): Due to his cellular generation, Manning can take wounds that would end another being. He can't regenerate, but he does survive losing much of the flesh of his face right down to the bone.

    Confusion (Ex): As his condition progresses, Manning becomes easily angered and confused, eventually losing the ability to speak. To recognize humans as not a threat requires him to make a DC 20 Willpower Save (he gains a +4 Bonus to this Check if the person is someone he loves and trusts). By the second film he is Mindless (see Monster Manual).

    Continued Growth (Ex): Within a week Manning will likely be Colossal in Size. Not long after that he will die

    Combat: While he still has a certain low cunning, cognitive defects from Manning's condition increasingly limit his options to GLENN SMASH!!
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  5. - Top - End - #1445
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    Default Re: Critters II!

    Phooka (Spiderwick Chronicles) https://spiderwick.fandom.com/wiki/Phooka
    Small Fey
    Hit Dice: 2d6 (7 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares), Climb 20 ft.
    Armor Class: 15 (+1 Size, +4 Dex), touch 15, flat-footed 11
    Base Attack/Grapple: +1/-5
    Attack: Bite +6 melee (1d3-2)
    Full Attack: Bite +6 melee (1d3-2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Shapeshifter,
    Special Qualities: Low-light Vision, Polyglot
    Saves: Fort +0, Ref +7, Will +5
    Abilities: Str 7, Dex 18, Con 11, Int 12, Wis 15, Cha 14
    Skills: Balance +14, Bluff +4, Climb +1, Diplomacy +4, Disguise +4, Escape Artist +6, Intimidate +4, Hide +10, Jump +14, Knowledge (any 2) +3, Listen +4, Move Silently +6, Search +3, Sense Motive +4, Spot +4, Survival +4, Tumble +6
    Feats: Weapon Finesse
    Environment: Temperate Forests
    Organization: Usually Solitary
    Challenge Rating: 1
    Treasure: Standard
    Alignment: Chaotic Neutral
    Advancement: 3-6 HD (Small)
    Level Adjustment: ---

    Phookas vaguely resemble furry black monkeys with rabbit ears and tiny dragonfly wings. They are sometimes seen with multiple ears and eyes and can freely rotate their head in any direction. Equally likely to be troublesome or helpful, most of them seem a little mad. They are shapeshifters notorious for mischief, especially pretending to be horses and taking off with people on their backs.

    Shapeshifter (Su): Phookas can Polymorph (as per the spell) at will into any Animal, Fey or Humanoid of any Size, of CR 1 or less. Black Pony's, goats, dogs and rabbits are common.

    Polyglot (Su): Phookas can speak and understand all languages, including those of animals (effectively they permanently have the benefits of a Speak With Animals spell).

    Skills: Phookas use their Dex modifier instead f their Str modifier for Climb and Jump Checks. They also have a +8 Racial Bonus on Balance, Climb and Jump Checks, and can always Take 10 on a Climb Check.

    Combat: Phookas generally run instead of fighting unless they really, really hate you.
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  6. - Top - End - #1446
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    Default Re: Critters II!

    https://ghostbusters.fandom.com/wiki..._of_Creatures)

    Terror Dog
    Medium Magical Beast (Chaos, Evil, Extraplanar)
    Hit Dice: 4d10+20 (42 hp)
    Initiative: +2
    Speed: 50 ft. (10 squares)
    Armor Class: 17 (+2 Dex, +5 Natural), touch 12, flat-footed 15
    Base Attack/Grapple: +4/+12
    Attack: Bite +12 melee (1d8+12)
    Full Attack: Bite +12 melee (1d8+12)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Charge, Possession, Spell-Like Abilities
    Special Qualities: Darkvesion 60 ft., Scent
    Saves: Fort +9, Ref +7, Will +4
    Abilities: Str 26, Dex 14 Con 20, Int 8, Wis 13, Cha 14
    Skills: Climb +8, Intimidate +2, Jump +8, Listen +1, Knowledge (Arcana, History, The Planes, Religion) +0, Spot +1
    Feats: Iron Will. Run, Track (B)
    Environment: Another Dimension
    Organization: Solitary, Pair or Pack
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Always Chaotic Evil
    Advancement: 5-8 HD (Medium), 9-12 HD (Large)
    Level Adjustment: ---

    Demon Dogs are squat, green immortal beings who serve evil gods, and other extra-dimensional entities. They have horns, glowing red eyes and gargoyle like faces. They often possess locals to disguise themselves, but being not particularly bright (or sane), they reveal themselves through their behavior. Males seem to mimic local behaviors badly, while spouting incoherent nonsense. Females aggressively try to be seductive, and consider consent to be an odd notion of the local subcreatures. In short, they're overtly hostile, easily fooled morons.

    Charge (Ex): The Demon Dog does 2d8+18 damage with a successful Charge attack. If it encounters an object, such as a door or a wall, it ignores the objects Hardness.

    Possession (Su): Once per round, a Demon Dog can merge its body with a living creature. This ability is similar to a magic jar spell (caster level 10th), except that it does not require a receptacle. To use this ability, the Demon Dog must try move into the target’s space; moving into the target’s space to use the possession ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + Demon Dog’s Cha modifier). A creature that successfully saves is immune to that same Demon Dog’s possession for 24 hours, and the Demon Dog cannot enter the target’s space. If the save fails, the Demon Dog vanishes into the target’s body.

    Spell-Like Abilities (Sp): At Will: Scare. 3/Day: Levitate. 1/Day: Summon Monster V, Telekinesis.

    Combat: Demon Dogs generally just charge. The females seem somewhat more tactically oriented, making use of their other powers.
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    https://www.imdb.com/title/tt0116671/

    Jack Frost
    Medium Elemental (Cold, Water)
    Hit Dice: 4d8+20 (38 hp)
    Initiative: +0
    Speed: 20 ft. (4 squares)
    Armor Class: 18 (+8 Natural), touch 10, flat-footed 18
    Base Attack/Grapple: +3/+8
    Attack: Slam +8 melee (1d6+5) or Icicle +3 ranged (1d8)
    Full Attack: 2 Slams +8 melee (1d6+5) and 1 Bite +3 melee (1d6+2) or Icicle +3 ranged (1d8)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Versatile Killer, Versatile Slam, Trip, Spell-like Abilities, Falling Slam
    Special Qualities: Elemental traits, Snow Walk, Melt, DR 10/-, Regeneration 1, Heat Vulnerability, Immortality, Antifreeze Vulnerability
    Saves: Fort +9, Ref +1, Will +2
    Abilities: Str 20, Dex 10, Con 20, Int 14, Wis 12, Cha 8
    Skills: Disguise +1, Drive +2, Hide +5, Knowledge (Geography, Local) +2, Listen +3, Move Silently +5, Spot +3
    Feats: Point Blank Shot, Stealthy
    Environment: Any Cold
    Organization: Unique
    Challenge Rating: 5
    Treasure: Standard
    Alignment: Chaotic Evil
    Advancement: 5-7 HD (Medium)
    Level Adjustment: ---

    Jack Frost is a horrific serial killer who reanimates as a living snowman after a chemical accident destroys his human body. Jack is proficient with Simple and Martial weapons and the Garrote. He appears as a stereotypical snowman, but can also theoretically appear as any object made of snow or a puddle of water. He could use his powers to great effect were he not obsessed with vengeance on the family of the sheriff who arrested him for the final time.

    Versatile Killer (Ex): Jack is used to killing people with whatever is at hand, and he suffers no penalty with improvised weapons.

    Versatile Slam (Ex): Jack can choose to do either bludgeoning or piercing damage with his Slam attack.

    Trip Ex): Jacks blows can be powerful enough to knock people down. If Jack hits with a Bludgeoning Slam attack he 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 him.

    Spell-like Abilities (Sp): At will: Flash-Freeze 1/Day: Cold Snap

    Falling Slam (Ex): Jack is rather heavy, and as a Full Round Action he can leap from a heightened position, crushing his opponent beneath him. This does 2d6+7 damage, plus an additional 1d6 for every 10 ft. Jack falls.

    Snow Walk (Ex): Frost can move normally over ice and snow, which is doubly odd seeing as he has no legs. He leaves no tracks on snow or ice either. Jack may also discorporate, and 'swim' through snow, water or ice at his full land speed while having Total Concealment.

    Melt (Ex): Jack can melt into a body of water or refreeze into snowman form at will as a Move Action. As water, Jack can pass through small holes or narrow openings, even mere cracks. He often uses it to pretend to be bathwater so he can refreeze with an opponent inside him. If he does this as a Full Action he is automatically considered to be grappling his opponent. By the second film he also gains the ability to Constrict after this, doing 2d6+7 piercing damage. Jacks land speed is reduced -10 ft. in liquid form. He can still speak as water.

    Regeneration (Ex):
    Jack regenerates 1 hit point per round, except in environments 90 degrees or hotter, or during any round he takes fire damage. He can reattach severed limbs or his head instantly, or reform in 1d6 minutes even if completely blown apart. So long as some part of him exists he can eventually reform. Even when he was melted in a pool of antifreeze, introduction of water to that antifreeze resurrected him. Presumably the company that created the mutagen that made him has a way of killing him permanently (though a Wish spell would probably do it).

    Heat Vulnerability (Ex):
    Jack takes double damage from fire. He takes 1d4 Fire damage per round in temperatures above 40 degrees F. 1d6 per round in temperatures above 60 degrees. 1d8 if they're above 90 degrees. 2d6 if they're above 110 degrees. 2d8 if they're above 140 degrees. 4d6 if they're above 180 degrees. Unfortunately this only melts him, and he stops taking damage when he reaches 0 hp. Even if boiled away into steam he still regenerates once he reaches 0 hp. Jack doesn't take heat damage while underwater, though it will still melt him.

    Antifreeze Vulnerability (Ex): Antifreeze is like acid to Frost. A pint of antifreeze does 1d6 acid damage to him for 1d3 rounds. Jacks regeneration doesn't work on this damage, but he still heals 1 hit point a day of antifreeze damage. By the sequel, Jack is immune to even this, though it does cause him to cough up Diminutive versions of himself. He then suffers similar damage from bananas.

    Immortality (Ex): Jack is immortal, and cannot die of old age, and is immune to aging effects.

    Skills: Frost has a +8 Racial Bonus to Disguise Checks to appear as a snowman or equally voluminous body of water. He also has a +8 Racial Bonus to Hide and Move Silently Checks in snow, ice or water.

    Combat: Jack is arrogantly assured of his vulnerability, and obsessed with making his kills creative. This often leads to elaborate plans that cause him to make mistakes.

    Note: Jack would likely take double damage from spells or effects dealing desiccation damage, and they might bypass his regeneration. Spells like Dispel Water would kill the baby Jacks instantly, and probably Jack as well.
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    Baby Jacks
    Tiny Elemental (Cold, Water)
    Hit Dice: 1d8+3 (7 hp)
    Initiative: +2
    Speed: 10 ft. (2 squares)
    Armor Class: 18 (+2 Size, +2 Dex, +4 Natural), touch 14, flat-footed 16
    Base Attack/Grapple: +0/-7
    Attack: Bite +4 melee (1d3+1)
    Full Attack: Bite +4 melee (1d3+1)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: ---
    Special Qualities: Elemental traits, Snow Walk, Melt, DR 10/-, Regeneration 1, Heat Vulnerability, Immortality, Antifreeze Vulnerability
    Saves: Fort +5, Ref +2, Will -1
    Abilities: Str 12, Dex 14, Con 16, Int 6, Wis 8, Cha 6
    Skills: Hide +4, Move Silently +4
    Feats: Weapon Finesse
    Environment: Any Cold
    Organization: Solitary, Pair or Pack (3-6)
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Chaotic Evil
    Advancement: 2 HD (Small), 3+ HD ?(?)
    Level Adjustment: ---

    Baby Jacks are miniature versions of himself that Jack coughs up during the second film. They look like snowballs with fanged faces and tiny arms.

    Snow Walk (Ex): Baby Jacks can move normally over ice and snow, which is doubly odd seeing as they have no legs. They leave no tracks on snow or ice either. Baby Jacks may also discorporate, and 'swim' through snow, water or ice at their full land speed while having Total Concealment.

    Melt (Ex): Baby Jacks can melt into a body of water or refreeze into snowball form at will as a Move Action. As water, Baby Jacks can pass through small holes or narrow openings, even mere cracks. Baby Jacks land speed is reduced -5 ft. in liquid form. They can still speak as water.

    Regeneration (Ex):
    Baby Jacks regenerate 1 hit point per round, except in environments 90 degrees or hotter, or during any round they takes fire damage. They can reattach severed limbs or his head instantly, or reform in 1d6 minutes even if completely blown apart. So long as some part of them exists they can eventually reform.

    Heat Vulnerability (Ex):
    Baby Jacks take double damage from fire. They take 1d4 Fire damage per round in temperatures above 40 degrees F. 1d6 per round in temperatures above 60 degrees. 1d8 if they're above 90 degrees. 2d6 if they're above 110 degrees. 2d8 if they're above 140 degrees. 4d6 if they're above 180 degrees. Unfortunately this only melts them, and they stop taking damage when they reach 0 hp. Even if boiled away into steam they still regenerate once they reach 0 hp. Baby Jacks don't take heat damage while underwater, though it will still melt them.

    Antifreeze Vulnerability (Ex): Bananas like acid to Baby Jacks. Bananas do 1d6 acid damage to them for 1d3 rounds. The Baby Jacks regeneration doesn't work on this damage.

    Immortality (Ex): Baby Jacks are immortal, and cannot die of old age, and are immune to aging effects.

    Skills: Baby Jacks have a +8 Racial Bonus to Disguise Checks to appear as snowballs or equally voluminous body of water. They also has a +8 Racial Bonus to Hide and Move Silently Checks in snow, ice or water.

    Combat: Baby Jacks are geniuses. They just run up and bite.
    Last edited by Bhu; 2021-11-10 at 12:26 AM.
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  9. - Top - End - #1449
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    Default Re: Critters II!

    Quote Originally Posted by Bhu View Post
    Caltiki, The Immortal Monster
    […]
    Acid (Ex):
    (…)
    A metal or wooden weapon that strikes a black pudding also dissolves immediately
    Another leftover from someplace else.

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    Default Re: Critters II!

    I has fixed
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    Default Re: Critters II!

    Quote Originally Posted by Bhu View Post
    being not particularly bright (or sane)
    Isn't lack of sanity generally represented as a WIS penalty? I know it is for derros.

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    Quote Originally Posted by Metastachydium View Post
    Isn't lack of sanity generally represented as a WIS penalty? I know it is for derros.
    Which entry are we discussing?
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    Quote Originally Posted by Bhu View Post
    Which entry are we discussing?
    The terror dog.

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    Quote Originally Posted by Bhu View Post
    Grave Eel
    Speed: 60 ft. (60 squares)
    First. 60 ft. is too much. Second. 12 squares.

    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 1d5 days.
    1d5?


    Quote Originally Posted by Bhu View Post
    Baby Jacks
    Abilities: Str 12, Dex 14, Con 16, Int 6, Wis 8, Cha 6
    12 Str for Tiny creature? +10 racial bonus without size. This is a bit much, I think.
    Last edited by loky1109; 2021-11-09 at 11:14 AM.
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    Quote Originally Posted by loky1109 View Post
    First. 60 ft. is too much. Second. 12 squares.

    1d5?

    12 Str for Tiny creature? +10 racial bonus without size. This is a bit much, I think.
    Fixed the Eel. A base land speed of 60 was purposeful. It's a Dragon, and it's comparable to other Dragons it's size.

    The Baby Jacks do have a 12 Str. They are really strong for their size in the film. What +10 are you referring to?
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    Quote Originally Posted by Metastachydium View Post
    Isn't lack of sanity generally represented as a WIS penalty? I know it is for derros.
    It can be, but it doesn't have to be in all cases.
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    Quote Originally Posted by Bhu View Post
    It can be, but it doesn't have to be in all cases.
    Understood. But then, does this lack of sanity have a mechanical representation?

  18. - Top - End - #1458
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    Quote Originally Posted by Metastachydium View Post
    Understood. But then, does this lack of sanity have a mechanical representation?
    Not currently. Maybe after I see the new movie.
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    Tomb Dwarf

    "How are these Mnions?"

    "They aren't, unless you trick people into entering their tomb. You just gotta build yer lair under it"

    Tomb Dwarf is an Acquired Template that can be applied to any Dwarf. Tomb Dwarves are Dwarves that have passed on fearing their tomb will be violated. In response, they rise from the tomb whenever it really is violated. They appear as corpses in ceremonial dress or armor that are slightly translucent.

    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 Natural Armor Bonus of the base creature improves by +2.

    Attacks: The base creature gains a primary Natural Slam attack. It gains 2 Slams with a Full Attack.

    Damage: The Slam attack does 2d4 plus Str damage.

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

    Powerful Blow (Ex): Whenever the Tomb Dwarf makes a successful melee attack, it immediately gets a Bull Rush attack as a Free Action without provoking an Attack of Opportunity. You do not move with the opponent.

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

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

    Ethereal Jaunt (Su): A Tomb Dwarf can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or during a move action). The ability is otherwise identical with ethereal jaunt (caster level 15th).

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

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

    Saves: Unchanged.

    Abilities: +2 Str, +4 Wis, +2 Cha. Being Undead it has no Con Score.

    Skills: Unchanged.

    Feats: Unchanged.

    Environment: Any.

    Organization: Solitary.

    Challenge Rating: +2

    Treasure: Unchanged.

    Alignment: Usually Neutral.

    Advancement: Unchanged.

    Level Adjustment: +3
    Last edited by Bhu; 2021-11-17 at 02:58 AM.
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    Default Re: Critters II!

    Quote Originally Posted by Bhu View Post
    Tomb Dwarf
    […]
    (1d20 + ghost’s HD) against DC 16.
    There's a leftover here from ghost stuff. Also, what's the DC based on?

    As a rule, the only way to get rid of a Tomb Dwarf for sure is to keep away the intruders that prevent it from resting in peace. The exact means varies with each spirit and may require a good deal of research.
    Just to be clear, are these things incorporeal? Rejuvenation would look a bit weird on a corporeal creature.

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    Default Re: Critters II!

    Tomb Dwarfs are not incorporeal (one of the many oddities from 2e).
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    Undead Dragon Slayer (Council of Wyrms)

    Undead Dragon Slayer is an Acquired Template that can be applied to any Humanoid with a BAB of +9 and an undying hatred of Dragons (and who can speak Draconic). They appear as skeletons with some rotting flesh attached, and wearing magical arms and armor. Most stand 6 to 7 feet tall. Normally created by a Create Undead spell by Casters 18th Level or higher, some rise up by sheer force of hate and bigotry. Most are the remains of a human army that invaded the Io's Blood Isles in the past.

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

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

    Speed: Unchanged.

    Armor Class: An Undead Dragon Slayer has a +5 natural armor bonus or the base creature’s natural armor bonus, whichever is better. They also have a +3 Dodge Bonus against Dragons. The are generally found with Full Plate and a Heavy Steel Shield, usually magical. Most often this takes the form of a +2 Enhancement Bonus to AC, only vs. Dragons.

    Attacks: BAB is not recalculated.

    Damage: Unchanged.

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

    Dragon Slaying Sword (Su): Any non-magical melee weapon held by an Undead Dragon Slayer is considered a +2 Bane (Dragons) Weapon. If it is a magical weapon, it still gains the Bane (Dragons) property. If it already has the Bane (Dragons) property, there is no additional effect.

    Slayer Special Attacks (Su): An Undead Dragon Slayer gains 5 of the 8 special attacks:

    Breath Stealing (Su): If the Dragon Slayer successfully confirms a Critical against an opponent with a Breath Weapon, the opponent loses the use of that Breath Weapon for the rest of the encounter.

    Breach Armor (Su): If the Dragon Slayer attacks as a Full Round Action with a melee weapon, that attack is considered a touch attack.

    Dazzle (Su): By twirling it's weapon as a Full Round Action, the Slayer can impede a Dragons ability to use Spells or Spell-Like Abilities for that round. To cast a Spell or use a Spell-Like Ability, the Dragon must make a Concentration Check (Check DC is equal to 10plus 1/2 Hit Dice plus Charisma modifier).

    Dodge and Strike (Su): If a Dragon attacks the Dragon Slayer and misses, the Slayer immediately gets an Attack of Opportunity with a +2 Bonus to the attack roll.

    Enhanced Critical (Su): The Slayers melee attacks threaten a critical on a natural 18-20.

    Smite (Su): By making a Full Round attack against a Dragon while using the Power Attack Feat, the Undead Dragon Slayer does triple the damage if the weapon attack succeeds.

    Weapon Throw (Su): Melee weapons you hold can be used as a ranged weapon, with a range increment of 15 ft.

    Wing Attack (Ex): When the Undead Dragon Slayer attacks an opponent with wing and successfully confirms a Critical, the victim cannot use it's wings to Fly until the damage from the attack has healed.

    The effects of these Special Attacks are cumulative, For example, if the Slayer has both Breach Armor and Smite, he gains the effects of both on a Full Round Attack.

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

    Breath Resistance (Ex): If an Undead Dragon Slayer succeeds on it's Saving Throw versus a Dragon's Breath Weapon it takes no damage.

    Spell Resistance (Ex): Gains Spell Resistance equal to 10 plus CR.

    Turn Immunity (Ex): Undead Dragon Slayers are immune to Turning.

    Vulnerabilities (Ex): Undead Dragon Slayers are affected by the Holy Word spell regardless of their Alignment. To retain it's unlife, an Undead Dragon Slayer must kill Dragons. It's unlife is extended by a number of months equal to the Hit Dice of any Dragon they slay. If they smash an egg, it is considered to have half as many Hit Dice as a Wyrmling (rounded down).

    Saves: Must be recalculated due to Ability Score changes.

    Abilities: +4 Str, +4 Int, +4 Wis. As an Undead being the Undead Dragon Slayer has no Constitution Score.

    Skills: Unchanged.

    Feats: Unchanged.

    Environment: Any.

    Organization: Solitary.

    Challenge Rating: +2

    Treasure: None.

    Alignment: Always Neutral or Neutral Evil.

    Advancement: Unchanged.

    Level Adjustment: ---
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    Vampiric Beast

    Vampiric Beast is an Acquired Template that can be applied to any Animal that has undergone the proper ritual from an Evil Cleric, who must then hand-feed them blood daily before poisoning them. The animal then rises from the dead to serve the Cleric. Wolves are commonly used for this purpose, but it can be any carnivore or omnivore with a bite attack with at least 6 Hit Dice (meaning they usually have Advanced Hit Dice).

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

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

    Speed: All movement speeds increase by +10 feet.

    Armor Class:
    The base creature’s natural armor bonus improves by +6.

    Attacks: Unchanged.

    Damage: Bite damage improves by one step (i.e. if it normally does 1d6, it now does 1d8).

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

    Draining Bite (Su): Any round the Vampiric Beast successfully uses it's Bit attack or Constrict it gains 5 temporary hit points.

    Improved Grab (Ex): To use this ability, a Vampiric Beast must hit with a bite attack against an opponent it's Size Category or smaller. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

    Constrict (Ex): A Vampiric Beast does it's Bite damage with a successful Grapple Check.

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

    Damage Reduction (Ex): The base creature gains DR 5/Silver and Magic.

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

    Vulnerabilities: A Vampiric Beast becomes Dazzled in bright sunlight or within the radius of a daylight spell.

    Saves: Must be recalculated due to Ability Score changes.

    Abilities: +6 Str, +4 Dex, +6 Int, Wis +2, Cha +4.

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

    Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: +2

    Treasure: Unchanged.

    Alignment: Always Evil (any).

    Advancement: Unchanged.

    Level Adjustment: ---
    Last edited by Bhu; 2021-12-20 at 03:36 AM.
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    Default Re: Critters II!

    Quote Originally Posted by Bhu View Post
    Vampiric Beast
    Special Attacks: Mention whether or not the base creature retains any of it’s special attacks or gains any new ones here.
    This one seems not to belong here.

    Draining Bite (Su): Any round the Vampiric Beast successfully uses it's Bit attack or Constrict it gains 5 temporary hit points.
    So it does no CON drain or whatever, just the bite damage?

    Constrict (Ex): A Vampiric Beast does it's Bite damage with a successful Grapple Check.
    Constrict might not be the best term here. It is defined as bludgeoning damage resulting from crushing an opponent, and as such it is separate from and stacks with the damage dealt by the natural attack the opponent was grabbed with.

    Skills: Vampires (…)

    Feats: Vampires
    These look like leftovers from another template.
    Last edited by Metastachydium; 2021-12-13 at 07:19 AM.

  25. - Top - End - #1465
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    Quote Originally Posted by Metastachydium View Post
    This one seems not to belong here.
    Fixed, I forgot to finish before posting.



    So it does no CON drain or whatever, just the bite damage?
    Yup. It's one of the weirder conversions from 2e.


    Constrict might not be the best term here. It is defined as bludgeoning damage resulting from crushing an opponent, and as such it is separate from and stacks with the damage dealt by the natural attack the opponent was grabbed with.
    The bite is the natural attack the opponent was grabbed with. The rules for it from the original 2e beast work exactly the same as constriction mechanically, they just do a different damage type and heal the beast. Once it bites down it latches on and does damage each turn till you get free. I just didn't see the need to call it something else when it works the same mechanically.



    These look like leftovers from another template.
    They're still a type of vampire, just one that requires a ritual.
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    Quote Originally Posted by Bhu View Post
    The Baby Jacks do have a 12 Str. They are really strong for their size in the film. What +10 are you referring to?
    Tiny is -8 str. So tiny with 12 str has literally +10.
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    Quote Originally Posted by loky1109 View Post
    Tiny is -8 str. So tiny with 12 str has literally +10.
    Are you referring to the Grapple Check????
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    Quote Originally Posted by Bhu View Post
    Are you referring to the Grapple Check????
    I'm referring to improving monsters rules.

    https://www.d20srd.org/srd/improving...#sizeIncreases
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    Quote Originally Posted by loky1109 View Post
    I'm referring to improving monsters rules.

    https://www.d20srd.org/srd/improving...#sizeIncreases
    By those rules if I shrink a Medium monster to Tiny it takes -8 Str. Jack is Str 20. A Tiny version of himself would be Str 12.
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    Stone Wolf
    Medium Construct
    Hit Dice: 5d10+20 (44 hp)
    Initiative: -1
    Speed: 30 ft. (6 squares)
    Armor Class: 19 (-1 Dex, +10 Natural), touch 9, flat-footed 19
    Base Attack/Grapple: +3/+6
    Attack: Bite +6 melee (2d4+4)
    Full Attack: Bite +6 melee (2d4+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Ambush
    Special Qualities: Construct traits, DR 10/Magic and Bludgeoning, Darkvision 60 ft., immunity to magic, Low-light Vision
    Saves: Fort +1, Ref +0, Will +1
    Abilities: Str 17, Dex 9, Con -, Int 2, Wis 11, Cha 1
    Skills: Disguise -3 (+5 to appear as a statue), Listen +5, Spot +5
    Feats: Alertness, Weapon Focus (Bite)
    Environment: Any
    Organization: Solitary
    Challenge Rating: 4
    Treasure: None
    Alignment: Always Neutral
    Advancement: 6-7 HD (Medium), 9-15 HD (Large)
    Level Adjustment: ---

    "So this is basically a variant of a Stone Golem."

    "New and improved! They're much less likely to go on rampages!"

    "Sold."

    Stone Wolves are animated statues carved in a wolf or wolf-like theme with white hot fire opals for eyes. They are created much like any other Golem, and mostly used as guards for valuables.

    Ambush (Ex): If opponents fail to see through the creatures Disguise, it gets an attack against it's Surprised foes. The Wolf gains a +4 Circumstance Bonus on Initiative rolls. Additionally, it will pounce on Surprised foes, pinning them to the ground. Mechanically this works like a Grapple Check that provokes no Attacks of Opportunity. If the Wolf succeeds it's opponent takes 2d4+6 bludgeoning damage, is knocked prone, and considered to be Pinned in a Grapple.

    Immunity to Magic (Ex): A Stone Wolf is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

    A transmute rock to mud spell slows a Stone Wolf (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.

    A stone to flesh spell does not actually change the Wolfs structure but negates its damage reduction and immunity to magic for 1 full round.

    If they successfully make a Saving Throw against a spell that allows for half damage on a successful Save, they take no damage instead.

    Skills: Stone Wolves have a +8 Racial Bonus to Disguise Checks meant to appear as a normal statue.

    Combat: Stone Wolves set immobile as statues until opponents get close and let their guard down. Then they pounce.
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