New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 50 of 50 FirstFirst ... 254041424344454647484950
Results 1,471 to 1,475 of 1475

Thread: Critters II!

  1. - Top - End - #1471
    Titan in the Playground
     
    Bhu's Avatar

    Join Date
    Mar 2008
    Location
    Hell itself (Ohio)
    Gender
    Male

    Default Re: Critters II!

    Tymer-haid
    Tiny Undead (Incorporeal, Swarm)
    Hit Dice: 10d12 (65 hp)
    Initiative: +2
    Speed: Fly 50 ft. (10 squares, Perfect)
    Armor Class: 15 (+2 Size, +2 Dex, +1 Deflection), touch 15, flat-footed 13
    Base Attack/Grapple: +5/-
    Attack: Swarm (1d6 Fire damage plus 1d6 negative energy damage)
    Full Attack: Swarm (1d6 Fire damage plus 1d6 negative energy damage)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction, Fiery Sting
    Special Qualities: Darkvision 60 ft., Half damage from slashing and piercing damage, Swarm traits, Incorporeal traits, Undead traits, Immune to Fire damage, Vulnerabilities, Turn Resistance, Mindless
    Saves: Fort +3, Ref +5, Will +7
    Abilities: Str -, Dex 15, Con -, Int -, Wis 11, Cha 4
    Skills: Listen +8, Move Silently +10, Search +5, Spot +8
    Feats: ---
    Environment: Any
    Organization: Solitary
    Challenge Rating: 7
    Treasure: None
    Alignment: Always Neutral Evil
    Advancement: 11-30 HD
    Level Adjustment: ---

    "So can you control this thing?"

    "Naw, it's less a Minion and more a 'spray and pray' type hazard.

    Tymher-haid are also known as 'ghost swarms.' Consisting of remnants of the souls of multiple people, they appear as multi-colored clouds of sparks. While the individual ghosts can sometimes be heard whispering to one another, they do not appear to be able to communicate with the living.

    Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Wisdom-based (unlike living swarms).

    Fiery Sting (Su): The Tymher-haid's swarm attack does 1d6 negative energy damage and 1d6 Fire damage.

    Vulnerabilities: Tymher-haids have a -2 Racial Penalty on Saves against spells with the Water descriptor. Contact with the water does 1d6 Untyped damage per round to them. Being caught in heavy snow or rain causes 2d6 damage per round (as does being submerged in water).

    Turn Resistance (Ex): If a Turn attempt is successful against a Tymher-haid, it takes 2d6 untyped damage instead of the normal effects.

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

    Combat: Ghost swarms react like any other swarm, enveloping victims.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  2. - Top - End - #1472
    Titan in the Playground
     
    Bhu's Avatar

    Join Date
    Mar 2008
    Location
    Hell itself (Ohio)
    Gender
    Male

    Default Re: Critters II!

    Sacaanti (Forgotten Realms)
    Small Outsider (Evil, Native)
    Hit Dice: 4d8 (18 hp)
    Initiative: +3
    Speed: 20 ft. (4 squares), Fly 60 Ft. (Perfect)
    Armor Class: 18 (+2 Size, +3 Dex, +3 Natural), touch 15, flat-footed 15
    Base Attack/Grapple: +4/-4
    Attack: Bite +8 melee (1d3 plus poison)
    Full Attack: 1 Bite +8 melee (1d3 plus poison) and 2 Claws +3 melee (1d3)
    Space/Reach: 2 1?2 ft./0 ft.
    Special Attacks: Poison, Spells
    Special Qualities: Darkvision 60 ft., Fast Healing 1, Conduit, Etherealness, SR 14, Telepathy
    Saves: Fort +4, Ref +7, Will +5
    Abilities: Str 10, Dex 16, Con 10, Int 10, Wis 12, Cha 14
    Skills: Bluff +7, Concentration +4, Diplomacy +5, Disguise +5, Hide +11, Intimidate +6, Knowledge (any one) +7, Listen +7, Move Silently +7, Search +7, Spellcraft +7, Spot +7
    Feats: Combat Casting, Weapon Finesse
    Environment: Any
    Organization: Solitary
    Challenge Rating: 4
    Treasure: None
    Alignment: Any Evil
    Advancement: By Character Class (Sorcerer)
    Level Adjustment: ---

    "So can you control this thing?"

    "Jebus, we'd better hope so."

    Sacaanti are created whe a particularly odd caster summons both an Imp and a Quasit, and casts Wish to merge the two. It rather resembles an Imp without horns and tail. They're usually found as errand boys for powerful Zhentarim Wizards.

    Poison (Su): Bite, Injury, DC 14 Constitution Save (Save DC is Constitution based with a +2 Racial Bonus), Initial damage is 1d6 Con, and Secondary damage is 2d4 Con.

    Spells: A Sacaanti can cast spells as a Sorcerer equal to it's Hit Dice. If it takes Levels in Sorcerer, those Levels stack with it's Hit Dice to determine Caster Level.

    Conduit (Su): Sacaanti have a link to their creator similar to that of a Familiar. They are in constant telepathic contact as long as the two are within 1 mile of each other. Their creator gains the benefit of their Fast Healing within this range as well. When they wish to, and are within 1 mile of each other, both the Sacaanti and the creator can see and hear through one anothers eyes and ears as a Free Action (whichever one opts to do this is effectively deaf and blind while doing so). In fact, if the creator loses consciousness, the Sacaanti can control the creator's motor functions as a Full Round Action, causing it to walk and talk. The Sacaanti can even use one of it's creators spells to teleport the creator to it's current location if the creator has any prepared for the day. Other than that one exception, the Sacaanti can only access the spells of it's creator it would normally be able to cast. For example if the Sacaanti is a 4th Level caster, and it's Master is 17th Level, it accesses the spells it's creator has as if it too were a 4th Level caster. Both the creator and the Sacaanti can cast spells through one another, and the spell takes effect as if it originated from their location. For example if the creator wants to polymorph the Sacaanti, it does not need to be in the spells range, just within 1 mile. If the creator is out of spells, and in desperate need of a Fireball, the Sacaanti can cast Fireball, and the spell will come from it's creator as if he had cast it. There is a downside to this. If their creator dies, so does the Sacaanti, and vice versa. This means a Sacaanti will never betray it's master, even if someone uses magic to try to force it to.

    Etherealness (Sp): Sacaanti can cast Ethereal Jaunt a number of times per day equal to it's creators caster level.

    Combat: Sacaanti rely on their poison. On the odd chance it doesn't work, and they don't have enough spells to take care of the problem, they flee.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  3. - Top - End - #1473
    Titan in the Playground
     
    Bhu's Avatar

    Join Date
    Mar 2008
    Location
    Hell itself (Ohio)
    Gender
    Male

    Default Re: Critters II!

    Scryxull

    Scryxull is an Acquired template that can be applied to any snakes that are non-magical Animals. The base creature must have 4+ HD and have a venomous bite.

    "More undead snakes?"

    "I ain't rippin' off them sea serpent guys, I had the idea first."

    "It's nibbling on my pantaloons."

    "Dammit snakey...."

    Scryxull are zombie-like beasts animated by Evil Clerics. They resemble normal snakes, but their scales usually alter in color, and are covered in fine dust (which is actually shed scales). Their eyes are completely black. They are typically used as guards.

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

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

    Speed:
    Unchanged.

    Armor Class: Unchanged.

    Attacks: Unchanged.

    Damage: Unchanged.

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

    Drain (Su): If the Scryxull successfully bites an opponent, they must make a Fortitude Save (DC is Charisma based with a +8 Racial modifier), or take 1d4 points of Strength Drain. On each such successful attack, the Scryxull gains 5 temporary hit points.

    Spittle (Su): Once every 1d4 rounds the Scryxull can spit an oily glob of toxic dust as a ranged touch attack. This has a range of 60 feet. Contact, Fortitude Save (Save DC is Charisma based with a +8 Racial Bonus), Initial damage is 2d4 Dex, and Secondary damage is Paralysis for 1d4+1 rounds.

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

    Saves: Unchanged.

    Abilities:
    +2 Str, -2 Dex. Con and Int become -.

    Skills: The base creature loses all Skill ranks, but retains Racial Skill Bonuses.

    Feats: The base creature loses all Feats.

    Environment: Any

    Organization: Solitary.

    Challenge Rating: +1

    Treasure:
    Unchanged.

    Alignment: Always Neutral Evil.

    Advancement: Unchanged.

    Level Adjustment: ---
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  4. - Top - End - #1474
    Titan in the Playground
     
    Bhu's Avatar

    Join Date
    Mar 2008
    Location
    Hell itself (Ohio)
    Gender
    Male

    Default Re: Critters II!

    Sacaanti Abomination (Forgotten Realms)
    Large Outsider (Evil, Native)
    Hit Dice: 20d8+200 (290 hp)
    Initiative: +12
    Speed: 40 ft. (8 squares), Fly 120 ft. (Good)
    Armor Class: 36 (-1 Size, +8 Dex, +19 Natural), touch 17, flat-footed 28
    Base Attack/Grapple: +20/+37
    Attack: Claw +32 melee (2d8+13)
    Full Attack: 2 Claws +32 melee (2d8+13) and 2 Wing Slaps +30 melee (2d6+6) and 1 Bite +30 melee (4d6+6 plus poison and disease)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Disease, Fear Aura, Poison, Spells
    Special Qualities: Darkvision 60 ft., Telepathy 100 ft., Regeneration 5, SR 32, True Seeing, DR 15/Good, Etherealness
    Saves: Fort +22, Ref +20, Will +22
    Abilities: Str 36, Dex 26, Con 30, Int 26, Wis 26, Cha 26
    Skills: Bluff +31, Concentration +33, Diplomacy +29, Disguise +28, Hide +24, Intimidate +31, Knowledge (Arcana, The Planes, Religion) +31, Listen +28, Move Silently +28, Search +28, Sense Motive +31, Spellcraft +31, Spot +31, Survival +28, Use Magic Device +31
    Feats: Cleave, Great Cleave, Improved Initiative, Iron Will, Multiattack, Power Attack, Quicken Spell-Like Ability
    Environment: Any
    Organization: Unique
    Challenge Rating: 20
    Treasure: Standard coins; double goods; standard items
    Alignment: Always Neutral Evil
    Advancement: 21-30 HD (Large), 31-60 HD (Huge)
    Level Adjustment: ---

    "Sweet Jebus..."

    "Ignore me. I'm incognito."

    "Brother are you sure you know the meaning of that word?"

    The Abominatiion is the result of a mage drunk on his own hubris attempting a more powerful version of the Sacaanti ritual to merge a Balor and a Pit Fiend. The mage died in the attempt died, but his creation lives on, despised by both sides of the Blood War. It resembles a tail-less Pit Fiend with an odd physique and face. It could be a significant power in the world if it weren't constantly on the run.

    Disease (Su): A creature struck by the Abomination’s bite attack must succeed on a DC 30 Fortitude save or be infected with a vile disease known as Demon Fever (incubation period 1 day, damage 1d6 Con). The save DC is Constitution-based. When damaged, the target must succeed on another saving throw or 1 point of damage is permanent drain instead.

    Fear Aura (Su): The Abomination can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 28 Will save or be affected as though by a fear spell (caster level 18th). A creature that successfully saves cannot be affected again by the Abomination’s aura for 24 hours. The save DC is Charisma-based.

    Poison (Su): Injury, Fortitude DC 30, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based.

    Spells: The Abomination can cast can cast spells as a Sorcerer equal to it's Hit Dice. If it takes Levels in Sorcerer, those Levels stack with it's Hit Dice to determine Caster Level.

    Spells Known

    0: Daze, Detect Magic, Detect Poison, Ghost Sound, Message, Prestidigitation, Read Magic, Resistance, Unnerving Gaze

    1st: Clairaudience/Clairvoyance, Color Spray, Protection from Evil, Protection from Good, Shield

    2nd: Command Undead, Invisibility, Mirror Image, Misdirection, Scorching Ray

    3rd: Dispel Magic, Fireball, Magic Circle Against Good, Nondetection

    4th: Attune Form, Break Enchantment, Polymorph, Summon Monster IV

    5th: Baleful Polymorph, Contingent Energy Resistance, Hold Monster, Persistent Image

    6th: Contingency, Create Undead, Greater Dispel Magic

    7th: Greater Teleport, Plane Shift, Reality Maelstrom

    8th: Chain Dispel, Mind Blank, Power Word Stun

    9th: Mass Hold Monster, Meteor Swarm, Wish

    Regeneration (Ex): The Abominations Regeneration doesn't work against Fire or Acid damage.

    True Seeing (Su): The Abomination has a continuous True Seeing ability, as the spell (caster level 20th).

    Etherealness (Sp): The Abomination can cast Ethereal Jaunt at will.

    Combat: The Abomination will activate it's Fear Aura if it knows combat is coming, and then rely on spells.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  5. - Top - End - #1475
    Titan in the Playground
     
    Bhu's Avatar

    Join Date
    Mar 2008
    Location
    Hell itself (Ohio)
    Gender
    Male

    Default Re: Critters II!

    New thread can be found here.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •