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  1. - Top - End - #271
    Titan in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    Fungal Golem
    Large Construct
    Hit Dice: 9d10+30 (79 hp)
    Initiative: -1
    Speed: 30 ft. (6 squares)
    Armor Class: 18 (-1 Size, -1 Dex, +10 Natural), touch 8, flat-footed 18
    Base Attack/Grapple: +6/+17
    Attack: Slam +12 melee (2d6+7)
    Full Attack: 2 Slams +12 melee (2d6+7)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Spores
    Special Qualities: Low Light Vision, Dark Vision 60 ft., Construct traits, Plantlike, Immune to Magic, DR 10/Magic
    Saves: Fort +3, Ref +2, Will +3
    Abilities: Str 24, Dex 8, Con -, Int -, Wis 10, Cha 1
    Skills:
    Feats: -
    Environment: Any except Cold or Desert
    Organization: Solitary or Ring (5-12)
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Always Neutral
    Advancement: 10-13 HD (Large), 14-18 HD (Huge)
    Level Adjustment: ---

    "Bert...whut the Hell is that thing?"

    "No idea. I say we just shoot it dead from here. It doesn't look like something I wanna touch."

    Fungal Golems (also known as Toadstool Golems) are horrifying humanoid masses of fungus tissue surrounded by clouds of spores. They look bad. They smell bad. They're disposition is not sunny. And worse, they can reproduce forcibly by converting others. For this reason they aren't commonly used as guards by many races. That and the fact that enough fungus must be grown to assemble a Golem.

    Spores (Ex): A cloud of spores has the chance to affect anything in the Golems square, or any adjacent square. Effectively the spores work like a disease. Contact, DC 18 (Save DC is Con Based with a +4 Racial Bonus). Incubation Period 1 day, Damage is 1d6 Con. Successive Saves will not end the disease. Only a Remove Disease spell or potent anti-fungal drugs will cure the disease (drugs cost 10 GP assuming you can find someone who knows how to make them). If the disease kills the victim, it rises the 1d4 days later as a Fungal Golem

    Plantlike (Ex): Fungal Golems also have all the traits of the Plant Type, and are considered Plants for the purposes of spells/effects.

    Immune to Magic (Ex): A Fungal Golem is immune to any Spell or Spell-Like Ability that allows Spell Resistance. There are a few exceptions as follows: An Antiplant Shell still keeps them at bay.

    Combat: Fungal Golems move into melee as soon as possible to expose victims to their spores. They bash away a few rounds to infect them, and then flee to let the spores work unless they've been told otherwise.

    Fungal Bloom
    Transmutation
    Level: Dru 8, Sor/Wiz 8
    Components: V, S, M
    Casting Time: 1 Hour
    Range: Close (25 ft. plus 5 ft./2 levels)
    Effect: Creates 1 Fungal Bloom
    Duration: 1 hour/level
    This spell temporarily creates a 10 foot all by 10 foot across fungal bloom that sheds spores out to a 30 foot radius centered on itself. Any living Humanoid creature of Small or Medium size entering this area must make a Fortitude Save (Save DC is equal to your spell DC) to avoid Disease. Incubation Period 1 day, Damage is 1d6 Con. Successive Saves will not end the disease. Only a Remove Disease spell will cure the disease. If the disease kills the victim, it rises the 1d4 days later as a Fungal Golem.



    Fungal Golem

    "Step on up, and see the future."

    "What is that thing, and why is it in a sealed environment in a force bubble?"

    Nasty Business

    "The spores. Spend too much time in their company, and you become one of them."

    "So you made a doomsday weapon?"

    "It has the potential, SOP is to use the spell that creates them, and then Meteor Swarm the place from above when it's all over."

    "Why wouldn't you just meteor swarm it to begin with?"

    It's The End Of The World As You Know It

    "Revenge."

    "That was surprisingly accurate. Have we met?"

    "No, but I'm pretty sure I know the crazy Druid who was developing this stuff, and told him it was a bad idea."
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  2. - Top - End - #272
    Titan in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    Nerf Golem
    Medium Construct
    Hit Dice: 2d10+20 (31 hp)
    Initiative: +2
    Speed: 50 ft. (10 squares)
    Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
    Base Attack/Grapple: +1/+2
    Attack: Nerf Fist +2 melee (1d4+1)
    Full Attack: 2 Nerf Fists +2 melee (1d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Nerf
    Special Qualities: Dark Vision 60 ft., Construct Traits, DR 15/Slashing or Piercing, Immunity to Magic
    Saves: Fort +0, Ref +2, Will +0
    Abilities: Str 12, Dex 15, Con -, Int -, Wis 10, Cha 3
    Skills: -
    Feats: -
    Environment: Any
    Organization: Solitary, Pair, or Group (3-6)
    Challenge Rating: 2
    Treasure: Standard
    Alignment: Always Neutral
    Advancement: 3-4 HD (Medium)
    Level Adjustment: ---

    "Abner I've seen some damn silly things used as minions in mah time, but this..."

    Arkimedes was a passable alchemist. Passable meaning not famous. Of course alchemy alone won't guarantee fame, and Arkimedes wasn't the greatest of casters. Toiling hard in his shop one night trying to create a new form of building material, he accidentally created Nerf. A soft spongy material that had odd magical effects on people (and things).

    Nerf (Su): Whenever the Nerf Golem successfully damages an opponent with it's Fist Attack, that opponent must make a DC 13 Willpower Save (Save DC is Constitution Based with a +2 Racial Bonus) or it takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for 1 round.

    Immunity to Magic: The Nerf Golem is immune to any Spell or Spell-Like Ability that allows Spell Resistance.

    Combat: Nerf Golems suck tactically, and usually just wade in swinging much like any other Golem. Sometimes they do enjoy the use of special Nerf weapons though.

    Construction: A Nerf Golem is made from 80 pounds of Nerf costing at least 40 GP. Assembling the Body requires a DC 11 Craft (Alchemy) check.

    CL 11th; Craft Construct (see MM page 303), Animate Object, Geas/Quest, Doom, Caster must be 11th Level. Price 2050 GP; Cost 1050 GP + 32 XP

    Nerf Weapon
    Price: +1 Bonus
    Property: Weapon
    Caster Level:
    Aura:
    Activation: ---

    Nerf Weapons do non-lethal damage, and on a successful hit the target takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for 1 round.
    Prerequisites: Craft Magic Arms and Armor, Doom
    Cost to Create: Varies



    Nerf Golem

    "Thank you for shopping Hasbro. How can I e of assistance?"

    "Are those Golems, or toys sir?"

    Not Toys

    "They are not toys sir. They're made of a new material our head alchemist created."

    "But they look soft and spongy."

    "They are sure, but their sponge has some unusual properties."

    "They'd have to be good to be worth it."

    Surprisingly Effective

    "What kind of properties?"

    "Being attacked by weapons made from this material partially disables the target. Other forces can then follow up."

    "I'll take four."
    Last edited by Bhu; 2022-12-02 at 11:36 PM.
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  3. - Top - End - #273
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    Default Re: Critters III! Now also in 5e!

    Cyclopean DreadGuard
    Medium Construct
    Hit Dice: 6d10+20 (53 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 18 (+8 Natural), touch 10, flat-footed 18
    Base Attack/Grapple: +4/+8
    Attack: Claw +8 Melee (1d6+4)or Heavy Mace +8/+8 melee (1d8+4)
    Full Attack: 2 Claws +8 Melee (1d6+4) or Heavy Mace +8/+8 melee (1d8+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities, Superior Two Weapon Fighting
    Special Qualities: Dark Vision 60 ft., Construct Traits, DR 10/Magic
    Saves: Fort +2, Ref +2, Will +2
    Abilities: Str 18, Dex 10, Con -, Int 6, Wis 11, Cha 6
    Skills: Search +2, Spot +4
    Feats: Adaptable Flanker, Combat Reflexes, Vexing Flanker (see PHBII)
    Environment: Any city or urban
    Organization: Solitary, Pair, or Group (3-6)
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Usually Lawful Neutral
    Advancement: 7-12 HD (Medium)
    Level Adjustment: ---

    "WELCOME TO DALLAS!"

    "Uh...thanks. Do you know where I ..."

    "YOU WILL LAY DOWN YOUR WEAPONS!"

    I, uh.. I don't have any weapons..."

    "OBEY!"

    "Look we just need to know where the local bar is..."

    "WOULD YOU LIKE A DELICIOUS TWINKIE?!"

    "Abner, why did we come here?"

    "TWINKIES! THE WORLD'S FAVORITE SNACK CAKE!"

    "Abner, what the hell is a Twinkie?"

    "OBEY!"

    Cyclopean DreadGuards were commissioned made by the city of Dallas as guards. Their regular humanoid guards kept getting killed. They appear as tall slender armored forms with a strange conical head with one eye. They can understand simple conversation, and have several preprogrammed responses which they quite unintentionally end up using in inappropriate ways. Potential victims should be aware they will attack quite swiftly if they do not get the response they want.

    Spell Like Abilities (Sp): Cyclopean Dreadguards can cast the following spells 3/day as spell-like abilities: Feather Fall, Jump, Knock, See Invisibility and Tongues. They can use the following 1/day: Hold Person. Save DC's are Wisdom based.

    Superior Two Weapon Fighting (Ex): When fighting with paired Heavy Maces, the Cyclopean DreadGuard does not take a penalty on attack or damage rolls for attacking with two weapons.

    Combat: Cyclopean DreadGuards will cast Hold Person to immobilize opponents long enough to get help, surround them, and then begin beating the hell out of them with their maces (wealthier patrons will arm them with masterwork or enchanted Maces).

    Construction: A Cyclopean Dreadguard is made from 500 pounds of steel treated with rare alchemical compounds costing at least 1000 GP. Assembling the Body requires a DC 20 Craft (clockworks) check.

    CL 11th; Craft Construct (see MM page 303), Animate Object, Geas/Quest, Feather Fall, Hold Person, Jump, Knock, See Invisibility, Tongues. Caster must be 11th Level. Price 19000 GP; Cost 10500 GP + 420 XP



    Cyclopean DreadGuard

    "Welcome to the Dallas Corporation table!"

    "LAY DOWN YOUR WEAPONS!

    "Does that have an inside voice?"

    Dallas City Guards

    "Down fluffy! Sorry about that sir, the guards can be excitable."

    "And we have o weapons. You have to turn them in to enter the convention."

    "THE LITTLE ONE HAS A HIDDEN WAND!"

    "Is that true sir?"

    "Even Harlan isn't that crazy."

    Incoherency Personified

    "And your guards can't see through clothing."

    "AHA! Arrest him fluffy!."

    "TWINKIE CONSUMPTION IS MANDATORY!"

    "NO! No advertising! Arrest him!"

    "Look, it's an empty wand, I brought it to be recharged."

    "INITIATING BURNT TERROR MODE!
    Last edited by Bhu; 2022-12-02 at 11:41 PM.
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  4. - Top - End - #274
    Titan in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    Winchester

    Winchester is an Acquired Template that can be applied to any Aberration, Animal, Dragon, Giant, Humanoid, Magical Beast, Monstrous Humanoid, or Vermin.

    "Gentlemen. We can rebuild him. We have the technology."

    "But do we have the money?"

    "Screw money, this is gonna be awesome!"


    The life of a Tinker gnome is a hard thing. People don't respect OR fear you, so you're perceived as a bit of a doormat, You're also a bit lacking in Clerics sometimes, so casualties are high. That's when Grimble Smokentrausers decided to research just plain out rebuilding injured Gnomes with mechanical bits to replace the broken squishy ones. As usual, his idea got a bit out of hand. Today, the half automatons he initially created (as well as their descendants) are known as Winchesters, after the family who used Grimbles services the most. Eventually he began installing weapons in them, because, like the Gnomes, the Winchesters just seemed to piss a lot of people off.

    Size and Type: Size is Unchanged, Type becomes Construct with the Living Construct Subtype.

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: Natural Armor Bonus increases by +2.

    Attacks: Loses any attacks that the base creature possesses that are head based, such as bites, horns, gore, headbutts, etc. The Winchesters gun is generally implanted in it's head, so it foregoes using other head base attacks in order to preserve it.

    Damage: Unchanged.

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

    Model 870 (Ex): 870 series Winchesters have Strength as their highest physical stat. The Model 870 has a ranged Shot attack it can use as a Standard Action 5/day. This attack takes the form of a 20 ft. Cone, does 2d8 damage, and threatens a Critical on a 20.

    Model 700 (Ex): 700 series Winchesters have Dexterity as their highest physical stat. The Model 700 has a ranged Sniper attack it can use as a Standard Action 5/day with a range increment of 100 ft. Damage is 2d10 on a successful hit, and it threatens a Critical on a 19-20.

    Model ACR (Ex): ACR series Winchesters have Constitution as their highest physical stat. The Model S has a ranged Spray attack it can use as a Standard Action 5/day with a range increment of 70 ft. The Winchester targets a 10-foot-by-10-foot area and makes an attack roll; the targeted area has an effective AC of 10. If the attack succeeds, every creature within the affected area must make a Reflex save (DC is 10 plus half Hit Dice plus Dexterity Modifier) or take the attacks damage. Optionally it may be targeted at a single creature, doing 4d8 damage if it hits. Normally it does 2d8 damage and threatens a Critical on a 20.

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

    Damage Reduction (Ex): Winchesters gain DR 3/-.

    Rifleman (Ex): If the Winchester is succeeds n making an attack roll by 5 or more with it's Special Attack, or successfully confirms a Critical hit, it adds an Ability Modifier to the damage (Str for Model 870, Dex for Model 700, Con for Model S).

    Saves: Gains a +2 Racial Bonus on Fortitude Saves.

    Abilities: +4 to whichever of the three physical Ability Scores is already the highest (i.e. Str, Dex, Con), +2 Wis, -2 Cha.

    Skills: Unchanged.

    Feats: Unchanged.

    Environment: Any.

    Organization: Usually Solitary.

    Challenge Rating: +1

    Treasure: Unchanged.

    Alignment: Usually changes to Neutral.

    Advancement: Unchanged.

    Level Adjustment: +3


    Gnome ACR
    Small Construct (Living Construct)
    Hit Dice: 1d8+4 (8 hp)
    Initiative: +0
    Speed: 20 ft. (4 squares)
    Armor Class: 18 (+1 Size, +2 Natural, +4 Chain Shirt, +1 Light Shield), touch 11, flat-footed 18
    Base Attack/Grapple: +0/-4
    Attack: Longsword +1 melee (1d6/19-20) or light crossbow +2 ranged (1d6/19-20) or Spray +1 ranged (2d8)
    Full Attack: Longsword +1 melee (1d6/19-20) or light crossbow +2 ranged (1d6/19-20) or Spray +1 ranged (2d8)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Model ACR
    Special Qualities: Gnome traits, Living Construct traits, DR 3/-, Rifleman
    Saves: Fort +6, Ref +0, Will -1
    Abilities: Str 11, Dex 11, Con 18, Int 10, Wis 9, Cha 8
    Skills: Hide +5, Listen +2, Spot +1
    Feats: Weapon Focus (Light Crossbow)
    Environment: Temperate Hills
    Organization: Solitary or Company (2-4)
    Challenge Rating: 1
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: By Character Class
    Level Adjustment: +3







    Winchesters

    "Welcome to the Winchester company, where we make you a little less fragile every day."

    "Are those Half-Golem's?"

    Bionic Gnomes

    "No sir. We've merely replaced their permanently damaged limbs with superior clockworks."

    "Is that a gun in their heads?"

    "They need to defend themselves sir. There are many who would like to reverse engineer our methods."

    "Doesn't that mean they always have a gun pointed at whatever they're looking at?."

    No Noticeable Side Effects

    "That violates the rules of gun safety."

    "We can assure you it's perfectly safe. Our guns only discharge on mental command.""

    "It may come as a surprise, but that probably doesn't make anyone comfortable."
    Last edited by Bhu; 2022-12-02 at 11:45 PM.
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  5. - Top - End - #275
    Titan in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    The Six Million GP Space Hamster
    Large Construct (Living Construct)
    Hit Dice: 12d10+72 (138 hp)
    Initiative: +8
    Speed: 120 ft. (24 squares), Climb 60 ft., Swim 30 ft., Burrow 30 ft.
    Armor Class: 25 (-1 Size, +4 Dex, +12 Natural), touch 13, flat-footed 21
    Base Attack/Grapple: +9/+25
    Attack: Nibble +16 melee (2d6+12)
    Full Attack: Nibble +16 melee (2d6+12)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved Grab, Swallow Whole, Throw Object, Bodyslam, Bionic Headbutt
    Special Qualities: Darkvision 120 ft., Low-Light Vision, Scent, Scent Trail, Fall Resistant, Immune to Disease, Bionic Leap, See Invisible, Electricity Absorption, Living Construct traits, DR 15/Adamantine, Immunity to Magic
    Saves: Fort +10, Ref +8, Will +9
    Abilities: Str 26, Dex 18, Con 22, Int 3, Wis 16, Cha 14
    Skills: Climb +16, Jump +16, Listen +12, Search +9, Spot +8, Swim +16
    Feats: Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Run, Awesome Blow (B), Improved Grapple (B)
    Environment: Any
    Organization: Unique
    Challenge Rating: 11
    Treasure: None
    Alignment: Neutral
    Advancement: 7+ (Large)
    Level Adjustment: ---

    "You saved Mr. Nibbles!"

    Mr. Nibbles was just your average garden variety Giant Space Hamster. And then the Neogi invaded. Thanks to Mr. Nibbles valiant efforts his family wasn't taken, but he paid a heavy price. He was found barely clinging to life. A shattered wreck. The Neogi were testing a vile weapon that prevented healing magic from working. It was then the Winchester company stepped in to save the fallen hero by replacing his organs and limbs with experiments of their own. Now Mr. Nibbles is back, and he looks like your average garden variety hamster. But woe unto he who challenges the war hero.

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

    Swallow Whole (Ex): A Giant Space Hamster can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. Once inside, the opponent takes 1d6+4 points of bludgeoning damage plus 4 points of acid damage per round from the Hamster’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 24 points of damage to the Hamster’s digestive tract (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

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

    Throw Object (Ex): The Hamster can throw any object of 50-60 lbs. This has a range increment of 60 feet. This is a Strength based attack doing 2d6+8.

    Bodyslam (Ex): If the Hamster succeeds in a Grapple Check it may throw it's victim up to 10 ft., knocking him prone and doing 2d6+8 damage plus Dazing him for 1 round (no Save). 30-49 pounds does 2d4+8. 29 pounds or smaller does 2d3+8.

    Bionic Headbutt (Ex): As a Full Round Action the Hamster can make a single melee attack. If it hits, the opponent takes 2d6+8 damage, and must make a DC 24 Fortitude Save (Save DC is Str based) or be Dazed 1 round.

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

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

    Bionic Leap (Ex): The Hamsters Jump DC's do not increase due to lack of movement. Jump distances are 5 times normal.

    See Invisible (Ex): The Hamster permanently has the benefits of the See Invisibility spell.

    Electricity Absorption (Ex): The Hamster is immune to electricity damage. If it is hit by an attack or effect doing electricity damage, it heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Hamster to exceed its full normal hit points, it gains any excess as temporary hit points.

    Immunity to Magic (Ex): The Hamster is immune to any spell or spell-like ability that allows spell resistance.

    Skills: The Hamster has a +8 Racial Bonus on Climb, Jump, Search and Swim Checks. It may always Take 10 on a Climb, Jump or Swim Check. It can use the run action while swimming, provided it swims in a straight line. It also has a +4 Racial Bonus on Listen Checks.

    Combat: The Hamster prefers to use it's super scamper powers to avoid trouble, unless you mess with his family. If cornered, however, it becomes a whirlwind of terror. Headbutts and bodyslams for everyone.



    The Six Million GP Hamster

    "Step right up, and meet the hero of Reorx!"

    "That's...a Giant Space Hamster..."

    Don't Mess With Mr. Nibbles

    "We rebuilt him sir. We made him faster. Stronger. More nibbly."

    "So you made an advanced cyborg hamster?"

    "We had to sir, the filthy Neogi slavers used a new weapon that left us with no other option. And we couldn't let the little girl who loves him in the eye and tell her we couldn't save him."

    "So what can he do?"

    Trade Secrets

    "I'm afraid I'm not at liberty to discuss that sir. "

    "What are we here for then?"

    "To pet the hero of Reorx, feed him a carrot, and tell him he's a good boy."

    "So purely a photo op then? I am disappointed."
    Last edited by Bhu; 2022-12-03 at 12:01 AM.
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  6. - Top - End - #276
    Firbolg in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    Well. You weren't kidding when you said there'll be incoming galore.

    Quote Originally Posted by Bhu View Post
    Armored Turtle

    (…)

    Attack: Bite + 5 melee (1d3+1) or Lesser Orb of Fire +2 Ranged Touch (1d8)
    Full Attack: Bite +5 melee (1d3+1) or Lesser Orb of Fire +2 Ranged Touch (1d8)
    Ranged should be +3 (3 BAB +1 size +1 DEX) for 2d8 fire (because CL 4).

    Advancement: 2-8 HD (Medium)
    I suspect this was intended to be 5–8 HD

    Quote Originally Posted by Bhu View Post
    Electric Yak

    (…)

    Attack: Gore + 15 melee (1d10+11)
    Full Attack: Gore +15 melee (1d10+11)
    Damage bonus rounds up?
    Quote Originally Posted by Bhu View Post
    Gunpowder Golem

    (…)

    Advancement: 4-8 HD (medium)
    3–8.

    Explosive (Ex): If the Gunpowder Golem takes 1 point of fire or electricity damage it explodes. Damage and the area of effect are based on Size. Opponents in the area get a DC 13 Reflex Save for half damage unless they are being grappled by the Gunpowder Golem. Save DC is Constitution based with a Racial Bonus based on Size: Medium +2, Large +4, Huge +8. Damage is 3d6 plus 3d6 for every 2 Hit Dice past the base 2 Hit Dice the Golem has. Area of Effect depends on the Golems size: Medium is 20 ft. radius, Large is 40 ft., Huge is 80 ft. The explosions area of effect is covered by a thick cloud of smoke for 1d6 minutes afterwards (strong winds will dissipate this in 1d6 rounds instead). Entering the smoke has the same effect as breathing heavy smoke (see page 304 of the DMG). Needless to say this explosion also kills the Golem.
    Okay, this… Doesn't really work. The thing costs 8000 gp and a single point of common as dirt energy damage kills it. The resulting explosion's also quite lackluster with a low DC and damage. And I honestly don't have the vaguest idea how this could be salvaged.

    Quote Originally Posted by Bhu View Post
    Putty Panda
    Cutest killer construct I've seen since topiary triceratopses!

    Advancement: 12-18 HD (large)
    11's been skipped.

    Quote Originally Posted by Bhu View Post
    Booze Golem
    Ah, this one brings back memories! My own booze elemental had a very similar set of abilities, albeit it had medicinal purposes, a malicious intellect and a more modest size.

    Immunity to Magic (Ex): A Booze Golem is immune to any spell or spell like ability that allows Spell Resistance. The exceptions are spells doing Fire or Cold damage. Spells doing Cold slow the Golem down as the Slow spell for 4 rounds (no Save).
    Technically, spirits don't really freeze except at unspeakably low temperatures and

    Fire spells cause it to explode if it fails a Fortitude Save (the explosion is similar to a Fireball spell cast by a 10th level caster). DC of Fort Save is equal to 10 plus 1 per die of damage the fire spell does.
    even normal wine burns slow and mostly just once gaseous. Anyhow, how does this explosion affect the golem? Does it just die?

    Quote Originally Posted by Bhu View Post
    Poop Golem
    G-R-O-S-S! (But masterfully so. Good job!)

    Fire spells cause it to explode if it fails a Fortitude Save(the explosion is similar to a Fireball spell cast by a 10th level caster). DC of Fort Save is equal to 10 plus 1 per die of damage the fire spell does.
    As above: what happens to the golem?

    Quote Originally Posted by Bhu View Post
    Snow Golem
    Medium Construct
    Hit Dice: 9d10+30 (79 hp)
    9d10+20 (69 hp); it's Medium.

    Create Snow Golem
    Transmutation
    Level: Sor/Wiz 6
    Components: V, S, F
    Casting Time: 1 Full Round Action
    Range: Close (25 ft. plus 5 ft./2 levels)
    Effect: Animates 1 Edible Golem
    Duration: 1 hour/level

    This spell animates 1 Edible Golem for the duration of the spell. When created you designate one "owner" who will control the Golem, and a code word which may disassemble it before the spell ends (speaking the word is a Swift Action).
    Focus is 150 pounds of snow. This Focus can only be used for 1 Golem at a time, for more Golems, you need more snow.
    You shouldn't eat snow, it's not healthy.


    I'll probably look at the rest later.
    Last edited by Metastachydium; 2022-11-28 at 11:00 AM. Reason: Â.

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    Quote Originally Posted by Metastachydium View Post
    Okay, this… Doesn't really work. The thing costs 8000 gp and a single point of common as dirt energy damage kills it. The resulting explosion's also quite lackluster with a low DC and damage. And I honestly don't have the vaguest idea how this could be salvaged.
    The thought was creators wanted it to die to cause the explosion, but Golems cost is largely based on HD, so to keep it as cheap as I did meant low HD. Also if I used real gunpowder stats, a 500 pound golem would vaporize everything in an 80 foot area.

    No worries, I'm remaking it as we speak!
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    Quote Originally Posted by Bhu View Post
    The thought was creators wanted it to die to cause the explosion, but Golems cost is largely based on HD, so to keep it as cheap as I did meant low HD. Also if I used real gunpowder stats, a 500 pound golem would vaporize everything in an 80 foot area.
    Wait, there are actual gunpowder stats?


    Meanwhile,

    Quote Originally Posted by Bhu View Post
    Nerf Golem

    (…)

    Construction: A Nerf Golem is made from 80 pounds of Nerf costing at least 50 GP. Assembling the Body requires a DC 11 Craft (Alchemy) check.
    That would make 1 lb. of nerf cost 6 sp and 2.5 cp. A weird number if you ask me.

    Quote Originally Posted by Bhu View Post
    Cyclopean DreadGuard

    (…)

    Attack: Claw +8 Melee (1d6+4)or Heavy Mace +8/+8 melee (1d8+4)
    It would need Dual Strike or somesuch to (S)TWF as a standard action.

    Perfect Two Weapon Fighting
    Also, this is Superior Two-Weapon Fighting (or Ambidexterity). PTWF is the epic feat that allows for 4+ off-hand attacks.

    Quote Originally Posted by Bhu View Post
    Gnome ACR

    (…)

    Saves: Fort +8, Ref +0, Will -1
    I don't think gnomes have good Fort by default. The MM entry gets that for the level in Warrior.

    Quote Originally Posted by Bhu View Post
    The Six Million GP Space Hamster

    (…)

    Base Attack/Grapple: +9/+21
    Grapple should be +25 (+4 from Improved Grapple).

    Throw Object (Ex): The Hamster can throw any object of 50-60 lbs.
    Can he throw smaller stuff?
    Last edited by Metastachydium; 2022-12-01 at 06:31 AM.

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    Quote Originally Posted by Metastachydium View Post
    Wait, there are actual gunpowder stats?
    Not official D&D stats, I was looking for stuff on how effective an explosive gunpowder is and found a government report on 500, 1000 and 2000 pound lots. Apparently 500 pounds has an 80 foot radius, and will bring buildings down.


    Also, this is Superior Two-Weapon Fighting (or Ambidexterity). PTWF is the epic feat that allows for 4+ off-hand attacks.
    I changed the name to avoid confusion.


    Can he throw smaller stuff?
    Yes, I have made edits. (still working on gg)
    Last edited by Bhu; 2022-12-03 at 01:18 AM.
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    Tentative remake of the 3.5 gunpowder golem is up.
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    Quote Originally Posted by Bhu View Post
    Tentative remake of the 3.5 gunpowder golem is up.
    Weaksauce it is not, I'll give you that! But 18d6 at CR 8 might be a bit on the wild side. With a 40' radius it's an über-Fireball at CL 9 if the save is succesful. How about 2d6 per 2 HD? 12d6, save for half at 40' is still good enough to offset the thing being single shot.

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    Quote Originally Posted by Metastachydium View Post
    Weaksauce it is not, I'll give you that! But 18d6 at CR 8 might be a bit on the wild side. With a 40' radius it's an über-Fireball at CL 9 if the save is succesful. How about 2d6 per 2 HD? 12d6, save for half at 40' is still good enough to offset the thing being single shot.
    works for me!
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    Golhoon
    Large Construct
    Hit Dice: 18d10+30 (129 hp)
    Initiative: +0
    Speed: 20 ft. (4 squares)
    Armor Class: 24 (-1 Size, +15 Natural), touch 9, flat-footed 24
    Base Attack/Grapple: +13/+25
    Attack: Claw +20 melee (2d8+8)
    Full Attack: 2 Claws +20 melee (2d8+8) and 4 Tentacles +15 melee (1d10+4)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Berserk, Improved Grab, Extract, Disturbing Presence
    Special Qualities: Construct Traits, DR 10/Adamantine, Low-light Vision, Darkvision 60 ft., Immunity to Magic
    Saves: Fort +6, Ref +6, Will +6
    Abilities: Str 26, Dex 11, Con -, Int -, Wis 11, Cha 1
    Skills: ---
    Feats: ---
    Environment: Any
    Organization: Solitary or gang (2-4)
    Challenge Rating: 13
    Treasure: None
    Alignment: Always Neutral
    Advancement: 19-36 HD (Large), 37-54 HD (Huge)
    Level Adjustment: ---

    Golhoon's are Flesh Golems created by Githzerai mages from Illithids. They vaguely resemble a 10 foot tall, deformed Illithid. They are accompanied by a telepathic murmuring that terrifies those able to 'hear' it. Listeners cannot relax in it's area of influence, and rumor has it one can go mad if they listen to it long enough. Illithid's are terrified of them. They are virtually immune to psionic powers, and have no brain to extract. They are even more disturbed by the Golhoon's aura than anything else. If they know what it is, they aren't saying, and neither are the few Githzerai who can make them. They are few, because their creators tend to kill themselves.

    Berserk (Ex): When a Golhoon enters combat, there is a cumulative 1% chance each round that its amalgamated spirit breaks free and the Golhoon goes berserk. The uncontrolled Golhoon goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The Golhoon’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the Golhoon’s berserk chance to 0%.

    Improved Grab (Ex): To use this ability, a Golhoon must hit a Small, Medium, or Large creature with its tentacle attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent's head. A Golhoon can grab a Huge or larger creature only if it can somehow reach the foe's head. If a Golhoon begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or an Escape Artist check, but the Golhoon gets a +2 circumstance bonus on the check for every tentacle that was attached at the beginning of the opponent's turn.

    Extract (Ex): A Golhoon that begins its turn with at least four tentacles attached and that makes a successful grapple check automatically extracts the opponent's brain, instantly killing that creature. This power is useless against constructs, elementals, oozes, plants, and undead. It is not instantly fatal to foes with multiple heads.

    Disturbing Presence (Su): Any living or psionic creature within 100 feet can 'hear' the telepathic murmuring of the souls of the Illithids whose bodies make up the Golhoon. Animals and Vermin will flee automatically on entering this area. All other creatures entering this area must make a DC 21 Willpower Save (Save DC is Wisdom based with a +2 Racial onus), rising to DC 23 if the target has telepathy or any Psionic Powers from the Telepathy Discipline. If they fail the save, they are Shaken until they move out of range.

    Immunity to Magic (Ex): A Golhoon 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 magical attack that deals cold or fire damage slows a Golhoon (as the slow spell) for 2d6 rounds, with no saving throw.

    A psionic attack that deals damage breaks any slow effect on the Golhoon and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Golhoon to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a Golhoon hit by an energy bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A Golhoon gets no saving throw against psionic attacks that deal damage.

    Combat: Golhoon's aren't much more effective than regular Flesh Golems are, unless someone is there to direct them and pump them up with psionic power.



    Golhoon

    "Good evening Gentlemen! Allow me to introduce myself! Grenak's the name, Golems are my game!"

    "What in the Nine Hells is that abomination? And why does it make my teeth itch?"

    Anti-Illithid Golems...

    "It's my new model of anti-Illithid Golem sir!"

    "Golems have no brains, they're anti-Illithid by default."

    "Yes sir, but this particular Flesh Golem is made from Illithids! Guaranteed to give them the creeps!."

    "I can't see behind those layers of clothing, but your Gith aren't you?"

    Only the Githzerai...

    "However did you guess sir? "

    "Why are my teeth still itching?"

    "Only the Gith hate the Illithids enough to consider making one of these without thinking of the repercussions."

    "I had Gnome backers..."

    "He's right you know, we're a little crazy too...is that a Mindflayer?"

    "DEATH TO GRENAK!"

    BAMF!
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    Teal Hulk
    Small Aberration
    Hit Dice: 3d8+3 (16 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), Climb 20 ft., Burrow 20 ft.
    Armor Class: 19 (+1 Small, +2 Dex, +6 natural), touch 13, flat-footed 17
    Base Attack/Grapple: +2/-1
    Attack: Claw +5 melee (1d4+1)
    Full Attack: 2 Claws +5 melee (1d4+1) and 1 Bite +0 melee (2d4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Charm Gaze
    Special Qualities: Dark Vision 30 ft., Tremorsense 40 ft.
    Saves: Fort +2, Ref +3, Will +3
    Abilities: Str 12, Dex 15, Con 12, Int 11, Wis 11, Cha 11
    Skills: Climb +11, Hide +8, Jump +3, Move Silently +4, Listen +3, Spot +2
    Feats: Blind-Fight, Weapon Finesse
    Environment: Underground
    Organization: Solitary, Cluster (3-6), or Hive (10-100)
    Challenge Rating: 2
    Treasure: Half Standard
    Alignment: Usually Neutral Evil
    Advancement: 4 HD (Small), 5-6 HD (Medium)
    Level Adjustment: ---


    "Bert...Bert there's this weird blue/green bug eating my boot...it's a really big bug Bert..."

    The city of Gandalf's Folly is known for many things, chief among them it's Wizard's college. And the college's many, potentially devastating, competitions. Wizards are prone to madness after all. One of the worst is the Evil Minion competition. All competitors take a common monster, and manipulate it into what they consider the perfect evil minion. This most recent competition involved the Umber Hulk (you can already see where this is going bad). Professor Nwakuche's entry is a bluish-green Hulk that's only a scant 2 feet 6 inches tall, and weighing in at 50 pounds at most. It's Charming Gaze and stealth due to it's small size make it quite useful. Unfortunately the Teal Hulk's rapid reproductive rate, and tendencies to swarm makes up for it's advantages. They can eat other species out of existence. Teal Hulks speak Terran.

    Charm Gaze: Charm Monster as per the spell, 30 ft., Willpower DC 11 negates, Caster Level equal to Hit Dice, Save DC is Charisma Based.

    Skills: Teal Hulks have a +8 Racial Bonus on Climb checks. They may use their Dex or Str modifier for Climb checks, whichever is better, and may always Take 10 on Climb checks, even if rushed or threatened.

    Combat: Teal Hulks try to usually Charm opponents, and get them to help out the Hive before sending them on their way or using them to feed the young. If the gaze attack doesn't work they swarm the outsider and begin biting his legs furiously.



    Teal Hulk

    "It's a good thing you always have that teleport on contingency. I've no intent on getting involved in a Gome-Mindflayer war on my vacation. Where are we anyway?"

    "My old college campus. It was the nearest place I could think of."

    You Will Obey Hulk

    "I can't help but notice you didn't say it was the safest place you could think of."

    "I say, young Jergens is that you? Are you here for the Evil Minion Competition?"

    "Professor Nwakuche! Good to see you! What's this years theme?"

    "The Evil what competition?"

    "Umber Hulks. This little charmer is my entry. Don't look it too closely in the eye now."

    "So what can he do?"

    Hulk Hungry!

    "He's a mesmerist. And being smaller, he eats less. "

    "Your Minions specialty is mind control...you don't see an issue here?"

    "Who is this sidekick of yours?"

    "This is Jim, my business partner.."
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    Sienna Hulk
    Large Aberration
    Hit Dice: 8d8+24 (60 hp)
    Initiative: +2
    Speed: 30 ft. (5 squares), Burrow 20 ft.
    Armor Class: 19 (-1 Large, +2 Dex, +8 natural), touch 11, flat-footed 17
    Base Attack/Grapple: +6/+16
    Attack: Claw +11 melee (1d8+6)
    Full Attack: 2 Claws +11 melee (1d8+6) and 1 Bite +9 melee (2d8+3)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Despairing Gaze
    Special Qualities: Dark Vision 60 ft., Tremorsense 60 ft.
    Saves: Fort +5, Ref +4, Will +6
    Abilities: Str 22, Dex 15, Con 17, Int 9, Wis 11, Cha 15
    Skills: Climb +9, Jump +9, Listen +3, Spot +2
    Feats: Ability Focus (Gaze), Irresistible Gaze (see Savage Species), Multiattack
    Environment: Underground
    Organization: Solitary, or Cluster (3-6)
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Usually Lawful Evil
    Advancement: 9-12 HD (Large), 13-24 HD (Huge)
    Level Adjustment: ---


    "Wow...that's the freakiest bug thing ah evah did see. Hey Bert you 'spose he's friendly? Bert? Uh oh..."

    Professor Butler had often taken a lot of bad jokes based on his name. A lot. As a result he often suffered from crushing depression. Then he heard about the minion contest. Soon all would feel his depression! HAHAHAHAHAHAHAHA!!!! Sienna hulks are tall, thin yellow-brown Hulks standing roughly 12 feet tall but weighing only 500 pounds or so. Not as intelligent as the Umber Hulk, but their gaze is a bit more powerful causing opponents to succumb to despair. Unfortunately close proximity to his new minions caused Professor Butler to be eaten. They speak Terran.

    Despairing Gaze: Crushing Despair, 30 ft., Willpower Save DC 20 negates, Save DC is Charisma based.

    Combat: Sienna Hulks fight pretty similarly to a regular Umber Hulk. They do rely more on their gaze to soften up opponents though.



    Sienna Hulk

    "Sidekick? You offend me sir. Wat, what are those tall, hulk-like critters?"

    "Ah, that would be Professor Butler's entries. Scuttlebutt has it they ate him."

    Hulk Make Sad

    "Doesn't this campus have security?"

    "Yes, but the new Hulks seem to cause soul-crippling depression. We should probably leave before they notice us."

    "So they've taken out the guards?"

    "Among other things."

    "Other things?"

    Hulk In Existential Crisis

    "There were a record number of entries this year. "

    "Out of control already is it??"

    "Indeed."
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    Magenta Hulk
    Large Aberration
    Hit Dice: 10d8+50 (95 hp)
    Initiative: +0
    Speed: 15 ft. (4 squares), Burrow 10 ft.
    Armor Class: 20 (-1 Large, +11 natural), touch 9, flat-footed 20
    Base Attack/Grapple: +7/+18
    Attack: Claw +13 melee (1d8+7)
    Full Attack: 2 Claws +13 melee (1d8+7) and 1 Bite +11 melee (2d8+3)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Rebuking Gaze
    Special Qualities: Dark Vision 60 ft., Tremorsense 60 ft.
    Saves: Fort +7, Ref +3, Will +7
    Abilities: Str 25, Dex 11, Con 19, Int 9, Wis 11, Cha 15
    Skills: Listen +7, Spot +6
    Feats: Cumbrous Fortitude, Improved Toughness, Irresistible Gaze, Multiattack*
    Environment: Underground
    Organization: Solitary, or Cluster (3-6)
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Usually Neutral Evil
    Advancement: 11-15 HD (Large), 16-30 HD (Huge)
    Level Adjustment: ---

    *Cumbrous Fortitude, Irresistible Gaze are from Savage Species.

    "Hahahahaha!!! Thats the fattest Hulk I've ever seen! Oh crap...Oh crap, dude, I think we made him angry!"

    Professor Esther had long been teased about her weight. After years it had gotten to the point where she decided to show people in the competition not only was big okay, it was better. And to some extent she was right. Her minions were a bit tougher than the usual Hulk. But she didn't realize increased mass meant increased appetite. Fortunately she wasn't around for the eating spree, but her students weren't so lucky. Magenta hulks are a light purplish red. While they stand no taller than a regular Hulk they weigh almost half again as much. They speak Terran.

    Rebuking Gaze: Greater Rebuke (see Spell Compendium), 30 ft., Willpower Save DC 19 negates, Save DC is Charisma based. (Greater Rebuke may be found in Spell Compendium)

    Combat: magenta Hulks soften their opponents up with their Gaze and then move in. They're pretty much like normal Hulks, but their hunger leads them to try to eat any downed victims, often taking at least one of them out of the combat if they kill an opponent.



    Magenta Hulk

    "Who is that running towards us?"

    "That's Professor Esther. She's a bit of a drama queen."

    Hulk Not Take Peoples Crap

    "You don't take the sight of a mage running as a bad sign?"

    "Of course not, if things were truly bad she'd have teleported."

    "Maybe she's out of spells?"

    "That...would most definitely be a bad sign."

    "They're eating the students!"

    Hulk Have Righteous Fury!

    "our entry getting a little frisky Esther? "

    "Young Harlan, is that you? Please tell me you have teleport prepped."

    "Always."

    BAMF!
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    Aquamarine Hulk
    Large Aberration (Aquatic)
    Hit Dice: 8d8+32 (68 hp)
    Initiative: +2
    Speed: 20 ft. (5 squares), Swim 20 ft.
    Armor Class: 19 (-1 Large, +2 Dex, +8 natural), touch 11, flat-footed 17
    Base Attack/Grapple: +6/+15
    Attack: Claw +10 melee (1d8+5)
    Full Attack: 2 Claws +10 melee (1d8+5) and 1 Bite +5 melee (2d8+2)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Light Gaze
    Special Qualities: Dark Vision 60 ft., Blindsense 60 ft., Amphibious
    Saves: Fort +8, Ref +4, Will +6
    Abilities: Str 21, Dex 15, Con 19, Int 11, Wis 11, Cha 13
    Skills: Listen +7, Search +7, Spot +8, Swim +13
    Feats: Ability Focus (Gaze), Great Fortitude, Swim-By Attack*
    Environment: Warm or Temperate Aquatic
    Organization: Solitary, or Cluster (3-6)
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: 9-12 HD (Large), 13-24 HD (Huge)
    Level Adjustment: ---

    *Swim-By Attack may be found in Stormwrack.

    "Abner...ah just saw a huge bug eat the carp we pulled in...ah think we're dun fishin'"

    Professor Jingang's headquarters were underwater, making her somewhat upset over the choice of a very non water traveling race for the competition. But she adapted. Aquamarine Hulks are a pale blue water dwelling species of Hulk with fins and pulsing gills and what have you. Normal Hulks get sick looking at them for some reason. They just don't get along. Aquamarine Hulk speak Aquan.

    Light Gaze: Rainbow Pattern, 30 ft., Willpower Save DC 17 negates, Save DC is Charisma Based.

    Skills: Aquamarine Hulks get a +8 Racial Bonus on all Swim Checks, and may always Take 10 on a Swim Check. They may use the Run Action while swimming in a straight line.

    Combat: Aquamarine Hulks prefer hit and run tactics to stand up fighting, especially since they usually are able to take more advantage of their environment than invading adventurers.



    Aquamarine Hulk

    "Where are we now?"

    "Down y the lake, Perhaps we'll get lucky and Professor Jingang will e home.."

    Hulk Swim!

    "Heads up, there are more Hulks, and they're...vomiting at the sight of each other?"

    "The pale blue ones seem to e inspiring that."

    "They're coming out of the lake, so they must e Jingang's entry. I'm betting she didn't like the choice of the minion of the year, this has to be one of her 'subtle' protests."

    "Creating a minion that makes other minions ill is bad form."

    "But handy, in this instance!"

    Swimmy Swimmy Swim!

    "I'm off then. Don't want my minion gettiing ill."

    "Coward. You always run when things get interesting."
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    Cerise Hulk
    Large Aberration
    Hit Dice: 8d8+32 (68 hp)
    Initiative: +5
    Speed: 20 ft. (5 squares), Climb 20 ft.
    Armor Class: 18 (-1 Large, +1 Dex, +8 natural), touch 10, flat-footed 17
    Base Attack/Grapple: +6/+19
    Attack: Claw +10 melee (1d8+5)
    Full Attack: 2 Claws +10 melee (1d8+5) and 1 Bite +10 melee (2d8+2)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Fear Gaze
    Special Qualities: Dark Vision 60 ft., Tremorsense 60 ft.
    Saves: Fort +8, Ref +3, Will +6
    Abilities: Str 21, Dex 13, Con 19, Int 11, Wis 11, Cha 15
    Skills: Climb +18, Jump +10, Listen +6, Spot +6
    Feats: Improved Initiative, Improved Multiattack, Multiattack
    Environment: Warm Forests
    Organization: Solitary, or Cluster (3-6)
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: 9-12 HD (Large), 13-24 HD (Huge)
    Level Adjustment: ---


    "Dude...dude do you smell cherries??"

    Professor Zvonko had always liked cherries, and his entry to the minion competition both smell and look like them. He wanted minions perfect for keeping pests away from his cherry bushes. They kept him away from them too. The Cerise Hulks Fear gaze makes it perfect for this role. They otherwise seem like regular Hulks other than being bright red, and speak Terran.

    Fear Gaze (Su): Fear, 30 ft., DC 16 Willpower Save negates, Save DC is Charisma based.

    Skills: Cerise Hulks have a +8 Racial Bonus to Climb checks, and may always take 10 on a Climb check.

    Combat: Cerise Hulks will usually blast opponent with their Gaze, and then attack if they don't run away



    Cerise Hulk

    "Who is that running this way?"

    "Professor Zvonko. He looks terrified."

    Hulk Intimidate!

    "Excuse us, sir?"

    "AAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH!"

    "Well thats the first time someone's ignored us today.."

    "What did he make?"

    "Guards. He wanted to keep people away from his cherries."

    Hulk Red

    "AAAAAAAHHHHHHHHHHHHHHH!"

    "I'm betting they have a fear gaze."
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    Cerulean Hulk
    Medium Aberration
    Hit Dice: 4d8+8 (26 hp)
    Initiative: +6
    Speed: 30 ft. (6 squares)
    Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
    Base Attack/Grapple: +3/+5
    Attack: Claw +5 melee (1d6+2)
    Full Attack: 2 Claws +5 melee (1d6+2) and 1 Bite +3 melee (2d6+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Lightning Gaze
    Special Qualities: Dark Vision 60 ft., Tremorsense 60 ft.
    Saves: Fort +3, Ref +3, Will +4
    Abilities: Str 15, Dex 15, Con 15, Int 11, Wis 11, Cha 15
    Skills: Climb +5, Jump +5, Listen +4, Spot +4
    Feats: Improved Initiative, Multiattack
    Environment: Cold Forests
    Organization: Solitary, or Cluster (3-6)
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: 5-8 HD (Medium), 9-12 HD (Large)
    Level Adjustment: ---


    "Hey Abner...member how maw allus told us not to pee on the electric fence...it goes for bugs too..."

    Professor Gorm didn't want some basic, gaze attacking Hulk for his entry. Gaze attacks were for wimps. He wanted to breed them out of his creation and make them tougher. Real minions don't need range. His plans backfired, and his minions now shoot ball lightning, probably as a result of his using massive amounts of electricity in his experiments making them. Nor are they tougher than regular Hulks. Fortunately, the electrical burns to his kidneys could be regenerated. Cerulean Hulks speak Auran.

    Lightning Gaze (Sp): The Cerulean Hulk may cast Lesser Orb of Electricity at will as a Spell-Like Ability. Caster Level is equal to Hit Dice.

    Combat: Cerulean Hulks just sit back and blast away with their electrical powers. They're kinda lazy tactically for Hulks.



    Cerulean Hulk

    "How do you keep getting me into these things Harlan?"

    "Why do you say that Jim?"

    KRACK!

    "Lightning bolts shooting from the sky and blowing out the windows of local buildings is normal?"

    Electric Hulk

    "Why Jim, you wound me."

    "No, but I'm sure the locals will."

    "AAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH!"

    "That's Professor Gorm. He's looked better."

    "Any day Hulks are shooting ball lightning at you is a bad day."

    "To hell with this, I'm out."

    Hulk Not Like Little Man

    "AAAAAAAHHHHHHHHHHHHHHH!"

    "You got any Abjuration handy?"

    "Always."
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    Chartreuse Hulk
    Tiny Aberration (Swarm)
    Hit Dice: 8d8+8 (44 hp)
    Initiative: +4
    Speed: 20 ft. (4 squares), Climb 20 ft.
    Armor Class: 18 (+2 Size, +4 Dex, +2 natural), touch 16, flat-footed 14
    Base Attack/Grapple: +6/-
    Attack: Swarm (2d6)
    Full Attack: Swarm (2d6)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction, Force Gaze
    Special Qualities: Dark Vision 60 ft., Tremorsense 60 ft., Swarm Traits, Half Damage from Slashing and Piercing
    Saves: Fort +5, Ref +8, Will +6
    Abilities: Str 5, Dex 18, Con 12, Int 6, Wis 11, Cha 5
    Skills: Climb +8, Hide +12, Listen +4, Spot +4
    Feats: Great Fortitude, Lightning Reflexes, Ability Focus (Distraction)
    Environment: Warm Marshes
    Organization: Solitary, or Cluster (3-6)
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: -
    Level Adjustment: ---


    "Dude...Dude it's an army of teeny bug monsters. That's hysterical. Why are they looking at us and laughing?"


    Chartreuse Hulks are small Hulks a little bit bigger than a rat. Created by Professor Mechelina for the contest for no better reason than she was required to enter a minion, and she was really really stoned on pipeweed. Not having any real idea of what they were for, or what they did, she still went to introduce them the day of the contest only to find out they'd decided to nest in the college's solarium, and weren't leaving for anyone or anything. Eventually forced to leave after a massive extermination campaign they are now firmly ensconced in a nearby marsh.

    Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 17 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based

    Force Gaze: The Chartreuse Hulks Swarm Attacks do Force damage.

    Skills: Chartreuse Hulks have a +8 Racial Bonus to Climb checks, and may always take 10 on a Climb check.

    Combat: Chartreuse Hulks are more intelligent than most swarms, which makes them a little more dangerous than the average swarm. But their tactics are still pretty limited to the traditional swarm attack.



    Chartreuse Hulk

    "That was more of a workout than I expected today."

    "At least we got Gorm extinguished and to the infirmary."

    PHOOM!

    "What the heck was that?"

    Hulk Seize Territory

    "It looks like they're gassing the solarium!"

    "Excuse me sir, what's going on?"

    "The university hired us to perform an eviction."

    "You don't look like law enforcement."

    "We aren't. We're pest control."


    Use The Force Hulk

    "Sweet Jeebus, look at the size of that swarm!"

    "Harlan..."

    BAMF!
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    Quote Originally Posted by Bhu View Post
    Golhoon

    (…)

    Extract (Ex): A Golhoon that begins its turn with at least four tentacles attached
    But… They only have four.


    And now on to the cute big aberrant beetle things!

    Quote Originally Posted by Bhu View Post
    Teal Hulk

    (…)

    Skills: Climb +11, Hide +8, Jump +3, Move Silently +4, Listen +3, Spot +2
    I'll assume Listen was supposed to be at +2.

    Quote Originally Posted by Bhu View Post
    Magenta Hulk

    (…)

    Rebuking Gaze: Greater Rebuke (see Spell Compendium), 30 ft., Willpower Save DC 18 negates, Save DC is Charisma based. (Greater Rebuke may be found in Spell Compendium)
    DC 19 (+5 from HD, +2 CHA, +2 feat).

    Quote Originally Posted by Bhu View Post
    Cerise Hulk
    Large Aberration
    Hit Dice: 8d8+32 (68 hp)
    Initiative: +5
    Speed: 20 ft. (5 squares), Climb 20 ft.
    Armor Class: 18 (-1 Large, +1 Dex, +8 natural), touch 10, flat-footed 16
    FF 17.

    Saves: Fort +8, Ref +3, Will +6
    Fort +6.

    Quote Originally Posted by Bhu View Post
    Cerulean Hulk

    (…)

    Lightning Gaze (Sp): The Cerulean Hulk may cast Orb of Electricity at will as a Spell-Like Ability. Caster Level is equal to Hit Dice.
    4d6 no save, no SR electricity (plus maybe entangled) at-will? That's not how I'd define CR 3.

    Quote Originally Posted by Bhu View Post
    Chartreuse Hulk

    (…)

    Saves: Fort +5, Ref +8, Will +6
    Fort +4.

    Force Gaze: The Chartreuse Hulks Swarm Attacks do Force damage.
    Is this one really a gaze attack?

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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Metastachydium View Post

    I'll assume Listen was supposed to be at +2.
    They can use Dex for climbing so I had a point left over..


    4d6 no save, no SR electricity (plus maybe entangled) at-will? That's not how I'd define CR 3.
    I has switched to Lesser Orb of Electricity.

    Fort +4.
    +2 for GF, +1 for Con, +2 for base.

    Is this one really a gaze attack?
    It would be of they were bigger, but since they're teensy and it doesn't have great range, I thought it would be appropriate to have their swarm attack do force damage as they light you up at close range.
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    Quote Originally Posted by Bhu View Post
    They can use Dex for climbing so I had a point left over..

    (…)

    +2 for GF, +1 for Con, +2 for base.
    Oops. (Man, you'll never trust my math after this.)

    It would be of they were bigger, but since they're teensy and it doesn't have great range, I thought it would be appropriate to have their swarm attack do force damage as they light you up at close range.
    Okay, now that's quite the mental image! I like it.

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    Fuchsia Hulk
    Colossal Aberration
    Hit Dice: 80d8+880 (1240 hp)
    Initiative: +4
    Speed: 50 ft. (10 squares)
    Armor Class: 42 (-8 Size, +40 natural), touch 2, flat-footed 42
    Base Attack/Grapple: +60/+96
    Attack: Claw +73 melee (6d6+20/19-20) or Eyebeam +52 Ranged Touch (30d6)
    Full Attack: 2 Claws +73 melee (6d6+20/19-20) and 1 Bite +73 melee (12d6+10/19-20) or or Eyebeam +52 Ranged Touch (30d6)
    Space/Reach: 30 ft./30 ft.
    Special Attacks: Eyebeam, Trample (4d12+30), Frightful Presence
    Special Qualities: Dark Vision 240 ft., Tremorsense 240 ft., Invulnerability 20, Fast Healing 25, SR 38
    Saves: Fort +43, Ref +26, Will +42
    Abilities: Str 50, Dex 11, Con 32, Int 5, Wis 11, Cha 30
    Skills: Climb +33, Intimidate +24, Listen +13, Search +12, Spot +15, Survival +13
    Feats: Awesome Blow, Cleave, Devastating Critical (Claws, Bite), Endurance, Epic Fortitude, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (Claw, Bite), Improved Initiative, Improved Multiattack, Improved Snatch, Large and in Charge, Multiattack, Multisnatch, Overwhelming Critical (Claws, Bite), Power Attack, Power Ciritcal (Claws, Bite), Rend, Snatch, Stamp, Weapon Focus (Claw, Bite)
    Environment: Any
    Organization: unique
    Challenge Rating: 27
    Treasure: Standard
    Alignment: Chaotic Neutral
    Advancement: 81+ HD (Collosal)
    Level Adjustment: ---


    "Abner...that purple hill over there ain't a hill...think we should be runnin' now..."

    Professor Baketaten had always thought bigger was better her whole life. So it was inevitable when given a chance to create an evil minion she would go for a giant. A purple giant. A purple giant with a liiiittle teeeny brain. The Fuschia Hulk is the only known example of it's kind, and the world should thank the Gawds for it. He's not particularly bright, and seems to understand common, but has never spoken or made any real attempt at communication. He was eventually turned loose in the wild because the professors realized he would be expensive to keep, but couldn't bring themselves to put the big lug down. The Fuschia Hulk is a chubby purplish Hulk standing roughly 100 ft. tall.

    Eyebeam: Once every 1d4 rounds the Fuschia Hulk may unleash an Eyebeam that is a ranged touch attack doing 30d6 fire damage. Range is 500 ft.

    Trample: DC 70 Reflex Save for half damage.

    Frightful Presence (Ex): Whenever the Fuschia Hulk attacks or charges all living beings within 150 ft. must make a DC 60 Willpower Save (Save DC is Charisma Based), or be Frightened for 4d6 rounds if it has less Hit Dice (opponents with equal or greater Hit Dice are Shaken instead). If the Save is successful the opponent is immune to the Fuschia Hulk's Frightful Presence for 24 hours.

    Invulnerability (Ex): Invulnerability is similar to Damage Reduction, but it also blocks damage from energy attacks, spells, spell-like abilities, and supernatural abilities. For example the Hulk has Invulnerability 20. That means it negates the first 20 points of damage from any attack (this includes untyped damage).

    Combat: The Fuschia Hulk rarely initiates combat, and seems lost in thought most of the time. Or maybe he's just stupefied. Either way most opponents get the first shot in assuming they're stupid enough to assault him. After which they get blasted by his eyeray, and the stragglers get stepped on.



    Fuschia Hulk

    "How many more of those teleports you got left?"

    "Not enough I suspect."

    "Where the Hell are we?"

    Not A Statue

    "It looks like Professor Baketaten's lab, or what's left of it. Speaking of here she is now!"

    "Excuse me miss, what's happened?"

    "An experiment went awry, as per usual. Oh, hello Harlan, didn't see you there. You visiting for the contest?"

    "Fleeing it more like. When did they put up the giant statue?"

    "That's no statue, that's Fred. He's the experiment gone awry."


    The Students Call Him Big Purple

    "That's an Umber Hulk? What's he doing over there?"

    "Nothing. What he's usually doing."

    KRAKOW!!

    "Oopsie, he's noticed the commotion.
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    Lavender Hulk
    Large Aberration
    Hit Dice: 8d8+32 (68 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), Fly 25 ft. (Clumsy)
    Armor Class: 19 (-1 Large, +2 Dex, +8 natural), touch 11, flat-footed 17
    Base Attack/Grapple: +6/+15
    Attack: Claw +10 melee (1d8+5)
    Full Attack: 2 Claws +10 melee (1d8+5) and 1 Bite +8 melee (2d8+2)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Paralytic Gaze
    Special Qualities: Dark Vision 60 ft., Blindsight 60 ft.
    Saves: Fort +6, Ref +4, Will +6
    Abilities: Str 20, Dex 15, Con 18, Int 11, Wis 11, Cha 15
    Skills: Listen +11, Spot +11
    Feats: Flyby Attack, Hover, Multiattack
    Environment: Warm Plains
    Organization: Solitary, or Cluster (3-6)
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: 9-12 HD (Large), 13-24 HD (Huge)
    Level Adjustment: ---


    "Bert...is that a bee comin' towards us?"

    "Gawd ah hope not Abner. Truly that is the ugliest bee Ah evah did see..."

    Professor Huberta had always had a weird obsession with flying critters. So it was obvious what her choice of mutation for her minion would be. Unfortunately Hulks don't make great flyers. Even when they've had bee wings added to their frames they give Cicada's a run for their money for clumsiest airborne species. They came across as more amusing than horrifying. Until they got mad of course, and started zapping people with their gaze. Lavender Hulks are pinkish purple Hulks with wings. They speak Terran.

    Paralyzing Gaze (Su): Gaze, Hold Person, 30 ft., DC 16 Willpower Save negates, Save DC is Charisma Based.

    Combat: Lavender Hulks prefer to use Flyby attacks, paralyzing opponents with their gaze before landing to rip into them.



    Lavender Hulk

    "What are those things it's shooting at?"

    "Tell me those aren't flying Hulks."


    Paralysis 'Bees'

    "Those would be Huberta's contest entries."

    "What a ghastly color."

    KRAKOW!

    "They should know better than to annoy Fred."


    Don't Make Fun Of Them

    "Perhaps they thought he was a statue?"

    "Nah, he giggles every so often."

    KRAKOW!!

    "Perhaps we should move out of range of this?"
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    Periwinkle Hulk
    Large Aberration
    Hit Dice: 8d8+32 (68 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 19 (-1 Large, +2 Dex, +8 natural), touch 11, flat-footed 17
    Base Attack/Grapple: +6/+15
    Attack: Claw +10 melee (1d8+5)
    Full Attack: 2 Claws +10 melee (1d8+5) and 1 Bite +5 melee (2d8+2)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Hypnotic Gaze, Flower Addiction
    Special Qualities: Dark Vision 60 ft., Tremorsense 60 ft.
    Saves: Fort +8, Ref +4, Will +6
    Abilities: Str 20, Dex 15, Con 18, Int 11, Wis 11, Cha 15
    Skills: Listen +11, Spot +11
    Feats: Endurance, Diehard, Great Fortitude
    Environment: Warm Plains
    Organization: Solitary, or Cluster (3-6)
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Usually Chaotic Neutral
    Advancement: 9-12 HD (Large), 13-24 HD (Huge)
    Level Adjustment: ---


    "ABNER!! Abner there's a giant critter eatin' mah flowers!"

    "And?"

    "And you need ta do yer husbinly dutees and go whack 'im!"

    Professor Lamolle thought the idea of a contest of color coded evil minions was incredibly beneath him. In defiance he decided to create a colorless Hulk. And it worked out... sort of. Their skin was colorless, making their organs and such visible. Until they ate. Then they absorbed the color of what they ate, possibly permanently if it stained. Unfortunately the new Hulks had some problems with myrtle flowers. Specifically they went completely nuts if they ate one, and it permanently dyes them a periwinkle color (hence their name). As the contest was held outside, the Hulks had ample access to myrtle flowers, and did a surprising 40 million gold in property damage before being brought under control. Periwinkle Hulks speak Terran.

    Hypnotic Gaze (Su): Gaze, Mesmerizing Glare (see Spell Compendium), 30', DC 16 Willpower Save negates, Save DC is Charisma based.

    Flower Addiction (Ex): If a Periwinkle Hulk eats a Myrtle flower it has to make a DC 20 Willpower Save 1d6 rounds later or it becomes subject to Frenzy. This is identical to the class ability listed on page 34 of the Complete Warrior except that the Periwinkle Hulks don't attack each other.

    Combat: Tactics are pretty similar to regular Umber Hulks, unless there are Myrtle flowers nearby. If they've eaten any, just run. There's no talking to them then.



    Periwinkle Hulk

    "I think we made a wrong turn."

    "Whoever those critters came from needs to keep them under control. They are absolutely wrecking that building."

    "Oh, those are Lamolle's entries."

    Myrtle Fiends

    "They seem ill tempered."

    "Are those myrtle flowers they're eating?"

    "I hope not, Lamolle said they had issues with those."

    "Issues?"

    "I believe he said something to the effect of toxin induced psychosis."


    Hypnotic Berserkers

    "That doesn't bode well..."

    "Heads up, Panagiotis entered the contest too, and it looks like his entries are rounding the corner."
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    Sepia Hulk
    Large Aberration (Incorporeal)
    Hit Dice: 10d8 (45 hp)
    Initiative: +7
    Speed: Fly 30 ft. (6 squares), Good
    Armor Class: 20 (-1 Large, +3 Dex, +8 Deflection), touch 20, flat-footed 17
    Base Attack/Grapple: +7/-
    Attack: Claw +9 melee touch (energy drain)
    Full Attack: 2 Claws +9 melee touch (energy drain) and 1 Bite +9 melee touch (energy drain)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Shadow Touch
    Special Qualities: Dark Vision 60 ft., Blindsight 60 ft., Incorporeal Shadow
    Saves: Fort +3, Ref +6, Will +8
    Abilities: Str -, Dex 17, Con -, Int 7, Wis 13, Cha 16
    Skills: Hide +11, Listen +5, Move Silently +11, Search +3, Spot +5
    Feats: Great Fortitude, Improved Initiative, Improved Multiattack, Multiattack,
    Environment: Any Cold
    Organization: Solitary or Pack (3-6)
    Challenge Rating: 9
    Treasure: Standard
    Alignment: Usually Neutral Evil
    Advancement: 11-15 HD (Large), 16-30 HD (Huge)
    Level Adjustment: ---

    "Abner...that shadow just moved..."

    Professor Panagiotis also thought the Minion contest wasn't truly serious, and rebelled at the idea of making something so foolish as a color coded Hulk Minion. So he set about to make a colorless one as well, ending up with a Hulk that was completely black. But the energies he exposed it too made it a true monster. Not undead, it shared many of the characteristics of one. An incorporeal phantom creature that hungered for the living. And unfortunately for Panagiotis he was living, and available. The Sepia Hulks have never made any attempt to communicate or shown that they understood any attempt to communicate with them.

    Shadow Touch (Su): By making a touch attack the Hulk can bestow 1 Negative level upon it's opponent if it fails a DC 18 Fortitude Save (Save DC is Cha based). The Hulk does not gain any temporary hit points from this as it is how it feeds, and the Negative Level only lasts 1 Minute. It must drain 1 energy level per week or die.

    Incorporeal Shadow (Su): Sepia Hulks are Incorporeal, and have no Strength or Constitution score (despite not being Undead). They are immune to poison, sleep effects, disease, death effects, paralysis, stunning, critical hits, nonlethal damage, ability drain or damage, energy drain, fatigue, and exhaustion effects. It does not breathe or sleep. In total Darkness it is invisible as per the Greater Invisibility spell.

    Skills: Sepia Hulks gain a +8 Racial Bonus to Hide and Move Silently Checks.

    Combat: Sepia Hulks are an odd bunch. If they aren't hungry they're content to merely watch hidden from the shadows. Just to see what intruders are up to. But if they are hungry, then the go for draining energy levels immediately, and running once they have enough.



    Sepia Hulk

    "Those look like Shadows..."

    "Get that forcewall handy Jim."

    "We've been trying to round them up with little success."

    Not Undead

    "A good Cleric will fix that."

    "Oh, they aren't dead, just phantasmal."

    "They're really going for those other Hulks."

    "That doesn't bode well for us no matter which of them wins."

    "You still have those teleport spells you're infamous for hoarding Harlan?"


    Fairly Harmless When They Aren't Hungry

    "Of course."

    "Pop us over to old Lambis' lab. It should be empty."
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    Grey Hulk
    Large Aberration
    Hit Dice: 8d8+32 (68 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (-1 Large, +1 Dex, +6 natural), touch 10, flat-footed 15
    Base Attack/Grapple: +6/+17
    Attack: Claw +12 melee (1d8+7)
    Full Attack: 2 Claws +12 melee (1d8+7) and 1 Bite +7 melee (2d8+3)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Powerful Charge (2d8+3d6+10)
    Special Qualities: Dark Vision 60 ft., Tremorsense 60 ft., Damage Reduction 5/-, Wide Angle Vision
    Saves: Fort +6, Ref +3, Will +6
    Abilities: Str 25, Dex 13, Con 19, Int 11, Wis 11, Cha 13
    Skills: Listen +11, Search +4, Spot +15
    Feats: Greater Powerful Charge, Powerful Charge, Reckless Charge (See the Miniature's Handbook)
    Environment: Warm Desert
    Organization: Solitary, or Herd (5-10)
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Usually Neutral Evil
    Advancement: 9-12 HD (Large), 13-24 HD (Huge)
    Level Adjustment: ---

    "Where have I seen this thing before?"

    Professor Lambis had been obsessed with Umber Hulks since he was a child and was given toys modeled after them. But upon actually seeing his first Umber Hulk he was massively disappointed. They were gangly insectoid things as opposed to the hulking humanoid figures he remembered from his youth. The contest was his perfect chance to remake the Hulk to his vision. Now they are large humanoid figures with gray, elephant-like hide, and brown bony knobs on the chest and shoulders. It has large claws and teeth, and shows no signs of it's insectoid heritage. The Grey Hulks still speak Terran.

    Powerful Charge (Ex): The Gray Hulk does 2d8+10 with a successful charge attack, plus the bonus damage from it's Feats.

    Wide Angle Vision (Ex): The Gray hulk cannot be Flanked, and has a +4 Racial Bonus to Spot and Search checks.

    Combat: Grey Hulks usually open with a charge, and then wail on their opponent. Given the opportunity they will charge again.



    Cookie for anyone who gets what this is...

    Grey Hulk

    "This lab is a wreck."

    "Lambis is in the contest too isn't he?"

    "Yes, but at least his Minion is acting like one. Well, he is now, anyway."

    New And 'Improved'

    "Every creation is a bit frisky at first."

    "Oh, there's Timothy now."

    "rawur"

    "Tiimothy doesn't look very Umber Hulk ish."

    "Lambis always had his quirks. He always thought Hulks should be bigger."

    "Whose a good Timothy?""

    "rawur!"

    They're Surprisingly Amenable To Working For Food

    "I thought you said the place would be empty?"

    "Well yes, except for Timothy. He's needed as guard after the break-in's."
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  29. - Top - End - #299
    Titan in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    Green Hulk
    Large Aberration
    Hit Dice: 12d8+96 (150, 198 Raging)
    Initiative: +0
    Speed: 40 ft. (8 squares)
    Armor Class: 18 (-1 Size, +9 natural), touch 9, flat-footed 18
    Armor Class Raging: 16 (-2 Rage, -1 Size, +9 natural), touch 7, flat-footed 16
    Base Attack/Grapple: +8/+25 (+29 Raging)
    Attack: Smash +16 melee (2d6+9)
    Attack Raging: Smash +20 melee (2d6+13)
    Full Attack: 2 Smashes +16 melee (2d6+9)
    Full Attack Raging: 2 Smashes +20 melee (2d6+13)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Rage, Powerful Build
    Special Qualities: Dark Vision 60 ft., Regeneration 5, Damage Reduction 3/-
    Saves: Fort +13 (+17 Raging), Ref +4, Will +8 (+12 Raging)
    Abilities: Str 28 (36 Raging), Dex 11, Con 24 (32 Raging), Int 8, Wis 11, Cha 15
    Skills: Climb +13 (+17 Raging), Jump +13 (+17 Raging), Listen +4, Spot +3
    Feats: Destructive Rage, Great Fortitude, Improved Toughness, Instantaneous Rage, Mad Foam Rager*
    Environment: Any
    Organization: Solitary
    Challenge Rating: 9
    Treasure: None
    Alignment: Neutral
    Advancement: 13-48 HD (Large)
    Level Adjustment: ---

    *See Complete Warrior and PHB2 for some Feats

    "Hey Abner, how da you say Please Don't Kill Us in freaky mutant critter?"

    Professor Arturo was a lazy slug. Always had been. Always would be. With no clue as to what to do for the contest, he stole Professor Lambis' notes for transforming the Hulks by exposing them to planar energies. His first two experiments (Alpha and Beta) died. The third (Gamma) made a strange green, muscular Hulk with anger management issues. He promptly beat Arturo like a government mule and escaped. Arturo has made several more with the same results. He, of course, lost the contest. And a few brain cells from the multiple concussions. The Green Hulks appear to speak Common.

    Powerful Build: Identical to the ability listed on page 12 of the Expanded Psionics Handbook.

    Rage: Identical to the Mighty Rage ability listed on Page 26 of the PHB. It may be used a number of times per day equal to the Hulks Hit Dice divided by 3.

    Regeneration (Ex): Force damage deals normal damage to a Hulk. If a Hulk 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.

    Combat: Green Hulks tend to fight by going into rage, charging, and repeatedly bashing whatever made them angry with their fists until it no longer needs bashing.



    Green Hulk

    "Break-in's?"

    "Things got a wee bit too competitive didn't they?"

    "Arturo and Zamfirescu wanted to steal his research. Neither of them took the time to do their own. You know what procrastinators they are."

    Hulk Smash!

    "Using techniques you haven't studied thoroughly is always bad form."

    "And their experiments weren't as nice as Timothy."

    "rawur!"

    "So what do these technicolor aberrations do?."

    "Arturo's critters are green and angry. Accent on the word angry.""

    Hulk Strongest One There Is!

    "Do they look like regular Hulks?"

    "Nah, they're all smooth and musclely with no claws or mandibles. Not that they need them."
    Last edited by Bhu; 2022-12-13 at 11:57 PM.
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  30. - Top - End - #300
    Titan in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    Orange Hulk
    Large Aberration (Cold)
    Hit Dice: 8d8+32 (68 hp)
    Initiative: +1
    Speed: 20 ft. (4 squares)
    Armor Class: 18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 18
    Base Attack/Grapple: +6/+16
    Attack: Claw +11 melee (2d4+6)
    Full Attack: 2 Claws +11 melee (2d4+6) and 1 Bite +6 melee (2d8+3)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Static Cling, Improved Grapple
    Special Qualities: Dark Vision 60 ft., Obscuring Hair
    Saves: Fort +6, Ref +3, Will +6
    Abilities: Str 23, Dex 13, Con 19, Int 9, Wis 11, Cha 15
    Skills: Listen +3, Search +2, Spot +3, Survival +2
    Feats: Ability Focus (Static Cling), Diehard, Endurance
    Environment: Any Cold
    Organization: Solitary or Group (3-6)
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Usually Neutral Evil
    Advancement: 9-16 HD (Large), 17-43 HD (Huge)
    Level Adjustment: ---

    "Burt...Burt there's a huge pile o' hair out in the snow moving towards the cabin.."

    Following Professor Lambis' cue, Professor Zamfirescu wanted to be different. He also stole a copy of Lambis' notes. His Hulks are among the oddest of the bunch, appearing as huge mounds of orange hair. The wool on them is so thick making out their features is difficult at a distance. They appear to speak Sylvan, which is odd because no one at the school speaks Sylvan and they have no idea who they picked it up from.

    Improved Grapple (Ex): If the Orange Hulk successfully hits with it's Claw Attack, it can make a Grapple Check as a Free Action without Provoking an Attack of Opportunity. If successful it does it's Claw damage +1d6 electricity damage (due to the constant movement necessitated by Grappling the Orange Hulk does +1d6 electricity damage with a successful Grapple Check).

    Static Cling (Ex) The thick hair of the Orange Hulk builds up huge charges of static electricity as it moves. Any round that the Hulk moves and attacks it does +1d6 electricity damage with any attacks (+2d6 if it charges). As a Move Action the Hulk may shuffle it's feet back and forth to build up a massive charge. It's next hit does +4d6 electricity damage. Any time the Hulk successfully criticals with an electrified attack it's opponent must make a DC 18 Fortitude Save or be Stunned 1 round (Save DC is Charisma Based).

    Obscuring Hair (Ex): Opponents of the Orange Hulk take a -4 Circumstance Penalty on all Critical Confirmation rolls as the thick hair on their bodies obscures them.

    Combat: Orange Hulks charge into the fray, blasting their opponents with their electrical claw attack. After that they usually just Grapple or rip away.



    Orange Hulk

    "And Zamfirescu's bunch?"

    "This should be good..."

    "Orange and covered in thick wool. Thankfully they aren't as dumb as sheep despite having similar outerwear."

    Hulk Shuffle!

    "Wooly hulks?"

    "And the weirdest part is they speak Sylvan."

    "How is that weird?"

    "Zamfirescu and his staff don't speak Sylvan. We had to hunt down a Fey to figure out the language."

    Hulk Fwuffy!

    "This is too far out of control. Can we drop you off somewhere?"

    "Nah, I'll be safe with Timothy!"

    "rawur!"

    "Good luck then! Good to see you again!"
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