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    Firbolg in the Playground
     
    Bhu's Avatar

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

    Default Critters III! Now also in 5e!

    Page List for Thread 1

    SILLY CAMPAIGNS
    Antbird (Page 6)
    Apes of Wrath (Page 43)
    Archer Fish (Page 6)
    Arctic Fox (Page 6)
    Armordillo (Page 2)
    Armored Turtle (Page 2)
    Atlas Hamster (Page 41)
    Awakened Spells (Page 8)
    Bafoon (Page 37)
    Banana Muffin Swarm (Page 43)
    Banana Tree Dryad (Page 25)
    Barbearian (Page 1)
    Beer Pudding (Page 15)
    Bee Holder (Page 42)
    Bee Swarm (Page 42)
    Beholder Cyclops, Calxos (Page 15)
    Beholder Cyclops, Carnivex (Page 7)
    Beholder Cyclops, Hypnos (Page 13)
    Beholder Cyclops, Impetos (Page 15)
    Beholder Cyclops, Magos (Page 6)
    Beholder Cyclops, Necros (Page 14)
    Beholder Cyclops, Phobos (Page 14)
    Beholder Cyclops, Somnos (Page 14)
    Beholder Cyclops, Tardos (Page 15)
    Beholder, Mutate (Page 15)
    Beholder Folk (Page 15)
    Bell Golem (Page 2)
    Bighorn Sheep (Page 6)
    Big Bees (Page 42)
    Big Bee Swarm (Page 42)
    Big Spookity Kitty (Page 1)
    Blowfly (Page 6)
    Blunderbore (Page 33)
    Booze Golem (Page 2)
    Bore (Page 35)
    Bugbear (Page 7)
    Bullfrog (Page 6)
    Cactus Dryad (Page 4)
    Cameleon (Page 37)
    Carnal Mindflayer (not what you're thinking, Page 3)
    Carnal Mindflayer Albiniid (Page 4)
    Carnal Mindflayer Beholder (Page 3)
    Carnal Mindflayer Bimbo (Page 3)
    Carnal Mindflayer Blob (Page 3)
    Carnal Mindflayer Brain (Page 3)
    Carnal Mindflayer Brute (Page 3)
    Carnal Mindflayer Childer (Page 3)
    Carnal Mindflayer Childer, Mob (Page 3)
    Carnal Mindflayer Cuttleworm (Page 4)
    Carnal Mindflayer Egg Sac (Page 3)
    Carnal Mindflayer Hexapod (Page 3)
    Carnal Mindflayer Medusae (Page 3)
    Carnal Mindlayer Nautiloid (Page 3)
    Carnal Mindflayer Selachii Page 4)
    Carnal Mindflayer Slime (Page 4)
    Carnal Mindflayer Twitcher (Page 3)
    Carnivorous Jungle Death Penguin Swarm (Page 1)
    Cash Cow (Page 6)
    Catfish God (Page 29)
    Chicken Lord (Page 15)
    Crab Spider (Page 6)
    Cow Bird (Page 43)
    Cryptid PrC (Page 4)
    Danubans (Page 44)
    Death Gerbil Swarm (Page 1)
    Devilish Attorney (Page 7)
    Devil Mice Swarm (Page 7)
    Dire Ankylosaur (Page 23)
    Dire Arapaima (Page 32)
    Dire Armadillo (Page 18)
    Dire Candiru (Page 33)
    Dire Chameleon (Page 18)
    Dire Chicken (Page 24)
    Dire Cow (Page 38)
    Dire Duck (Page 21)
    Dire Electric Eel (Page 20)
    Dire Elephant (Page 25)
    Dire Flamingo (Page 26)
    Dire Giraffe (Page 20)
    Dire Groundhog (Page 19)
    Dire Guinea Pig (Page 20)
    Dire Gulper Eel (Page 21)
    Dire Hamster (Page 19)
    Dire Hare (Page 18)
    Dire Ibis (Page 22)
    Dire Kangaroo (Page 24)
    Dire Keet (Page 25)
    Dire Kitty (Page 21)
    Dire Komodo Dragon (Page 23)
    Dire Lemur (Page 23)
    Dire Monkeys (Page 12)
    Dire Moose (Page 26)
    Dire Muntjac Deer (Page 21)
    Dire Naked Mole Rat (Page 18)
    Dire Nymph (Page 2)
    Dire Okapi/Okapi (Page 21)
    Dire Ostrich (Page 21)
    Dire Parrot (Page 25)
    Dire Penguin (Page 24)
    Dire Pigeon (Page 24)
    Dire Pika (Page 25)
    Dire Pirhana (Page 30)
    Dire Pocket Gopher Swarm (Page 20)
    Dire Poison Arrow Frog (Page 18)
    Dire Porcupine (Page 18)
    Dire Rabbit (Page 19)
    Dire Rhea (Page 21)
    Dire Rock Wallaby (Page 24)
    Dire Rust Monster (Page 41)
    Dire Shrew (Page 19)
    Dire Spitting Cobra (Page 18)
    Dire Squirrel (Page 25)
    Dire Stingray (Page 30)
    Dire Swan (Page 22)
    Dire Thingie Template (Page 1)
    Dire Toucan (Page 34)
    Dire Tree Kangaroo (Page 18)
    Dire Turkey (Page 25)
    Dire Vampire Squid (Page 21)
    Dire Vole (Page 21)
    Dire Whitetail Deer (Page 21)
    Dragon Millipede (Page 19)
    Edible Golem (Page 16)
    Electric Yak (Page 2)
    Emperor Ralph (Page 40)
    Evil Minion
    Fairy Shrimp (Page 6)
    Faux Beholder (Page 41)
    Faux Spider (Page 41)
    Figgy Pudding (Page 1)
    Fire Beetle (Page 16)
    Freed Outsider (Page 16)
    Fungal Golem (Page 37)
    Funk Ape (Page 4)
    Giant Banana Slug (Page 22)
    Giant Mosquito (Page 17)
    Giant Sea Urchin (Page 21)
    Giant Tick (Page 3)
    Good Kitty (Page 7)
    Gunpowder Golem (Page 2)
    Habanero Dryad (Page 4)
    Hairbeasts (Page 22)
    Half-Illithid, Carnal (Page 13)
    Hive Golem (Page 37)
    Hulk, Aquamarine (Page 16)
    Hulk, Cerise (Page 16)
    Hulk, Cerulean (Page 16)
    Hulk, Fucshia (Page 17)
    Hulk, Green (Page 17)
    Hulk, Grey (Page 17)
    Hulk, Lavender (Page 16)
    Hulk, Magenta (Page 16)
    Hulk, Orange (Page 17)
    Hulk, Periwinkle (Page 17)
    Hulk, Sepia (Page 17)
    Hulk, Sienna (Page 16)
    Hulk, Teal (Page 16)
    Hummingbird Swarm (page 7)
    Idiot Box (Page 43)
    Landsquid (Page 41)
    Larval Otyugh (Page 31)
    Lemming Swarm (Page 7)
    Liberator Fish (Page 42)
    Little Spookity Kitty (Page 1)
    Little Spookity Kitty Swarm (Page 1)
    Main Lobster (Page 25)
    Manakin (Page 38)
    Manakin Golem (Page 38)
    Marble Golem (Page 2)
    Martian Template (Page 8)
    Mimic Sheep (Page 43)
    Moss Dryad (Page 25)
    Mother of All Hummingbirds (Page 1)
    Mushroom Dryad (Page 25)
    Mysterious Magical Maniacal Miniaturized Moose Swarm (Page 4)
    Nerf Golem (Page 39)
    Omnicidal Furry(Page 41)
    Orc Amazons (Page 12)
    Pan-Da (Page 2)
    Paralegal Imp (Page 6)
    Pegataur (Page 48)
    Pet Tentacle Monster (Page 42)
    Pirhanakeet Swarm (Page 43)
    Poop Golem (Page 14)
    Putty Panda (Page 2)
    Rainbow Butt Monkey (Page 43)
    Ram (Page 35)
    Rhinoctopus (Page 40)
    Rosebush Dryad (Page 28)
    Sage Buzzard (Page 8)
    Seaweed Dryad (Page 6)
    Shark Bird (Page 42)
    Shark Bird Swarm (Page 42)
    Smiley Faced Spider (Page 37)
    Snow Golem (Page 15)
    Speaker (Page 7)
    Squig (Page 41)
    Stone Crab (Page 6)
    Stoner (Page 15)
    Superhero Template (Page 1)
    Swarm Fish (Page 42)
    The Basset Folk (Page 41)
    The Guppy Folk (Page 44)
    The Noble Platypi (Page 41)
    The Perfect Template (Page 40)
    Tick Swarm (Page 3)
    Titan Budgie (Page 26)
    Troll Boar (Page 36)
    Unfeeling Brute Template (Page 4)
    Voracious Lemming (Page 43)
    Vorpal Shrew Swarm (Page 1)
    Were Humans (Page 1)
    Were Kittens (Page 1)
    Were Otters (Page 23)
    Whale Golem (Page 2)
    Vampire Baby Swarm (Page 3)
    Vampiric Vermin (Page 4)
    Vorpal Shrew Swarm (Page 1)
    Voyeur (Page 7)
    Yellow Beholder (Page 2)


    HORROR CAMPAIGNS
    Alp (Page 33)
    Amanga Impisi (Page 5)
    Bajang (Page 39)
    Beast of Blackwater Moor (Page 21)
    Cannibal Template (Page 18)
    Corporeal Spirit Template (Page 5)
    Demoniac Spirit Template (Page 5)
    Demon of the Seas (Page 5)
    Devil Beast Template (Page 23)
    Dinogloth (Page 36)
    Dislacer Drake (Page 12)
    Displacer Eel (Page 11)
    Displacer Fish Swarm (Page 11)
    Displacer Newt (Page 12)
    Displacer Wyrm (Page 12)
    Drei (Page 40)
    Face Eater (Page 18)
    Fetid Abomination (Page 40)
    Firespitter Template (Page 26)
    Ghostly Concubine Template (Page 5)
    Ghost Feats (Page 4)
    Ghost Squid (Page 8)
    Ghost Squidling Swarm (Page 8)
    Giant Tarantula (Page 37)
    Half Ghost Template (Page 5)
    Juggernaut Template (Page 23)
    Jungle Ghost (Page 18)
    Jungle Ghost Mob (Page 18)
    Legendary Ghost Template (Page 4)
    Legendary Shade Template (Page 4)
    Legendary Spectre Template (Page 4)
    Legendary Wraith Template (Page 5)
    Mansect Template (Page 8)
    Pale Shark (Page 42)
    Primordial Ghost Template (Page 5, in progress)
    Ptera-Gloth (Page 36)
    Rot Elemental (Page 19)
    Scorpionfly Swarm (Page 17)
    Spectral Ape (Page 6)
    Spectral Dire Ape (Page 6)
    Spectral Swarm (Page 5)
    Spectral Vermin Template (Page 5)
    Spirit Bird (Page 42)
    The Blighted (Page 19)
    The Burning Dead Template (Page 38)
    The Corrupt Template (Page 8)
    The Darkness of Old Night (Page 7)
    The Fly People (Page 17)
    The Gray Company Template (Page 5)
    Tiger Spirit of the Sundarbans (Page 24)
    Vampire Squid (Page 5)


    BIGGIE SIZE
    BIG Sasquatch (Page 31)
    Gak, Space Chicken (Page 24)
    Greater Kaiju (Page 34)
    Kaiju (Page 33)
    King Kong (Page 5)
    Lesser Kaiju (Page 26)
    Revised Kaiju Template (Page 5)
    The Black Eye (Page 8)
    The Dire Goldfish (Page 3)

    ATMOSPHERIC CRITTERS
    Black Floater (Page 3)
    Cloud Kraken (Page 3)
    Floater Ghost (Page 3)
    Floating Reef (Page 3)
    Sky Trap (Page 3)
    Suncatcher (Page 3)
    Violet Floater (Page 3)


    MYTHOLOGICAL

    Adlet (Page 20)
    Adze (and Witch Template, Page 31)
    Ahkiyyinni (Page 20)
    Algul (Page 30)
    Aswang (page 37)
    Bajang (Page 39)
    Baobhan Sith (Page 40)
    Baykok (Page 21)
    Beaver Women (Page 8)
    Bebarlang (Page 41)
    Bibi (Page 42)
    Big Owl (Page 21)
    Brahmaparusha (Page 22)
    Bruxsa (Page 43)
    Buggane (Page 30)
    Cannibal Baby (Page 8)
    Chenoo (Page 8)
    Deer Woman (Page 12)
    Ethiopian Bulls (Page 20)
    Empusa (Page 19)
    Euryale (Page 29)
    Gayal (Page 22)
    Gougou (Page 8)
    Krampus (Page 29)
    Kushtaka (Page 23)
    Medusa (Page 30)
    Mmbyu (Page 22)
    Pacu Pati (Page 22)
    Pugwis (Page 21)
    Rakshasa (Page 22 and 23)
    Serpentoid Template (Page 8)
    Stheno (Page 28)
    The Bouda Tribe (Page 19)
    The Ghost Wrestler (Page 20)
    The Serpent Woman (Page 8)
    The Terichik (Page 25)
    The Worm Men (Page 8)
    Tympanios (Page 22)
    Vetala (Page 21)
    Wolpertinger (Page 27)

    CRYPTIDS
    Ahool (Page 30)
    Altamaha-Ha (Page 20)
    Atmospheric Beast (Page 21)
    Batsquatch (Page 31)
    Beast of Busco (Page 24)
    Bigfoot (Star People)(Page 31)
    Bigfoot, Wise Ones (Star People)(Page31)
    Buru (Page 24)
    Bigfoot, Cinematic (Page 22)
    Cattle Mutilator (Page 21)
    Canvey Island Monster (Page 24)
    Con Rit (Page 26)
    Dunak (Page 26)
    El Chupacabra (Page 26 and 27)
    Emela-ntouka (Page 30)
    Fear Liath Mor (Page 27)
    Flatwoods Monster (Page 30)
    Gazeka (Page 25)
    Generic Lake Monster (Page 30)
    Guariba-boia/Howler Monkey Snake (Page 30)
    Jersey Devil (Page 30)
    Kalanoro (Page 29)
    Lake Flatwoods Monster (Page 30)
    Lukwata (Page 30)
    Mahambo (Page 20)
    Mamlambo (Page 30)
    Minhocao (Page 24)
    Mokole-Mbembe (Page 30)
    Mountain Boomer (Page 25)
    Mulilo (Page 27)
    Nessie (Giant Eel/Seal/Worm, Page 30)
    Sucuriju Gigante (Page 20)
    Tatzelwurm (Page 27)
    Tzuchinoko (Page 30)
    Umdhlebi (Page 24)
    Veo (Page 26)

    REQUESTS
    Abeil Queen, Debarta (Page 27)
    Abeil Queen, Gaborah (Page 28)
    Abeil Soldier, Debarta (Page 27)
    Abeil Soldier, Gaborah (Page 28)
    Abeil Vassal, Debarta (Page 27)
    Abeil Vassal, Gaborah (Page 28)
    Atomic Golem (Page 14)
    Banana Muffin Swarm (Page 43)
    Beer Lurker (Page 34)
    Biggie Sized Leech (Page 48)
    Blunderbore (Page 33)
    Capsichum (Page 32)
    Culvert Fiend (Page 33)
    Cyclopean DreadGuard (Page 37)
    Darwin Monkey (Page 39)
    Dinosaur Satan (Page 23)
    Elder Terror (Page 48)
    Gorr (Page 48)
    Hodag (Page 40)
    Kirby (Page 23)
    Larval Otyugh (Page 31)
    Leechmen (Page 32)
    Mad Turtle Swarm (Page 43)
    Needleshot Gourna
    Psychic Parasite (Page 44)
    Ptera-Gloth (Page 34)
    Rainbow Butt Monkey (Page 43)
    Spleenmocker (Page 48)
    Spinal Parasite (Page 46)
    Sting (Page 47)
    The Nether King (Page 45)
    The Seasons (Page 44)
    They Who Lie in Wait (Page 33)
    Vogoi (Page 20)
    Wormfish (Page 46)
    Xorth Controller (Page 10)
    Xorth Crawler (Page 9)
    Xorth Detonator (Page 10)
    Xorth Destroyer (Page 9)
    Xorth Husk (Page 11)
    Xorth Kite (Page 11)
    Xorth Orb (Page 11)
    Xorth Ravager (Page 9)
    Xorth Runner (Page 10)
    Xorth Soldier (Page 8)

    MONSTER CONTEST ENTRIES
    Bee-Holder (Page 42)
    Bloody Handed Jack (Page 22)
    Bubba the Headless Chicken (Page 13)
    Edible Golem (Page 16)
    False Gods (Page 27)
    Kiseichuu Yuurei (Page 39)
    Pembunuh (Page 11)
    Singers From Outside (Page 11)
    The Angel of Death (Page 36)
    The Black Mask (Page 12)
    The Mother of Teeth (Page 18)
    The Resurrection Women (Page 28)
    Voracious Lemming (Page 43)

    MISCELLANEOUS
    Ammonoid Kraken (Page 21)
    Black Render (Page 21)
    Chiropterid (Page 12)
    Cirrate Kraken (Page 21)
    Ghost Kraken (Page 21)

    CRITTERS BY OTHERS
    Dire Raven by Serpentine (Page 49)
    Flying Fish by Shrieking Drake (Page 46)
    Mountain Tortoise by Serpentine (Page 49)
    Time Flies by Zom B (Page 34)
    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 - #2
    Firbolg in the Playground
     
    Bhu's Avatar

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

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

    Page List for Thread 2

    Silly Campaigns
    Ally of the Hive (Page 38)
    Argentariusloth (Page 32)
    Armadillephant (Page 39)
    Beaver Folk (Page 25)
    Bar-Bees (Page 37)
    Bay-Bees (Page 37)
    Boo-Bees (Page 37)
    Bee-Blooded (Page 37)
    Beecanthrope (Page 37)
    Bee Creature (Page 37)
    Bee-Damned (Page 37)
    Bee-Dazzlers (Page 37)
    Bee-falo (Page 37)
    Bee Goddess (Page 37)
    Bee Golem (Page 39)
    Bee-Gurl, Adopted (Page 38)
    Bee-Gurl, Male Drone (Page 38)
    Bee-Gurl, Princess (Page 38)
    Bee-Gurl, Queen (Page 38)
    Bee-Gurl, Scout (Page 38)
    Bee-Gurl, Soldier (Page 38)
    Bee-Headed (Page 37)
    Beehemoth (Page 36)
    Beelemnoid (Page 39)
    Beerded Man (Page 39)
    Beerly Bee-Loved (Page 37)
    Beeserker (Page 39)
    Bee-Shadowed (Page 37)
    Beest (Page 36)
    Beeswax Golem (Page 38)
    Bee--t (Page 37)
    Beevur (Page 37)
    Beewere (Page 37)
    Birraloth (Page 31)
    Bumblebee (Page 36)
    Buzzuzu (Page 37)
    Busy Bees (Page 37)
    Cam-Bee-On (Page 37)
    Carnal Mindflayer, Chibi (Page 48)
    Carpenter Bee (Page 36)
    Conventusloth (Page 31)
    Crow Bee (Page 36)
    Cuckoo Bee (Page 36)
    Digger Bee (Page 36)
    Dire Beaver (Page 38)
    Dire Hagfish (Page 39)
    Dire Honey Badger (Page 39)
    Dire Namaquan Rain Frog (Page 28)
    Duckbunnies (Page 39)
    Durian Dryad (Page 25)
    Epic Skeleton (Page 2)
    Epic Zombie (Page 1)
    Fur-Bees (Page 37)
    Giant Space Hamster (Page 39)
    Giant Space Hamster, Moderate Mutations (Page 40)
    Giant Space Hamster (Extreme Mutations, Page 40)
    Hee-Bee-Jee-Bees (Page 37)
    Hero Shrew (Page 32)
    Heyve (Page 39)
    Hiveless (Page 39)
    Honey Bee (Page 36)
    Honey Ooze (Page 38)
    Hornfaced Bee (Page 36)
    Killer Bee (Page 36)
    Mason Bee (Page 36)
    Miniature Giant Space Hamster (Page 40)
    The Mosquito (Page 22)
    Mutant Dire Rat (Page 40)
    Neo-Animal Template (Page 11, addendum by Flabort on page 12)
    Patraloth (Page 30)
    Pidgin (Page 32)
    Prosedaloth (Page 30)
    Phthisic, Carnal (Page 38/48)
    Ray-Bees (Page 37)
    Scream Queen (Page 38)
    Serf (Page 39)
    Sweat Bee (Page 36)
    Torqueoloth (Page 31)
    Turkey (Page 35)
    Tyrannohamsterus Rex (Page 40)
    Vampire Bait Template (Page 32)
    Vulture Bee (Page 36)
    Wanna-Bees (Page 37)
    Were Flamingo Template (Page 32)
    Were Komodo Dragon Template (Page 31)
    Were Pink Fairy Armadillo Template (Page 31)
    Were Porcupine Template (Page 32)
    Were Sea Monkey Template (Page 31)
    Were Wombat Template (Page 31)
    Wooly Rupert (Page 40)
    Zombee (Page 37)

    Horror Campaigns
    Deep One (Page 13)
    Ghoul (Page 13)

    Mythological/Cryptids
    Chindi Template (Page 36)
    Doppelsauger (Page 11)
    Edimmu (Page 15)
    Fsti Capcaki (Page 32)
    Ghost King Template (work in progress, page 35)
    Gui Template (Page 35)
    Haakapaizizi (Page 32)
    Indacinga (Page 32)
    Inupasugjuk (Page 34)
    Kiwakhw (Page 33)
    Loup Garou (Page 31)
    Matlose (Page 32)
    Naked Bear (Page 35)
    N-dam-keno-wet (Page 35)
    Paija (Page 32)
    Pskegdemus/Maski-mon-gwe-zo-os (Page 35)
    Pukwudgie (Page 35)
    Siat (Page 33)
    Skatene (Page 33)
    Spearfinger (Page 35)
    Stoneclad (Page 35)
    Stonecoats (Page 34)
    Tammatuyuq (Page 33)
    Tah-Tah-Kle‘-Ah (Page 33)
    Tei-Pai-Wankas (Page 35)
    Tsiatko (Page 32)
    Tuttle Bottoms Monster (Page 32)
    Zhi Ren (Page 35)

    Other
    Adherer (Page 29)
    Agarat/Greater Agarat (Page 37)
    Algoid (Page 42)
    Al-Jahar (Page 45)
    Amiq Rasol (Page 37)
    Amphibious Jumping Tiger Shark (Page 39)
    Ammut (Page 42)
    Ancient Mariner (Page 38)
    Angreden (Page 38)
    Ankou (Page 38)
    Anthropomorphic Vermin Template (Page 34)
    Apparition (Page 46)
    Astereater (Page 31)
    Autognome (Page 40)
    Avari (Page 47)
    Averx (Page 42)
    Awakened Death Tyrant Template (Page 33)
    Bainligor (Page 47)
    Baku (Page 42)
    Barrel Beast (Page 39)
    Beast Folk (Page 37)
    Bhut (Page 37)
    Black Garbug (Page 30)
    Black Roach (Page 47)
    Blazing Bones (Page 46)
    Blindheim (Page 29)
    Bloodkiss Template (Page 33)
    Bogeyman (Page 47)
    Bog Imp (Page 42)
    Bog Mummy (Page 47)
    Bowler (Page 40)
    Braintree (Page 48)
    Caldron (Page 43)
    Campestri (Page 42)
    Carnivorous Flying Squirrel Swarm (Page 40)
    Ceratogaulus (Page 39)
    Charuntes (Page 37)
    Child of Alchemy (Page 47)
    Coffer Corpse (Page 38)
    Crane (Page 42)
    Crone of Chaos (Page 37)
    Crypt Servant (Page 35)
    Cushin Fungus (Page 41)
    Darkhood (Page 38)
    Dark Lord (Page 37)
    Death Emperor Template (Page 33)
    Death Linen (Page 41)
    Demos (Page 42)
    Dire Ceratogaulus (Page 39)
    Dire Wombat (Page 42)
    Dirtwraith (Page 42)
    Dracul (Page 47)
    Dusanu (Page 40)
    Eater of Knowledge (Page 48)
    Efreeti Noble (Page 44)
    Evolved Doomsphere Template (Page 33)
    Eye of Chaos (Page 32)
    Eye of Death Template (Page 33)
    Eye of Despair (Page 33)
    Eye of Flame (Page 32)
    Eye of Frost (Page 32)
    Eye of Shadow (Page 33)
    Examiner (Page 31)
    Executioner's Hood (Page 41)
    Exeriment 142 (Page 48)
    Facehugger (Page 35)
    False Ghoul (Page 48)
    False Vampire (Page 48)
    Fiend Knight (Page 42)
    Fiendish Orange Wombat (Page 39)
    Flail Snail (Page 39)
    Flow Fiend (Page 42)
    Forest Trapper (Page 40)
    Fractal Beholder (Page 23)
    Galvan (Page 43)
    Garden Imp (Page 42)
    Gautiere (Page 43)
    Genie, Deceiver (Page 43)
    Genie, Guardian (Page 44)
    Genie, Slayer (Page 44)
    Genie, Warmonger (Page 44)
    Ghost Mount (Page 44)
    Ghoul Frog (Page 42)
    Ghul-Kin Soultaker (Page 38)
    Ghul-Kin Witherer (Page 38)
    Ghuuna (Page 47)
    Giant Botfly (Page 39)
    Giant Vampire Frog (Page 40)
    Gibbering Viper (Page 47)
    Goatmen (Page 44)
    Gorbel (Page 31)
    Grave Eel (Page 47)
    Greater Medusa (Page 29)
    Greater Mimic (Page 40)
    Greater Sea Hag (Page 37)
    Great Ghul (Page 38)
    Greelox (Page 44)
    Groundsquid (Page 41)
    Guardgoyle (Page 44)
    Guardian Spirit (Page 44)
    Guardian Yugoloth (Page 46)
    Haagathga (Page 44)
    Hamadryad (Page 42)
    Hangman Tree (Page 44)
    Harrier (Page 44)
    Haunt (Page 37 and page 46)
    Hordling (Page 44)
    House Hunter (Page 40)
    Hurgeon (Page 42)
    Hypnos (Page 43)
    Incantfer (Page 44)
    Ice Mummy (Page 47)
    Illithid Zombie (Page 48)
    Inheriitor Lich (Page 44)
    Inquisitor (Page 44)
    Inverted Beholder (Page 26)
    IT! (Page 25)
    Jaleeda Bird (Page 44)
    Ka (Page 37)
    Kaluk (Page 45)
    Kampfult (Page 45)
    Kasharin Template (Page 31)
    Kech (Page 45)
    Ker (Page 38)
    Kercpa (Page 42)
    King-Wight (Page 37)
    Lensman (Page 31)
    Lich, Master (Page 47)
    Lich, Psionic (Page 46)
    Lightning Zombie (Page 44)
    Linqua (Page 46)
    Living Hair (Page 42)
    Lock Lurker (Page 41)
    Loup De Noir (Page 37)
    Lutum (Page 46)
    Lyrannikin (Page 45)
    Mara (Page 44)
    Methiaken (Page 48)
    Minor Elemental (Page 47)
    Mold Men (Page 42)
    Narvaezan Fiend (Page 42)
    Nightshade (Page 47)
    Nymph, Glass (Page 42)
    Nymph, Unseelie (Page 42)
    Nyraala Golem (Page 48)
    Orbus (Page 31)
    Palimpsest (Page 41)
    Peltast/Greater Peltast (Page 41)
    Piercer (Page 41)
    Pirate Beholder (Page 23)
    Plaguechanged Template (Page 48)
    Plaguechaged Elder Brain Template (Page 48)
    Poltergeist (Page 46)
    Pseudonatural Beholder (Page 33)
    Reioi (Page 47)
    Reviler (Page 38)
    Sacrol (Page 37)
    Sandman (Page 46)
    Sea Demon (Page 44)
    Sea Hermit (Page 29)
    Silat (Page 37)
    Soulstealer (Page 47)
    Space Mimic (Page 40)
    Space-Swine (Page 40)
    Spider-Horse (Page 41)
    Spiritjam (Page 45)
    Spooge Beholder (Page 26)
    Stench Kow (Page 39)
    Stolen Soul (Page 47)
    Stunjelly (Page 40)
    Sull (Page 42)
    Swan (Page 42)
    Symbiotic Jelly (Page 44)
    Tether Beast (Page 42)
    The God of the Black Pyramid (Page 36)
    Them (Page 47)
    Thorny (Page 42)
    Thunder Children (Page 46)
    Trapper (Page 40)
    Tribute Gatherer (Page 44)
    Trickster Beast (Page 40)
    Ubermenschen (Page 47)
    Umpleby (Page 42)
    Undead Mount (Page 42)
    Undead Water Monster (Page 47)
    Ur-Histachii (Page 47)
    Utujju (Page 42)
    Vampiric Wolf (Page 37)
    Vampyre (Page 25)
    Velya (Page 37)
    Violet Garbug (Page 30)
    Voidsphere Template (Page 33)
    Watcher (Page 31)
    Watch Ghost (Page 44)
    Wolf-in-Sheep's Clothing (Page 40)
    Wombat (Page 42)
    Wood Imp (Page 42)
    Wounded Bird (Page 47)
    Wraith-King (Page 38)
    Wyche (Page 47)
    Yaggol (Page 36)
    Yaggol, Brain Golem (Page 26)
    Yaggol, Elder Brain (Page 36)
    Yaggol, Ulitharid (Page 36)
    Xaver (Page 41)
    Zorbo (Page 41)
    Zygom (Page 43)
    Zytra (Page 48)

    Requests
    Absolute Template (Page 27)
    Abyssal Elemental (Page 43)
    Acrosapien (Page 7)
    Akkidae (Page 26)
    Arakune (Page 17)
    Arakune's Bugs (Page 18)
    Baby Jacks (Page 49)
    Bearmaid (Page 16)
    Beeflings (Page 33)
    Beholder, Biclops (Page 14)
    Beholder, Fractal (Page 23)
    Beholder, Pirate (Page 23)
    Black Fig (Page 43)
    Briareus (Page 20)
    Brood of Orcus (Page 43)
    The Brown Man of the River (Page 37)
    Caltiki (Page 49)
    Chestburster (Page 35)
    Cloned Xenomorph (Page 38)
    Clloned Xenomorph Queen (Page 38)
    Crococerous (Page 4)
    Crowwolf (Page 16)
    Cyborg Template (Page 26)
    Daourkind Template (Page 36)
    Deadly Nadder (Page 5)
    Derivative Template (Page 28)
    Dire Beholder (Page 19)
    Dire Butterfly (Page 15)
    Dire Crowwolf (Page 16)
    Dire Cuttlefish (Page 15)
    Dire Dog (Toy Breed, Page 10)
    Dire Furries (Page 20)
    Dire Owlbear (Page 16)
    Eyeball Swarm (Page 19)
    Exponential Template (Page 27)
    Faux Dryad (Page 43)
    Faux Tiefling (Page 43)
    Firecat (Page 1)
    Fish Bastards (Page 14)
    The Flock (Page 34)
    Fractional Template (Page 28)
    Furries (Page 19)
    Gauth Mob (Page 19)
    Giant Pistol Shrimp (Page 1)
    Giant Starfish, Sunstar (Page 8)
    Glen Manning (Page 49)
    Goby Minion (Page 5)
    Googam, Son of Goom (Page 37)
    Gronckle (Page 7)
    Grub Servitor (Page 10)
    Hamstower (Page 19)
    Hideous Zippleback (Page 7)
    Hummingator and Hummingator Swarm(Page 3)
    Imaginary Template (Page 28)
    Jack Frost (Page 49)
    Jellybats (Page 10)
    Light Puker Template (Page 35)
    Llamabird (Page 4)
    Lollipop Guardian (Page 19)
    Monster From The Id (Page 39)
    Monstrous Nightmare (Page 8)
    The Mosquito (Page 22)
    Neomorph, Adult (Page 49)
    Neomorph, Bolodburster (Page 49)
    Night Fury (Page 9)
    One Eyed One Horned Flying Purple People Eater (Page 1)
    Ouroboros (Page 23)
    Pattern Bee Swarm (Page 12)
    Phooka (Page 49)
    Possessed Lollipop (Page 19)
    Protomorph (Page 49)
    Ramming Roller (Page 12)
    Rathtar (Page 48)
    Red Panda (Page 19)
    Red Super Giant (Page 15)
    Revenant, Common (Page 48)
    Revenant, Failed (Page 48)
    Revenant, Snarlantz (Page 48)
    Sacaanti (Page 50)
    Sacaanti Abomination (Page 50)
    Sauna Bees (Page 12)
    Scryxull (Page 50)
    Sea Dragon (Page 10)
    Slaver Wasp, Swarm (Page 48)
    Slaver Wasp, Warrior (Page 48)
    Soulless Template (Page 36)
    Spiderman (Page 21)
    Stone Wolf (Page 49)
    Sun Bees (Page 12)
    Tainted Nature (Page 43)
    Teenage Mutant Ninja Template (Page 35)
    Terrible Terrors (Page 6)
    Terror Dog (Page 49)
    The Other Mother (Page 9)
    Tomb Dwarf (Page 49)
    The Watchers in the Wall (Page 2)
    Tracker Jackers (Page 15)
    The Walrus (Page 23)
    Turbo-Charged Template (Page 35)
    Tymer-haid (Page 50)
    Undead Dragoon Slayer (Page 49)
    Vampiric Beast (Page 49)
    Winchester Template (Page 35)
    Wombat of Doom (Page 23)
    Xenomorph Drone Template (Page 34)
    Xenomorph Queen Template (Page 35)
    Xenomorph Soldier (Page 35)
    Yak (Page 1)
    Zebrocerous (Page 4)
    Zombie Pirate (Page 29)


    Illithid PrC's
    Concordant (Page 48)
    Infiltrator (Page 48)
    Inquisitor (Page 48)
    Mastermind (Page 48)
    Scourge (Page 48)
    Thrall Master (Page 48)
    Tormentor (Page 48)
    Unseen (Page 48)


    Critters by Others
    Armored Superwhale, Half Gibbering Mouther, Half Pseudodragon and Imaginary Template by Inuyasha (Page 28)
    Beagle and Dire Beagle by OblivionBlade (Page 32)
    Cute Fluffy Infernal Killer Bunnies of Cuddly Death, Malevolent Homicidal Pineapple and Plastic Trash Mound by King of Nowhere (Page 41)
    Dire Hydra by Flabort (Page 17)
    Dretch and Half-Unicorn by Inuyasha (Page 29)
    Giant Flea by Briian 333 (Page 43)
    Half-Choker and Necroling Beholder by Inuyasha (Page 26)
    Hyad, Lampad, Napia, Oread and Thamnad by Metastachydium (Page 45)
    Pigrat, Raccrow and Skunkking by DhanaRagnarok (Page 45)
    Ptenion by Metastachydium (Page 46)
    Internet Troll by Debihuman (Page 41)
    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 - #3
    Firbolg in the Playground
     
    Bhu's Avatar

    Join Date
    Mar 2008
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    Hell itself (Ohio)
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    Default Re: Critters III! Now also in 5e!

    As mentioned in the previous thread, I will be doing 3.5 and 5e content now.


    Page List for Thread 3

    5e Conversions of Older Material Entries with a * also include revised 3.5 entry (actually scratch that, virtually all of them include a revised 3.5 entry)
    Abasom (Page 15)
    Adorable (Page 11)
    Adze (Page 15)
    Agogwe (Page 14)
    Aigamuxa (Page 14)
    Ally of the Hive (Page 17)
    Amanga Impisi (Page 7)
    Antbird/Antbird Swarm * (Page 1)
    Apes of Wrath* (Page 2)
    Aquamarine Hulk (Page 10)
    Archer Fish * (Page 1)
    Arctic Fox* (Page 1)
    Armordillo * (Page 1)
    Armored Turtle (Page 9)
    Asambosam (Page 14)
    Atlas Hamster (Page 13)
    Bafoon* (Page 2)
    Banana Dryad (Page 19)
    Banana Muffin Swarm (Page 12)
    Bar-Bees (Page 17)
    Batsquatch (Page 15)
    Bay-Bees (Page 17)
    Bearmaid* (Page 3)
    Beast of Blackwater Moors (Page 6)
    Beast of Busco (Page 15)
    Beecanthrope (Page 17)
    Bee Creature (Page 17)
    Bee-Blooded (Page 18)
    Bee-Damned (Page 18)
    Bee Dazzlers (Page 18)
    Bee Devil (Page 19)
    Bee-falo (Page 13)
    Bee From Outside (Page 18)
    Bee Goddess (Page 17)
    Bee Golem (Page 16)
    Bee-Gurl, Adopted (Page 18)
    Bee-Gurl, Male Drone (Page 18)
    Bee-Gurl, Princess (Page 19)
    Bee-Gurl, Queen (Page 19)
    Bee-Gurl, Scout (Page 19)
    Bee-Gurl, Soldier (Page 19)
    Bee-Headed (Page 15)
    Beehemoth (Page 14)
    Bee-Holder (Page 13)
    Beelemnoid (Page 16)
    Bee of Power! (Page 17)
    Beerded Man (Page 17)
    Beer Pudding * (Page 2)
    Beeserker (Page 17)
    Bee-Shadowed (Page 18)
    Bee Swarm (Page 13)
    Beest (Page 17)
    Beeswax Golem (Page 14)
    Bee-t (Page 13)
    Beete-Noire (Page 17)
    Beevur (Page 13)
    Beewere (Page 17)
    Beewiged (Page 19)
    Bee Witch (Page 19)
    Bell Golem (Page 9)
    Big Bee/Big Bee Swarm (Page 13)
    Bighorn Sheep *(Page 2)
    The Black Eye (Page 9)
    Black Fly Swarm (Page 7)
    Black Render (Page 7)
    Blowfly/Blowfly Swarm * (Page 1)
    Boo-Bees (Page 17)
    Booze Golem (Page 9)
    Bore* (Page 2)
    Buffalo Chicken* (Page 3)
    Bugbear* (Page 2)
    Bullfrog* (Page 1)
    Bumblebee (Page 13)
    Burning Dead (Page 8)
    Busy Bees (Page 17)
    Buzzuzu (Page 19)
    Cactus Dryad (Page 19)
    Cam-bee-on (Page 19)
    Cameleon* (Page 2)
    Carnivorous Jungle Death Penguin Swarm and Vestige (Page 12)
    Carpenter Bee (Page 13)
    Cash Cow (Page 1)
    Catfish God (Page 4)
    Cerise Hulk (Page 10)
    Cerulean Hulk (Page 10)
    Cetus Rex* (Page 3)
    Chartreuse Hulk (Page 10)
    Chicken Lord (Page 6)
    Chiropterid (Page 9)
    Corporeal Spirit (Page 7)
    Cowbird* (Page 2)
    Crab Spider* (Page 1)
    Crocerocerous* (Page 3)
    Crow Bee (Page 14)
    Crowolf/Dire Crowolf* (Page 3)
    Cuckoo Bee (Page 14)
    Cyclopean Dreadguard (Page 10)
    Darwin Monkey (Page 13)
    Death Gerbil Swarm (Page 12)
    Deel* (Page 3)
    Devilfish (Page 6)
    Devil Mice Swarm (Page 12)
    Digger Bee (Page 13)
    Dingonek (Page 14)
    Dire Ankylosaur (Page 5)
    Dire Arapaima (Page 4)
    Dire Armadillo (Page 6)
    Dire Beaver (Page 4)
    Dire Bunny* (Page 3)
    Dire Butterfly (Page 5)
    Dire Cachalot Whale (Page 4)
    Dire Ceratogaulus (Page 4)
    Dire Chameleon* (Page 4)
    Dire Chicken* (Page 3)
    Dire Cow (Page 3)
    Dire Cuttlefish* (Page 4)
    Dire Dog* (Page 4)
    Dire Duck* (Page 3)
    Dire Echidna (Page 5)
    Dire Electric Eel (Page 4)
    Dire Elephant (Page 4)
    Dire Flamingo (Page 5)
    Dire Giraffe (Page 5)
    Dire Groundhog (Page 4)
    Dire Guinea Pig* (Page 3)
    Dire Gulper Eel (Page 4)
    Dire Hagfish (Page 5)
    Dire Hamster* (Page 3)
    Dire Hare* (Page 4)
    Dire Honey Badger (Page 14)
    Dire Ibis (Page 5)
    Dire Kangaroo (Page 5)
    Dire Komodo Dragon (Page 6)
    Dire Lemurs* (Page 4)
    Dire Monkey (Page 6)
    Dire Moose (Page 4)
    Dire Muntjac Deer (Page 4)
    Dire Naked Mole Rat (Page 4)
    Dire Namaquan Rain Frog* (Page 4)
    Dire Okapi, Okapi (Page 5)
    Dire Ostrich (Page 5)
    Dire Owlbear* (Page 3)
    Dire Parakeet* (Page 4)
    Dire Parrot* (Page 3)
    Dire Pelican (Page 5)
    Dire Penguin (Page 5)
    Dire Pigeon (Page 4)
    Dire Pika (Page 4)
    Dire Piranha (Page 5)
    Dire Platypus (Page 5)
    Dire Pocket Gopher Swarm (Page 4)
    Dire Poison Arrow Frog (Page 6)
    Dire Porcupine (Page 4)
    Dire Rhea (Page 5)
    Dire Rock Wallaby (Page 5)
    Dire Rust Monster (Page 6)
    Dire Shrew (Page 4)
    Dire Spitting Cobra (Page 6)
    Dire Squirrel* (Page 4)
    Dire Stingray (Page 5)
    Dire Swan* (Page 3)
    Dire Tamandua (Page 6)
    Dire Toucan (Page 5)
    Dire Tree Kangaroo (Page 5)
    Dire Turkey* (Page 3)
    Dire Vampire Squid (Page 9)
    Dire Vole (Page 4)
    Dire Whitetail Deer* (Page 4)
    Dire Wombat, Wombat (Page 5)
    Dragon Millipede (Page 6)
    Drei (Page 8)
    Durian Dryad (Page 19)
    Edible Golem (Page 9)
    Electric Yak (Page 9)
    Emela-ntouke
    Evil Clown (Page 19)
    Face Eater (Page 8)
    Fairy Shrimp* (Page 1)
    Figgy Pudding* (Page 2)
    Fire Beetle* (Page 2)
    The Fly People (Page 7)
    Freed Outsider (Page 19)
    Fungal Golem (Page 10)
    Funk Ape (Page 8)
    Fur-Bees (Page 17)
    Fuschia Hulk (Page 10)
    Gak, Space Chicken (Page 9
    Giant Exploding Ant (Page 6)
    Ghost Frog/Ghost Frog Swarm* (Page 2)
    Giant Banana Slug (Page 6)
    Giant Man O' War (Page 5)
    Giant Mosquito (Page 12)
    Giant Pistol Shrimp (Page 5)
    Giant Polychaete Worm (Page 5)
    Giant Tarantula (Page 6)
    Giant Tick (Page 12)
    Giant Urchin (Page 5)
    Goby Minion (Page 5)
    Green Hulk (Page 10)
    Grey Hulk (Page 10)
    Gunpowder Golem (Page 9)
    Habanero Dryad (Page 19)
    Hairbeast (Page 12)
    Hamstower* (Page 2)
    Hero Shrew* (Page 2)
    Heyve (Page 17)
    Hive Golem (Page 14)
    Hiveless (Page 18)
    Honey Bee (Page 13)
    Honey Ooze/Blood Honey Ooze (Page 14)
    Hornface Bee (Page 13)
    Hummingator/Hummingator Swarm* (Page 3)
    Hummingbird Swarm (Page 11)
    Jungle Ghost/Jungle Ghost Mob (Page 8)
    Kalanoro (Page 14)
    Kikiyaon (Page 14)
    Killer Bee (Page 13)
    Kraken, Ammonoid (Page 9)
    Kraken, Cirrate (Page 9)
    Kraken, Ghost (Page 9)
    Krampus (Page 15)
    Lavendar Hulk (Page 10)
    Leech, Biggie Sized (Page 6)
    Lemming Swarm (Page 6)
    Liberator Fish (Page 13)
    Light Puker (Page 11)
    Llamabird* (Page 3)
    Lukwata (Page 15)
    Mad Turtle Swarm (Page 12)
    Magenta Hulk (Page 10)
    Mahamba (Page 14)
    Mamlambo (Page 15)
    Main Lobster* (Page 2)
    Mangai (Page 8)
    Mason Bee (Page 13)
    Marble Golem (Page 9)
    Mimic, Concubine (Page 7)
    Mimic Sheep (Page 13Mokole-Mbembe (Page 15)
    The Mosquito (Page 6)
    Moss Dryad (Page 19)
    Mother of all Hummingbirds (Page 6)
    Mountain Boomer (Page 15)
    Mulilo (Page 14)
    Mushroom Dryad (Page 19)
    Mysterious Magical Maniacal Miniaturized Moose Swarm (Page 12)
    Nerf Golem (Page 10)
    One Eyed One Horned Flying Purple People Eater (Page 8)
    Orange Hulk (Page 10)
    Owl-Honey Badger* (Page 3)
    Pack Mouse* (Page 2)
    Pale Shark (Page 8)
    Pan-Da* (Page 1)
    Pattern Bee Swarm (Page 13)
    Periwinkle Hulk (Page 10)
    Pidgin* (Page 2)
    Piranhakeet Swarm* (Page 3)
    Poop Golem (Page 9)
    Putty Panda (9)
    Rabid Hushpuppy Swarm (Page 12)
    Ram* (Page 2)
    Ray-Bees (Page 17)
    Rhinoctopus* (Page 3)
    Rosebush Dryad (Page 19)
    Sage Buzzard * (Page 2)
    Sauna Bee Swarm (Page 13)
    Scorpionfly Swarm (Page 7)
    Seeeweed Dryad (Page 19)
    Sepia Hulk (Page 10)
    Serf (Page 18)
    Serpopard (Page 14)
    Shark Bird/Shark Bird Flock* (Page 3)
    Sienna Hulk (Page 10)
    Skunk Cabbage* (Page 3)
    Smiley Faced Spider (Page 12)
    Snow Golem (Page 9)
    Spectral Ape/Dire Ape (Page 7)
    Spectral Swarm (Page 7)
    Spectral Vermin (Page 7)
    Stollenwurm/Tatzelwurm (Page 15)
    Stout Stoat* (Page 2)
    Sun Bee (Page 13)
    Superhero (Page 11)
    Swarm Fish (Page 12)
    Sweat Bee (Page 13)
    Teal Hulk (Page 10)
    Therabee (Page 18)
    Tholos (Page 18)
    Tick Swarm (Page 12)
    Titan Budgie (Page 9)
    Trash Gryphons* (Page 3)
    Troll Boar* (Page 3)
    Turbo Charged (Page 11)
    Turkey* (Page 2)
    Umdhlebi (Page 14)
    Unfeeling Brute (Page 12)
    Vampire Baby Swarm (Page 17)
    Vampire Bait (Page 17)
    Vampire Dryad (Page 19)
    Vampire Squid (Page 7)
    Vampiric Vermin (Page 12)
    Vorpal Shrew Swarm (Page 12)
    Vultire Bee (Page 13)
    Wanna-Bees (Page 17)
    Were Flamingo (Page 11)
    Were Hippo (Page 11)
    Were Human (Page 11)
    Were-Kitten (Page 11)
    Were Komodo Dragon (Page 11)
    Were Otter (Page 11)
    Were Pink Fairy Armadillo (Page 11)
    Were Porcupine (Page 11)
    Were Wombat (Page 11)
    Whale Golem (Page 9)
    Winchester (Page 10)
    Wolpertinger (Page 15)
    Wombat of Doom (Page 13)
    Wooly Ettercap (Page 7)
    Zebrocerous* (Page 3)
    Zombee (Page 16)

    New Material in 3.5 and 5e
    Advanced Flesh Golem (Page 15)
    Bear Golem (Page 15)
    Cap-bee-ara (Page 18)
    Centhahx (Page 8)
    Chainsaw Bear (Page 13)
    Chicken Golem (Page 16)
    Combustible Chicken (Page 8)
    Demon, Buffed (Page 19)
    Demon, Pretty (Page 19)
    Dire Tardigrade (Page 5)
    Drak (Page 16)
    Dundas Island Black Flies (Page 15)
    Dynami (Page 18)
    Emu (Page 9)
    Emu, Lord (Page 9)
    Exallos (Page 18)
    Froggie Minion (Page 6)
    Froura (Page 18)
    Fur Angel (Page 7)
    Golhoon (Page 10)
    Headless Mule (Page 9)
    Fire Succubi (Page )
    The Flock (Page 8)
    Gargantua (Page 18)
    Grootslang (Page 15)
    Impundulu (Page 15)
    Invisiblob (Page 16)
    Kryfios (Page 18)
    Lindwurm (Page 15)
    Lizardman of Scape Ore Swamp (Page 16)
    Lumian Death Crab (Page 12)
    Madame Koi Koi (Page 15)
    Mad Mad Monke (Page 13)
    Mamba Mutu (Page 15)
    Manananggal (Page 8)
    The Martenses (Page 8)
    Molotov Cockatiel (Page 13)
    Muck Whale (Page 8)
    Mycete kyria (Page 19)
    Octosquatch (Page 16)
    Ngoubou (Page 15)
    Nguma-Momene (Page 15)
    Ninki Nanka (Page 15)
    Noctral (Page 1)
    Olitiau (Page 15)
    Pale Horee (Page 8)
    Penanggalan (Page 8)
    Penguin Seal (Page 3)
    Perrault's Crow (Page 7)
    Planetnik (Page 16)
    The Pope Lick Monster (Page 7)
    Raccoons of Fire and Fury/3 Raccoons in a People Suit (Page 6)
    River Ghost (Page 7)
    Shark Golem (Page 15)
    Sheepsquatch (Page 16)
    The 6 Million GP Space Hamster (Page 10)
    Spirit Bird (Page 8)
    Temps (Page 19)
    Thessalmonster (Page 16)
    Time Fly/Time Fly Swarm (Page 2)
    Toadviathan (Page 13)
    Totenkopfspinne (Page 16)
    Toxotis (Page 18)
    Vampire Fruit (Page 7)
    Vampire Giant (Page 9)
    Vampire Golem (Page 16)
    Walrider (Page 15)
    Waraikumo (Page 7)
    Were Fiend (Page 11)
    Wiederganger(Page 16)
    Wildebeest (Page 17)


    5E Versions of earlier edition stuff (sometimes 3.5 too)
    Black Spawn of Tiamat (Page 17)
    Bloodbloater Swarm (Page 16)
    Bloodfiend Locust Swarm (Page 14)
    Bloodmote Cloud (Page 14)
    Blue Spawn of Tiamat (Page 17)
    Brood Gibberling/Gibberling (Page 18)
    Burrow Root (Page 19)
    Corrupture (Page 16)
    Demonflesh Golem (Page 16)
    Dhour (Page 18)
    Diakk, Carcene (Page 1)
    Diakk, Varath (Page 1)
    Dragonflesh Golem (Page 16)
    Fetid Fungus (Pafe 19)
    Flareeater (Page 17)
    Fleshjelly (Page 16)
    Flotsam Ooze (Page 16)
    Foulspawn (Page 18)
    Giant Bee (Page 13)
    Green Spawn of Tiamat (Page 17)
    Gulguthhydra (Page 18)
    Hellwasp Swarm (Page 14)
    Ironmaw (Page 19)
    Kaorti (Page 18)
    Kelp Angler (Page 19)
    Mooncalf (Page 8)
    Nymph (Page 17)
    Octopus Tree (Page 19)
    Protein Polymorph (Page 16, also in 3.5)
    Rapture Locust Swarm (Page 14)
    Red Spawn of Tiamat (Page 17)
    Reekmurk (Page 16)
    Rukanyr (Page 18)
    Skybleeder (Page 18)
    Spirrax (Page 18)
    Sporebat (Page 19)
    Stunjelly (Page 16, also in 3.5)
    Tall Mouther (Page 8)
    Vinespawn (Page 19)
    White Spawn of Tiamat (Page 17)
    Wizened Elder (Page 19)
    Wyste (Page 18)


    Critter by Others
    Jonquil Hulk (by Metastachydium, Page 11)
    Last edited by Bhu; 2023-07-03 at 09:27 PM.
    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 - #4
    Firbolg in the Playground
     
    Bhu's Avatar

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

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



    Cash Cow
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! I'm your host Harlan Jergens, and this is my easily cloned assistant Jim! Today on Wild Kingdom we'll be taking a look at Bos Aureus, more popularly known as the Cash Cow. Fairly similar looking to modern cattle, they weigh almost twice as much due to the metallic compounds infusing their bodies. They're thought to have originated in the land of Rivenburgh, and have since spread throughout the world."

    Centers of Industry
    "Cash Cows are mineral eaters, who can somehow eat raw ore and, er, 'refine' it into pure metals. Over time most of their organs become a flexible organic metal, and many are stolen for this reason. Their incredible weight and durable nature make this a difficult task for would be rustlers. Allow me to demonstrate!"

    Magic Origin
    "Careful Jim! It's said the Cash Cattle were the brainchild of Prak the Mad, and as we all know his creations can be rather...frisky."

    "MOO!"

    "Sweet Jebus!"
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    [img]png[/img]
    The image has a 7 both before and after (2d6) under charge; I don't suppose the latter's, well, supposed to be there.

    Bos Aurum
    Bos is never neutral and aurum is a noun; it should be Bos aureus or Bos aurea (if it is indeed always a cow, i.e. female).


    Oh, and do I remember correctly that you're mostly converting pre-3.5 stuff? If so, is there a chance you'll make a 3.5 update for noctrals and diakka?
    Last edited by Metastachydium; 2022-03-12 at 03:10 PM.

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

    Quote Originally Posted by Metastachydium View Post
    The image has a 7 both before and after (2d6) under charge; I don't suppose the latter's, well, supposed to be there.



    Bos is never neutral and aurum is a noun; it should be Bos aureus or Bos aurea (if it is indeed always a cow, i.e. female).


    Oh, and do I remember correctly that you're mostly converting pre-3.5 stuff? If so, is there a chance you'll make a 3.5 update for noctrals and diakka?
    I'm new to the program I'm using for the 5e stuff, there may be typos for a bit.

    I'll still be doing 3.5 stuff along with conversions of y older material. It's just that new all newer critters will be in 3.5 and 5e if they don't already have a 5e statblock. Lemme see if there's stats for the critters you mention and if not I'll do them up.
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    I'm new to the program I'm using for the 5e stuff, there may be typos for a bit.
    Eh, typos happen.

    Lemme see if there's stats for the critters you mention and if not I'll do them up.
    Thanks!

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

    Armordillo
    Small Magical Beast
    Hit Dice: 2d10+10 (21 hp)
    Initiative: -2
    Speed: 20 ft. (4 squares), Burrow 5 ft.
    Armor Class: 18 (+1 Size, -2 Dex, +9 Natural), touch 9, flat-footed 18
    Base Attack/Grapple: +2/-2
    Attack: Nibble +3 melee (1d3)
    Full Attack: Nibble +3 melee (1d3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities: Dark Vision 60 ft., Invulnerability10/-, Immunities, Hard to Budge, Scent, Fortified
    Saves: Fort +8, Ref +1, Will +0
    Abilities: Str 10, Dex 6, Con 20, Int 1, Wis 10, Cha 2
    Skills: Listen +5, Spot +4
    Feats: Alertness
    Environment: Warm Plains
    Organization: Solitary
    Challenge Rating: 2
    Treasure: None
    Alignment: Neutral
    Advancement: 3-4 HD (Small)
    Level Adjustment: ---

    "Martha...I just broke my sledgehammer on thet critter's head. Time to call the professionals..."

    The Armordillo appears to be a normal armadillo in all respects except 3:

    It is a voracious devourer of vegetable crops.
    It is incredibly heavy (200+ pounds) for it's size.
    It has no fear.

    Whether it was created , or evolved naturally, 10 out of 10 farmers agree the Armordillo has to go. The problem is how. The things are damn near invulnerable, so unless they're willing to shell out serious money for help, they're stuck with them.

    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 Armordillo has Invulnerability 10. That means it negates the first 10 points of damage from any attack (this includes untyped damage).

    Immunities (Ex): The Armordillo is immune to Fear or morale based effects. It is also immune to non lethal damage, and cannot be Stunned, Dazed, or Staggered.

    Fortified (Ex): If an enemy confirms a critical result on an attack roll the Armordillo has a 50% chance of making it just a normal hit.

    Hard to Budge (Ex):The Armordillo does not take a Size Penalty when resisting Grapple, Bull Rush, or Trip checks. It also has a +4 Racial Bonus when resisting such checks.

    Combat: Armordillo's never initiate combat. They go about their business of devouring crops, and sometimes even ignore attackers if they can't manage to do any damage. The sight of a bunch of villagers breaking their farming tools on the back of a small critter has stunned more than one PC. Usually just before desperate villagers agree to pay them to remove the things. They're less of a hazard or wandering monster, and more of a stubborn obstacle.




    Armordillo
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens, and this is my easily frustrated assistant Jim! Today on Wild Kingdom we'll be taking a look at the Armrdillo, also known as Dasypus loricatus. Believed to be a descendant or offshoot of the more common 7 Banded Armadillo, how they acquired their incredible armor isn't known. Thanks to it, they have no natural predators, or at least none willing to put forth the effort that would be needed. Isn't that right Jim?"

    A Threat To Crops
    "We've been trying to move this thing from Farmer John's fields all day Harlan, and it looks like we're now waiting on a local mage to give us an estimate on how much he'll charge to just Plane Shift the darn thing. Armordillo's have been one of the greatest threats to crops in Texicas, they are somehow rapidly spreading to other countries despite their limited mobility. Fortunately, they don't seem very aggressive. Unless you have food."

    Origin and Purpose Unknown
    "It's strange that they have no known origin Jim. No Wizard's Guild claims them, and they appear rather suddenly in several distinct areas all at once in the natural records we have available.."

    "So y'all gonna git that thing outta mah taters soon?"
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    Default Re: Critters III! Now also in 5e!

    Noctral
    Medium Outsider (Good, Lawful, Extrapllanar)
    Hit Dice: 5d8+10 (32 hp)
    Initiative: +3
    Speed: 10 ft. (2 squares), Fly 90 ft. (Good)
    Armor Class: 22 (+3 Dex, +9 Natural), touch 13, flat-footed 19
    Base Attack/Grapple: +5/<+7
    Attack: Talon +7 melee (2d4+2)
    Full Attack: 2 Talons +7 melee (2d4+2) and 1 Bite +2 melee (1d6+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Swoop, Spell-Like Abilities
    Special Qualities: See in Darkness, Telepathy 1 Mile., SR 15
    Saves: Fort +6, Ref +7, Will +8
    Abilities: Str 14, Dex 16, Con 14, Int 18, Wis 18, Cha 18
    Skills: Bluff +12, Diplomacy +12, Hide +11, Intimidate +12, Knowledge (any 3) +12, Listen +20, Move Silently +11, Sense Motive +12, Spot +20, Survival +12
    Feats: Fly-by Attack, Hover
    Environment: Mount Celestia
    Organization: Solitary
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Lawful Good
    Advancement: 6-7 HD (Medium), 8-15 HD (Large)
    Level Adjustment: ----

    "Aren't you a Celestial? What are you doing at an Evil Minions symposium?"

    "Sssshhhh! I'm undercover."

    "No you aren't, you're a giant owl. Kinda hard to hide."

    Noctrals are giant, intelligent birds that stand as tall as a man, with a wingspan of up to 20 feet. They resemble Screech or Bar Owls with dove gray or black feathers, and golden eyes. Inhabitants of Mount Celestia, they are often sought as advisers due to the large amounts of knowledge they accumulate. Many have specialties, such as mathematics, astrology or arcana. Would be seekers of knowledge should remember that despite their manners and seeming kindliness, the Noctral are still ambush predators that hunt for food. Harming them is ill-advised, especially since Gods and Celestials number among their friends.

    Swoop (Ex): If the Noctral makes a Charge attack while flying it gets to make both of it's Talon attacks. It also doesn't take the -2 Penalty to AC for making a Charge.

    Spell-Like Abilities (Sp): At Will: Discern Lies, Speak With Animals, Tongues. 3/Day: Invisibility, Legend Lore. Caster Level is 15th, Save DC is Charisma based.

    See in Darkness (Su): Noctrals can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

    Skills: Noctrals gain a +8 Racial Bonus on Listen and Spot Checks.

    Combat: Noctrals rarely seek combat, often turning invisible and fleeing. They know what Evil can do if their knowledge gets into it's hands, and will do what is necessary to prevent that happening. If forced to, they make use of their swoop attack.



    Noctral
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! I'm your host Harlan Jergens, and this is my suddenly nervous assistant Jim! Today on Wild Kingdom we'll be taking a look at the Giant Celestial Owl."

    "We have names Harlan. We are not merely owls. We are Noctrals."

    Scholars Of Mount Celestia
    "Noctrals are living repositories of knowledge. Even the powers that be occasionally consult them, for they know many things."

    "For example, we know you are the 75th Jim."

    "What's he on about Harlan?"

    They Always Know The Truth
    "Why I have no idea Jim! How dare you cast aspersions on my character sir!""

    "We had not mentioned your fault in that matter yet Mr. Jurgens."
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    Noctral
    I absolutely love it! Have a big great thank you!
    It does not need Hover, since flyers with good maneuverability can hover by default, but otherwise it's perfect!

    Quote Originally Posted by Bhu View Post
    Armordillo
    This is a cute one too. I like it.

    The things are damn near invulnerable, so unless they're willing to shell out serious money for help, they're stuck with them.
    [Malicious grin.] Hey, didn't you specifically caution me not to do unkillable harmless little critters?

    Dasymus armatus
    Dasymus is an alternate spelling for Dasymys, a genus of swamp rats from Africa; what you're looking for is Dasypus. Also, armatus (as an adjective) means 'armed(/equipped)'; I'd recommend loricatus, meaning 'armoured'.
    Last edited by Metastachydium; 2022-03-21 at 06:02 AM.

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

    Quote Originally Posted by Metastachydium View Post
    I absolutely love it! Have a big great thank you!


    [Malicious grin.] Hey, didn't you specifically caution me not to do unkillable harmless little critters?
    That's why it has a slow speed and no offense or attitude. If you can't affect it, it won't attack, and even when it does it's readily escape-able. They're meat to be more obstacle than fighting opponent.


    The Diakk will be up soon, I just need to figure out their dance for the 5e version, or eschew it with a touch. They were pretty underpowered for Fiends, so I gave them the same resistances all the other critters from their plane has.
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    Default Re: Critters III! Now also in 5e!

    Antbird
    Tiny Magical Beast
    Hit Dice: 2d10 (11 hp)
    Initiative: +2
    Speed: 5 ft. (1 square), Fly 60 ft (Good)
    Armor Class: 16 (+2 Size, +2 Dex, +2 Natural), touch 14, flat-footed 14
    Base Attack/Grapple: +2/-6
    Attack: Bite +6 melee (1d3+1d3 acid)
    Full Attack: Bite +6 melee (1d3+1d3 acid)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Improved Grab
    Special Qualities: Dark Vision 60 ft., Scent
    Saves: Fort +3, Ref +5, Will +1
    Abilities: Str 10, Dex 15, Con 10, Int 1, Wis 12, Cha 9
    Skills: Listen +3, Spot +4
    Feats: Weapon Finesse
    Environment: Warm Plains, Forest, or Swamp
    Organization: Solitary or flock (10-1000)
    Challenge Rating: 1
    Treasure: None
    Alignment: Neutral
    Advancement: 2-3 HD (Small), 4-6 HD (Medium)
    Level Adjustment: ---

    "Abner...git me mah bird shootin' thingy. Them freak birds is in the corn agin."

    Antbirds are an unholy mingling of ant and bird created by the same magic process that created owlbears. Unfortunately the magic was just as faulty, and the things wreak havoc when they swarm each year for mating season, eating everything in sight. It is said their creator was creatively murdered at the hands of a mob of farmers. Which is astonishing if true.

    Improved Grab (Ex): If the Antbird succeeds in biting an opponent it can make a grapple check as a free action without provoking an attack of opportunity. If it succeeds it does bite damage each round the hold is maintained.

    Combat: Antbirds usually fly straight at their opponent, latch on, and bite until it dies, or it wounds the Antbird. If there is a swarm they attack en masse, stripping crops, livestock, and even people.


    Antbird Swarm
    Tiny Magical Beast (Swarm)
    Hit Dice: 12d10 (66 hp)
    Initiative: +6
    Speed: 5 ft. (1 square), Fly 60 ft (Good)
    Armor Class: 19 (+2 Size, +2 Dex, +5 Natural), touch 14, flat-footed 17
    Base Attack/Grapple: +12/-
    Attack: Swarm (3d6+3d6 acid)
    Full Attack: Swarm (3d6+3d6 acid)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction
    Special Qualities: Dark Vision 60 ft., Scent, Half damage from slashing and piercing, Swarm traits
    Saves: Fort +8, Ref +10, Will +5
    Abilities: Str 10, Dex 15, Con 10, Int 1, Wis 12, Cha 9
    Skills: Listen +8, Spot +9
    Feats: Improved Initiative
    Environment: Warm Plains, Forest, or Swamp
    Organization: Solitary or flock (10-20)
    Challenge Rating: 7
    Treasure: None
    Alignment: Neutral
    Advancement: None
    Level Adjustment: ---

    Distraction (Ex): Any living creature that begins its turn with a Antbird swarm in its space must succeed on a DC 16 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

    Combat: An Antbird Swarm surrounds and attacks any living prey it encounters.







    Antbird
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom we'll be taking a look at a potential Antbird infestation in the official Mutual of Gnomeahaw Palantir! jim! Are you there Jim? Can you hear me?"

    Not Really Eusocial, As They Apparently Have No Queen
    "Yes Harlan, I can hear you, as can the unholy abomination hovering inches from my face"

    "I'm told they're heavily arboreal in nature Jim. Are you close to the treeline?"

    "We're in a forest Harlan. Everything is treeline."

    Make Sure Your Insurance Is Paid
    "Now is probably the perfect time to remind our viewers of our sponsor, Mutual of Gnomeahaw! Are you a heavily armed drifter the townies consider expendable when they ask you to solve their difficulties? Do you live within 100 miles of a Wizards school?Is your Mother In Law a known Entity of Power? Well you need Mutual of Gnomeahaw! Mutual of Gnomeahaw has a vast storage of powdered diamond available for loan when you need brought back from the dead! We also provide Clerical discounts! Isn't that right Jim?"

    "I'm a little more interested in Evocation spells at the moment Harlan."
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    Default Re: Critters III! Now also in 5e!

    Do you still want the dance of weakness for the 5e Diakka? Their touch attack is actually more useful.
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    Do you still want the dance of weakness for the 5e Diakka? Their touch attack is actually more useful.
    To be honest, I don't care much either way. I wouldn't bat an eye if there weren't a 5e version at all. So, your call!

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    Diakk, Carcene
    Medium Outsider (Evil, Extraplanar)
    Hit Dice: 8d8+16 (52 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: 20 (+3 Dex, +7 Natural), touch 13, flat-footed 17
    Base Attack/Grapple: +8/+10
    Attack: Claw +10 melee (2d4+2)
    Full Attack: 2 Claws +10 melee (2d4+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities, Weakness, Dance of Weakness
    Special Qualities: Darkvision 60 ft., SR 16, Immune to Poison and Acid damage, Energy Resistance 10 (Cold, Electricity, Fire)
    Saves: Fort +8, Ref +9, Will +6
    Abilities: Str 14, Dex 16, Con 14, Int 10, Wis 10, Cha 15
    Skills: Bluff +10, Climb +10, Escape Artist +11, Hide +13, Intimidate +10, Jump +10, Listen +8, Move Silently +13, Sense Motive +8, Spot +8, Survival +8
    Feats: Dodge, Mobility, Stealthy
    Environment: The Gray Waste
    Organization: Solitary, Pair or Gang (3-12)
    Challenge Rating: 5
    Treasure: None
    Alignment: Neutral Evil
    Advancement: 9-16 HD (Medium)
    Level Adjustment: ---

    "Phyllis? What are you doing at the convention?

    "Selling the multiverse on the wonders of the Diakk as minions. Did you know most of them live in poverty?"

    "Might that be because they have no concept of money, and eat whoever gets close enough?"

    The Carcene are the smarter of the two Diakk species, appearing as squat, pelican faced humanoids with long claws. They range in color from black to dark green to maroon. They usually direct flocks of their fellows (at least while they're successful).

    Weakness (Su): A Diakk can weaken a foe by making a special touch attack. The opponent must succeed on a DC 16 Fortitude save or take 1d6 points of Strength damage. The save DC is Charisma-based.

    Spell-Like Abilities (Sp): At will: Ghost Sound. 3/Day: Jump. Caster level 6th. The save DC is Charisma-based.

    Dance of Weakness (Su): A Diakk can dance and chant as a full-round action—at the end of three rounds, a wave of enervating energy is emitted, dealing 1d6 temporary Str damage to all non-diakka in a 30 foot radius (Fortitude DC 16 negates). For each additional diakk that joins the dance, the save DC increases by 1 and the Str damage increases by one, to a maximum of 1d6+3 when four or more diakka are dancing (the save DC continues to increase for additional diakka). The dance immediately ends and must be started anew if any participating diakk is slain, stunned or otherwise prevented from dancing. The save DC is Charisma based.

    Combat: Diakk are sneaky and watchful, and will not attack until they have ascertained their potential preys vulnerabilities, and whether or not they have a chance at taking them. They prefer attacking only when they outnumber foes.




    Diakk
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! I'm your host Harlan Jergens, and today we're coming to youlive from the Gray Waste of Hades!"

    "Hello Harly.."

    "Phyllis? I'd forgotten you lived here..."

    "You're on a first name basis with a Night Hag?"

    Night Hag Servants

    "He's on more than a first name basis my dear clone."

    "Why does everyone keep calling me that?""

    "Give it up Harly, my minions have you surrounded."

    "What are these bird-like creatures?"

    They Always Travel In Packs
    "They're called Diakk Jim. They're one of the more common species here."

    "I'd command them to eat you, but I don't want to give them indigestion."
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    Diakk, Varath
    Large Outsider (Evil, Extraplanar)
    Hit Dice: 6d8+18 (45 hp)
    Initiative: +2
    Speed: 50 ft. (10 squares)
    Armor Class: 21 (-1 Size, +2 Dex, +10 Natural), touch 11, flat-footed 19
    Base Attack/Grapple: +6/+13
    Attack: Bite +8 melee (2d6+4)
    Full Attack: Bite +8 melee (2d6+4)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Spell-Like Abilities, Weakness, Dance of Weakness
    Special Qualities: Darkvision 60 ft., SR 16, Immune to Poison and Acid damage, Energy Resistance 10 (Cold, Electricity, Fire)
    Saves: Fort +8, Ref +7, Will +5
    Abilities: Str 16, Dex 14, Con 16, Int 6, Wis 10, Cha 15
    Skills: Bluff +8, Climb +9, Hide +6, Intimidate +8, Jump +9, Listen +6, Move Silently +10, Spot +6, Survival +6
    Feats: Dodge, Mobility, Stealthy
    Environment: The Gray Waste
    Organization: Solitary, Pair or Gang (3-12)
    Challenge Rating: 5
    Treasure: None
    Alignment: Neutral Evil
    Advancement: 7-12 HD (Large)
    Level Adjustment: ---

    "They are rather peckish Phyllis."

    "They are Evil Minions..."

    Varath are tall humanoid looking creatures with sharp, stork-like bills. Their oily plumage is sparse, and color ranges from pea green to gray to rust. They are often used as cheap thugs by both their fellows and the Night Hags, and otherwise just try to eat whatever wanders close.

    Weakness (Su): A Diakk can weaken a foe by making a special touch attack. The opponent must succeed on a DC 15 Fortitude save or take 1d6 points of Strength damage. The save DC is Charisma-based.

    Spell-Like Abilities (Sp): At will: Ghost Sound. 3/Day: Jump. Caster level 6th. The save DC is Charisma-based.

    Dance of Weakness (Su): A Diakk can dance and chant as a full-round action—at the end of three rounds, a wave of enervating energy is emitted, dealing 1d6 temporary Str damage to all non-diakka in a 30 foot radius (Fortitude DC 15 negates). For each additional diakk that joins the dance, the save DC increases by 1 and the Str damage increases by one, to a maximum of 1d6+3 when four or more diakka are dancing (the save DC continues to increase for additional diakka). The dance immediately ends and must be started anew if any participating diakk is slain, stunned or otherwise prevented from dancing. The save DC is Charisma based.

    Combat: Diakk are sneaky and watchful, and will not attack until they have ascertained their potential preys vulnerabilities, and whether or not they have a chance at taking them. They prefer attacking only when they outnumber foes.




    Diakk
    "Fortunately I have an emergency Plane Shift up my sleeve! To me, Jim!" *POOF*

    "Exactly what was all that nonsense?"

    Ambush Predators

    "We were there to interview the Diakk peoples Jim, long considered the bottom of the social ladder of Hades. I had forgotten many of them were ruled by Night Hags."

    "Are they dangerous?"

    "The Diakk are always hungry, and it's made worse by their traveling in flocks. The ones you really have to watch out for are the ones ruled by other, smarter entities. The Diakk d not have the cunning necessary to make the best use of their abilities."

    "Can they follow us?"

    "No, thankfully. Phyllis might be able to though."

    "She called me a clone."

    "Never listen to Night Hags Jim."
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    Archer Fish
    Small Magical Beast (Aquatic)
    Hit Dice: 2d10 (11 hp)
    Initiative: +3
    Speed: Swim 40 ft. (8 squares)
    Armor Class: 15 (+1 Size, +3 Dex, +1 Natural), touch 14, flat-footed 12
    Base Attack/Grapple: +2/-5
    Attack: Spit +6 Ranged (1d6/x3)
    Full Attack: Spit +6 Ranged (1d6/x3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spit
    Special Qualities: Dark Vision 60 ft.
    Saves: Fort +3, Ref +6, Will +0
    Abilities: Str 5, Dex 17, Con 11, Int 2, Wis 11, Cha 6
    Skills: Listen +2, Spot +3
    Feats: Point Blank Shot
    Environment: Warm Aquatic
    Organization: Solitary or School (6-30)
    Challenge Rating: 1
    Treasure: None
    Alignment: Neutral
    Advancement: 2-3 HD (Medium)
    Level Adjustment: ---

    "Abner...git the preacher. Thet carp done shot me!"

    Magicians have always been known for trying to breed magical guardians, so it isn't surprising that one day some madman would invent a really large fish that could puke arrows. Well actually they're arrow like bits of Force, but that's precious little difference to the rural fishermen being shot by them.

    Spit(Su): The Archer Fish can spit arrows of force. This is a Standard Action with a 100 ft. range, and firing it under water, or at opponents out of the water doesn't provide any penalties to the attack/damage rolls.

    Skills: The Archer Fish has a +8 Racial Bonus to Swim checks, and can always take 10 on a swim check even if threatened or endangered. It may use the Run action while swimming in a straight line.

    Combat: The Archer Fish rarely initiates combat as long as nothing approaches within 10' that seems threatening. Then it burps arrows till the threat dies, or flees the area (or seems threatening enough that the fish decides to flee).




    Archer Fish
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom, Jim has been sent in search of the elusive Archer Fish, a freshwater lake fish that can supposedly expectorate Force projectiles. Have you found anything Jim?"

    Wizards? I Think Not
    "Yes Harlan, the locals claim the river is haunted, and we're now theorizing these fish may have evolved their Force abilities as a way of not only securing prey, but in dealing with the incorporeal."

    "Are there any ghosts in the vicinity?"

    "Quite a few. We're having to use magic to avoid their notice."

    Some Hours Later
    PEW PEW PEW PEW

    "They have us pinned down Harlan! The ghosts may not have noticed us but the fish did!"

    "What's that to your South Jim?"

    "That...that is a ghost shark..."
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    Blowfly
    Fine Magical Beast (Air)
    Hit Dice: 1d10 (5 hp)
    Initiative: +0
    Speed: 5 ft. (1 square), Climb 5 ft., Fly 40 ft. (Good)
    Armor Class: 18 (+8 Size), touch 18, flat-footed 18
    Base Attack/Grapple: +1/-20
    Attack: -
    Full Attack: -
    Space/Reach: 1/2 ft./0 ft.
    Special Attacks: Gust of Wind
    Special Qualities: Dark Vision 60 ft., Scent
    Saves: Fort +2, Ref +2, Will +0
    Abilities: Str 1, Dex 10, Con 10, Int 1, Wis 11, Cha 10
    Skills: Climb+3, Hide +16, Listen +4, Spot +4
    Feats: Alertness
    Environment: Any
    Organization: Solitary or Swarm (6-30)
    Challenge Rating: 1/2
    Treasure: None
    Alignment: Neutral
    Advancement: -
    Level Adjustment: ---

    "Abner...this has to be the low point of our career..."

    "Naw. Remember when we got our asses kicked by that giant duck?

    Blowflies are large black flies invented by a madman in his magical labs for purposes of amusement. And by amusement we mean vengeful prank on the local populace who refused to accept their place as his servants. They are generally regarded as among the most hated magical creations known today, even more reviled than the Owlbear. Large swarms of them are rumored to produce hurricane like winds, destroying communities. They appear to be hideous flies roughly 2 inches long.

    Gust of Wind (Su): The Blowfly may cast the spell Gust of Wind as a Supernatural ability at will as a 3rd level Sorcerer.

    Skills: Blowflies get a +8 Racial Bonus to Climb checks, and can always take 10 on climb checks even if rushed or threatened.

    Combat: Nervous flies blast any source of irritation or fear with Gust of Wind and fly away. But the little monsters keep coming back, Just like real flies.


    Blowfly Swarm
    Fine Magical Beast (Air)
    Hit Dice: 12d10 (66 hp)
    Initiative: +4
    Speed: 5 ft. (1 square), Climb 5 ft., Fly 40 Ft. (Good)
    Armor Class: 18 (+8 Size), touch 18, flat-footed 18
    Base Attack/Grapple: +12/-
    Attack: Swarm (3d6)
    Full Attack: Swarm (3d6)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Hurricane, Distraction
    Special Qualities: Dark Vision 60 ft., Scent, Immune to Weapon damage, Swarm traits
    Saves: Fort +10, Ref +10, Will +6
    Abilities: Str 1, Dex 10, Con 10, Int 1, Wis 11, Cha 10
    Skills: Climb+7, Hide +16, Listen +7, Spot +7
    Feats: Alertness, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes
    Environment: Any
    Organization: Solitary
    Challenge Rating: 6
    Treasure: None
    Alignment: Neutral
    Advancement: -
    Level Adjustment: ----

    Hurricane (Su): The Blowfly Swarm may cast the spell Gust of Wind as a Supernatural ability at will as a 15th level Sorcerer. It may also cast Whirlwind 1/day as a Supernatural Ability (Caster Level is the same).

    Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 16 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

    Skills: Blowflies get a +8 Racial Bonus to Climb checks, and can always take 10 on climb checks even if rushed or threatened.

    Combat: Blowfly swarms are a tad more aggressive and smug than lone members of their kind.





    Blowfly
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom we'll be taking a look at the Blowfly, also known as Calliphora ventifera. As usual, my expendable assistant Jim will be doing the honors!"

    Born To Be Annoying
    "The Blowfly is the pest it was designed to be Harlan. It's habit of lashing out with gale force wind at anything that approaches has damaged crops, buildings, and even occasionally taken some lives."

    "Have you found more on their creator Jim?"

    "Afraid not Harlan. The birthplace of the Blowfly was utterly destroyed by the initial swarms. Seems their creator didn't know how dangerous they'd be when they congregated."

    Sought As An Energy Resource
    "Viewers will be astonished to learn that Blowflies are now being sought after as a source of wind power, for turning mills and other sundry uses."

    "By who? Madmen?."
    Last edited by Bhu; 2022-04-09 at 08:32 PM.
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    Diakk, Carcene
    Speed: 30 ft. (30 squares)
    Did you mean: 150 feet (30 squares)?

    Dance of Weakness (Su): A Diakk can dance and chant as a full-round action—at the end of three rounds, a wave of enervating energy is emitted, dealing 1d6 temporary Str damage to all non-diakka in a 30 foot radius (Fortitude DC 16 negates). For each additional diakk that joins the dance, the save DC increases by 1 and the Str damage increases by one, to a maximum of 1d6+3 when four or more diakka are dancing (the save DC continues to increase for additional diakka). The dance immediately ends and must be started anew if any participating diakk is slain, stunned or otherwise prevented from dancing. The save DC is Charisma based.
    That's kind of on the weaksauce side of things which is oddly fitting. (Anyhow, what's with birdlike fiends and dancing? First the vrocks and now these guys… I see a pettern emerging!)
    Quote Originally Posted by Bhu View Post
    Diakk, Varath
    Attack: Bite +8 melee (2d6+4)
    Should have +9 to hit (+6 BAB, +3 STR).

    SR 17
    Are these scaling with HD, by the way?

    And, most importantly: these look gorgeous! Many thanks again!

    Quote Originally Posted by Bhu View Post
    Blowfly
    (…)

    They appear to be hideous flies roughly 2 inches long.
    (Oh! My sicklewings (funny little swift (the birdy) people) would love these!)

    Blowfly, also known as Calliiphora ventus
    And the usual nitpicking: Calliphora is spelled with one i. Also, while at it, may I suggest ventifera ('bringer of wind') or ventilatrix (from the same root that gave us ventillators) as the species name? A masculine noun like ventus sounds odd in this context.
    Last edited by Metastachydium; 2022-04-04 at 05:36 AM.

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    Give me till the weekend and I'll fix. This is my 4th week of overtime (and my third week of my check being short) so I'm exhausted.
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Metastachydium View Post
    Did you mean: 150 feet (30 squares)?


    Should have +9 to hit (+6 BAB, +3 STR).
    They have a -1 size penalty. I think I fixed the rest.
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    Barbearian
    Large Magical Beast
    Hit Dice: 8d10+32 (76 hp)
    Initiative: +1
    Speed: 50 ft. (10 squares)
    Armor Class: 15 (-1 Size, +1 Dex, + 5 Natural), touch 10, flat-footed 14
    While raging 13 (-1 Size, +1 Dex, +5 Natural, -2 Rage), touch 8,
    flat-footed 12
    Base Attack/Grapple: +8/+20
    Attack: Claw +15 melee (1d8+8), while raging: Claw +17 melee (1d8+10)
    Full Attack: 2 Claws +15 melee (1d8+8) and 1 Bite +10 melee (2d6+4), while raging: 2 Claws +17 melee (1d8+10) and 1 Bite +12 melee (2d6+5)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved Grab, Rage 3/day
    Special Qualities: Dark Vision 60 ft., Low Light Vision, Scent, Damage Reduction: 1/-, Trap Sense +2, Uncanny Dodge, Improved Uncanny Dodge
    Saves: Fort +10 (+12 while raging), Ref +7, Will +3 (+5 while raging)
    Abilities: Str 26, Dex 12, Con 18, Int 8, Wis 12, Cha 10
    Skills: Listen +6, Spot +7, Swim +16
    Feats: Power Attack, Cleave, Intimidating Rage
    Environment: Cold Forests
    Organization: Solitary or Pair
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Chaotic Neutral
    Advancement: By character class
    Level Adjustment: ---

    "Abner thet there bawr is lookin' at me like I stole his salmon..."

    Barbearians are very large Brown Bears with horrible tempers, and awakened intelligence. The usual requisite insane mage is to blame supposedly. God knows why he'd want surly, irritable, possibly homicidally insane servants but mages are some weird guys. Barbearians have all the abilities of a Barbarian equal to their Hit Dice level, and can qualify for Feats etc as if they were Barbarians. Favored Class is of course Barbarian. For all intents and purposes they appear to be normal Brown Bears. They speak Common and Sylvan.

    Improved Grab (Ex): If a Barbearian hits with a Claw attack it may attempt a Grapple check as a free action without provoking an attack of opportunity.

    Rage (Ex): A Barbearian can fly into a rage 3 times per day. In a rage, a Barbearian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but they take a -2 penalty to Armor Class. The increase in Constitution increases the Barbearian’s hit points by 2 points per level, but these hit points go away at the end of the rage when their Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a Barbearian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, and Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can they cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. They can use any feat they have except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the Barbearian’s (newly improved) Constitution modifier. A Barbearian may prematurely end his rage. At the end of the rage, the Barbearian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

    A Barbearian can fly into a rage only once per encounter. At 1st level they can use their rage ability once per day. If they take Levels in Barbarian, their Racial Hit Dice are considered Barbarian Levels. So a Barbearian with one Level in Barbarian has the abilities of a 9th Level Barbarian.

    Uncanny Dodge (Ex): A Barbearian retains his Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized.

    Trap Sense (Ex): A Barbearian gains a +2 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

    Improved Uncanny Dodge (Ex): A Barbearian can no longer be flanked. This defense denies a rogue the ability to sneak attack the Barbearian by flanking him, unless the attacker has at least four more rogue levels than the target has Hit Dice.

    Damage Reduction (Ex): A Barbearian gains Damage Reduction. Subtract 1 from the damage the Barbearian takes each time he is dealt damage from a weapon or a natural attack.

    Skills: The Barbearian gains a +4 Racial Bonus on Swim checks.

    Combat: Barbearians fight like most bears do, with the addition of Rage, and some intelligence. Grappling is preferred but they'll leisurely beat you to death with their paws if they have the time.



    Frenzied Bearserker (Barbearian, Frenzied Berserker 6
    Large Magical Beast
    Hit Dice: 8d10+6d12+70 (153 hp)
    Initiative: +1
    Speed: 50 ft. (10 squares)
    Armor Class: 15 (-1 Size, +1 Dex, + 5 Natural), touch 10, flat-footed 14
    While raging 9 (-1 Size, +1 Dex, +5 Natural, -2 Rage, -4 Frenzy), touch 4,
    flat-footed 11
    Base Attack/Grapple: +14/+27
    Attack: Claw +22 melee (1d8+9), while raging: Claw +17 melee (1d8+10)
    Full Attack: 2 Claws +22 melee (1d8+9) and 1 Bite +20 melee (2d6+4), while raging and frenzying: 3 Claws +27 melee (1d8+14) and 1 Bite +25 melee (2d6+7)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved Grab, Rage 3/day, Frenzy 3/day, Supreme Cleave, Improved Power Attack, Inspire Frenzy 1/day
    Special Qualities: Dark Vision 60 ft., Low Light Vision, Scent, Damage Reduction: 1/-, Trap Sense +2, Uncanny Dodge, Improved Uncanny Dodge, Deathless Frenzy
    Saves: Fort +16 (+18 while raging), Ref +10, Will +6 (+8 while raging)
    Abilities: Str 28, Dex 12, Con 20, Int 8, Wis 12, Cha 10
    Skills: Intimidate +6, Listen +6, Spot +7, Swim +16
    Feats: Power Attack, Cleave, Diehard (B), Instantaneous Rage, Intimidating Rage, Multiattack
    Challenge Rating: 14
    Treasure: Standard
    Alignment: Chaotic Neutral

    Frenzied Bearserkers are older, meaner Barbearians. Rare conversations with them have led to the discovery that Druids, not Wizards, are responsible for them. This has done nothing to soothe the minds of locals.

    Improved Grab (Ex): If a Barbearian hits with a Claw attack it may attempt a Grapple check as a free action without provoking an attack of opportunity.

    Rage (Ex): A Barbearian can fly into a rage 3 times per day. In a rage, a Barbearian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but they take a -2 penalty to Armor Class. The increase in Constitution increases the Barbearian’s hit points by 2 points per level, but these hit points go away at the end of the rage when their Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a Barbearian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, and Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can they cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. They can use any feat they have except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the Barbearian’s (newly improved) Constitution modifier. A Barbearian may prematurely end his rage. At the end of the rage, the Barbearian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

    A Barbearian can fly into a rage only once per encounter. At 1st level they can use their rage ability once per day. If they take Levels in Barbarian, their Racial Hit Dice are considered Barbarian Levels. So a Barbearian with one Level in Barbarian has the abilities of a 9th Level Barbarian.

    Frenzy (Ex): A Frenzied Bearserker can enter a frenzy during combat. While frenzied, she gains a +6 bonus to Strength and, if she makes a full attack action, gains a single extra attack each round at her highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, she also takes a —4 penalty to Armor Class and takes 2 points of nonlethal damage per round. A frenzy lasts for a number of rounds equal to 3 + the Frenzied Bearserker's Constitution modifier. To end the frenzy before its duration expires, the Bearserker may attempt a DC 20 Will save once per round as a free action. Success ends the frenzy immediately; failure means it continues. The effects of frenzy stack with those from any rage ability the Bearserker may have.
    The Bearserker can enter a frenzy 3 times per day (but she can't use the ability more than once in any encounter). The Bearserker can enter a frenzy as a free action. Even though this takes no time, she can do it only during her turn, not in response to another's action. In addition, if she takes damage from an attack, spell, trap, or any other source, she automatically enters a frenzy at the start of her next action, as long as she still has at least one daily usage of the ability left. To avoid entering a frenzy in response to a provoking effect, the character must make a successful Will save (DC 10 + points of damage taken since her last action) at the start of her next turn.

    While frenzied, the Bearserker cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can she cast spells, drink potions, activate magic items, or read scrolls. She can use any feat she has except Combat Expertise, item creation feats, or metamagic feats. She can use her special ability to inspire frenzy (see below) normally.

    During a frenzy, the Frenzied Bearserker must attack those she perceives as foes to the best of her ability. Should she run out of enemies before her frenzy expires, her rampage continues. She must then attack the nearest creature (determine randomly if several potential foes are equidistant) and fight that opponent without regard to friendship, innocence, or health (the target's or her own).

    When a frenzy ends, the Frenzied Bearserker is fatigued (—2 penalty to Strength and Dexterity, unable to charge or run) for the duration of the encounter. If the character is still under the effect of a rage ability, the fatigued condition does not apply until the rage ends—at which point the character is exhausted, not merely fatigued.

    Supreme Cleave: A Frenzied Bearserker can take a 5-foot step between attacks when using the Cleave or Great Cleave feat. She is still limited to one such adjustment per round, so she cannot use this ability during a round in which she has already taken a 5-foot step.

    Deathless Frenzy (Ex): A Frenzied Bearserker can scorn death and unconsciousness while in a frenzy. As long as her frenzy continues, she is not treated as disabled at 0 hit points, nor is she treated as dying at —1 to —9 hit points. Even if reduced to —10 hit points or less, she continues to fight normally until her frenzy ends. At that point, the effects of her wounds apply normally if they have not been healed. This ability does not prevent death from massive damage or from spell effects such as slay living or disintegrate.

    Improved Power Attack: A Frenzied Bearserker gains a +3 bonus on her melee damage rolls for every —2 penalty she takes on her melee attack rolls when using the Power Attack feat (or +3 for every —1 penalty if wielding a two-handed weapon other than a double weapon). This benefit does not stack with the normal effects of Power Attack.

    Inspire Frenzy (Su): A Frenzied Bearserker can inspire frenzy in her allies while she herself is frenzied. When she uses this ability, all willing allies within 10 feet of her gain the benefits and the disadvantages of frenzy as if they had that ability themselves. The frenzy of affected allies lasts for a number of rounds equal to 3 + the frenzied berserker's Constitution modifier, regardless of whether they remain within 10 feet of her.

    Uncanny Dodge (Ex): A Barbearian retains his Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized.

    Trap Sense (Ex): A Barbearian gains a +2 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

    Improved Uncanny Dodge (Ex): A Barbearian can no longer be flanked. This defense denies a rogue the ability to sneak attack the Barbearian by flanking him, unless the attacker has at least four more rogue levels than the target has Hit Dice.

    Damage Reduction (Ex): A Barbearian gains Damage Reduction. Subtract 1 from the damage the Barbearian takes each time he is dealt damage from a weapon or a natural attack.

    Skills: The Barbearian gains a +4 Racial Bonus on Swim checks.

    Combat: A Frenzied Bearserker is a Barbarian with Levels of Frenzied Berserker. Tactics are now a distant memory for them.
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    Barbearian
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim and I will be interviewing a common Ursus arctos whom local Wizards have given sapience and a job."

    So Not Wizards
    "Actually Harlan, they were explaining that they're minions for the local Druids.."

    "Is this true?"

    "We consider minion a hurtful term.."

    Permarage
    "Our apologies good sir. May I ask what you are employed for?."

    "Being able to enter mindless fury at will when it is needed."

    "How often is that?"

    "Mostly when the local pirates invade. Every other Tuesday. Virtually any sudden movements or loud noises."

    "Well that's all the time we have for today folks..."
    Last edited by Bhu; 2022-04-09 at 08:40 PM.
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    Stone Crab
    Huge Magical Beast (Aquatic, Earth)
    Hit Dice: 16d10+176 (264 hp)
    Initiative: -1
    Speed: 20 ft. (4 squares)
    Armor Class: 27 (-2 Size, -1 Dex, +20 Natural), touch 7, flat-footed 27
    Base Attack/Grapple: +16/+38
    Attack: Pincer +24 melee (2d6+10/19-20)
    Full Attack: 2 Pincers +24 melee (2d6+10/19-20)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Constrict, Improved Grab
    Special Qualities: Darkvision 60 ft., Amphibious, Scent, Damage Reduction 10/-, Immunities, Camouflage
    Saves: Fort +20, Ref +9, Will +6
    Abilities: Str 30, Dex 8, Con 30, Int 1, Wis 12, Cha 2
    Skills: Hide +1 (+9 in stony areas), Spot +10
    Feats: Awesome Blow, Cleave, Great Cleave, Improved Critical (Claw), Improved Toughness, Power Attack
    Environment: Any Aquatic
    Organization: Solitary
    Challenge Rating: 11
    Treasure: Standard
    Alignment: Neutral
    Advancement: 17-32 HD (Gargantuan), 33-54 HD (Collosal)
    Level Adjustment: ---

    "Thaaat ain't no hill..."

    Stone Crabs are immense Crabs infused with the power of the Elemental Plane of Earth by yet another psychotic mage with an axe to grind. Capable of growing to immense size, their ferocious appetites make them trouble for the local ecosystems. Their bodily makeup makes them a rich prize for anyone capable of putting one down, as they also eat many rare metals and minerals. Stone Crabs are roughly 16' across, and weigh up to 16 tons.

    Constrict (Ex): A Stone Crab does 4d6+10 with a successful Grapple check.

    Improved Grab (Ex): If a Stone Crab successfully hits with a Claw Attack it may attempt a Grapple Check as a Free Action without provoking an attack of opportunity. If successful it may Constrict. Stone Crabs receive a +4 Racial Bonus on Grapple Checks.

    Immunities (Ex): Stone Crab are immune to Poison, sleep effects, paralysis, stunning, Critical Hits, and all mind-affecting effects.

    Camouflage (Ex): Stone Crabs appear to be made of stone, and in rough, jagged stone areas they receive a +8 Racial Bonus to Hide checks, and may use the Camouflage and Hide in Plain Sight abilities (see page 48 of the Players Handbook).

    Combat: Stone Crabs are ambush predators with little more tactical sense than to Hide until something gets close, and then grab it. They're stubborn too. You really gotta hurt em to make one leave. And by hurt we don't mean wound so much as tear of a limb or two.





    Stone Crab
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim and I will be interviewing Brother Oswin, Priest of the local Earth God, about his astonishing coastal fauna.

    Divine Creations
    "What exactly are those things Brother Oswin?"

    "The local villagers consider them the work of an arcane madman, but I know the truth! It was I, Brother Oswin, who petitioned the Great God Ertu to provide us with guardians to stop raiders from pillaging our monastery. And behold, Ertu has responded by gifting once common crabs with the power of the Earth!"

    Hungry
    "Why do the local villagers not like them if they were sent by your God?"

    "Well, unfortunately, being so much bigger, the crabs are always hungry. And besides raiders, they protect our coasts from virtually all living things that get close enough."

    "Gentlemen, I think they've noticed us..."
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    Pan-Da
    Medium Fey
    Hit Dice: 5d6+10 (27 hp)
    Initiative: +1
    Speed: 40 ft. (8 squares)
    Armor Class: 15 (+1 Dex, + 4 Natural), touch 11, flat-footed 14
    Base Attack/Grapple: +2/+6
    Attack: Claw + 6 melee (1d4+4)
    Full Attack: 2 Claws +6 melee (1d4+4) and 1 Bite +1 melee ( 1d6+2)
    Space Reach: 5 ft./ 5 ft.
    Special Attacks: Pipes, Spellcasting
    Special Qualities: Damage Reduction 5/Cold Iron, low-light vision, Wild Empathy, Spell Resistance 15
    Saves: Fort: +3, Ref + 5, Will + 5
    Abilities: Str 18, Dex 13, Con 14, Int 15, Wis 13, Cha 18
    Skills: Bluff + 8, Climb +8, Concentration + 6, Diplomacy +8, Handle Animal + 8, Heal +5, Hide +5, Intimidate +8, Knowledge (Nature) + 6, Listen + 6, Move Silently + 5, Search + 6, Sense Motive +8, Spellcraft +6, Spot + 5, Survival + 5
    Feats: Alertness, Endurance, Self-Sufficient
    Environment: Temperate Forests
    Organization: Solitary
    Challenge Rating: 4 without pipes, 5 with
    Treasure: Standard
    Alignment: Chaotic Neutral
    Advancement: 6-7 HD (Medium), 8-12 HD (Large)
    Level Adjustment: --

    "Stop me if you've heard this one..."

    "NO MORE PUNS!!!"


    "Well fine Mr. Touchy Wizard, I just guess I'll settle for doing things to you while you're sleeping."

    The Pan-Da appears to be a slightly anthropomorphic panda with short stubby horns (or moose antlers), carrying reed pipes. Some even have cloven hooves for feet. They are whimsical forest guardians, preferring bamboo or pine forests to all others. Approached respectfully (or if offered wine, bamboo or honey) they can be excellent guides and helpers. Otherwise your in deep trouble as it decides to spend all it's time pulling pranks on you, or telling bad puns until you wish for death. They stand about 6' tall, weighing in at 350 pounds, and speak Common and Sylvan.

    Pipes (Su): Pan-Das can play a variety of magical tunes on their pan pipes. Usually, only one Pan-Da in a group carries pipes. When it plays, all creatures within a 60-foot spread (except fey) must succeed on a DC 17 Will save or be affected by Charm Person, Sleep, or Fear (caster level 10th; the Pan-Da chooses the tune and its effect).

    In the hands of other beings, these pipes have no special powers. A creature that successfully saves against any of the pipe’s effects cannot be affected by the same set of pipes for 24 hours. The save DC is Charisma-based.

    Spellcasting: The Panda casts spells as a 5th Level Bard.

    Typical Bard Spells Known (3/4/1; Save DC 14 plus spell level)
    0: Dancing Lights, Daze, Detect Magic, Ghost Sound, Mage Hand, Prestidigitation. 1st: Charm Person, Disguise Self, Grease, Hideous Laughter. 2nd: Invisibility, Mirror Image, Suggestion.

    Wild Empathy (Ex): This is identical to the Druid class feature, except the Pan-Da has a +6 Racial Bonus on the roll.

    Combat: Pan-Da's usually avoid combat, using their Pipes or spells to lead opponents into trouble. However should this fail they have no problem wading in and beating the unholy crap out of individuals. Groups are another matter....groups they pick at one by one from the cover of the forest.




    Pan-Da
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens, and this is my consistently befuddled assistant Jim! Today on Wild Kingdom we'll be coming to you live from Alfheim! With us is Deathmango Johnson, a member of a local Fey species known as Pan-Da's. Which given their appearance is a horribly bad pun."

    Pun-ishing Conversationalists
    "The Pan-Da's are well known for bad puns Harlan."

    "Ladies, if he can’t appreciate your fruit jokes, you need to let that mango."

    "Apparently they also like inserting non-sequiturs into conversation."

    Eminently Bribeable
    "The Fey can be difficult to understand Jim."

    "Kind sir, we provide valuable services as guides for those providing us with a small fee of food. We also give advice."

    "I could use some advice."

    "Never ask a horse for advice. They are a bunch of neigh sayers."
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    Fairy Shrimp
    Diminutive Fey (Aquatic)
    Hit Dice: 1d6+1 (4 hp)
    Initiative: +4
    Speed: 20 ft. Swim (4 squares), 40 ft. Flying (good)
    Armor/Class: 18 (+4 Size, +4 Dex), touch 18, flat-footed 14
    Base Attack/Grapple: +0/ -15
    Attack: Nip +1 melee (1d3-3)
    Full Attack: Nip +1 melee (1d3-3)
    Space/Reach: 1 ft./ 0 ft.
    Special Attacks: Spells
    Special Qualities: Damage Reduction 5/ Cold Iron, low-light vision, Amphibious, Spell Resistance 17
    Saves: Fort +1, Ref + 6, Will + 3
    Abilities: Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 16
    Skills: Bluff +7, Diplomacy +7, Hide + 16, Intimidate +7, Knowledge (Arcana) +4, Spot + 5
    Feats: Dodge
    Environment: Warm Marshes
    Organization: Solitary or Swarm (10 to 40)
    Challenge Rating: 1
    Treasure: Standard
    Alignment: Chaotic Neutral
    Advancement: 2-3 HD (small), 4-6 HD (Medium), 7-12 HD (Large)
    Level Adjustment: -


    "Leroy?"

    "What Jebediah?"

    We had too much Shine? Or are the Crawdaddies floating 'round us on wings?"

    "Naw. Naw they's flyin'."

    Fairy Shrimp appear to be delicate shrimp like beings with butterfly or dragonfly wings. They haunt pools and rivers and wetlands in abundance, considering themselves protectors of the bayous. Granted their idea of protection is just annoying outsiders until they leave, but if it's effective you run with what you're good at. They speak Common and Sylvan.

    Spells: Fairy Shrimp can cast spells as a Sorcerer equal to their Hit Dice.

    Typical Sorceror Spells Known (5/4; Save DC 13 plus spell level)
    0: Dancing Lights, Detect Magic, Message, Prestidigitation. 1st: Color Spray, Sleep.

    Combat: Fairy Shrimp rarely resort to physical combat, harrying their opponents with spells as a group instead. They tend to specialize in Conjuration, Divination, Enchantment, and Illusion. If pressed they will flee and return later with help.



    Fairy Shrimp
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens, and today Jim and I seem to have been led astray by our guide and we are now lost on the outskirts of a marsh."

    Local Guardians
    "We have company Harlan."

    "Explain yourselves evil-doers."

    "We aren't evil, we just trusted a Pan-Da."

    You Are Feeling Sleeepy...
    "Evil is a subjective term, especially for shellfish."

    "You must be a Wizard."

    "Why do you say that?"

    "He thinks Evil is debatable, and he's traveling with a clone. Now, if you'll both look into our eyes this will all be over shortly."
    Last edited by Bhu; 2022-04-23 at 12:23 AM.
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    Arctic Fox
    Tiny Magical Beast (Cold)
    Hit Dice: 6d10+6 (39 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: 18 (+2 Size, +3 Dex, +3 Natural), touch 15, flat-footed 15
    Base Attack/Grapple: +6/-2
    Attack: Bite +11 melee (1d3+1d6 cold)
    Full Attack: Bite +11 melee (1d3+1d6 cold)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Arctic Weather, Cold Touch
    Special Qualities: Darkvision 60 ft., Scent
    Saves: Fort +8, Ref +10, Will +5
    Abilities: Str 10, Dex 16, Con 12, Int 12, Wis 14, Cha 20
    Skills: Hide +13, Knowledge (Geography, Local, Nature) +6, Listen +4, Move Silently +9, Spot +4, Survival +6
    Feats: Alertness, Leadership, Weapon Finesse
    Environment: Any Cold or Temperate
    Organization: Solitary plus Cohort
    Challenge Rating: 4
    Treasure: standard
    Alignment: Neutral
    Advancement: 7-10 HD (Tiny)
    Level Adjustment: ---

    "So...your money or your crops. Better you make with the shiny."

    Arctic Foxes appear to be normal white foxes. Unfortunately the winter comes with them, meaning they are quite the nuisance for civilizations and other spurious definitions of ecosystems. They used to use it to extort farmers, till they learned farmers are dirt poor and get taxed into oblivion. So now they extort the communities dependent on the farmers efforts (i.e. the tax collectors). No one has yet figured out what they need or use the money for, and if asked the foxes sarcastically reply that they eat it. It may be true after all, as no one has ever seen what they do with it or how they transport it. Wizards are blamed as usual for their appearance, though for once even they seem at a loss as to the foxes origins. Arctic Foxes speak Common and Sylvan.

    Arctic Weather (Su): Weather within 5 miles of an Arctic Fox undergoes a drastic change. The temperature lowers by 30 degrees, and winds increase by 20 mph. If this makes it cold enough to snow, it does so. In effect the area in a 5 mile radius of the Arctic Fox is permanently under the effects of a Fimbulwinter spell (Caster Level 10th).

    Cold Touch (Su): Anyone touching the Arctic Fox (natural weapon, grapple, unarmed strike, etc) takes 1d6 cold damage. Anyone it successfully attacks takes 1d6 cold damage as well (or 1d6 cold per round in a grapple).

    Combat: Arctic Foxes avoid combat with anything bigger than themselves (and because they know that most other beings want them dead because of the weather they cause). In general they try to avoid combat. They'll waylay a passerby and tell him to present their demands to the city (give me your money and I'll go away), then hightail it somewhere nearby they can hide. Usually they have a some group of minions as hirelings in order to accept or relay messages, and collect the loot as well.

    Typical Cohort: An Arctic Fox has a Leadership Score of 11, which translates to an 4th Level Cohort (usually a Druid or Barbarian), and six 1st Level followers.



    Arctic Fox
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim and I will be interviewing some sort of a fox."

    Snow Is My Constant Companion

    "You two really aren't dressed for this."

    "In our defense the last thing we remember was being in a swamp. Is this still Alfheim?""

    "Afraid so chap. You'll pardon the winter weatherr, it always snows where I travel."

    Give Me What I Want, And I'll Go Away

    "Doesn't that make life difficult?"

    "Only for the people who I make bribe me to leave."

    "I don't suppose you know of a local teleportation circle?"
    Last edited by Bhu; 2022-04-23 at 12:22 AM.
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    Default Re: Critters III! Now also in 5e!

    Bullfrog
    Large Magical Beast
    Hit Dice: 8d10+24 (68 hp)
    Initiative: +5
    Speed: 40 ft. (8 squares)
    Armor Class: 13 (-1 Size, +1 Dex, +3 Natural), touch 10, flat-footed 12
    Base Attack/Grapple: +8/+17
    Attack: Bite +14 melee (1d8+5) or Tongue +14 melee touch (grapple)
    Full Attack: Bite +14 melee (1d8+5) or Tongue +14 melee touch (grapple)
    Space/Reach: 10 ft./5 ft. (10 ft. with Tongue)
    Special Attacks: Tongue Grapple, Powerful Charge
    Special Qualities: Darkvision 60 ft., Low Light Vision
    Saves: Fort +9, Ref +7, Will +4
    Abilities: Str 20, Dex 12, Con 16, Int 1, Wis 14, Cha 4
    Skills: Jump +13, Listen +7, Spot +7
    Feats: Alertness, Skill Focus: Jump, Improved Initiative
    Environment: Warm Marsh, Plains, Forest
    Organization: Solitary, Pair, or Herd (6-30)
    Challenge Rating: 4
    Treasure: None
    Alignment: Always Neutral
    Advancement: 9-12 HD (Large), 13-24 HD (Huge)
    Level Adjustment: ---

    "Bert...Bert you hear that? It sounded like a thousand frogs ribbited at once..."

    In some sort of drunken college spree, several wizards came across the methods used to make the Owlbear, and created a bunch of bison sized frogs with horns. Then, just for giggles, when they got tired of them setting around eating giant bugs and farting all over the place they turned them loose into the wild. Now swampdwellers everywhere can raise the vicious little halfwits as food or companions. Bullywugs are actually said to prize them.

    Tongue Grapple (Ex): The Bullfrog has an adhesive tongue that allows it to make grapple checks without the usual penalty for grappling with one extremity. It may attack with it's tongue as a melee touch attack, and is considered to be grappling it's opponent if successful. This does not provoke an Attack of Opportunity, and if the Bullfrog wins the Grapple check it can reel a target in and begin doing bite damage each turn it maintains the Grapple.

    Powerful Charge (Ex): When Bullfrogs do their initial leaping charge, they slam into opponents for 2d8+10 bludgeoning damage.

    Combat: If an opponent is within range of their tongue Bullfrogs will attempt to grapple and then begin munching. Otherwise they charge, and then proceed to bite. Either way, they have a single minded fixation on noms.



    Bullfrog
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim and I will be coming to you live from the Black Marsh!"

    Swamp Cattle

    "What the hell are you two doing in my field?."

    "Good evening sir! We're from Mutual of Gnomeahaw, and we're hoping to interview you about your unique cattle."

    "You two don't stay out of tongue range and you'll be interviewing me from inside one of them."

    Ribbit Ribbit

    "Don't worry good sir! We're protected by Mutual of Gnomeahaw!"

    "You'd be better off if you just tasted really bad."

    "So...how is life as a Bullfrog farmer?"

    "They only eat giant bugs, so that complicates things. Speaking of which, you see that way over there? Don't go that way."
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    Crab Spider
    Huge Magical Beast
    Hit Dice: 10d10+20 (75 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares)
    Armor Class: 21 (-2 Size, +3 Dex, +10 Natural), touch 11, flat-footed 18
    Base Attack/Grapple: +10/+25
    Attack: Pincer +15 melee (2d6+7)
    Full Attack: 2 Pincers +15 melee (2d6+7) and 1 Bite +10 melee (2d6+3 plus poison)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Poison, Pincer Grab, Constrict (3d6+10)
    Special Qualities: Low Light Vision, Darkvision 60 ft., Scent
    Saves: Fort +9, Ref +10, Will +4
    Abilities: Str 25, Dex 17, Con 14, Int 3, Wis 12, Cha 2
    Skills: Climb +10, Hide -1, Jump +10, Spot +4
    Feats: Cleave, Great Cleave, Improved Toughness, Power Attack
    Environment: Warm Forests and Mountains
    Organization: Solitary
    Challenge Rating: 7
    Treasure: None
    Alignment: Always Neutral
    Advancement: 11-19 HD (Huge)
    Level Adjustment: ---

    "Aw crap...the local spiders can break swords now. Retreeeeaaatt!!"


    This appears to be a huge Wolf Spider with crab pincers. Yet another in a long line of Owlbear knockoffs, it has once again brought shame to the Wizarding community. As usual with giant, freaky, magically created monsters they got loose and bred like rabbits. Now they haunt forests everywhere and make nuisances of themselves. Most people believe they're as dumb as any spider, but those who have encountered them swear they giggle when they disarm opponents.

    Poison (Ex): Injury Fortitude DC 17, Initial and Secondary Damage 1d8 Str. Save DC is Constitution Based.

    Pincer Grab (Ex): If the Crab Spider succeeds with a Pincer attack it can make either a Grapple, Sunder or Trip attack as a Free Action without provoking an Attack of Opportunity. If it is performing a Trip and fails, it cannot be Tripped in return as normal.

    Constrict (Ex): If the Crab Spider succeeds with a Grapple check it does its constriction damage each turn. It may also attempt to attack with it's Bite attack once per turn.

    Combat: Crab Spiders have an unexpected cunning. Usually they will attempt to just straightforward grapple and constrict, then bite to let the poison finish off prey. If surrounded they will trip up the slower looking targets, or try Sundering weapons.




    Crab Spider
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim and I ... will be reviewing another Owlbear knockoff?"

    Why Jebus?

    "Fraid so Harlan. It's proving to be a very popular arcane technique."

    "Sigh. So what does this one do?"

    Snip Snip

    "Well aside from being a simply enormous toxic spider, it has crab pincers."

    "Creatures based on bad puns are always the worst."

    "Also I'm told they giggle."

    "What?"

    "Apparently they have a sense of humor. Also, the height of Crab Spider humor seems to be breaking things with their pincers."

    "We have clearly offended someone in a former life Jim."
    Last edited by Bhu; 2022-04-23 at 12:19 AM.
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  30. - Top - End - #30
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    Fairy Shrimp

    (…)

    Speed: 20 ft. Swim (4 squares)
    Swim speeds are usually not converted into squares, since it's a 3D movement mode.

    Armor/Class: 20 (+4 Size, +4 Dex), touch 18, flat-footed 14
    Normal AC should be 18, unless I'm missing something.

    Quote Originally Posted by Bhu View Post
    Arctic Fox

    (…)

    Full Attack: Bite +10 melee (1d3+1d6 cold)
    Shouldn't to hit be +11 (+6 BAB, +2 size, +3 DEX)?

    Feats: Alertness, Dodge, Leadership, Weapon Finesse
    That's one too many feats. Should I take it that Leadership is B?

    Typical Cohort: An Arctic Fox has a Leadership Score of 11, which translates to an 7th Level Cohort (usually a Druid or Barbarian), and six 1st Level followers.
    That's not how Leadership works, though. A 6 HD creature can't have a cohort with an ECL above 4.

    Quote Originally Posted by Bhu View Post
    Bullfrog

    (…)

    Combat: If an opponent is within range of their tongue Bullfrogs will attempt to grapple and then begin munching. Otherwise they charge, and then proceed to bite. Either way, they have a single minded fixation on noms.
    I'll get past this thing not having a gore attack (though it saddens me), but I'd wager that it'd like a good old Swallow Whole on its chassis.

    Bullfrog
    (If you'd ever like to outfit these with a Latin binomial name, I'd recommend Batrachotaurus giganteus ('really big frogbull').)

    Quote Originally Posted by Bhu View Post
    Crab Spider

    (…)

    Pincer Grab (Ex): If the Crab Spider succeeds with a Pincer attack it can make either a Grapple, Sunder or Trip attack as a Free Action without provoking an Attack of Opportunity. If you are performing a Trip and fail, you cannot be Tripped in return as normal.
    I think all those yous might be a leftover from somewhere.

    Crab Spider
    (Again, if these'll ever need a binomial name, I'd go with Lycosa forficata ('pincered wolf spider') or Lycosa ridens ('laughing wolf spider').)
    Last edited by Metastachydium; 2022-04-17 at 06:57 AM. Reason: Â.

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