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  1. - Top - End - #781
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    Bhu's Avatar

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

    Water Dragon
    Huge Dragon (Amphibious, Aquatic)
    Hit Dice: 12d12+60 (138 hp)
    Initiative: +0
    Speed: 20 ft. (4 squares), Swim 50 ft.
    Armor Class: 20 (-2 Size, +12 Natural), touch 8, flat-footed 20
    Base Attack/Grapple: +12/+28
    Attack: Bite +18 melee (4d6+12 plus poison)
    Full Attack: Bite +18 melee (4d6+12 plus poison)
    Space/Reach: 15 ft./10 ft. (15 ft. w/Bite)
    Special Attacks: Poison
    Special Qualities: Darkvision 60 ft., Low-light Vision, Scent, Immunity to Sleep and Paralysis, Cold Resistance 10
    Saves: Fort +15, Ref +8, Will +9
    Abilities: Str 27, Dex 10, Con 21, Int 8, Wis 13, Cha 15
    Skills: Intimidate +12, Knowledge (Geography, History, Local, Nature) +5, Listen +9, Search +8, Sense Motive +9, Spot +9, Survival +9, Swim +16
    Feats: Blind-Fight, Cleave, Great Fortitude, Power Attack, Snatch
    Environment: Temperate or Cold Aquatic
    Organization: Solitary
    Challenge Rating: 9
    Treasure: Triple Standard
    Alignment: Usually Neutral or Neutral Evil
    Advancement: 13-24 HD (Huge); 25-36 HD (Gargantuan)
    Level Adjustment: ---

    Water Dragons usually infest lakes, rivers and seas. Highly territorial, they will attack anything of Medium to Huge Size immediately. Bigger creatures will be observed until their relative strength can be determined. The dragon will then fight or flee. They are infamous for attacking shipping in the Great White North, especially fishing boats. While they understand Draconic, they do not speak. Appearance varies wildly. Some have fins, crests, humps, beards, manes or any of a dozen other features, otherwise resembling a traditional sea serpent.

    Poison (Ex): Injury, DC 21 Fortitude (Save DC is Con based), Initial and Secondary damage is either 1d6 Str, Dex or Con (choose one, their venom is as variable as they are).

    Combat: Water Dragons will envenom foes that are perceived as tough, but rarely bother injecting poison into humanoids unless they prove stubborn.



    Water Dragon
    "Now while yer travelin' to the not so secret lair, avoid bodies of water. We got a lotta lake and river monsters."

    Subect To Cutesy Nicknames
    "What kind of monsters?"

    "Water Dragons for the most part. Elasmosaurus stagnalis."

    "Great. Notoriously difficult to bribe."

    "And territorial as hell."

    "And always hungry. Y'all forgot hungry."

    "So how do you deal with them"

    "And what would you suggest?"

    "Magical booties! It's what we shave these beavers fer. So's we can knit socks of rage!"


    Highly Variable

    "Socks...of rage..."

    "Does that really help?"

    *Well...it makes the dyin' a little less one sided...*

    "Jebus wept..."

    "Plus they keep yer feet warm, and theys really comfortable!"

    "Dare we ask if there's anything else out there?"

    Barbarian Booties
    Price (Item Level): 1400 GP
    Body Slot: Feet
    Caster Level: 7th
    Aura: Moderate; (DC:19) Enchantment
    Activation: -
    Weight: 1 lb.

    These pink, fuzzy, knit socks are warm and very comfortable. They can be worn without having to wear boots as they negate the effects of hard travel on the feet (i.e. they don't ache after a days bootless travel). They also let anyone wearing them Rage once per day, as a 1st level Barbarian. If worn by Barbarian's or someone else who has Rage however, they cause him to Frenzy instead. If worn by someone capable of Frenzy, that person gets an extra +4 Strength while Frenzied, and the Save DC to snap out of it is 5 higher. So don't piss off those strange people you see wearing fuzzy socks.

    Prerequisites: Craft Wondrous Item, Bestow Curse, Rage
    Cost to Create: 700 GP, 1 day, 56 XP


    Barbarian Booties
    Wondrous item, rare (requires attunement)

    These pink, fuzzy, knit socks are warm and very comfortable. They can be worn without having to wear boots as they negate the effects of hard travel on the feet (i.e. they don't ache after a days bootless travel). They also let anyone wearing them Rage twice per day, with the same abilities as a 1st level Barbarian.

    Curse. This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot discard the booties, which immediately teleports back onto your feet. If worn by Barbarian's or someone else who has Rage, they do an additional die of damage with each attack when the wearer is Raging, but he gains one Level of Exhaustion when the Rage is over.
    Last edited by Bhu; Yesterday at 09:24 PM.
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  2. - Top - End - #782
    Titan in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    Forest Fey
    Large Fey
    Hit Dice: 12d6+72 (114 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares)
    Armor Class: 19 (-1 Size, -1 Dex, +11 Natural), touch 8, flat-footed 19
    Base Attack/Grapple: +6/+17
    Attack: Slam +12 melee (1d4+7) or Greatclub +12 melee (2d8+10) or Rock +4 ranged (2d6+7)
    Full Attack: 2 Slams +12 melee (1d4+7) and 1 Bite +10 melee (1d4+3) or Greatclub +12/+7 melee (2d8+10) or Rock +4 ranged (2d6+7)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Spell-Like Abilities, Improved Grab, Rock Throwing
    Special Qualities: Low-Light Vision, Darkvision 60 ft., Telepathy 100 ft., Scent
    Saves: Fort +11, Ref +7, Will +10
    Abilities: Str 24, Dex 8, Con 20, Int 12, Wis 15, Cha 18
    Skills: Climb +7, Concentration +15, Craft (any one) +11, Hide +9, Jump +7, Knowledge (Geography, Nature) +11, Listen +12, Move Silently +10, Search +11, Spot +12, Survival +12, Swim +7
    Feats: Great Fortitude, Improved Initiative, Improved Toughness, Multiattack, Power Attack
    Environment: Cold or Temperate Forests
    Organization: Solitary, pair, band (3-5), or troop (6-11)
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Any Neutral
    Advancement: 13-18 HD (Large), 19-36 HD (Huge)
    Level Adjustment: ---

    The Forest Fey of the Great White North are hairy hominids of varying color and descriptions, standing at least 7 to 10 feet tall. Infamous for their territorial nature and bad tempers (man, the monsters in this part of the world really have a theme going), leaving them alone is the right idea. Hefty bribes of food can sometimes placate them, and it's proper etiquette to set it out before going to bed, and pretending not to hear when they take it. Once this is done, however, they will expect it nightly while you are in their domain, as a tax for leaving you be. If you stop paying the "don't stomp me in the night" tax, they tend to get...creative. And you may wake up on the side of a cliff, 20 feet down. Or in a hibernating bears den. They clearly understand at least common and sylvan, but have never made an effort to communicate verbally with anyone.

    Spell-Like Abilities (Sp): At will: Pass Without Trace. 3/day: Mislead. 1/day: Freedom of Movement, Greater Invisibility, Nondetection

    Improved Grab (Ex): To use this ability, a Fey must hit with a Slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

    Rock Throwing (Ex): Forest Fey are accomplished rock throwers. A Fey of Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. The size of the range increment varies with the Fey's size. A Huge Fey can hurl rocks of 60 to 80 pounds (Medium objects).

    Combat:
    Forest Fey prefer to scare people away by screaming or throwing rocks while invisible. Eventually, if that doesn't work, or they get hurt or angered, the Fey will wade in with clubs and level a serious beat down. They won't fight to the death, just until their opponents run, or they decide to turn invisible and take off themselves.

    At which point they'll get healed, come back with reinforcements about 24 hours later, and really get savage with the beatings.



    Forest Fey
    "Funny you should ask. There's tribes f Fey in the lonely places of the forest."

    Known By Many Names
    "o while traveling in the forest we need to avoid trees and water..."

    "Hey now. That sounded sarcastic like."

    "I've dealt with the Fey. What subspecies are they? Sprites? Dryads?"

    "No offense meant, I was just pondering out loud."

    "Not Sprites. Big, hairy (beep)ers."

    "So how do we recognize their territory?"

    "And what's the best way to bribe them?"

    "You'll know yer on their land when you hear 'em screamin' and whackin' the trees with clubs in the distance. Or take a rock to the head. But you can bribe 'em with sweets."


    Sugar. Our Old Enemy.

    "So that's why we loaded up on biscuits and candy..."

    "Do they speak Common?"

    *They might understand, but they won't reply. Just leave the candy out, and pretend yer asleep. Otherwise they git offended.*

    "Anything else?"

    "Once they accept the bribe, keep it comin' every night. You don't wanna see what they do if you stiff 'em."

    "Well. Here's to non verbal contract negotiations with the Fey."
    Last edited by Bhu; Yesterday at 09:28 PM.
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  3. - Top - End - #783
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    Default Re: Critters III! Now also in 5e!

    Cohle
    Medium Undead
    Hit Dice: 20d12 (130 hp)
    Initiative: +6
    Speed: 30 ft. (6 squares)
    Armor Class: 29 (+2 Dex, +5 Natural, +7 Armor, +5 Deflection), touch 17, flat-footed 27
    Base Attack/Grapple: +15/+17 (+19 w/belt)
    Attack: Touch +23 melee touch (Numbness) or Slam +23 melee (1d3+8 plus Numbness) or +5 Short Sword +24 melee (1d6+9/17-20) or +5 Hand Crossbow +22 ranged (1d4+5/17-20)
    Full Attack: Touch +23 melee touch (Numbness) or 2 Slams +23 melee (1d3+8 plus Numbness) or +5 Short Sword +24/+24/+19/+14 melee (1d6+9/17-20) or +5 Hand Crossbow +22 ranged (1d4+5/17-20)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Disturbing Speech, Numbing Touch, Sneak Attack +10d6
    Special Qualities: Darkvision 60 ft., undead traits, Limited Immortality, DR 15/Silver, +4 Turn Resistance, Immunities, Trapfinding, Evasion, Trap Sense +6, Uncanny Dodge, Improved Uncanny Dodge, Defensive Roll, Opportunist, Improved Evasion, Slippery Mind, True Seeing
    Saves: Fort +6, Ref +16, Will +8
    Abilities: Str 15 (19 w/belt), Dex 14, Con -, Int 14, Wis 14, Cha 18
    Skills: Appraise +10, Balance +12, Bluff +14, Climb +10 (+12 w/belt), Decipher Script +12, Diplomacy +18, Disable Device +12, Forgery +12, Gather Information +16, Hide +15, Intimidate +16, Jump +12 (+14 w/belt), Knowledge (Arcana, History, Local, Religion) +10, Listen +15, Move Silently +15, Open Lock +12, Search +15, Sense Motive +15, Sleight of Hand +14, Spot +15, Swim +10 (+12 w/belt), Tumble +14, Use Magic Device +14, and Use Rope +10.
    Feats: Ability Focus (Disturbing Speech, Numbing Touch), Combat Reflexes, Improved Initiative, Savvy Rogue (Complete Scoundrel, abilities included in statblock), Telling Blow (PHBII), Weapon Finesse
    Environment: Any
    Organization: Unique
    Challenge Rating: 22
    Treasure: See below
    Alignment: Neutral Evil
    Advancement: By Character Class (Rogue)
    Level Adjustment: +4

    The being known as Cohle began life as a humble Sheriff's deputy, with one small wrinkle: he'd been born with a rare gift of second sight. He saw things no one else could, which led to a lot of trouble before a caster figured out the truth. Once his ability was discovered, his family pushed him into being a lawman, figuring he'd do well in the field (and incidentally promote the family name).

    It was a disillusioning job for Cohle, and swiftly took a toll on his physical and mental health. Corruption was everywhere, and when he stamped some out, it arose elsewhere, always looking to ensnare him. At some point he snapped, and lived long enough to see himself become the villain. Slaughtering those who would blackmail or otherwise compel him to do their bidding, Cohle forged a criminal empire and cult of personality like few the world has seen (well, his part of the world anyway). Foreseeing his own death, he began to study Lichdom and other methods of extending one's life past death, but not being a caster didn't fit the bill. So he commissioned casters and alchemists of every stripe to create a form of Lichdom that would apply to him.

    By the time his death arrived, he had plans laid. In a magical ritual, his heart was removed, and placed in a vat of chemicals at an undisclosed location. The toxic by product from the chemicals that give him life is toxic to living beings, and is responsible for the phenomenon known as the Florida Dead, as his main research and development facilities were hidden in the Florida swamps.

    Cohle appears as a stiff, leathery skinned man, with long, balding black hair, He has a drooping mustache, and unnaturally black eyes. He appears to be human from a distance, but up close the chemical smell and odd appearance gives him away. Cohle speaks Common, Undercommon, Thieve's Cant and Infernal.

    Disturbing Speech (Su): Something is creepy and disturbing about Cohle's voice, making people uncomfortable to listen to him. On any round Cohle speaks, he can use this ability as a Free Action if he chooses to. Any nearby creature capable of hearing Cohle's voice (this is a Sonic, Mind-affecting Fear Effect) must make a DC 26 Willpower Save (Save DC is Cha based) or be Shaken for as long as Cohle continues to speak. Unlike most abilities of this sort, succeeding in a Saving Throw does not render you immune to this ability for 24 hours.

    Numbing Touch (Su): Any living creature touching, or touched by, Cohle must make a DC 26 Fortitude Save (Save DC is Cha based) or become Fatigued for 1 Minute. IF they have to save a second time, and fail again, they become Exhausted for 1 Minute instead. Subsequent hits do nothing until the Exhaustion wears off, whereupon this ability works again.

    Sneak Attack (Ex): Cohle’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Cohle flanks his target. This extra damage is 10d6. Should Cohle score a critical hit with a sneak attack, this extra damage is not multiplied.

    Ranged attacks can count as sneak attacks only if the target is within 30 feet.

    With a sap (blackjack) or a Slam, Cohle can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

    Cohle can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. Cohle must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Cohle cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

    Limited Immortality: An integral part of Cohlebecoming a pseudo- lich is creating a one hour ritual conducted within 24 hours of his death that removes his heart. As a rule, the only way to get rid of him for sure is to destroy his heart. Unless his heart is located and destroyed, he reappears 1d10 days after his apparent death.

    The ritual costs 120,000 gp and 4,800 XP to create and requires a caster level equal to that of its recipient at the time of creation. The removed heart is Diminutive and has 40 hit points, hardness 20, and a break DC of 40. Additionally, to maintain his body, Cohle must receive injections of an alchemical formula once every 10 days, or he suffers from a cumulative -1 penalty to all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for each day that he goes without the formula. If the penalty reaches -15 or greater, Cohle falls unconscious until he receives a dose. He awakens with 1 Hit Die, and gains another Hit Die each day he receives a dose until he is back to full hit dice.

    Immunities: Cohle is immune to Acid and Cold damage, polymorph, and mind-affectigng effects.

    Trapfinding (Ex): Cohle can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

    Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

    Cohle can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

    If Cohle beats a trap’s DC by 10 or more with a Disable Device check, he can study a trap, figure out how it works, and bypass it (with his allies) without disarming it.

    Evasion (Ex): If Cohle makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if Cohle is wearing light armor or no armor. A helpless Cohle does not gain the benefit of evasion.

    Trap Sense (Ex): Cohle has an intuitive sense that alerts him to danger from traps, giving him a +6 bonus on Reflex saves made to avoid traps and a +6 dodge bonus to AC against attacks made by traps.

    Uncanny Dodge (Ex): Cohle retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

    Improved Uncanny Dodge (Ex): Cohle can no longer be flanked. This defense denies another rogue the ability to sneak attack Cohle by flanking him, unless the attacker has at least four more rogue levels than Cohle has hit dice.

    Defensive Roll (Ex): Cohle can roll with a potentially lethal blow to take less damage from it than he otherwise would. Three times per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), Cohle can attempt to roll with the damage. To use this ability, Cohle must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, she takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied her Dexterity bonus to AC, he can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, Cohle’s evasion ability does not apply to the defensive roll.

    Opportunist (Ex): Once per round, Cohle can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Cohle’s attack of opportunity for that round. Cohle can use the opportunist ability as many times per round as he can make attacks of opportunity, but no more than once per creature per round. Each use of the opportunist ability counts as an attack of opportunity.

    Improved Evasion (Ex):
    This ability works like evasion, except that while Cohle still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless Cohle does not gain the benefit of improved evasion.

    Slippery Mind (Ex): If Cohle is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC, with a +2 Competence Bonus. He gets only this one extra chance to succeed on his saving throw.

    True Seeing (Su): Cohle has a continuous true seeing ability, as the spell (caster level 20th).

    Combat: Cohle prefers to use the criminal empire he has founded to attack opponents with. Most of them will never realize Cohle exists, let alone that he's their true enemy. Opponents who meet him have been successful beyond anyone's expectations, to the point he has decided to deal with them personally. Even then Cohle will attack from ambush, with plenty of hirelings, or use some other methods of 'evening the odds' against his target. If all else fails, he teleports out.

    Equipment: +5 Keen, Speed, Ghost Touch Short Sword
    +5 Arrow Deflection, Ghost Touch Leather Armor
    +5 Ring of Protection
    Ring of Regeneration
    +5 Distance, Ghost Touch, Keen, Seeking, Thundering Hand Crossbow
    Boots of the Winterlands
    +4 Amulet of Mighty Fists
    Belt of Giant Strength +4
    2 Scrolls of Greater Teleport
    240 GP
    Most of this is figured into the statblock





    Ring of Humankind
    Price (Item Level):2000 GP
    Body Slot: Ring
    Caster Level: 1st
    Aura: Faint; (DC:16) Illusion
    Activation: -
    Weight: -

    This appears to be a dull ring made of some cheap metal. Any small or medium creature wearing one appears to be a human being (Small creatures appear to be human children). This is a Glamer affecting all 5 senses. When worn by a human, however... they appear to be another random human. An odd freaky human. Like someone with writhing animate hair. Or with scabs covering their entire body. All charisma based skills except intimidation are at -4. Intimidate skill checks get a +4 Circumstance bonus.

    Prerequisites: Forge Ring, Disguise Self
    Cost to Create: 1000 GP, 1 day, 80 XP


    Ring of Humankind
    Wondrous item, rare (requires attunement)

    This appears to be a dull ring made of some cheap metal. Any small or medium creature wearing one appears to be a human being (Small creatures appear to be human children). This is an illusion affecting all 5 senses.

    Curse. This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot discard the ring, which immediately teleports back onto your hand. When worn by a human, they appear to be another random human. An oddly repulsive human. All charisma based skill checks except intimidation have Disadvantage.


    Cohle
    "Well, here we are. The not so secret lair. How do you want to do this?"

    Wasn't Always A Bad Guy
    "Might as well just walk on in."

    "You can't knock? How very rude of you gentlemen."

    "Who are you?"

    "And who owns this factory of death?"

    "I'm the owner. Call me Cohle, it's as meaningless as any other name you could use. I guess you two don't know how much trouble you're in."

    "We're always in trouble."

    "It's our signature move really. That and stopping bad men"

    ""The world needs bad men. We keep the other bad men from the door.""


    Sugar. Our Old Enemy.

    "I don't suppose you'd like to tell us about the undead your factories create?"

    "Or the true purpose of them. We know the zombies are a side effect."

    *Sure, sure. But first, who might you be?*

    "I'm Harlan Jurgsns, and this is my assistant Jim."

    "Thanks."

    BAMF!

    "Well crap. I guess we at least blow the place up then?"
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  4. - Top - End - #784
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    Mega Beaver
    Huge Magical Beast
    Armor Class: 20 (-2 Size, +14 Natural), touch 8, flat-footed 22
    Armor Class (Rage): 22 (-2 Size, -2 Rage, +14 Natural), touch 6, flat-footed 20
    AC/FF 22, Rage AC/FF 20.

    Base Attack/Grapple: +14/+30
    Grapple increases with Rage.

    Vicious Bite (Ex): The Mega Beaver's bite threatens a Critical on a Natural 18-20. It ignores the Hardness of wooden items, and the DR/- of wooden beings.
    That really is vicious. (Bad beavers! Bad!)

    Tail Slap (Ex):
    This ability is a tad stronger than what's usually called a tail slap (you make an attack, but with your tail!!) in this game.

    The Mega Beaver can slap it's tail thunderously into the ground, setting off a small quake. All creatures standing on the ground within 60 feet of it must make a DC 22 Reflex Save (Save DC is Con based and rises to DC 23 during Rage) or fall Prone and take 1d6 damage. Burrowing creatures within range must instead make a DC 22 (23 during Rage) Fortitude Save, or be Stunned 1 round and take 1d6 damage. If an opponent is Prone, the Beaver can make a Tail Slap on it, doing the normal effects plus requiring the prone target to make a DC 22 (DC 23 Raging) Reflex Save. If the target fails, it takes 15d6 Bludgeoning damage, or half that if the Save is successful (Save DC is Con based).
    I also wonder why the DCs are not STR-based.

    Beaver Fever (Ex): A Mega Beaver that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily. If it dies during Rage, it explodes doing 20d6 Fire damage within 100 feet (DC 22 Reflex Save for half damage, Save DC is Con based).
    An Ex exploding beaver?!



    You know what, I like it.


    Speak With Animals (Su): This ability works like speak with animals (caster level 8th) but is a free action and does not require sound.
    So… Basically Telepathy but with Animals? (Also, always on unless dispelled works better for this kind of thing.)

    Quote Originally Posted by Bhu View Post
    Water Dragon
    Huge Dragon (Amphibious, Aquatic)
    Skills: Intimidate +12, Knowledge (Geography, History, Local, Nature) +10, Listen +11, Search +10, Sense Motive +11, Spot +11, Survival +11, Swim +16
    I see expenditures way over the budget here.

    "Water Dragons for the most part. Elasmosaurus lacus."
    Lacus is a noun. May I suggest E. stagnalis ('lake Elasmosaurus', but lake is an adjective)?


    Quote Originally Posted by Bhu View Post
    Forest Fey
    Large Fey
    Hit Dice: 12d6+60 (114 hp)
    12d6+72 (107 hp).

    Skills: Climb +7, Concentration +15, Craft (any one) +11, Hide +8, Jump +7, Knowledge (Geography, Nature) +11, Listen +12, Move Silently +9, Search +11, Spot +12, Survival +12, Swim +7
    Two skill points should remain available.

    Hefty bribes of food can sometimes placate them, and it's proper etiquette to set it out before going to bed, and pretending not to hear when they take it. Once this is done, however, they will expect it nightly while you are in their domain, as a tax for leaving you be. If you stop paying the "don't stomp me in the night" tax, they tend to get...creative. And you may wake up on the side of a cliff, 20 feet down. Or in a hibernating bears den. They clearly understand at least common and sylvan, but have never made an effort to communicate verbally with anyone.
    "Giants, but Fey" is a take for sure; at any rate, I like the racketeering thing in their lore. It's got flavour and is a very Fey thing to do.


    I might look at the Undead boss later. Checking back and forth to account for item-based effects is a pain.

  5. - Top - End - #785
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Metastachydium View Post

    "Giants, but Fey" is a take for sure; at any rate, I like the racketeering thing in their lore. It's got flavour and is a very Fey thing to do.


    I might look at the Undead boss later. Checking back and forth to account for item-based effects is a pain.
    They're more sasquatch than traditional giant. Cohle is pretty much a 20th level rogue with a template. I fixed the other stuff.

    You like black and white monster movies by chance?
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