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  1. - Top - End - #301
    Titan in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    Were-Kittens

    Originally created by Talindra, the Goddess of Zoanthropes, to serve as her spies, Were Kittens have spread about the world. Many other organizations have found ways to use them besides hers, and they have found a very lucrative niche in some places. Some others simply enjoy life as kittens and the free food that comes with being one. And it comes in handy when fleeing the law too.

    Were Kitten is an Acquired or Inherited template that can be added to any humanoid.

    Size and Type: Type doesn’t change, but it does gain the Shapechanger subtype. Size in Kitten form is Diminutive, Size in Hybrid form is Tiny. Size in humanoid form is unchanged.

    Hit Dice: Unchanged

    Speed: Land speed is 30 in Hybrid and Kitten forms, otherwise unchanged. May not use any alternate movement forms the humanoid form possesses in the Kitten or hybrid Forms.

    Armor Class: Use the humanoid forms Natural Armor bonus for all 3 forms. Natural Armor bonus increases by +1.

    Base Attack/Grapple: Use the humanoids BAB for all 3 forms (Grapple bonus will change due to Size penalties in Hybrid and Kitten forms).

    Attacks: Same as base creature in Humanoid form, same as Kitten in Kitten Form (Kittens have 2 claw attacks doing 1 point of damage plus Strength bonus, and 1 Bite doing 1d2 + 1/2 Strength bonus), attacks in Hybrid Form are 2 Claw attacks doing 1d2 plus Strength and 1 Bite doing 1d3 plus Strength.

    Special Attacks: Hybrid and Kitten Forms gain Cursed Bite.

    Cursed Bite (Su): Any humanoid hit by a werekitten’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

    Special Qualities: All 3 forms possess Low Light Vision, Scent, Alternate Form, Cat Empathy, and Damage Reduction 5/Silver.

    Alternate Form (Su): A werekitten can assume a bipedal hybrid form or the form of a kitten.

    Cat Empathy (Su): Can communicate with Cats and has a +4 Racial bonus on Charisma based checks to influence them.

    Saves: Increase Base creatures Fortitude and Reflex Saves by +2.

    Abilities: Were Kittens gain +2 Wis. In Kitten and Hybrid Forms it gains +4 Dex, +2 Cha.

    Skills: Were Kittens gain a + 8 Racial bonus to Jump and Balance checks. They also have a +4 Racial bonus to Climb, Hide, and Move Silently checks. In Kitten and Hybrid forms while in heavy undergrowth or tall grass the Hide bonus increases to +8. Were Kittens may use their Strength or Dexterity modifier for Climb and Jump checks, whichever is better.

    Feats: Weapon Finesse and Iron Will as Bonus Feats.

    Environment: Unchanged.

    Organization: Solitary (Unchanged if there are enough other Were Kittens about, or in squads of 5-10 if working for the Lycanthrope Goddess).

    Challenge Rating: +1

    Treasure: Standard

    Alignment: Usually Neutral with some tendencies towards Chaos.

    Advancement: By Character Class

    Level Adjustment: +1 Afflicted (+2 Natural)


    Example Were Kitten: 1st level human Ninja, Lil Mister Fuzzy

    Human Form

    Medium Humanoid (Shapechanger)
    Hit Dice: 1d6-1 (5 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (+2 Dex, +1 Natural, +3 Ninja), touch 15, flat-footed 14
    Base Attack/Grapple: +0/+1
    Attack: Short Sword +2 melee (1d6+1) or Short Bow +2 Ranged (1d6)
    Full Attack: Short Sword +2 melee(1d6+1) or Short Bow +2 Ranged (1d6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: +1d6 Sudden Strike
    Special Qualities: Low-Light Vision, Scent, Alternate Form, Cat Empathy, DR 5/Silver, Trapfinding, Ki Power 4/day
    Saves: Fort +1, Ref +6, Will +5
    Abilities: Str 12, Dex 15, Con 8, Int 10, Wis 16, Cha 13
    Skills: Balance +10, Bluff +5, Climb +6, Disable Device +4, Escape Artist +6, Hide +6, Jump +10, Listen +5, Move Silently +6, Open Lock +6, Search +4, Spot +5,Tumble +6
    Feats: Alertness, Iron Will (b), Weapon Finesse (b)
    Environment: Any
    Organization: Solitary or Organization (10-1000)
    Challenge Rating: 2
    Treasure: Standard
    Alignment: Neutral
    Advancement: By character class
    Level Adjustment: +2


    Hybrid Form

    Tiny Humanoid (Shapechanger)
    Hit Dice: 1d6-1 (5 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares)
    Armor Class: 20 (+2 Size, +4 Dex, +1 Natural, +3 Ninja), touch 19, flat-footed 16
    Base Attack/Grapple: +0/-7
    Attack: Claw +6 melee (1d2+1)
    Full Attack: 2 Claws +6 (1d2+1) and 1 Bite +1 melee(1d3+1)
    Space/Reach: 2 1/2 ft./ 0 ft.
    Special Attacks: +1d6 Sudden Strike, Cursed Bite
    Special Qualities: Low-Light Vision, Scent, Cat Empathy, Alternate Form, DR 5/Silver, Trapfinding, Ki Power 4/day
    Saves: Fort +1, Ref +8, Will +5
    Abilities: Str 12, Dex 19, Con 8, Int 10, Wis 16, Cha 15
    Skills: Balance +12, Bluff +6, Climb +8, Disable Device +4, Escape Artist +8, Hide +16, Jump +12, Listen +5, Move Silently +8, Open Lock +8, Search +4, Spot +5, Tumble +8
    Feats: Alertness, Iron Will (B), Weapon Finesse (B)
    Environment: Any
    Organization: Solitary or Organization (10-1000)
    Challenge Rating: 2
    Treasure: Standard
    Alignment: Neutral
    Advancement: By Character Class
    Level Adjustment: +2

    Kitten Form

    Diminutive Humanoid (Shapechanger)
    Hit Dice: 1d6-1 (5 hp)
    Initiative: +7
    Speed: 30 ft. (6 squares)
    Armor Class: 21 (+4 Size,+4 Dex, +1 Natural, +3 Ninja ), touch 20, flat-footed 17
    Base Attack/Grapple: +0/-11
    Attack: Claw +8 melee (1 point)
    Full Attack: 2 Claws +8 melee (1 point) and 1 Bite +3 melee (1d2+1)
    Space/Reach: 1 ft./0 ft.
    Special Attacks: +1d6 Sudden Strike, Cursed Bite
    Special Qualities: Low-Light Vision, Scent, Cat Empathy, Alternate Form, DR 5/Silver, Trapfinding, Ki Power 4/day
    Saves: Fort +1, Ref +8, Will +5
    Abilities: Str 12, Dex 19, Con 8, Int 10, Wis 16, Cha 15
    Skills: Balance +12, Bluff +6, Climb +8, Disable Device +4, Escape Artist +8, Hide +16, Jump +12, Listen +5, Move Silently +8, Open Lock +8, Search +4, Spot +5, Tumble +8
    Feats: Alertness, Iron Will (B), Weapon Finesse (B)
    Environment: Any
    Organization: Solitary or Organization (10-1000)
    Challenge Rating: 2
    Treasure: Standard
    Alignment: Neutral
    Advancement: By Character Class
    Level Adjustment: +2

    Lil Mister Fuzzy was bitten by a Werekitten on a job. Laughed out of his ninja clan, he now specializes as a spy and saboteur for those willing to pay for his unique skills.

    Lord Fuzzington: Good evening everyone, please be seated!
    (crowd murmurs)
    Lord Fuzzington: As you know the local sushi house, Bob's Stale Fish has been ransacked and taken over by PIRATES!
    Crowd: BOOOOOOOOOOOOOOOO!!!! HIIISSSS!!
    Lord Fuzzington: We cannot allow this!
    Crowd: YEAH!
    Lord Fuzzington:Tonight our claws shall drink deeply into their poofy pirate shirts!
    Crowd: YEAH!
    Lord Fuzzington: And then we shall mock them while wearing their own eyepatches!
    Crowd: YEAH!
    Lord Fuzzington: As I understand the captain and his core crew are currently passed out drunk at the Itchy Walrus. After we dispatch them we retake Bobs!
    Crowd: YEAH!
    Lord Fuzzington: And the gods willing Bob will be a little less stingy with the free sashimi for kitties in the future...
    Crowd: YEAH!



    Were Kitten

    BAMF!!

    "Where are we now Harlan?"

    "Should be a church in the city of Arrival. Hopefully still a Church that isn't all sacrificey."

    "AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHH!"

    Who's Mommies Widdle Angel?

    "Must you scream like that?"

    "I always scream when I walk into my quarters and find strange people there."

    "Why are you naked?"

    "Why aren't you?"

    Spies of the Zoanthropw Gawdess!

    "Fair enough."

    "Guards!"

    "Relax man. Clearlly my teleport spell was off. No need to be unreasonable."
    Last edited by Bhu; 2022-12-19 at 11:54 PM.
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  2. - Top - End - #302
    Firbolg in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    Fuchsia Hulk
    Colossal Aberration
    Hit Dice: 80d8+880 (1240 hp)
    Initiative: +0
    +4, unless I'm missing something (Improved Initiative).

    Challenge Rating: 27
    I'm skeptical about that. At the level range of 23–27, characters will have better defenses against fire and claw-claw-bite and the defenses of the hulk itself are not that impressive.

    Quote Originally Posted by Bhu View Post
    Lavender Hulk
    Large Aberration
    Hit Dice: 8d8+32 (68 hp)
    Initiative: +2
    Speed: 20 ft. (5 squares)
    4 squares.

    Unfortunately Hulks don't make great flyers. Even when they've had bee wings added to their frames they give Bumble Bee's a run for their money for clumsiest airborne species.
    Bumblebees might not be hoverflies (still, what is, other than hoverflies themselves?), but, in actual fact, they are pretty darn nimble and efficient fliers. They'd easily rate good on a D&D maneuverability scale. People think they should be clumsy because they are round and fuzzy, but that's not the case.

    Quote Originally Posted by Bhu View Post
    Periwinkle Hulk

    (…)

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

    Quote Originally Posted by Bhu View Post
    Sepia Hulk

    (…)

    Full Attack: 2 Claws +9 melee touch (energy drain) and 1 Bite +4 melee touch (energy drain)
    With Improved Multiattack that should be +9 claws/+9 bite

    Abilities: Str -, Dex 17, Con -, Int 7, Wis 13, Cha 16
    I'm not entirely certain a living creature can not have a CON score. It's kind of a prerequisite for being alive.

    Quote Originally Posted by Bhu View Post
    Green Hulk

    (…)

    Special Qualities: Dark Vision 60 ft., Regeneration 5
    Warning! The bypass, if any, for Regeneration is not specified.

    Quote Originally Posted by Bhu View Post
    Orange Hulk
    Large Aberration (Cold)
    Okay, this one sounds weirdly cute and the static discharge is much fun. My only question is this: shouldn't the Cold subtype grant some manner of protection against cold (weather or damage), even absent the usual immunity/vulnerability thing (although honestly, I could see something this fuzzy being vulnersable to fire)?


    Oh, and here's a brief tribute to express my appreciation for this series:


    Jonquil Hulk
    Plumper, squatter and softer than its umber cousins, the jonquil hulk is covered in a coat of vivid yellow fur with a plushy texture to it. Lacking the overlong claws and the massive, serrated mandibles, it looks largely harmless. But that's a ruse.

    Size/Type: Large Aberration
    Hit Dice: 4d8+28 (46 hp)
    Initiative: -2
    Speed: 25 ft. (5 squares)
    Armor Class: 15 (–1 size, -2 Dex, +8 natural), touch 7, flat-footed 15
    Base Attack/Grapple: +3/+11
    Attack: Slap +6 melee (2d4+4 subdual) or unicorn glance +1 ranged touch (see text)
    Full Attack: 2 slaps +6 melee (2d4+4 subdual) and headbutt +4 melee (2d8+2 subdual) or unicorn glance +1 ranged touch (see text)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Unicorn glance
    Special Qualities: Darkvision 60 ft., DR 15/piercing or slashing, tremorsense 40 ft.
    Saves: Fort +8, Ref -1, Will +5
    Abilities: Str 19, Dex 7, Con 24, Int 11, Wis 8, Cha 18
    Skills: Climb +7, Jump +8, Move Silently +9, Spot +6
    Feats: Iron Will, Multiattack
    Environment: Any temperate
    Organization: Solitary or collection (4–8)
    Challenge Rating: 3
    Alignment: Often chaotic evil
    Advancement: 5–8 HD (Large)
    Level Adjustment:

    Combat
    Jonquil hulks don't bother with elaborate tactics. They will fling unicorns at foes as long as those are far enough to fling unicorns at. If their opponents manage to close regardless, the hulks proceed to try and slap them into submission.

    Unicorn Glance (Su)
    Every other round, a jonquil hulk can fix its gaze on an opponent. As a standard action, it can then produce an effect identical to Melf's Unicorn Arrow as cast by a 6th level Sorcerer.

    Skills
    Due to its soft coat, a jonquil hulk has a +10 racial bonus on Move Silently checks.

  3. - Top - End - #303
    Titan in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    I like it. Fair warning next week will be all zoanthropes (one birdie). Plus more the week after if anyoen has requests. I'll get corrections done soon, today was a bad day.
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  4. - Top - End - #304
    Firbolg in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    I like it.
    Thanks!

    Fair warning next week will be all zoanthropes (one birdie).
    You got my attention, Sir.

    Plus more the week after if anyoen has requests.
    One birdy is much better than no birdies, but I can't promise I won't lobby for more.

    I'll get corrections done soon, today was a bad day.
    Well, better days, then!

  5. - Top - End - #305
    Titan in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    Fair warning, these are divine creations so some may differ somewhat from standard lycanthropes.
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  6. - Top - End - #306
    Firbolg in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    Why, I expect that much! It's half the appeal, really. I can already slap the lycanthrope template on stuff, including birdies (mark my words, one day I'll get around to playing a werechordevoc!). But when it comes to "a bit/lot like a lycanthrope, but totally not a lycanthrope"? Now, that means we're talking.

  7. - Top - End - #307
    Titan in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    I have adjusted the Hulks, and beefed up the Fuschia
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  8. - Top - End - #308
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    beefed up the Fuschia
    Well, I'm still not sure, but yeah, that's more like it.

  9. - Top - End - #309
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    Default Re: Critters III! Now also in 5e!

    As some of you may know, this week was hell for me, so I apologize in advance for any typos. I'll correct them during the week assuming things stay sane.

    Were Porcupine

    Were Porcupine is an Acquired or Inherited template that can be added to any Small humanoid. In this case the smaller Humanoid races that are less kind than Gnomes and Halflings. Or that are more paranoid. They are often used as sentries at temples of the Zoanthrope Goddess. Mostly because no one wants to get quilled trying to pass them.

    Size and Type: Size and Type doesn’t change, but it does gain the Shapechanger subtype.

    Hit Dice: Same as the base creature plus 1d8. To calculate total hit points, apply Constitution modifiers according to the score the zoanthrope has in each form.

    Speed: Land speed is unchanged, it gains a Climb Speed of 15 ft. in Hybrid and Porcupine Forms.

    Armor Class: Gains +2 Natural Bonus in Humanoid Form, +4 in Hybrid and Porcupine Forms.

    Attacks: Use the humanoids BAB for all 3 forms.

    Damage: Same as base creature in Humanoid form, same as Porcupine in Porcupine and Hybrid Forms (Porcupines have 2 claw attacks doing 1d3 damage plus Strength bonus, and 1 Bite doing 1d3 + 1/2 Strength bonus).

    Special Attacks: A zoanthrope retains the special attacks of the base creature or base animal, depending on which form it is using, and also gains the special attacks described below:

    Curse of Zoanthropy(Su): Any humanoid hit by a natural zoanthrope’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract zoanthropy. If the victim’s size is not within one size category of the zoanthrope the victim cannot contract zoanthropy from that zoanthrope. Afflicted zoanthropes cannot pass on the curse of zoanthropy.

    Special Qualities: A zoanthrope retains all the special qualities of the base creature and the base animal, and also gains those described below:

    Alternate Form (Su): A zoanthrope can assume the form of a specific animal (as indicated in its entry). Changing to or from animal or hybrid form is a standard action. A slain zoanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however. Afflicted zoanthropes find this ability difficult to control, but natural zoanthropes have full control over this power.

    Damage Reduction (Ex): An afflicted zoanthrope in animal or hybrid form has damage reduction 5/silver. A natural zoanthrope in animal or hybrid form has damage reduction 10/silver.

    Porcupine Empathy (Ex): In any form, zoanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."

    Low-light Vision (Ex): A zoanthrope has low-light vision in any form.

    Scent (Ex): A zoanthrope has the scent ability in any form.

    Quills (Ex): Instead of it's normal attacks the Porcupine may whack it's opponent with it's body, potentially impaling it with quills as a Standard Action. Opponents who attack it also risk harming themselves if they attack it with a Grapple, Natural Weapon or Unarmed Strike (they must make a Reflex Save to not be quilled, Save DC is 10 plus 1/2 Hit Dice plus opponents Str Modifier. Minimum of +1 if opponent has a low Str). As an attack the quills do 1d6 plus your Str Modifier, if your opponent was quilled because he was foolish enough to attack you bare-handed it does 1d6 plus his Str modifier. Once quilled an opponent takes a -1 Circumstance Penalty to attack rolls, Saving Throws, and Skill Checks until the quills are removed. This penalty increases by 1 each time he is successfully quilled again with no theoretical upper limit. In addition he takes an additional 1d2 damage per Minute until the quills are removed. There are two ways to remove quills: A Str or Heal Check (DC is 10 plus 1/2 your HD plus your Constitution Modifier). One successful Check is necessary to reduce the Penalty by -1, and once it reaches 0 all the quills are removed. The victim takes 1d4 damage per Str Check, whether it is successful or not. He only takes damage on a Heal Check if it is unsuccessful.

    Saves: Must be recalculated in Hybrid and Porcupine forms due to stat changes, and gains a +2 Racial Bonus to Fort and Will Saves.

    Abilities: +2 Wis. +2 Dex and +2 Con in Hybrid and Porcupine Forms.

    Skills: Were Porcupines gain a +4 Racial Bonus to Listen Checks, and a +8 Racial Bonus on Climb Checks. They may always Take 10 on a Climb Check. Gains (2+Int) skill points, Class Skills are Climb, Hide, Listen and Spot.

    Feats: Gains Alertness and Iron Will as Bonus Feats.

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: +1

    Treasure: Unchanged, usually Standard.

    Alignment: Usually Neutral

    Advancement: By Character Class.

    Level Adjustment: +2 Afflicted (+3 Natural)


    Quilby (Svirfneblin Fighter 3/Were Porcupine (Gnome Form)
    Small Humanoid (Gnome, Shapechanger)
    Hit Dice: 3d10+6 plus 1d8+3 (29 hp)
    Initiative: +3
    Speed: 20 ft. (4 squares)
    Armor Class: 16 (+1 Size, +3 Dex, +2 Natural), touch 14, flat-footed 13
    Base Attack/Grapple: +3/+0
    Attack: Heavy Pick +8 melee (1d4+1/x4)
    Full Attack: Heavy Pick +8 melee (1d4+1/x4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: ---
    Special Qualities: Svirfneblin traits, Alternate Form, Porcupine Empathy, Low-light Vision, Scent
    Saves: Fort +9, Ref +8, Will +5
    Abilities: Str 13, Dex 16, Con 14, Int 8, Wis 14, Cha 6
    Skills: Climb +2, Craft (Alchemy) +3, Hide +9, Intimidate +0, Jump +2, Listen +2, Spot +3
    Feats: Combat Reflexes, Weapon Finesse, Alertness (B), Iron Will (B), Weapon Focus (Heavy Pick, B), Weapon Specialization (Heavy Pick, B)
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Neutral
    Advancement: By Character Class
    Level Adjustment: +3

    Quilby (Svirfneblin Fighter 3/Were Porcupine (Hybrid Form)
    Small Humanoid (Gnome, Shapechanger)
    Hit Dice: 3d10+6 plus 1d8+3 (29 hp)
    Initiative: +4
    Speed: 20 ft. (4 squares), Climb 15 ft.
    Armor Class: 19 (+1 Size, +4 Dex, +4 Natural), touch 15, flat-footed 15
    Base Attack/Grapple: +3/+0
    Attack: Claw +8 melee (1d3+1)
    Full Attack: 2 Claws +8 melee (1d3+1) and 1 Bite +3 melee (1d3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Curse of Zoanthropy
    Special Qualities: Svirfneblin traits, Alternate Form, Porcupine Empathy, Low-light Vision, Scent, Quills
    Saves: Fort +10, Ref +9, Will +5
    Abilities: Str 13, Dex 18, Con 16, Int 8, Wis 14, Cha 6
    Skills: Climb +10, Craft (Alchemy) +3, Hide +9, Intimidate +0, Jump +2, Listen +6, Spot +3
    Feats: Combat Reflexes, Weapon Finesse, Alertness (B), Iron Will (B), Weapon Focus (Heavy Pick, B), Weapon Specialization (Heavy Pick, B)
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Neutral
    Advancement: By Character Class
    Level Adjustment: +3

    Quilby (Svirfneblin Fighter 3/Were Porcupine (Porcupine Form)
    Small Humanoid (Gnome, Shapechanger)
    Hit Dice: 3d10+6 plus 1d8+3 (29 hp)
    Initiative: +4
    Speed: 20 ft. (4 squares), Climb 15 ft.
    Armor Class: 19 (+1 Size, +4 Dex, +4 Natural), touch 15, flat-footed 15
    Base Attack/Grapple: +3/+0
    Attack: Claw +8 melee (1d3+1)
    Full Attack: 2 Claws +8 melee (1d3+1) and 1 Bite +3 melee (1d3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Curse of Zoanthropy
    Special Qualities: Svirfneblin traits, Alternate Form, Porcupine Empathy, Low-light Vision, Scent, Quills
    Saves: Fort +10, Ref +9, Will +5
    Abilities: Str 13, Dex 18, Con 16, Int 8, Wis 14, Cha 6
    Skills: Climb +10, Craft (Alchemy) +3, Hide +9, Intimidate +0, Jump +2, Listen +6, Spot +3
    Feats: Combat Reflexes, Weapon Finesse, Alertness (B), Iron Will (B), Weapon Focus (Heavy Pick, B), Weapon Specialization (Heavy Pick, B)
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Neutral
    Advancement: By Character Class
    Level Adjustment: +3

    Quillby is an outcast among his people for reasons he'd rather not go in to. Talindra found him starving on the side of the road and made him a guard at one of her temples. He's actually quite happy now that he feels he's been given a purpose.




    Were Porcupine

    "Wot's all this here then?

    "Harlan, this doesn't appear to be a Gnomish temple"

    "Quillby? Is that you?"

    "Harlan? What are you doing here?"

    "Teleported in to avoid a Wizards contest gone wrong. What happened? This was Ulfgar's temple last I knew."

    "They moved down the road. It's Talindra's now."

    Mess With The Porc And You Get The Pine

    "Ah, the Zoanthrope Gawdess. That explains the quills."

    "I still need you people out of my room. This is trespassing."

    "We had no intention of trespassing, perhaps we can come to some sort of accord."

    "That'll be up to the priest."

    Not Bribeable With Apples (hint, hint, nudge)

    "Fair enough."

    "We got a visitin' priest today. Come with me."

    "Never did like priests. It takes an odd man or woman to live with a D+Gawd in their heads all the time."
    Last edited by Bhu; 2022-12-19 at 11:56 PM.
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  10. - Top - End - #310
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    Default Re: Critters III! Now also in 5e!

    Were Komodo Dragon

    Much like the Pink Fairy Armadillo Weres, the Komodos are are creations of the Goddess of Zoanthropes. When seeing that the locals of an island group worshiped the large lizards as Gawds it was inevitable she would use this to her advantage. Sure, it only gives her control over a few islands, but every would be world dominator has to start somewhere.

    Were Komodo Dragon is an Acquired or Inherited template that can be added to any humanoid.

    Size and Type: Type doesn’t change, but it does gain the Shapechanger subtype. Size in Dragon form is Medium, Size in Hybrid form is also Medium. Size in humanoid form is unchanged.

    Hit Dice: Same as the base creature plus 3d8. To calculate total hit points, apply Constitution modifiers according to the score the zoanthrope has in each form

    Speed: Gains a 30 foot Swim speed in Komodo Dragon and Hybrid forms.

    Armor Class: Natural Armor Bonus increases by +2 in Humanoid Form, and +5 in Hybrid and Komodo Forms.

    Attacks: Add the base attack bonus for the base animal (+2) to the base attack bonus for the base creature. The zoanthrope’s grapple bonus uses its attack bonus and modifiers for Strength and size depending on the zoanthrope’s form.

    Damage: Same as base creature in Humanoid form, same as Komodo in Komodo Form (Komodo Dragons have 1 Bite doing 1d8 plus one and a half times Strength bonus), bite damage is 1d8 plus one and a half Strength bonus in Hybrid form. If opponents are behind them they use a Tail Lash instead (damage is the same).

    Special Attacks: A zoanthrope retains the special attacks of the base creature or base animal, depending on which form it is using, and also gains the special attacks described below:

    Curse of Zoanthropy(Su): Any humanoid or giant hit by a natural zoanthrope’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract zoanthropy. If the victim’s size is not within one size category of the zoanthrope the victim cannot contract zoanthropy from that zoanthrope. Afflicted zoanthropes cannot pass on the curse of zoanthropy.

    Toxic Bite (Ex): Injury, Fort Save (Save DC is Con based), Initial Damage is 1d4 Strength and opponent continues to lose 1 hp per round until the victim takes 1 hp of magical healing or a DC 15 heal Check is made due to continual blood loss. Secondary damage is 1d4 Strength.

    Rush (Ex): When performing a successful Tail Lash (or any Charge Attack with a Bite while in Komodo Form), the Were-Komodo can immediately make a Trip Attack as a Free Action without provoking an Attack of Opportunity. If the attempt fails, the opponent cannot react to trip the Were Komodo.

    Special Qualities: A zoanthrope retains all the special qualities of the base creature and the base animal, and also gains those described below:

    Alternate Form (Su): A zoanthrope can assume the form of a specific animal (as indicated in its entry). Changing to or from animal or hybrid form is a standard action. A slain zoanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however. Afflicted zoanthropes find this ability difficult to control, but natural zoanthropes have full control over this power.

    Damage Reduction (Ex): An afflicted zoanthrope in animal or hybrid form has damage reduction 5/silver. A natural zoanthrope in animal or hybrid form has damage reduction 10/silver.

    Lizard Empathy (Ex): In any form, zoanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."

    Low-light Vision (Ex): A zoanthrope has low-light vision in any form.

    Scent (Ex): A zoanthrope has the scent ability in any form.

    Improved Scent (Ex): A Were Komodo can notice creatures by scent in a 180-foot radius and detect blood or corpses at ranges of up to 5 miles.

    Running Spurt (Ex): The Were Komodo can increase it's base land speed by +30 feet for 1 round per point of Constitution modifier. Once used it must rest for 1 hour before it can use the Running Spurt again.

    Low Metabolism (Ex): Were Komodos can go up to a month without food before needing to make Fortitude checks against starvation.

    Disease Resistant (Ex): Were Komodos gain a +2 Resistance Bonus on Fortitude Saves against disease.

    Saves: Must be recalculated in Hybrid and Komodo forms due to stat changes, and gains a +3 Racial Bonus to Fort and Ref Saves, and a +1 Bonus to Will Saves.

    Abilities: Were Komodos gain +2 Wis. In Hybrid and Komodo forms they also gain +6 Str, +6 Con and +4 Dex.

    Skills: Were Komodos have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Were Komodos have a +4 racial bonus on Hide and Move Silently checks. In forested or overgrown areas, the Hide bonus improves to +8. Skill bonuses are only available in Hybrid and Komodo forms. They gain (2+Int) skill points times three Hit Dice, Class Skills are Climb, Hide, Listen, Move Silently, Spot and Swim.

    Feats: Gains Alertness, Great Fortitude and Iron Will as Bonus Feats.

    Environment: Unchanged

    Organization: Unchanged, usually Solitary

    Challenge Rating: +2

    Treasure: Unchanged, usually Standard.

    Alignment: Usually Neutral with some tendencies towards Chaos.

    Advancement: By character class.

    Level Adjustment: +3 Afflicted (+4 Natural)

    King Komodo (Adept 3/Were Komodo) (Human Form)
    Medium Humanoid (Human, Shapechanger)
    Hit Dice: 3d6+3 plus 3d8+12 (38 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares)
    Armor Class: 12 (+2 Natural), touch 10, flat-footed 12
    Base Attack/Grapple: +3/+4
    Attack: Shortspear +4 melee (1d6+1)
    Full Attack: Shortspear +4 melee (1d6+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spells
    Special Qualities: Alternate Form, Lizard Empathy, Low-light Vision, Scent, Find Familiar
    Saves: Fort +7, Ref +4, Will +9
    Abilities: Str 13, Dex 10, Con 12, Int 11, Wis 17, Cha 8
    Skills: Climb +2, Concentration +3, Hide +2, Knowledge (Arcana, Local) +6, Listen +5, Move Silently +2, Spellcraft +5, Spot +5, Survival +5, Swim +2
    Feats: Cleave, Combat Reflexes, Power Attack, Alertness (B), Great Fortitude (B), Improved Initiative (B), Iron Will (B)
    Challenge Rating: 5
    Treasure: Standard
    Alignment: Chaotic Neutral
    Advancement: By Character Class
    Level Adjustment: +4


    King Komodo (Adept 3/Were Komodo) (Hybrid Form)
    Medium Humanoid (Human, Shapechanger)
    Hit Dice: 3d6+3 plus 3d8+12 (38 hp)
    Initiative: +6
    Speed: 30 ft. (6 squares), Swim 30 ft.
    Armor Class: 17 (+2 Dex, +5 Natural), touch 12, flat-footed 15
    Base Attack/Grapple: +3/+7
    Attack: Shortspear +7 melee (1d6+4) or Bite +7 melee (1d8+6 plus poison) or Tail Lash +7 melee (1d8+6)
    Full Attack: Shortspear +7 melee (1d6+4) or Bite +7 melee (1d8+6 plus poison) or Tail Lash +7 melee (1d8+6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spells, Curse of Zoanthropy, Toxic Bite, Rush
    Special Qualities: Alternate Form, DR 10/Silver, Lizard Empathy, Low-light Vision, Scent, Improved Scent, Running Spurt, Low Metabolism, Find Familiar
    Saves: Fort +10, Ref +6, Will +9
    Abilities: Str 19, Dex 14, Con 18, Int 11, Wis 17, Cha 8
    Skills: Climb +5, Concentration +6, Hide +8, Knowledge (Arcana, Local) +6, Listen +5, Move Silently +8, Spellcraft +5, Spot +5, Survival +5, Swim +13
    Feats: Cleave, Combat Reflexes, Power Attack, Alertness (B), Great Fortitude (B), Improved Initiative (B), Iron Will (B)
    Challenge Rating: 5
    Treasure: Standard
    Alignment: Chaotic Neutral
    Advancement: By Character Class
    Level Adjustment: +4


    King Komodo (Adept 3/Were Komodo) (Komodo Form)
    Medium Humanoid (Human, Shapechanger)
    Hit Dice: 3d6+3 plus 3d8+12 (38 hp)
    Initiative: +6
    Speed: 30 ft. (6 squares), Swim 30 ft.
    Armor Class: 17 (+2 Natural, +5 Natural), touch 12, flat-footed 15
    Base Attack/Grapple: +3/+7
    Attack: Bite +7 melee (1d8+6 plus poison) or Tail Lash +7 melee (1d8+6)
    Full Attack: Bite +7 melee (1d8+6 plus poison) or Tail Lash +7 melee (1d8+6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Curse of Zoanthropy, Toxic Bite, Rush
    Special Qualities: Alternate Form, DR 10/Silver, Lizard Empathy, Low-light Vision, Scent, Improved Scent, Running Spurt, Low Metabolism, Find Familiar
    Saves: Fort +10, Ref +6, Will +9
    Abilities: Str 19, Dex 14, Con 18, Int 11, Wis 17, Cha 8
    Skills: Climb +5, Concentration +6, Hide +8, Knowledge (Arcana, Local) +6, Listen +5, Move Silently +8, Spellcraft +5, Spot +5, Survival +5, Swim +13
    Feats: Cleave, Combat Reflexes, Power Attack, Alertness (B), Great Fortitude (B), Improved Initiative (B), Iron Will (B)
    Challenge Rating: 5
    Treasure: Standard
    Alignment: Chaotic Neutral
    Advancement: By Character Class
    Level Adjustment: +4

    When approached by Talindra and offered ultimate power, the not King Komodo jumped at the offer. At first all was well, but it's grown stale. The Gawdess never lets him have any fun, like starting wars or fights. What good is power if you have to be responsible in its use?



    Were Komodo Dragon

    "So I've explained everything to his lordship, and alls well. He just wants you to give the Church a shout out over the palantir and we'll cal it even."

    "Sigh...okay lets meet this priest."

    "That's no priest, that's a giant lizard."

    "You're rude for a Gnome."

    "You're talkative for a lizard."

    "Lets get down to it: I want you to interview several of the temples worshipers and put out the good word.."

    Venom Use Limited to Non-Humanoids IF They're Smart

    "We aren't religious zealots."

    "And we aren't evangelistic. Sign on for super powers is the deal being offered. It's kind of a pragmatic relationship."

    "And by powers, you of course mean zoanthropy?"

    "Of course."

    Worshiped For The Gawds Know What Reason

    "Where do we start?"

    "Start with Big John. He's a good lad."
    Last edited by Bhu; 2022-12-19 at 11:57 PM.
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  11. - Top - End - #311
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    Default Re: Critters III! Now also in 5e!

    Were Hippo

    Were Hippo is an Acquired or Inherited template that can be added to any humanoid or giant. Talindra uses them as cheap muscle. It's a surprisingly popular transformation. Probably because they're consistently underestimated as fat and slow. Hippos are not slow. Hippos are unstoppable death machines.

    Size and Type: Type doesn’t change, but it does gain the Shapechanger subtype. Size in Hippo form, or in Hybrid form is Large. Size in humanoid or giant form is unchanged.

    Hit Dice: Same as the base creature plus 8d8. To calculate total hit points, apply Constitution modifiers according to the score the zoanthrope has in each form.

    Speed: Gains a 30 foot Swim speed in Hippo and Hybrid forms.

    Armor Class: The base creature’s natural armor bonus increases by +2 in all forms. In hybrid and hippo form, the zoanthrope’s base natural armor bonus is +7.

    Attacks: Add the base attack bonus for the base animal (+6) to the base attack bonus for the base creature. The zoanthrope’s grapple bonus uses its attack bonus and modifiers for Strength and size depending on the zoanthrope’s form.

    Damage: Same as base creature in Humanoid form, same as Hippo in Hippo Form (Hippos have a Bite doing 2d6 + one and a half times Strength bonus), attacks in Hybrid Form are 2 Slam attacks doing 1d4 plus Strength and 1 Bite doing 2d6 plus 1/2 Strength.

    Special Attacks: A zoanthrope retains the special attacks of the base creature or base animal, depending on which form it is using, and also gains the special attacks described below:

    Curse of Zoanthropy(Su): Any humanoid or giant hit by a natural zoanthrope’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract zoanthropy. If the victim’s size is not within one size category of the zoanthrope the victim cannot contract zoanthropy from that zoanthrope. Afflicted zoanthropes cannot pass on the curse of zoanthropy.

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

    Special Qualities: A zoanthrope retains all the special qualities of the base creature and the base animal, and also gains those described below:

    Alternate Form (Su): A zoanthrope can assume the form of a specific animal (as indicated in its entry). Changing to or from animal or hybrid form is a standard action. A slain zoanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however. Afflicted zoanthropes find this ability difficult to control, but natural zoanthropes have full control over this power.

    Damage Reduction (Ex): An afflicted zoanthrope in animal or hybrid form has damage reduction 5/silver. A natural zoanthrope in animal or hybrid form has damage reduction 10/silver.

    Hippo Empathy (Ex): In any form, zoanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."

    Low-light Vision (Ex): A zoanthrope has low-light vision in any form.

    Scent (Ex): A zoanthrope has the scent ability in any form.

    Hold Breath (Ex): A Were Hippo can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.

    Saves: Add the base save bonuses of the base animal (Fort+6, Dex +6, Wis +2) to the base save bonuses of the base creature.

    Abilities: Were Hippos gain +2 Wis. In Hippo and Hybrid Forms it gains +16 Str, +10 Con.

    Skills: A Were Hippo gains (2+Int) skill points times 8 hit dice. Class skills are Listen, Spot and Swim. A Were Hippo has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. A Were Hippo gains a +4 racial bonus on Hide checks when in the water. Further, a Were Hippo can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

    Feats: Gains Alertness, Endurance and Iron Will as Bonus Feats.

    Environment: Any.

    Organization: Solitary or pair, sometimes family (3-4), pack (6-10)

    Challenge Rating: +2

    Treasure: Unchanged.

    Alignment:
    Always Neutral.

    Advancement: By Character Class.

    Level Adjustment: +3 Afflicted (+4 Natural)

    Example of creature using template here:

    Big John (Fighter 3/Were Hippo)
    Medium Humanoid (Human, Shapechanger)
    Hit Dice: 3d10+6 plus 8d8+56 (114 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares)
    Armor Class: 17 (+1 Dex, +2 Natural, +4 Chain Shirt), touch 11, flat-footed 16
    Base Attack/Grapple: +9/+11
    Attack: Greatsword +11 melee (2d6+3)
    Full Attack: Greatsword +11/+6 melee (2d6+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: ---
    Special Qualities: Alternate Form, Hippo Empathy, Low-light Vision, Scent
    Saves: Fort +10, Ref +7, Will +5
    Abilities: Str 15, Dex 13, Con 14, Int 8, Wis 12, Cha 10
    Skills: Climb +6, Intimidate +4, Jump +6, Listen +5, Spot +5, Swim +10
    Feats: Cleave, Power Attack, Alertness (B), Endurance (B), Great Cleave (B), Improved Bull Rush (B), Iron Will (B)
    Challenge Rating: 5
    Treasure: Standard
    Alignment: Neutral
    Advancement: By Character Class
    Level Adjustment: +4


    Big John (Hybrid Form)
    Medium Humanoid (Human, Shapechanger)
    Hit Dice: 3d10+6 plus 8d8+56 (114 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares), Swim 30 ft.
    Armor Class: 19 (-1 Size, +1 Dex, +9 Natural), touch 10, flat-footed 18
    Base Attack/Grapple: +9/+23
    Attack: Greatsword +18 melee (2d6+15) or Slam +18 melee (1d4+10)
    Full Attack: Greatsword +18/+13 melee (2d6+15) or 2 Slams +18 melee (1d4+10) and 1 Bite +13 melee (2d6+5)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Curse of Zoanthropy
    Special Qualities: Alternate Form, DR 10/Silver, Hippo Empathy, Low-light Vision, Scent, Hold Breath
    Saves: Fort +13, Ref +7, Will +5
    Abilities: Str 31, Dex 13, Con 24, Int 8, Wis 12, Cha 10
    Skills: Climb +6, Intimidate +4, Jump +6, Listen +5, Spot +5, Swim +10
    Feats: Cleave, Power Attack, Alertness (B), Endurance (B), Great Cleave (B), Improved Bull Rush (B), Iron Will (B)
    Challenge Rating: 5
    Treasure: Standard
    Alignment: Neutral
    Advancement: By Character Class
    Level Adjustment: +4


    Big John (Hippo Form)
    Medium Humanoid (Human, Shapechanger)
    Hit Dice: 3d10+6 plus 8d8+56 (114 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares), Swim 30 ft.
    Armor Class: 19 (-1 Size, +1 Dex, +9 Natural), touch 10, flat-footed 18
    Base Attack/Grapple: +9/+23
    Attack: Bite +18 melee (2d6+15)
    Full Attack: Bite +18 melee (2d6+15)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved Grab, Curse of Zoanthropy
    Special Qualities: Alternate Form, DR 10/Silver, Hippo Empathy, Low-light Vision, Scent, Hold Breath
    Saves: Fort +13, Ref +7, Will +5
    Abilities: Str 31, Dex 13, Con 24, Int 8, Wis 12, Cha 10
    Skills: Climb +6, Intimidate +4, Jump +6, Listen +5, Spot +5, Swim +10
    Feats: Cleave, Power Attack, Alertness (B), Endurance (B), Great Cleave (B), Improved Bull Rush (B), Iron Will (B)
    Challenge Rating: 5
    Treasure: Standard
    Alignment: Neutral
    Advancement: By Character Class
    Level Adjustment: +4

    Big John was teased relentlessly by the other Fighters about his weight. Then one day a strange woman promised him he'd never be teased again if he took her hand. Then she bit him and wished him luck. So now he's a Zoanthrope, and employers are scared enough of him he had to take a job at the local temple to Talindra. Which is okay by him. She pays well.



    Were Hippo

    "Your name sir?"

    "Everyone round here calls me Big John."

    "Because you're in charge?"

    "No because they're fat shamers."

    "But aren't you a Zoanthrope?"

    "I am now. Boy you should see people go runnin' when I change."

    Responsible For More Deaths Than Any Other Zoanthrope

    "So how did you become a...er, what are you?"

    "I'm a Were Hippo. I got bit by a woman someday when I was down from being teased, and I woke up here."

    "A woman bit you?"

    "Yup. And left me on the Church steps. Been a guard ever since."

    Masters Of Watermelon Crushing

    "And you're okay with this?"

    "Hells yeah. The Church treats me and other people like me well. Plus I'm as strong as a Giant now."
    Last edited by Bhu; 2022-12-19 at 11:59 PM.
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  12. - Top - End - #312
    Titan in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    Were Wombat

    Were Wombat is an Acquired or Inherited template that can be added to any Small humanoid. In this case usually Gnomes and Halflings. Both have a fondness for cuddly forest animals, and the Goddess of Zoanthropes found some of them agreeable to becoming one part time themselves. They make pretty good tunnel fighters too.

    Size and Type: Size and Type doesn’t change, but it does gain the Shapechanger subtype.

    Hit Dice: Same as the base creature plus 1d8. To calculate total hit points, apply Constitution modifiers according to the score the zoanthrope has in each form.

    Speed: Land Speed is 30 ft. in Hybrid and Wombat Forms, Burrow Speed is 5 ft. in Hybrid and Wombat Forms.

    Armor Class: Natural Armor Bonus is +2 in Humanoid form, +3 in Wombat or Hybrid forms.

    Attacks: Use the humanoids BAB for all 3 forms.

    Damage: Same as base creature in Humanoid form, same as Wombat in Wombat and Hybrid Forms (Wombats have 2 claw attacks doing 1d3 damage plus Strength bonus, and 1 Bite doing 1d3 + 1/2 Strength bonus).

    Special Attacks: A zoanthrope retains the special attacks of the base creature or base animal, depending on which form it is using, and also gains the special attacks described below:

    Curse of Zoanthropy(Su): Any humanoid hit by a natural zoanthrope’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract zoanthropy. If the victim’s size is not within one size category of the zoanthrope the victim cannot contract zoanthropy from that zoanthrope. Afflicted zoanthropes cannot pass on the curse of zoanthropy.

    Tunnel Fighting (Ex): The Wombat's penalties for fighting in restricted spaces (see Underdark page 112) are lowered by an additional -2.

    Trip (Ex): When making a Bull Rush as part of a Charge you do not take Size Penalties to the Opposed Check, and if successful you knock your opponent Prone as well.

    Special Qualities: A zoanthrope retains all the special qualities of the base creature and the base animal, and also gains those described below:

    Alternate Form (Su): A zoanthrope can assume the form of a specific animal (as indicated in its entry). Changing to or from animal or hybrid form is a standard action. A slain zoanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however. Afflicted zoanthropes find this ability difficult to control, but natural zoanthropes have full control over this power.

    Damage Reduction (Ex): An afflicted zoanthrope in animal or hybrid form has damage reduction 5/silver. A natural zoanthrope in animal or hybrid form has damage reduction 10/silver.

    Wombat Empathy (Ex): In any form, zoanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."

    Low-light Vision (Ex): A zoanthrope has low-light vision in any form.

    Scent (Ex): A zoanthrope has the scent ability in any form.

    Speed Burst (Ex): If scared, or it wishes to leave, once per hour the Wombat may move up to ten times it's base Land Speed for 1 full round as long as it takes the Run action.

    Armored Butt (Ex): Wombats have thick smooth hide on their behinds to prevent predators from pulling them from burrows. The Were Wombats DR increases by +5 against attacks from the rear. In this instance 'rear' is defined as the opposite of whichever direction the wombat is attacking.

    Saves: Must be recalculated in Hybrid and Wombat forms due to stat changes, and gains a +2 Racial Bonus to Fort and Ref Saves.

    Abilities: Were Wombats gain +2 Wis. In Hybrid and Wombat Forms they gain +2 Str, +6 Dex and +4 Con.

    Skills: Were Wombats gain a +4 Racial Bonus to Listen Checks. They gain (2+Int) Skill Points, Class Skills are Hide, Listen, Search, Spot Survival.

    Feats: Gains Weapon Finesse and Iron Will as Bonus Feats.

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: +1

    Treasure: Unchanged, usually Standard.

    Alignment: Usually Neutral

    Advancement: By Character Class.

    Level Adjustment: +1 Afflicted (+2 Natural)


    Derf (Halfling Rogue 3/Were Wombat
    Small Humanoid (Halfling, Shapechanger) Halfling Form
    Hit Dice: 3d6+6 plus 1d8+4 (25 hp)
    Initiative: +7
    Speed: 20 ft. (4 squares)
    Armor Class: 16 (+1 Size, +3 Dex, +2 Natural), touch 14, flat-footed 13
    Base Attack/Grapple: +2/-2
    Attack: Dagger +6 melee (1d3)
    Full Attack: Dagger +6 melee (1d3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Sneak Attack +2d6
    Special Qualities: Alternate Form, Wombat Empathy, Low-light Vision, Scent, Trapfinding, Trap Sense +1, Evasion, Halfling traits
    Saves: Fort +6, Ref +9, Will +4
    Abilities: Str 11, Dex 17, Con 14, Int 12, Wis 12, Cha 10
    Skills: Balance +5, Bluff +5, Climb +5, Disable Device +5, Gather Information +5, Hide +9, Intimidate +5, Jump +5, Knowledge (Local) +3, Listen +5, Move Silently +5, Open Lock +5, Search +5, Sleight of Hand +5, Spot, +5 Survival +5, Tumble +5, Use Magic Device +5
    Feats: Combat Reflexes, Improved Initiative, Iron Will (B), Weapon Finesse (B)
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Neutral
    Advancement: By Character Class
    Level Adjustment: +2

    Derf (Halfling Rogue 3/Were Wombat
    Small Humanoid (Halfling, Shapechanger) Hybrid Form
    Hit Dice: 3d6+6 plus 1d8+4 (25 hp)
    Initiative: +10
    Speed: 30 ft. (6 squares), Burrow 5 ft.
    Armor Class: 20 (+1 Size, +6 Dex, +3 Natural), touch 17, flat-footed 14
    Base Attack/Grapple: +2/-1
    Attack: Claw +9 melee (1d3+1)
    Full Attack: 2 Claws +9 melee (1d3+1) and 1 Bite +4 melee (1d3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Sneak Attack +2d6, Curse of Zoanthropy, Tunnel Fighting, Trip
    Special Qualities: Alternate Form, DR 10/Silver, Wombat Empathy, Low-light Vision, Scent, Trapfinding, Trap Sense +1, Evasion, Halfling traits, Speed Burst, Armored Butt
    Saves: Fort +8, Ref +12, Will +4
    Abilities: Str 13, Dex 23, Con 18, Int 12, Wis 12, Cha 10
    Skills: Balance +8, Bluff +5, Climb +6, Disable Device +5, Gather Information +5, Hide +12, Intimidate +5, Jump +6, Knowledge (Local) +3, Listen +7, Move Silently +8, Open Lock +8, Search +5, Sleight of Hand +8, Spot, +5 Survival +5, Tumble +8, Use Magic Device +5
    Feats: Combat Reflexes, Improved Initiative, Iron Will (B), Weapon Finesse (B)
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Neutral
    Advancement: By Character Class
    Level Adjustment: +2

    Derf (Halfling Rogue 3/Were Wombat
    Small Humanoid (Halfling, Shapechanger) Wombat Form
    Hit Dice: 3d6+6 plus 1d8+4 (25 hp)
    Initiative: +10
    Speed: 30 ft. (6 squares), Burrow 5 ft.
    Armor Class: 20 (+1 Size, +6 Dex, +3 Natural), touch 17, flat-footed 14
    Base Attack/Grapple: +2/-1
    Attack: Claw +9 melee (1d3+1)
    Full Attack: 2 Claws +9 melee (1d3+1) and 1 Bite +4 melee (1d3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Sneak Attack +2d6, Curse of Zoanthropy, Tunnel Fighting, Trip
    Special Qualities: Alternate Form, DR 10/Silver, Wombat Empathy, Low-light Vision, Scent, Trapfinding, Trap Sense +1, Evasion, Halfling traits, Speed Burst, Armored Butt
    Saves: Fort +8, Ref +12, Will +4
    Abilities: Str 13, Dex 23, Con 18, Int 12, Wis 12, Cha 10
    Skills: Balance +8, Bluff +5, Climb +6, Disable Device +5, Gather Information +5, Hide +12, Intimidate +5, Jump +6, Knowledge (Local) +3, Listen +7, Move Silently +8, Open Lock +8, Search +5, Sleight of Hand +8, Spot, +5 Survival +5, Tumble +8, Use Magic Device +5
    Feats: Combat Reflexes, Improved Initiative, Iron Will (B), Weapon Finesse (B)
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Neutral
    Advancement: By Character Class
    Level Adjustment: +2

    Poor Derf was your typical, happy go lucky Halfling. One day he accidentally scared a Were Wombat, which promptly bit him, and ran away. So now he has a newfound purpose with his abilities, and he guards the local Shire from brigands.



    Were Wombat

    "So you didn't choose to become a Zoanthrope?"

    "No sir, but it's the best thing to happen to me. I went from being a nobody to the local Sheriff."

    "So you don't live here?"

    "No, I'm just visiting and bringing a posse who want the same abilities I got."

    "Can't you just bite them?"

    "We're supposed to ask for permission."

    Adorable

    "So whoever bit you went rogue?"

    "I accidentally scared them and they lashed out. Perfectly understandable."

    "And you don't mind your new body?"

    "Nope. If someone gives me trouble I turn on the cute and fuzzy, and all is well."

    Side effects Include Pooping In Cube Form

    "Are there any downsides?"

    "Old women keep trying to make me their pet by offering me fruit."
    Last edited by Bhu; 2022-12-25 at 08:28 PM.
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  13. - Top - End - #313
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    Default Re: Critters III! Now also in 5e!

    Were Flamingo

    Were Flamingo is an Acquired or Inherited template that can be added to any humanoid. Talindra willingly admits she was stone drunk when she made these, and she's lost as to what purpose they serve other than aerial reconnaissance.

    Size and Type: Type doesn’t change, but it does gain the Shapechanger subtype. Size is Small in Hybrid and Flamingo forms.

    Hit Dice: Same as the base creature plus 1d8. To calculate total hit points, apply Constitution modifiers according to the score the zoanthrope has in each form.

    Speed: Land speed is unchanged, it gains a Flight Speed of 50 ft. (Average) in Hybrid and Flamingo Forms.

    Armor Class: Natural Armor Bonus improves by +2 in all Forms.

    Attacks: Use the humanoids BAB for all 3 forms (Grapple bonus will change due to Size penalties in Hybrid and Flamingo forms).

    Damage: Same as base creature in Humanoid form, same as Flamingo in Flamingo and Hybrid Forms (Flamingos have a Bite doing 1d3 plus Str Modifier).

    Special Attacks: A zoanthrope retains the special attacks of the base creature or base animal, depending on which form it is using, and also gains the special attacks described below:

    Curse of Zoanthropy(Su): Any humanoid or giant hit by a natural zoanthrope’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract zoanthropy. If the victim’s size is not within one size category of the zoanthrope the victim cannot contract zoanthropy from that zoanthrope. Afflicted zoanthropes cannot pass on the curse of zoanthropy.

    Boiling Sneeze (Ex): When wading in the boiling salt pools in their native habitat, the flamingo has an additional defense. As a Full Attack Action it can take a drink of the boiling water, and sneeze it at opponents. This is a melee touch attack, and uses Dexterity to hit. If successful the opponent takes 2d6 fire damage.

    Special Qualities: A zoanthrope retains all the special qualities of the base creature and the base animal, and also gains those described below:

    Alternate Form (Su): A zoanthrope can assume the form of a specific animal (as indicated in its entry). Changing to or from animal or hybrid form is a standard action. A slain zoanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however. Afflicted zoanthropes find this ability difficult to control, but natural zoanthropes have full control over this power.

    Damage Reduction (Ex): An afflicted zoanthrope in animal or hybrid form has damage reduction 5/silver. A natural zoanthrope in animal or hybrid form has damage reduction 10/silver.

    Flamingo Empathy (Ex): In any form, zoanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."

    Low-light Vision (Ex): A zoanthrope has low-light vision in any form.

    Hold Breath (Ex): A Were Flamingo can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.

    Water Resistance (Ex): Flamingos can submerge any part of themselves in boiling water, and thus have Fire Resistance 10 to such effects. Actual fire still hurts them.

    Saves: Must be recalculated in Hybrid and Flamingo forms due to stat changes, and gains a +2 Racial Bonus to Fort and Ref Saves.

    Abilities: +2 Wis. +4 Dex and +2 Con in Hybrid and Flamingo Forms.

    Skills: Were Flamingos get a +4 Racial Bonus to Search and Spot Checks. They also gain (2+Int) skill points, and their Class Skills are Listen, Search and Spot.

    Feats: Gains Alertness and Iron Will as Bonus Feats.

    Environment: Unchanged

    Organization: Solitary, Pair, or Flock (15-50)

    Challenge Rating:
    +1

    Treasure: Unchanged, usually Standard

    Alignment: Usually Neutral

    Advancement: By Character Class

    Level Adjustment: +2 Afflicted (+3 Natural)


    Sassy (Elf Bard 3/Were Flamingo) (Elf Form)
    Medium Humanoid (Elf, Shapechanger)
    Hit Dice: 3d6 plus 1d8+1 (16 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
    Base Attack/Grapple: +2/+1
    Attack: Dagger +1 melee (1d4-1)
    Full Attack: Dagger +1 melee (1d4-1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Bardic Music, Spells
    Special Qualities: Bardic Knowledge, Elf traits, Alternate Form, Flamingo Empathy, Low-light Vision
    Saves: Fort +3, Ref +8, Will +6
    Abilities: Str 8, Dex 16, Con 10, Int 13, Wis 12, Cha 16
    Skills: Balance +3, Bluff +5, Concentration +5, Diplomacy +5, Disguise +5, Gather Information +5, Hide +5, Knowledge (Arcana, Local) +3, Listen +6, Move Silently +5, Perform (Dance) +9, Search +4, Sense Motive +6, Sleight of Hand +3, Spellcraft +3, Spot +6, Swim +2, Tumble +3, Use Magic Device +6
    Feats: Eschew Materials, Silent Spell, Alertness (B), Iron Will (B)
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Neutral
    Advancement: By Character Class
    Level Adjustment: +3

    Sassy (Elf Bard 3/Were Flamingo) (Hybrid Form)
    Small Humanoid (Elf, Shapechanger)
    Hit Dice: 3d6 plus 1d8+1 (16 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares), Fly 50 ft. (Average)
    Armor Class: 18 (+1 Size, +5 Dex, +2 Natural), touch 16, flat-footed 13
    Base Attack/Grapple: +2/-3
    Attack: Bite +1 melee (1d3-1)
    Full Attack: Bite +1 melee (1d3-1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Bardic Music, Spells, Curse of Zoanthropy, Boiling Sneeze
    Special Qualities: Bardic Knowledge, Elf traits, Alternate Form, DR 10/Silver, Flamingo Empathy, Low-light Vision, Hold Breath, Water Resistance
    Saves: Fort +4, Ref +10, Will +6
    Abilities: Str 8, Dex 20, Con 12, Int 13, Wis 12, Cha 16
    Skills: Balance +5, Bluff +5, Concentration +6, Diplomacy +5, Disguise +5, Gather Information +5, Hide +11, Knowledge (Arcana, Local) +3, Listen +6, Move Silently +7, Perform (Dance) +9, Search +8, Sense Motive +6, Sleight of Hand +5, Spellcraft +3, Spot +10, Swim +2, Tumble +5, Use Magic Device +6
    Feats: Eschew Materials, Silent Spell, Alertness (B), Iron Will (B)
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Neutral
    Advancement: By Character Class
    Level Adjustment: +3


    Sassy (Elf Bard 3/Were Flamingo) (Flamingo Form)
    Small Humanoid (Elf, Shapechanger)
    Hit Dice: 3d6 plus 1d8+1 (16 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares), Fly 50 ft. (Average)
    Armor Class: 18 (+1 Size, +5 Dex, +2 Natural), touch 16, flat-footed 13
    Base Attack/Grapple: +2/-3
    Attack: Bite +1 melee (1d3-1)
    Full Attack: Bite +1 melee (1d3-1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Bardic Music, Spells, Curse of Zoanthropy, Boiling Sneeze
    Special Qualities: Bardic Knowledge, Elf traits, Alternate Form, DR 10/Silver, Flamingo Empathy, Low-light Vision, Hold Breath, Water Resistance
    Saves: Fort +4, Ref +10, Will +6
    Abilities: Str 8, Dex 18, Con 12, Int 13, Wis 12, Cha 16
    Skills: Balance +5, Bluff +5, Concentration +6, Diplomacy +5, Disguise +5, Gather Information +5, Hide +11, Knowledge (Arcana, Local) +3, Listen +6, Move Silently +7, Perform (Dance) +9, Search +8, Sense Motive +6, Sleight of Hand +5, Spellcraft +3, Spot +10, Swim +2, Tumble +5, Use Magic Device +6
    Feats: Eschew Materials, Silent Spell, Alertness (B), Iron Will (B)
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Neutral
    Advancement: By Character Class
    Level Adjustment: +3

    Sassy was just an average Bard, shakin' that thing through the night. And then a drunken Gawdess fell from the sky, turned her into a bird, and vomited on the guitarist. She's found adjusting to her new life a little odd.




    Were Flamingo

    "So you were turned by the Gawdess when she was on a three week bender?"

    "Yes. It took her a bit to come to terms with Ascension."

    "How have you been treated since then?"

    "The novelty of my condition gets me lots of gigs. I can't complain."

    "Anything our viewers should know about being a Were Flamingo?"

    "You have some odd abilities. I can sit in boiling water. I can also sneeze it from my eyes."

    Flamingos Are Weirder Than You Think

    "What?"

    "Yeah, it weirded me out too"

    "Anything else you can do?"

    "Have you heard of blood milk?"

    A Little Too Weird

    "No."

    "Best I not get into it then."
    Last edited by Bhu; 2022-12-20 at 12:03 AM.
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  14. - Top - End - #314
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    Default Re: Critters III! Now also in 5e!

    Were Pink Fairy Armadillo

    Created by the Goddess of Zoanthropes in her ever growing legion of spies and oddities, Were Pink Fairy Armadillos are odd to say the least. For the most part they are used in areas with the dry, sandy soil that allows them to be the most efficient. To be honest, no one pays them much attention as long as they stay out of peoples gardens. Which says a lot about the locals.

    Were Pink Fairy Armadillo is an Acquired or Inherited template that can be added to any small humanoid.

    Size and Type: Type doesn’t change, but it does gain the Shapechanger subtype. Size in Pink Fairy Armadillo form is Fine, Size in Hybrid form is Tiny. Size in humanoid form is unchanged.

    Hit Dice: Unchanged.

    Speed: Land Speed is 20 ft. in Hybrid Form, and 5 ft. in Armadillo Form. Burrow Speed is 20 ft. in Hybrid Form, and 5 ft. in Armadillo Form.

    Armor Class: Natural Armor Bonus increases by +4 in Hybrid Form, and +2 in Humanoid and Armadillo Forms.

    Attacks: Use the humanoids BAB for all 3 forms (Grapple bonus will change due to Size penalties in Hybrid and Pink Fairy forms).

    Damage: Same as base creature in Humanoid form, same as Pink Fairy in Armadillo Form (Pink Fairy Armadillos have 2 claw attacks doing 1 point of damage plus Strength bonus, and 1 Bite doing 1 point + 1/2 Strength bonus), claw attacks are 1d4 plus Strength bonus in Hybrid form (bite is 1d3 plus half Str Bonus).

    Special Attacks: A zoanthrope retains the special attacks of the base creature or base animal, depending on which form it is using, and also gains the special attacks described below:

    Curse of Zoanthropy(Su): Any humanoid or giant hit by a natural zoanthrope’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract zoanthropy. If the victim’s size is not within one size category of the zoanthrope the victim cannot contract zoanthropy from that zoanthrope. Afflicted zoanthropes cannot pass on the curse of zoanthropy.

    Special Qualities: A zoanthrope retains all the special qualities of the base creature and the base animal, and also gains those described below:

    Alternate Form (Su): A zoanthrope can assume the form of a specific animal (as indicated in its entry). Changing to or from animal or hybrid form is a standard action. A slain zoanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however. Afflicted zoanthropes find this ability difficult to control, but natural zoanthropes have full control over this power.

    Damage Reduction (Ex): An afflicted zoanthrope in animal or hybrid form has damage reduction 5/silver. A natural zoanthrope in animal or hybrid form has damage reduction 10/silver.

    Armadillo Empathy (Ex): In any form, zoanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."

    Low-light Vision (Ex): A zoanthrope has low-light vision in any form.

    Scent (Ex): A zoanthrope has the scent ability in any form.

    Sandswimmer (Su): A Were Armadillo can sandswim through sand, ash, dust or slipsand at his land speed while wearing light armor or carrying a light load. His speed drops to 5 feet if he wears heavier armor or carries a medium load. He cannot make any headway through the sand while carrying a heavy load. A Were Armadillo breathes normally while under the sands. This supernatural ability doesn’t allow him to breath in mediums other than sand, dust, or ash, nor does it allow Him to hold its breath longer than normal in water or dangerous gases. It can only do this in Hybrid or Armadillo forms.

    Saves: Must be recalculated in Hybrid and Armadillo forms due to stat changes, and gains a +2 Racial Bonus to Fort and Ref Saves.

    Abilities: Were Armadillo gain +2 Wis. Physical Stats in Armadillo Form are Str drops to 1. Physical Stats in Hybrid Form are -2 Strength. Both Armadillo and Hybrid Form gain +4 Dex.

    Skills: Were Armadillos gain a +4 Racial Bonus to Listen and Search Checks in Hybrid and Armadillo Forms.

    Feats: You gain Iron Will and Sand Camouflage as Bonus Feats (see Sandstorm).

    Environment: Unchanged.

    Organization: Unchanged, usually solitary.

    Challenge Rating: +1

    Treasure: Unchanged, usually Standard.

    Alignment: Usually Neutral with some tendencies towards Chaos.

    Advancement: By character class.

    Level Adjustment: +3 Afflicted (+4 Natural)


    Tinwhistle (Gnome Expert 2/Were Pink Fairy Armadillo) Gnome Form
    Small Humanoid (Gnome, Shapechanger)
    Hit Dice: 2d6+6 (13 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares)
    Armor Class: 15 (+1 Size, +2 Dex, +2 Natural), touch 13, flat-footed 13
    Base Attack/Grapple: +1/-5
    Attack: Club +4 melee (1d4-2)
    Full Attack: Club +4 melee (1d4-2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: ---
    Special Qualities: Alternate Form, Armadillo Empathy, Low-light Vision, Gnome traits, Scent
    Saves: Fort +3, Ref +2, Will +7
    Abilities: Str 6, Dex 15, Con 16, Int 12, Wis 15, Cha 10
    Skills: Appraise +3, Bluff +2, Craft (any 2) +3, Diplomacy +2, Disable Device +3, Escape Artist +3, Gather Information +3, Handle Animal +3, Hide +6, Knowledge (Geography, Local, Nature) +3, Listen +4, Move Silently +3, Open Lock +3, Profession (Farmer) +3, Ride +3, Search +3, Sense Motive +3, Sleight of Hand +3, Spot +3, Survival +3
    Feats: Weapon Finesse, Iron Will (B), Sand Camouflage (B)
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Chaotic Neutral
    Advancement: By Character Class
    Level Adjustment: +2

    Tinwhistle (Gnome Expert 2/Were Pink Fairy Armadillo) Hybrid Form
    Tiny Humanoid (Gnome, Shapechanger)
    Hit Dice: 2d6+6 (13 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), Burrow 20 ft.
    Armor Class: 20 (+2 Size, +4 Dex, +4 Natural), touch 16, flat-footed 16
    Base Attack/Grapple: +1/-10
    Attack: Claw +7 melee (1d4-3)
    Full Attack: 2 Claws +7 melee (1d4-3) and 1 Bite +2 melee (1d3-3)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Curse of Zoanthropy
    Special Qualities: Alternate Form, Armadillo Empathy, Low-light Vision, Gnome traits, Scent, DR 10/Silver, Sandswimmer
    Saves: Fort +3, Ref +4, Will +7
    Abilities: Str 4, Dex 19, Con 16, Int 12, Wis 15, Cha 10
    Skills: Appraise +3, Bluff +2, Craft (any 2) +3, Diplomacy +2, Disable Device +3, Escape Artist +5, Gather Information +3, Handle Animal +3, Hide +12, Knowledge (Geography, Local, Nature) +3, Listen +6, Move Silently +5, Open Lock +5, Profession (Farmer) +3, Ride +5, Search +7, Sense Motive +3, Sleight of Hand +5, Spot +3, Survival +3
    Feats: Weapon Finesse, Iron Will (B), Sand Camouflage (B)
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Chaotic Neutral
    Advancement: By Character Class
    Level Adjustment: +2

    Tinwhistle (Gnome Expert 2/Were Pink Fairy Armadillo) Armadillo Form
    Fine Humanoid (Gnome, Shapechanger)
    Hit Dice: 2d6+6 (13 hp)
    Initiative: +2
    Speed: 5 ft. (1 squares), Burrow 20 ft.
    Armor Class: 24 (+8 Size, +4 Dex, +2 Natural), touch 22, flat-footed 20
    Base Attack/Grapple: +1/-20
    Attack: Claw +13 melee (1 point)
    Full Attack: 2 Claws +13 melee (1 point) and 1 Bite +8 melee (1 point)
    Space/Reach: 1 ft./0 ft.
    Special Attacks: Curse of Zoanthropy
    Special Qualities: Alternate Form, Armadillo Empathy, Low-light Vision, Gnome traits, Scent, DR 10/Silver, Sandswimmer
    Saves: Fort +3, Ref +4, Will +7
    Abilities: Str 1, Dex 19, Con 16, Int 12, Wis 15, Cha 10
    Skills: Appraise +3, Bluff +2, Craft (any 2) +3, Diplomacy +2, Disable Device +3, Escape Artist +5, Gather Information +3, Handle Animal +3, Hide +20, Knowledge (Geography, Local, Nature) +3, Listen +6, Move Silently +5, Open Lock +5, Profession (Farmer) +3, Ride +5, Search +7, Sense Motive +3, Sleight of Hand +5, Spot +3, Survival +3
    Feats: Weapon Finesse, Iron Will (B), Sand Camouflage (B)
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Chaotic Neutral
    Advancement: By Character Class
    Level Adjustment: +2

    Tinwhistle was a simple cactus farmer till the Wasteland Trolls wiped out his homestead. He awoke from hiding, wounded and starving. His silent prayer was answered by Talindra, who made him a Zoanthrope. He's still no match for the trolls, but escaping them is much easier.



    Were Pink Fairy Armadillo

    "Your name, good sir?"

    "Ah'm Tinwhistle. Ah'm a farmer. Least I was till the Trolls wiped me out."

    "And how has the Church helped you?"

    "Ah'm much better at hidin' from Trolls now, and I pay for some Were Hippos to guard the new farm."

    "Anything our viewers should know about being a Were Armadillo?"

    "Yer gonna eat a lotta bugs when burrowing, but it helps the crops."

    Tiny Tanks

    "What?"

    "It's hard to see underground."

    "So what do you grow?"

    "Cactus. I sell cactus whiiskey for the Church."

    You Have To Be A Bit Weird To Want This

    "Is that popular?"

    "It'll gitcha drunk!"
    Last edited by Bhu; 2022-12-20 at 12:05 AM.
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  15. - Top - End - #315
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    Default Re: Critters III! Now also in 5e!

    Were Otters

    Were Otter is an Acquired or Inherited Template that can be applied to any Humanoid. Were Otters are minions of the Goddess of Zoanthropes, as are most weres. Since Otters are playful, and people seem to adore them, she thought they'd make perfect nautical spies. She was right. Unfortunately their preferences for water don't make them wide ranging spies. But since city ports are where much activity and business happens, they are still quite useful. And Otters are soft fuzzy critters. People find it hard to kill soft fuzzy critters.

    Size and Type: Type remains the same, and the Base Creature gains the Shapechanger Subtype. Size in Otter form is Small, Size in Hybrid form is Small. Size in humanoid form is unchanged.

    Hit Dice: Same as the base creature plus 1d8. To calculate total hit points, apply Constitution modifiers according to the score the zoanthrope has in each form.

    Speed: Land speed is 20 in Hybrid and Otter forms, otherwise unchanged. May not use any alternate movement forms the humanoid form possesses in the Otter or Hybrid Forms. All 3 forms have a Swim speed of 30 feet (unless they have a higher racial Swim Speed).

    Armor Class: Use the humanoid forms Natural Armor bonus for all 3 forms. Natural Armor bonus increases by +1.

    Attacks: Use the humanoids BAB for all 3 forms (Grapple bonus will change due to Size penalties in Hybrid and Otter forms).

    Damage: The Hybrid and Otter Forms have a Bite attack that does 1d3 damage (1d4 in Hybrid Form) plus one and a half times Strength Modifier.

    Special Attacks: A zoanthrope retains the special attacks of the base creature or base animal, depending on which form it is using, and also gains the special attacks described below:

    Curse of Zoanthropy(Su): Any humanoid or giant hit by a natural zoanthrope’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract zoanthropy. If the victim’s size is not within one size category of the zoanthrope the victim cannot contract zoanthropy from that zoanthrope. Afflicted zoanthropes cannot pass on the curse of zoanthropy.

    Special Qualities: A zoanthrope retains all the special qualities of the base creature and the base animal, and also gains those described below:

    Alternate Form (Su): A zoanthrope can assume the form of a specific animal (as indicated in its entry). Changing to or from animal or hybrid form is a standard action. A slain zoanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however. Afflicted zoanthropes find this ability difficult to control, but natural zoanthropes have full control over this power.

    Damage Reduction (Ex): An afflicted zoanthrope in animal or hybrid form has damage reduction 5/silver. A natural zoanthrope in animal or hybrid form has damage reduction 10/silver.

    Otter Empathy (Ex): In any form, zoanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."

    Low-light Vision (Ex): A zoanthrope has low-light vision in any form.

    Scent (Ex): A zoanthrope has the scent ability in any form.

    Hold Breath (Ex): A Were Otter can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.

    Saves: Increase Base creatures Fortitude and Reflex Saves by +2.

    Abilities: Were Otters gain +2 Wis. Physical Stats in Otter and Hybrid Forms are -2 Str, +4 Dex, +2 Cha.

    Skills: Were Otters gain a +8 Racial Bonus on Swim Checks, and may Always Take 10 on a Swim Check. They can use the Run Action while swimming in a straight line. They also gain a +4 Racial Bonus on Balance, luff, Climb, Hide, Move Silently and Perform Checks, and may use their Strength or Dexterity Modifier for Climb Checks, whichever is better. Skill bonuses are in Otter and Hybrid forms only. It gains (Int+2) skill points, Class Skills are Balance, Bluff, Climb, Hide, Listen, Move Silently, Perform, Spot and Swim.

    Feats: Gains Weapon Finesse and Iron Will as Bonus Feats.

    Environment: Unchanged, but Were Otters prefer to move near water.

    Organization: Solitary (Unchanged if there are enough other Were Otters about, or in squads of 5-10 if working for the Lycanthrope Goddess).

    Challenge Rating: +1

    Treasure: Unchanged.

    Alignment: Usually Neutral with some tendencies towards Chaos.

    Advancement: Unchanged, usually by Character Class

    Level Adjustment: +1 Afflicted (+2 Natural)


    Example of creature using template here:

    Piggie Faced Bob (Human Form)
    Medium Humanoid (Human, Shapechanger) Expert 1
    Hit Dice: 1d6+1 (4 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares), Swim 30 ft.
    Armor Class: 12 (+1 Dex, +1 Natural), touch 11, flat-footed 11
    Base Attack/Grapple: +0/+2
    Attack: Club +2 melee (1d6+2)
    Full Attack: Club +2 melee (1d6+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: ---
    Special Qualities: Alter Form, Low Light Vision, Scent, Otter Empathy
    Saves: Fort +1, Ref +1, Will +5
    Abilities: Str 14, Dex 13, Con 12, Int 10, Wis 17, Cha 8
    Skills: Balance +5, luff +3, Climb +6, Hide +5, Knowledge (Local, Nature) +3, Listen +5, Move Silently +5, Perform +3, Profession (Fisherman, Sailor) +4, Spot +5, Swim +10
    Feats: Alertness, Iron Will (B), Weapon Finesse (B)
    Challenge Rating: 2
    Alignment: Neutral
    Advancement: By Character Class
    Level Adjustment: +2


    Piggie Faced Bob (Hybrid Form)
    Small Humanoid (Human, Shapechanger) Commoner 1
    Hit Dice: 1d6+1 (4 hp)
    Initiative:
    Speed: 20 ft. (4 squares), Swim 20 ft.
    Armor Class: 15 (+1 Size, +3 Dex, +1 Natural), touch 14, flat-footed 12
    Base Attack/Grapple: +0/-4
    Attack: Bite +4 melee (1d4+1)
    Full Attack: Bite +4 melee (1d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Curse of Zoanthropy
    Special Qualities: Alter Form, Low Light Vision, Hold Breath, Scent, Otter Empathy, DR 10/Silver
    Saves: Fort +1, Ref +3, Will +5
    Abilities: Str 12, Dex 17, Con 12, Int 10, Wis 17, Cha 10
    Skills: Balance +7, Bluff +4, Climb +7, Hide +11, Knowledge (Local, Nature) +3, Listen +5, Move Silently +7, Perform +4, Profession (Fisherman, Sailor) +4, Spot +5, Swim +9
    Feats: Alertness, Iron Will (B), Weapon Finesse (B)
    Challenge Rating: 2
    Alignment: Neutral
    Advancement: By Character Class
    Level Adjustment: +2


    Piggie Faced Bob (Otter Form)
    Small Humanoid (Human, Shapechanger) Expert 1
    Hit Dice: 1d6+1 (4 hp)
    Initiative: +5
    Speed: 20 ft. (4 squares), Swim 20 ft.
    Armor Class: 15 (+1 Size, +3 Dex, +1 Natural), touch 14, flat-footed 12
    Base Attack/Grapple: +0/-10
    Attack: Bite +4 melee (1d3+1)
    Full Attack: Bite +4 melee (1d3+1)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Curse of Zoanthropy
    Special Qualities: Alter Form, Low Light Vision, Hold Breath, Scent, Otter Empathy, DR 10/Silver
    Saves: Fort +1, Ref +3, Will +5
    Abilities: Str 12, Dex 17, Con 12, Int 10, Wis 17, Cha 10
    Skills: Balance +7, luff +4, Climb +7, Hide +11, Knowledge (Local, Nature) +3, Listen +5, Move Silently +7, Perform +4, Profession (Fisherman, Sailor) +4, Spot +5, Swim +9
    Feats: Alertness, Iron Will (B), Weapon Finesse (B)
    Challenge Rating: 2
    Alignment: Neutral
    Advancement: By Character Class
    Level Adjustment: +2

    Piggie Faced Bob is a local fisherman and sailor. Hanging out fishing by the docks it was inevitable he'd end up becoming a Were Otter. Guess they felt it was payment for all the free fish he gives them.



    Were Otter

    "So you became a Were Otter because the Otters liked you?"

    "Yup."

    "And that's all there is to it?"

    "Yup."

    "What do you do now?"

    "I'm still a fisherman."

    Alternative Cats

    "And you do side jobs or the Church?"

    "Yup, they been good to me"

    "Any changes in your life?"

    "I get to play with the critters more."

    Unexpectedly Savage

    "Is there any advice you'd like to give our viewers?"

    "Otters can be mean, don't tease them."
    Last edited by Bhu; 2022-12-25 at 08:38 PM.
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    Quote Originally Posted by Bhu View Post
    As some of you may know, this week was hell for me, so I apologize in advance for any typos. I'll correct them during the week assuming things stay sane.
    Yeah, I've seen that & no worries. On topic: I like these!

    Were Porcupine
    Were Porcupine is an Acquired or Inherited template that can be added to any Small humanoid. In this case the smaller Humanoid races that are less kind than Gnomes and Halflings. Or that are more paranoid.[/QUOTE]

    Is this a mechanical restriction or just fluff?

    Attacks: Use the humanoids BAB for all 3 forms.
    This I'm not sure I understand (and it pops up for all +1d8 HD templates). Is the extra HD normal animal HD and is its BAB lost?

    Alternate Form (Su): A zoanthrope can assume the form of a specific animal (as indicated in its entry). Changing to or from animal or hybrid form is a standard action. A slain zoanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however. Afflicted zoanthropes find this ability difficult to control, but natural zoanthropes have full control over this power.
    How's that work for afflicted? The same Control Shape stuff as with lycanthropes? What triggers involuntary shapechanging if so?

    Quills (Ex): Instead of it's normal attacks the Porcupine may whack it's opponent with it's body, potentially impaling it with quills as a Standard Action. Opponents who attack it also risk harming themselves if they attack it with a Grapple, Natural Weapon or Unarmed Strike (they must make a Reflex Save to not be quilled, Save DC is 10 plus 1/2 Hit Dice plus opponents Str Modifier. Minimum of +1 if opponent has a low Str). As an attack the quills do 1d6 plus your Str Modifier, if your opponent was quilled because he was foolish enough to attack you bare-handed it does 1d6 plus his Str modifier. Once quilled an opponent takes a -1 Circumstance Penalty to attack rolls, Saving Throws, and Skill Checks until the quills are removed. This penalty increases by 1 each time he is successfully quilled again with no theoretical upper limit. In addition he takes an additional 1d2 damage per Minute until the quills are removed. There are two ways to remove quills: A Str or Heal Check (DC is 10 plus 1/2 your HD plus your Constitution Modifier). One successful Check is necessary to reduce the Penalty by -1, and once it reaches 0 all the quills are removed. The victim takes 1d4 damage per Str Check, whether it is successful or not. He only takes damage on a Heal Check if it is unsuccessful.
    DCs based on the opponent's stats? Stronger folks hit themselves harder? Unusual, but I like it.

    Saves: Must be recalculated in Hybrid and Wombat forms due to stat changes, and gains a +2 Racial Bonus to Fort and Will Saves.
    You left a reference to wombats in there.

    Skills
    Those are for the extra RHD only, right?

    Level Adjustment: +3
    This is a question regarding all zoanthrope LAs: doesn't the natural/afflicted divide warrant a variable LA? I suppose that might depend on how bad Alternate Form restrictions are for afflicted, but I suspect that might be the case.

    Quote Originally Posted by Bhu View Post
    Were Hippo

    Were Hippo is an Acquired or Inherited template that can be added to any humanoid or giant. Talindra uses them as cheap muscle. It's a surprisingly popular transformation. Probably because they're consistently underestimated as fat and slow. Hippos are not slow. Hippos are unstoppable death machines.

    Size and Type: Type doesn’t change, but it does gain the Shapechanger subtype. Size in Hippo form, or in Hybrid form is Large. Size in humanoid form is unchanged.
    Hm. How about size for Giants? And can they take this regardless of size? I think there's at least one Colossal Giant, but they sure go as big as Gargantuan with some regularity.

    Quote Originally Posted by Bhu View Post
    Were Wombat

    (…)

    Armored Butt (Ex): Wombats have thick smooth hide on their behinds to prevent predators from pulling them from burrows. The Were Wombats DR increases by +5 against attacks from the rear.
    How does one adjudicate where the rear of a creture is? Does the werewombat designate a square? Does that come with drawbacks (e.g. it cannot attack/sense opponents behind itself)?

    Quote Originally Posted by Bhu View Post
    Were Flamingo

    Were Flamingo is an Acquired or Inherited template that can be added to any humanoid. Talindra willingly admits she was stone drunk when she made these, and she's lost as to what purpose they serve other than aerial reconnaissance.
    This is one neat birdy! That's reason enough for one to exist!

    Boiling Sneeze (Ex): When wading in the boiling salt pools in their native habitat, the flamingo has an additional defense. As a Full Attack Action it can take a drink of the boiling water, and sneeze it at opponents. This is a melee touch attack, and uses Dexterity to hit. If successful the opponent takes 2d6 fire damage.
    That's an environment-dependent ability like, say, mephit fast healing, right? That's… Not ideal.

    Quote Originally Posted by Bhu View Post
    Were Pink Fairy Armadillo
    Cute.

    Level Adjustment: +2
    A 20' burrow speed, Tiny and Fine size in addition to a more conventionally practical Small are rare and valuable abilities for Humanoids. I'd consider raising the LA.

    Quote Originally Posted by Bhu View Post
    Were Otters

    Were Otter is an Acquired or Inherited Template that can be applied to any Humanoid. Were Otters are minions of the Goddess of Zoanthropes, as are most weres. Since Otters are playful, and people seem to adore them, she thought they'd make perfect nautical spies. She was right. Unfortunately their preferences for water don't make them wide ranging spies. But since city ports are where much activity and business happens, they are still quite useful. And Otters are soft fuzzy critters. People find it hard to kill soft fuzzy critters.
    This one's a tad lean on unique benefits when compared to the others and some boost to CHA-based skills at least would work well with that fluff.

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    Quote Originally Posted by Metastachydium View Post
    Yeah, I've seen that & no worries. On topic: I like these!


    Is this a mechanical restriction or just fluff?
    It's floof


    This I'm not sure I understand (and it pops up for all +1d8 HD templates). Is the extra HD normal animal HD and is its BAB lost?
    It is animal HD, which means the BAB gained frm it is +0, so it won't change from the humanoid's BAB. I may need to re-word that so it's not so wonky.

    How's that work for afflicted? The same Control Shape stuff as with lycanthropes? What triggers involuntary shapechanging if so?
    There's a section for that in the MM. I didn't repeat it cause it may not be ogl, but I can edit in the page number where it can be found.

    DCs based on the opponent's stats? Stronger folks hit themselves harder? Unusual, but I like it.
    The harder you punch the quills, the worse your day gets!


    Those are for the extra RHD only, right?
    yup
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    Quote Originally Posted by Metastachydium View Post

    Hm. How about size for Giants? And can they take this regardless of size? I think there's at least one Colossal Giant, but they sure go as big as Gargantuan with some regularity.
    Size in giant form is unchanged (you have to be within 1 size category to be a zoanthrope of a particular critter. Usually.).

    This is a question regarding all zoanthrope LAs: doesn't the natural/afflicted divide warrant a variable LA? I suppose that might depend on how bad Alternate Form restrictions are for afflicted, but I suspect that might be the case.
    I'll fix that (along with the other stuff).

    How does one adjudicate where the rear of a creture is? Does the werewombat designate a square? Does that come with drawbacks (e.g. it cannot attack/sense opponents behind itself)?
    Not easily given D&D doesn't include facing. I always just house rule "whatever direction your attacks go in melee, the opposite of that is behind you."


    That's an environment-dependent ability like, say, mephit fast healing, right? That's… Not ideal.
    Maybe find a way to get a caster to always have boiling water on hand somehow?

    A 20' burrow speed, Tiny and Fine size in addition to a more conventionally practical Small are rare and valuable abilities for Humanoids. I'd consider raising the LA.
    4 sound ok?



    This one's a tad lean on unique benefits when compared to the others and some boost to CHA-based skills at least would work well with that fluff.
    Lemme think of something
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    Quote Originally Posted by Bhu View Post
    Size in giant form is unchanged (you have to be within 1 size category to be a zoanthrope of a particular critter. Usually.
    Including this particular case, then?

    Not easily given D&D doesn't include facing. I always just house rule "whatever direction your attacks go in melee, the opposite of that is behind you."
    Makes sense. You should probably add that definition to Armoured Butt so that it's clear.

    Maybe find a way to get a caster to always have boiling water on hand somehow?
    That's an option, but it's still somewhat situational.

    4 sound ok?
    4 sounds OK.

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    Quote Originally Posted by Metastachydium View Post
    Including this particular case, then?
    Probably. A few of these violate the rules for lycanthropy due to their "a god did it" origin, s you could make a case either way. 99% of Giants are large or huge tho.

    Makes sense. You should probably add that definition to Armoured Butt so that it's clear.
    I will shortly.

    For the otter: how about instead of a bite they can choose to curse others within 60 feet?
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    Quote Originally Posted by Bhu View Post
    There's a section for that in the MM. I didn't repeat it cause it may not be ogl, but I can edit in the page number where it can be found.
    Luckily, Lycanthropy as an Affliction and Control Shape are both very much OGL!

    Quote Originally Posted by Bhu View Post
    Probably. A few of these violate the rules for lycanthropy due to their "a god did it" origin, s you could make a case either way. 99% of Giants are large or huge tho.
    But a general "assume it works like lycanthropy unless specified otherwise" note would do the job without copying long swathes of text over.

    For the otter: how about instead of a bite they can choose to curse others within 60 feet?
    Interesting, but I'm not sure it's particularly thematic.

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    Perhps give the otters some magical capacity for mischief?
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    Quote Originally Posted by Bhu View Post
    Perhps give the otters some magical capacity for mischief?
    I like the idea! (Maybe you can even add a note that doing mischief never results in circumstance penalties on Charisma-based checks for them to give "people think they are cute" a mechanical expression that is not particularly impactful, but there?)

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    Sometimes the gods have a particularly odd sense of humor. Or perhaps they like to get drunk or stoned. In any event they seem to be responsible for cursing the occasional animal with Were-humanism. Under the light of the full moon these poor creatures become humanoids. This is not a pleasant experience for them, as slowly over the period of a month they become fully intelligent. But even though they have intelligence that doesn't immediately help them. Fish in the middle of the ocean or birds who are flying at a great height....usually don't enjoy their first transformation. Or survive it. Even animals that do survive the wilderness and learn to control their transformation over time have problems when discovered by people. They're naked, cant talk, and act like animals. Which means people think they are cursed (which is true) and find someone to dispel the curse (turning the Were Human into a normal, unintelligent animal again), burn them as witches in some sort of misunderstanding, or take them in and try to teach them to be people "again". This rarely works out well as the Were Human still has certain atavistic responses. Spiders are still tempted to eat their mates after um..mating. Sharks still investigate new things by biting them. Squirrels are obsessed with hoarding nuts. You get the idea. Thankfully the Gawdess of Zoanthropes (Talindra) has taken to adopting them.


    Creating a Were Human

    Were Human is an Acquired or Inherited template that can be added to any Animal or Vermin.

    Size and Type: The base creatures type changes to Magical Beast, and it gains the Shapechanger subtype. Size in animal form is unchanged. Size in Humanoid form is Medium or Small (depending on what Humanoid race you resemble). Size in Hybrid form is midway between the two. For example a Colossal Giant Spider would be Huge in its Hybrid form if it's Humanoid Form were Medium. (To make this easier assign each Size Class a number, add the 2 numbers and divide by 2 and round down. Fine:1, Diminutive:2, Tiny:3, etc.).

    Hit Dice: Hit Dice become d10's now that the Were Human is a Magical Beast. It gains one additional d10 Hit Die.

    Speed: Land and Swim speed remains unchanged in all 3 forms. If the base creature has no land speed, the humanoid and hybrid forms have a land speed of 15 for Small and 20 for Medium. Flight, Climb and Burrow speeds are unavailable in Humanoid form, and half normal in Hybrid form (maneuverability class is one worse than Animal form).

    Armor Class: Natural Armor Bonus increases by +2. Natural armor bonus is half normal (round up) in Hybrid form. For example a Crocodile normally has +4 Natural armor Bonus to AC. A Were Human Crocodile would have +6 in crocodile form, +3 in Hybrid Form, and +2 in Humanoid form.

    Attack: Base Attack Bonus now becomes +1 per Hit Die. The Were Human retains all natural attacks in Hybrid and Animal forms (although the damage of the attacks in it's Hybrid form may be modified due to the change in Size, see page 291 of the Monster manual). In humanoid form a Were-Human is considered to have the Improved Unarmed Strike Feat.

    Special Attacks: All Special Attacks are retained in Animal and Hybrid Forms. Only the following Special Attacks are retained in Humanoid form: Ferocity, Improved Grab, Pounce, Rage, Trip. Improved Grab now triggers with a successful unarmed strike. It also gains Curse of Humanthropy while in Humanoid and Hybrid form:

    Curse of Humanthropy (Su): Any animal or vermin successfully bitten by a Were Human becomes a Were Human itself unless it makes a successful Fortitude Save. Save DC is 10 + 1/2 Hit Dice + Constitution modifier. If the base creature does not normally have a bite attack it now gains a Bite as a secondary attack doing 1 point of damage plus 1/2 Strength modifier in Humanoid and Hybrid Forms. In Animal forms the ite damage is based on size: Fine (1 point), Diminutive (1d2), Tiny (1d3), Small (1d4), Medium (1d6), Large (1d8), Huge (2d6), Gargantuan (2d8) or Colossal (4d6)..

    Special Qualities: The Were Human retains all Special qualities in all 3 forms, except Ink Cloud, Jet, Blindsight, and qualities based on alternative physiologies. These are only available in Animal and Hybrid Forms. Vermin Were Humans lose the Mindless Trait as well. Aquatic Were Humans (i.e. Fish) gain Hold Breath in Humanoid form. They may hold their breath for 8 x their Constitution modifier in rounds before they risk drowning (but since they have no problem making swim checks it wont be too much of a problem). All Were Humans gain Alternate Form, and Empathy in all 3 forms.

    Alternate Form (Su): The Were Human can assume a bipedal Hybrid Form or become a humanoid. Only the appearance really changes. The Humanoid and Hybrid forms have hands, but that's the only real difference. Changing forms is a full round action until the Were Human has made a DC 15 Willpower Save to control it. After this changing forms is a standard action. Separated body parts or dead Were Humans revert to animal form.

    Empathy (Su): The Were Human can communicate with Humanoids of its own species and (i.e. a Were Human that resembles a Human gains this ability against Humans) receives a +4 Racial bonus on Charisma based skill checks against them. It doesn't know how to speak humanoid languages initially, but still receives the +4 bonus on Charisma based skill checks. Maybe its pheromones. Or maybe people aren't as smart as they think....

    Damage Reduction (Ex): A Were Human in Humanoid or hybrid form has damage reduction 10/silver.

    Abilities: With the exception of Strength abilities remain the same in all 3 forms. The Were Human rolls 3d6 for Int, and gets +2 Wis, and +4 Cha. For Strength in Hybrid Form, add 10 plus the Animal Forms Strength, divide by 2, and round up. For Strength in humanoid form take 10 and add (or subtract if negative) the Animal Forms Strength modifier. It also gains a 1 increase to any one ability score for every 4 hit dice.

    Saves: If the Were Human was a vermin its Saving Throws must be recalculated as it is now a Magical Beast. Increase Base Creature's Reflex Save by +2.

    Skills: Racial skill bonuses are retained in all 3 forms. Initially the Were Human knows no languages, but can learn them. Recalculate skill points due to ability score changes.

    Feats: Unchanged, unless the extra Hit Die would qualify it for an additional Feat. Remember to add Feats if the base creature was Mindless.

    Environment: Unchanged.

    Organization: Usually becomes Solitary. Pack creatures may form packs if there are enough of them.

    Challenge Rating:+1

    Treasure: Standard

    Alignment: Still Neutral, though that may begin to alter depending on the Were Humans newfound circumstances.

    Advancement: By Character Class

    Level Adjustment: +3 (this is in addition to any Level Adjustment that would be necessary for the Base Creature's abilities, which I will stat out if there's enough demand for it)

    Human Appearance: The Were Humans humanoid form appears to be of a member of any nearby humanoid race. Scaly animals will have rough skin, hairy animals will still be uncommonly hairy, etc. Animals without hair will be bald in humanoid form. Skin color will be within the humanoid species range but similar to its animal form. For example a shark will be very pale, or have a slight greyish cast to its skin.



    Authors Note: I know this is somewhat different than the standard Lycanthrope Template, but it IS a bit unusual, and meant for a silly campaign.

    Example Were-Human: "Buffalo" Bill Johnson

    Human Form
    Medium Magical Beast (Shapechanger)
    Hit Dice: 6d10+18 (51 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares)
    Armor Class: 12 (+2 Natural) , touch 10, flat-footed 12
    Base Attack/Grapple: +6/+9
    Attack: Unarmed Strike +9 melee (1d3+3)
    Full Attack: Unarmed Strike +9 melee (1d3+3) and 1 Bite +4 melee (2 points)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Curse of Humanthropy
    Special Qualities: Low-Light Vision, Scent, DR 10/Silver, Alternate Form, Empathy
    Saves: Fort +8, Ref +7, Will +3
    Abilities: Str 16, Dex 10, Con 16, Int 10, Wis 13, Cha 9
    Skills: Listen +12, Spot +12
    Feats: Alertness, Endurance, Power Attack
    Environment: Temperate Plains
    Organization: Solitary
    Challenge Rating: 3
    Treasure: None
    Alignment: Neutral
    Advancement: By Class Levels
    Level Adjustment: -


    Hybrid Form
    Medium Magical Beast (Shapechanger)
    Hit Dice: 6d10+18 (51 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares)
    Armor Class: 13 (+3 Natural), touch 10, flat-footed 13
    Base Attack/Grapple: +6/+9
    Attack: Gore +9 melee (1d6+4)
    Full Attack: 1 Gore +9 melee (1d6+4 and 1 Bite +4 melee (2 pts)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Curse of Humanthropy
    Special Qualities: Low-Light Vision, Scent, DR 10/Silver, Alternate Form, Empathy
    Saves: Fort +8, Ref +7, Will +3
    Abilities: Str 16, Dex 10, Con 16, Int 10, Wis 13, Cha 9
    Skills: Listen +12, Spot +12
    Feats: Alertness, Endurance, Power Attack
    Environment: Temperate Plains
    Organization: Solitary
    Challenge Rating: 3
    Treasure: None
    Alignment: Neutral
    Advancement: By Class Levels
    Level Adjustment: ----


    Bison Form
    Large Magical Beast (Shapechanger)
    Hit Dice: 6d10+18 (51 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares)
    Armor Class: 15 (-1 Size, +6 Natural), touch 9, flat-footed 15
    Base Attack/Grapple: +6/+16
    Attack: Gore +11 melee (1d8+9)
    Full Attack: 1 Gore +11 melee (1d8 +9)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Stampede
    Special Qualities: Low-Light Vision, Scent, Empathy, Alternate Form
    Saves: Fort +8, Ref +7, Will +3
    Abilities: Str 22, Dex 10, Con 13, Int 10, Wis 13, Cha 9
    Skills: Listen +12, Spot +12
    Feats: Alertness, Endurance, Power Attack
    Environment: Temperate Plains
    Organization: Solitary
    Challenge Rating: 3
    Treasure: None
    Alignment: Neutral
    Advancement: By Class level
    Level Adjustment: ---

    Late one July evening a simple Buffalo was bitten by a Coyote Were-Human whom his herd promptly stomped to death. This Buffalo found himself growing ever more self aware over the coming weeks. He began to think. "Is this all I do with my life? Eat grass?" "Why are the other Buffalo so bloody stupid?" "Man, I really need a bath."

    Eventually he split from the herd and wondered near a human settlement on the night of the full moon where he received the shock of his life as he turned into a naked man. He then received the second great shock of his life as a woman marched out of her hut, screamed upon seeing him, and knocked him blissfully unconscious with the club she was carrying. At which point he became a Buffalo.

    Thankfully the town knew of a nearby Druid who explained things. Bill has been adopted by the Johnson family who are currently trying to teach him several things: How to speak the common language, how to work a farm, and why being naked is bad for you.









    Were Human

    "So you used to just be a normal Viper. How did you come to this?"

    "I was sunning on a rock, when several drunken Gawds fell from the sky, zapped me, and then took off after peeing in the bushes."

    "That had to be a rough day."

    "Not as rough as the first full moon. The other Vipers chased me off because they didn't know what was going on, but thankfullya Cleric of Talindra rounded up myself and several other victims. After I nearly froze to death."

    "So how do you feel about being partly human now?"

    "Clothing sucks, I don't get the obsession your kind has with bosoms, and I feel your society is largely predicated on concepts that are pure horse (beep)."

    The Gawds Strike Again

    "Fair enough. I understand you lot have been adopted by the Curch?"

    "Indeed. Being other weres, they understand our situation more than most of your kind."

    "Any surprises about your new life?"

    "I never realized just how weird you people were. Honey for example. Which one of you saw a beehive and thought 'I bet I can take them'."

    Confusion Reigns Supreme

    "It largely comes down to famines. Famines make fools of us all."

    "That checks out, I guess."
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  25. - Top - End - #325
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    Default Re: Critters III! Now also in 5e!

    Were Fiend

    Were Fiends is an Acquired or Inherited Template that can be applied to any Humanoid. They were part of an ill-advised expansion plan of Talindra's designed to extend her sphere of influence. Needless to say, Joshua, Gawd of Fiends, was not amused. He took a definite exception, and after a long fight, he and Talindra share joint custody over Were Fiends in the afterlife. In Hybrid form, the Were Fiends are horned and hooved hairy humanoids, with long tongues and fangs. They greatly resemble the traditional description of Krampus. Their fiend form is much the same, but with a goats head.

    Size and Type: Size doesn't change, Type changes to Outsider with the Native Subtype in Hybrid and Fiend Forms. If the base creature is Chaoric, Lawful or Evil in alignment it gains those Subtypes as well.

    Hit Dice: The base creature gains 6d8 Hit Dice. To calculate total hit points, apply Constitution modifiers according to the score the fiendthrope has in each form.

    Speed: Base land speed increases by +10 feet in Hybrid and Fiend forms.

    Armor Class: The base creature’s natural armor bonus increases by +2 in Humanoid form. In hybrid and Fiend forms it becomes +7.

    Attacks: Add the base attack bonus for the base fiend (+6) to the base attack bonus for the base creature. The fiendthrope’s grapple bonus uses its attack bonus and modifiers for Strength and size depending on the fiendthrope’s form.

    Damage: Unchanged in Humanoid form. It gains a Primary Bite attack doing 2d4 plus Str Bonus, and a Secondary Claw attack doing 1d6 plus 1/2 Str Bonus in hybrid and fiend forms. It gains 1 Bite and 2 Claws with a full attack.

    Special Attacks: A fiendthrope retains the special attacks of the base creature, and also gains the special attacks described below:

    Curse of Fiendthropy(Su): Any humanoid hit by a natural fiendthrope’s bite attack in fiend or hybrid form must succeed on a DC 15 Fortitude save or contract fiendthropy. If the victim’s size is not within one size category of the fiendthrope the victim cannot contract fiendthropy from that fiendthrope. Afflicted fiendthropes cannot pass on the curse of fiendthropy.

    Spell-Like Abilities (Sp): The Were Fiend gains some SLA's in hybrid and fiend forms. 3/Day: Cause Fear, Doom, Jump, Pass Without Trace, Shillelagh, Spider Climb. Caster Level is equal to Hit Dice, Save DC's are Charisma based.

    Special Qualities: A fiendthrope retains all the special qualities of the base creature and the base animal, and also gains those described below:

    Alternate Form (Su): A fiendthrope can assume the form of a Fiend. Changing to or from fiend or hybrid form is a standard action. A slain fiendthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their fiend form, however. Afflicted fiendthropes find this ability difficult to control, but natural fiendthropes have full control over this power.

    Damage Reduction (Ex): An afflicted fiendthrope in fiend or hybrid form has damage reduction 5/silver. A natural fiendthrope in animal or hybrid form has damage reduction 10/silver.

    Fiend Empathy (Ex): In any form, fiendthropes can communicate and empathize with Outsiders whose Alignment matches theirs. This gives them a +4 racial bonus on checks when influencing the Outsider's attitude.

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

    Immunities: The base creature is immune to Fire and Poison in hybrid and fiend forms.

    Spell Resistance (Ex): The base creature gains Spell Resistance equal to (11+CR) in hybrid and fiend forms.

    Summon Fiend (Sp): Once per day, in Fiend form only, a Were Fiend can attempt to summon a CR 2 Fiend with a 35% chance of success. This ability is the equivalent of a 3rd-level spell. Chaotic Were Fiends summon a Dretch. Lawful Were Fiends summon an Imp. Neutral Were Fiends summon a Vargouille.

    Saves: The creature's Base Saving Throws increase by +5.

    Abilities: Cha improves by +2. In Hybrid and Fiends forms it gains +4 Str, +4 Dex, and +6 Con.

    Skills: A Were Fiend gains (8+Int) skill points times 8 hit dice. Class skills are Bluff, Diplomacy, Hide, Intimidate, Jump, Listen, Move Silently, Perform, Sense Motive, Spot and Use Magic Device.

    Feats: Gains Deceitful, Negotiator and Persuasive as Bonus Feats.

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: +3

    Treasure: Unchanged.

    Alignment:
    Unchanged, but often leans towards Evil.

    Advancement: Unchangedl.

    Level Adjustment: +6

    Example of creature using template here:

    Old Scratch (Human Warrior 5/Were Fiend (Human Form)
    Medium Humanoid
    Hit Dice: 5d8+10 plus 6d8+30 (89 hp)
    Initiative: +5
    Speed: 30 ft. (6 squares)
    Armor Class: 13 (+1 Dex, +2 Natural), touch 11, flat-footed 12
    Base Attack/Grapple: +11/+13
    Attack: Club +13 melee (1d6+2)
    Full Attack: Club +13/+8 melee (1d6+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: ---
    Special Qualities: Alternate Form, Fiend Empathy
    Saves: Fort +11, Ref +7, Will +7
    Abilities: Str 15, Dex 13, Con 14, Int 8, Wis 12, Cha 14
    Skills: Bluff +8, Climb +8, Diplomacy +8, Disguise +4, Forgery +1, Hide +8, Intimidate+8, Jump +8, Listen +8, Move Silently +6, Ride +4, Sense Motive +8, Spot +8, Use Magic Device +8
    Feats: Combat Reflexes, Dodge, Mobility, Spring Attack, Deceitful (B), Improved Initiative (B), Negotiator (B), Persuasive (B)
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Chaotic Neutral
    Advancement: By Character Class
    Level Adjustment: +4


    Old Scratch (Human Warrior 5/Were Fiend (Hybrid Form)
    Medium Outsider (Chaos, Native)
    Hit Dice: 5d8+10 plus 6d8+30 (89 hp)
    Initiative: +7
    Speed: 40 ft. (8 squares)
    Armor Class: 20 (+3 Dex, +7 Natural), touch 13, flat-footed 17
    Base Attack/Grapple: +11/+15
    Attack: Club +13 melee (1d6+4) or Bite +13 melee (2d4+4)
    Full Attack: Club +13/+8 melee (1d6+4) or 1 Bite +13 melee (2d4+4) and 2 Claws +8 melee (1d6+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Curse of Fiendthropy, Spell-Like Abilities
    Special Qualities: Alternate Form, DR 10/Silver, Fiend Empathy, See in Darkness, Immune to Fire and Poison, SR 19
    Saves: Fort +14, Ref +9, Will +7
    Abilities: Str 19, Dex 17, Con 20, Int 8, Wis 12, Cha 14
    Skills: Bluff +8, Climb +10, Diplomacy +8, Disguise +4, Forgery +1, Hide +10, Intimidate+8, Jump +10, Listen +8, Move Silently +8, Ride +6, Sense Motive +8, Spot +8, Use Magic Device +8
    Feats: Combat Reflexes, Dodge, Mobility, Spring Attack, Deceitful (B), Improved Initiative (B), Negotiator (B), Persuasive (B)
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Chaotic Neutral
    Advancement: By Character Class
    Level Adjustment: +4


    Old Scratch (Human Warrior 5/Were Fiend (Fiend Form)
    Medium Outsider (Chaos, Native)
    Hit Dice: 5d8+10 plus 6d8+30 (89 hp)
    Initiative: +7
    Speed: 40 ft. (8 squares)
    Armor Class: 20 (+3 Dex, +7 Natural), touch 13, flat-footed 17
    Base Attack/Grapple: +11/+15
    Attack: Club +13 melee (1d6+4) or Bite +13 melee (2d4+4)
    Full Attack: Club +13/+8 melee (1d6+4) or 1 Bite +13 melee (2d4+4) and 2 Claws +8 melee (1d6+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Curse of Fiendthropy, Spell-Like Abilities, Summon Fiend
    Special Qualities: Alternate Form, DR 10/Silver, Fiend Empathy, See in Darkness, Immune to Fire and Poison, SR 19
    Saves: Fort +14, Ref +9, Will +7
    Abilities: Str 19, Dex 17, Con 20, Int 8, Wis 12, Cha 14
    Skills: Bluff +8, Climb +10, Diplomacy +8, Disguise +4, Forgery +1, Hide +10, Intimidate+8, Jump +10, Listen +8, Move Silently +8, Ride +6, Sense Motive +8, Spot +8, Use Magic Device +8
    Feats: Combat Reflexes, Dodge, Mobility, Spring Attack, Deceitful (B), Improved Initiative (B), Negotiator (B), Persuasive (B)
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Chaotic Neutral
    Advancement: By Character Class
    Level Adjustment: +4

    Old Scratch was a local drunkard and brawler, when Talindra proposed a deal to him. He signed up immediately. Super powers for free? What kind of fool turns that down?




    Were Fiend

    "So how did you come to be known as Old Scratch?"

    "I'm itchy."

    "What prompted you to be a Were Fiend? It seems like it would carry a reputation."

    "Well the Fiends don't care for us, but everyone else is okay with it. We've actually become a holiday staple."

    "What?"

    "We don't change during the full moon. It's mostly strong emotions or holidays that do it for us. Especially the Yule holidays."

    Festive Devils

    "So how are you a holiday staple?"

    "We get to dress up and go on parade, and tell the children not to be naughty or we'll drag them off to Hell."

    "How does Hell feel about this?"

    "The Baatezu are real (beeps) man. I think they're jealous."

    Mistakes Happen

    "So what convinced you to sign up for this?"

    "Life as a guard was mighty boring, and the women all go for you exotic adventurer types. I needed a competitive edge in the dating pool."
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    Default Re: Critters III! Now also in 5e!

    Hummingbird Swarm
    Fine Animal
    Hit Dice: 3d8 (13 hp)
    Initiative: +9
    Speed: 5 ft. (1 squares), Fly 50 ft. (Perfect)
    Armor Class: 23 (+8 Size, +5 Dex), touch 23, flat-footed 18
    Base Attack/Grapple: +2/-
    Attack: Swarm (1d6)
    Full Attack: Swarm (1d6)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction
    Special Qualities: Low Light Vision, Immune to Weapon Damage, Swarm Traits, Evasion
    Saves: Fort +3, Ref +8, Will +3
    Abilities: Str 1, Dex 20, Con 10, Int 1, Wis 15, Cha 8
    Skills: Hide +21, Listen +7, Spot +7
    Feats: Alertness, Improved Initiative
    Environment: Temperate Forest or Marshes
    Organization: Solitary (Hummingbirds only swarm when summoned magically)
    Challenge Rating: 3
    Treasure: None
    Alignment: Always Neutral
    Advancement: -
    Level Adjustment: ---

    "Burt...Burt there's a buncha teeny birds lookin' at me. Lookin' at me like ah don't belong..."

    Nothing says AAAAAAAAAAAAAAAAHHHHHHHHHHHHHHH like being surrounded by angry Hummingbirds. Normally Hummingbirds don't swarm unless magically summoned, and they usually get more guffaws than gasps. At least until the first one puts out someone's eye.

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

    Evasion (Ex): If the Swarm makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. A helpless Swarm does not gain the benefit of evasion.

    Combat: Hummingbirds peck and run if the opponent can fight back, or just swarm him if he can't.

    Summon Swarm II
    Conjuration (Summoning)
    Level: Brd 3, Dru 3, Sor/Wiz 3
    Components: V, S, M/DF
    Casting Time: 1 Round
    Range: Close (25 ft. +5 ft./Level)
    Effect: one swarm
    Duration: Concentration, plus 2 rounds
    Saving Throw: None
    Spell Resistance: No

    This works exactly like Summon Swarm, but it summons a Swarm of Hummingbirds, Locusts, or Vipers (see Fiend Folio).



    Hummingbird Swarm

    "Well that worked off our offense at the Church. What now?"

    "We're in Arrival, the greatest city in the known world. May as well see the sights."

    "Gimme yer money."

    "What?"

    "Gimme yer money, or my friends take you out.."

    An Unusual Sight

    "Little girl, do you know who we are?

    "Yeah, yer on the Palantir, which means you gots money. So cough it up or say hello to my little friends.

    "Hummingbirds. You're robbing us with Hummingbirds?"

    "Damn straight I am.."

    "I admire your pluck. Here. Here's some money and a writ. Show it to any Ranger and they'll take you in for training. You have too much potential to waste it being a thief."

    "Really?"

    Scarier Than You'd Think

    "We're adventurers by trade. We recognize potential."

    "I don't know what to say."
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  27. - Top - End - #327
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    Default Re: Critters III! Now also in 5e!

    Superhero Template

    Superhero is an Acquired or Inherited Template that can be applied to any corporeal creature of Large or smaller Size. Superheroes are cape wearing lunatics who believe they fight for the common good. In reality they cause massive amounts of property damage fighting villains, and usually level the small towns they are in the process of saving. They have the same appearance as the base creature, but with a cape or unusual mask or headdress or something. Some got their power from the Gods, some get it from magical experiments, some are just accidents of nature. But they've all had some life altering event that made them very powerful, and fried their brain.

    Size and Type: Unchanged (Animals or Vermin become Magical Beasts).

    Hit Dice: The base creature is raised to 5 Hit Dice if it has less. If it has 5 or more Hit Dice it gains 5 Hit Dice.

    Speed: Base creature gains Fly 120 ft (Good).

    Armor Class: Base creature gains +10 Deflection bonus to Armor Class.

    Attacks: Unchanged.

    Damage: Unchanged.

    Special Attacks: Keeps all Special Attacks of the base Creature and gains the following:

    Hard Fists: The Base creatures Unarmed Strikes do not provoke attacks of opportunity and do lethal damage. If the Base Creature has no natural weapons it gains an Unarmed Strike attack (damage depends on size): Fine (1 point), Diminutive (1d2), Tiny (1d3), Small (1d4), Medium (1d6), Large (1d8), Huge (2d6), Gargantuan (2d8), Colossal (4d6).

    Ray Vision (Su): Once every 1d4 rounds the Superhero unleashes an energy ray (choose Cold, Electricity, Fire, Force, or Sonic damage). This is a ranged touch attack with a range of 100 feet. Damage is 2d6 plus 1d6 more for every 3 Hit Dice it has.

    Special Qualities: Keeps all Special Qualities of Base Creature and gains the following:

    Invulnerability: Gains Invulnerability 5. Invulnerability is similar to Damage Reduction, but it also blocks damage from energy attacks, spells, spell-like abilities, and supernatural abilities. For example the Superhero has Invulnerability 5. That means it negates the first 5 points of damage from any attack (this includes untyped damage).

    Immunities: Immune to Fear, Disease, Poison, stunning, sleep effects, nonlethal damage, or critical hits.

    Tuff Guy: Gains a Racial bonus to all Saving Throws equal to it's Charisma Bonus (minimum +1)

    Enhanced Senses (Ex): The superhero gains a Racial Bonus to all Listen, Search, and Spot rolls equal to it's Charisma Bonus (minimum +1). It also gains this bonus to Survival rolls when tracking by Scent (if it has Scent).

    Born Fighter (Ex): The Superhero takes no size penalties to combat maneuvers (grapple, bull rush, trip, etc.).

    Saves: Unchanged (but see above).

    Abilities: +16 Strength, +10 Constitution, Int raises (or lowers) to 10, +4 Charisma.

    Skills: Skill points are recalcualted, remember to add the skill points from the extra Hit Dice.

    Feats: Unchanged, remember to add Feats gained because of the extra Hit Dice.

    Environment: Any

    Organization: Unique

    Alignment: Becomes Chaotic Good or Chaotic Neutral

    Treasure: Unchanged

    Challenge Rating: +3

    Advancement: Unchanged (or by Character Class).

    Level Adjustment: +6



    Example: THE IRON SQUIRREL

    Diminutive Magical Beast (Augmented)
    Hit Dice: 5d10+25 (52 hp)
    Initiative: +7
    Speed: 30 ft. (6 squares), 30 ft. climb, 120 ft Fly (Good)
    Armor Class: 27 (+4 Size, +3 Dex, +10 Deflection), touch 27, flat-footed 24
    Base Attack/Grapple: +5/+9
    Attack: Bite +13 melee (1d3+6) or Eye Ray +12 ranged (3d6 force)
    Full Attack: Bite +13 melee (1d3+6) or Eye Ray +12 ranged (3d6 force)
    Space/Reach: 1 ft./0 ft.
    Special Attacks: Ray Vision, Hard Fists
    Special Qualities: Invulnerability 5, Immunities, Enhanced Senses, Tuff Guy, Born Fighter
    Saves: Fort +10, Ref +8, Will +3
    Abilities: Str 18, Dex 17, Con 20, Int 10, Wis 12, Cha 10
    Skills: Balance +12, Climb +12, Intimidation +6, Listen +5, Spot +5, Tumble +9
    Feats: Alertness, Improved Initiative
    Environment: Any
    Organization: Unique
    Challenge Rating: 3
    Treasure: None
    Alignment: Chaotic Good
    Advancement: By Character Class
    Level Adjustment: +6

    "Abner...Abner that skwirl has a cape...and I don't think he likes you touching his nuts..."

    The Iron Squirrel appears to have been always powerful, he simply got tired of people picking on his nut stashes one day. he ferociously defends the local forests nut trees, and may the Gods help anyone trying to raid them.

    Hard Fists: Not applicable to the Squirrel.

    Ray Vision (Su): Once every 1d4 rounds the Iron Squirrel can shoot a ray from his eyes. The ray is a 100 ft. ranged touch attack doing 3d6 Force damage.

    Immunities: Immune to Fear, Disease, Poison, stunning, sleep effects, nonlethal damage, or critical hits.

    Tuff Guy: Gains a Racial bonus to all Saving Throws equal to his Charisma Bonus

    Enhanced Senses(Ex): The Iron Squirrel gains a Racial Bonus to all Listen, Search, and Spot rolls equal to his Charisma Bonus.

    Born Fighter (Ex): The Iron Squirrel takes no size penalties to combat maneuvers.

    Skills: Squirrels have a +8 bonus racial bonus on Balance and Climb checks. A squirrel can always choose to take 10 on a Climb check, even if rushed or threatened. A squirrel uses its Dexterity modifier for Climb checks.



    Superhero

    "Five minutes out of the temple, and someone tries to rob us. With birds."

    "You'll get used to it. Say, uhh Jim? There's a squirrel in a cape hovering behind you..."

    "GREETINGS MORTAL! KNOW THAT YOU GAZE UPON THE IRON SQUIRREL!"

    "Oh Hell, it's one of those superhero types..."

    "HAVE YOU SEE MY NEMESIS, THE FLYING MARMOSET? "

    Where Parody Goes To Die

    "I can't believe I'm saying this, but I've never seen a flying monkey.

    "THEY ARE RELENTLESS IN THEIR FIENDERY."

    "Have you tried asking the Guard?"

    "AHAHAAHAHAHAHAAHAHA! I NEED NO GUARDS ASSISTANCE!"

    "Do you have an inside voice/"

    "I can answer that one Jim. No. No, they never do."

    "THAT IS A HURTFUL STEREOTYPE!"

    With Great Power Comes No Wisdom

    "And yet, here we are."

    "IT'S A GOOD THING FOR YOU TWO I'M A HERO."
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  28. - Top - End - #328
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    Default Re: Critters III! Now also in 5e!

    Turbo-Charged

    Turbo-Charged is an Acquired Template that can be applied to any creature. Exactly how it is applied, and who does the applying is apparently a trade secret (and Template beneficiaries ain't speakin'). It's generally assumed to be some sort of magical upgrade for warriors who emphasize speed over personal safety. The Sky Gnomes take credit for it's invention, which should be more than enough to warn others away.

    Size and Type: Unchanged.

    Hit Dice: Unchanged.

    Speed: Unchanged (but see below).

    Armor Class: Unchanged.

    Attacks: Unchanged.

    Damage: Unchanged.

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

    Kick in the Afterburners! (Ex): The Turbo-Charged can make a special Charge Attack a number of times per day equal to it's Constitution Modifier (minimum of 1/day). This can be combined with the Cometary Collision Feat. The base creature accelerates suddenly, bursting into flame. For the round of the Charge attack, the base creature gains the following benefits:

    Immunity to Fire Damage.

    You do not take the -2 Penalty to AC for a Charge Attack.

    It is not required to move in a straight line while making the Charge, but must still move at least 10 feet.

    Your Charge is not stopped by Difficult Terrain.

    Your attacks do +1d6 Fire damage, and anyone successfully attacking you in melee takes 1d6 Fire damage, at which point your flames extinguish and flare up on the target you attacked successfully. The target takes 1d6 Fire damage at the beginning of it's turn for (3+ Constitution Modifier, minimum of 3) rounds. This fire may be extinguished early by the target making a Reflex Save each round to avoid taking fire damage (Save DC is Con based), and if he succeeds the fire goes out. They may gain a +4 Bonus to the Save by dropping and rolling on the ground, and jumping in water extinguishes it automatically.

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

    Saves: Unchanged.

    Abilities: Unchanged.

    Skills: Unchanged.

    Feats: Unchanged.

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: +1

    Treasure: Unchanged.

    Alignment: Unchanged.

    Advancement: Unchanged.

    Level Adjustment: +1 (+2 if Con score is 18 or higher)


    Streakin' John (1st Level Gnome Warrior/Turbo Charged
    Small Humanoid (Gnome)
    Hit Dice: 1d8+2 (6 hp)
    Initiative: +0
    Speed: 20 ft. (4 squares)
    Armor Class: 15 (+1 Size, +4 Chain Shirt), touch 11, flat-footed 15
    Base Attack/Grapple: +1/-3
    Attack: Greataxe +2 melee (1d10/x3)
    Full Attack: Greataxe +2 melee (1d10/x3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Kick in the Afterburners
    Special Qualities: Gnome Traits
    Saves: Fort +4, Ref +0, Will -1
    Abilities: Str 11, Dex 11, Con 14, Int 10, Wis 9, Cha 8
    Skills: Hide +4, Intimidate +1, Listen +3, Spot +3
    Feats: Weapon Focus
    Challenge Rating: 1
    Treasure: Standard
    Alignment: Usually Neutral Good
    Advancement: By Character Class
    Level Adjustment: +1

    Streakin' John always wanted to be special. To be noticed for something. Nobody knows where he went when he quit the army, but he came back goofy, and with a love of large axes.



    Turbo Charged

    "Well this looks interesting."

    "Ah, the Yule Market. I remember it so."

    "HURRY, HURRY, STEP RIGHT UP! See the latest in Sky Gnome technology!"

    "My memories of this are less fond..."

    "Do you have an obsessive need to go faster, spreading fire in your wake?"

    You'll Be The First To Die, But I Like Your Enthusiasm

    "I remember your stories about the Sky Gnomes. They seemed a trifle harsh."

    "Do you find charging into combat is getting boring?"

    "Goodness me, what have hey done to that poor man?"

    "With this new magical process, you can burninate all who oppose you!"

    "Looks like one of those Winchesters we saw a while back."

    "I can't imagine it being any less terrifying."

    "Have we got a deal for you!"

    Fire Is Not The Answer

    "You do not sir. Good day."

    "EFFIN' ROCK GNOMES, AND YOUR EFFIN' SNOBBERY!"
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  29. - Top - End - #329
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    Default Re: Critters III! Now also in 5e!

    Light-Puker

    Light-Puker is an Inherited Template that can be applied to any corporeal creature. It is a sad, sad world in which beings are randomly born with the ability to shoot lasers from one of their various orifices. Granted, it usually issues from the mouth, accompanied by a loud retching sound, but critters have been observed belching forth lasers from their ears, nostrils, and on rare occasion even their navels. The Gawds steadfastly claim that this condition is not their fault, nor are they responsible for the 'rogue' Clerics quietly disappearing anyone who looks into it.

    Size and Type: Unchanged (Animals and Vermin become Magical Beasts).

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: Unchanged.

    Attacks: Unchanged (BAB will change if Type changes).

    Damage: Unchanged.

    Special Attacks: Retains all Special Attacks

    Expectorate Laser (Su): Once every 1d4 rounds the Light-Puker can unleash a laser from one of it's available bodily orifices (the Gawds apparently have ... issues). This is a ranged attack doing (x)d6 fire damage (x is equal to the Base Creatures Hit Dice, minimum of 1d6). The attack has a Range Increment of 80 ft, and damage drops by 2d6 for each Range Increment past the first. The attack roll takes a -4 Penalty if the laser is fired from air to water or water to air (or in heavy rain or snow), and ignores Dex/Dodge Bonuses to AC. It is completely invisible unless fired into smoke/rain/fog etc.

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

    Saves: Unchanged.

    Abilities: Unchanged.

    Skills: Unchanged (Calculate skills if base creature was a Vermin).

    Feats: Gains Point Blank Shot and Precise Shot as Bonus Feats, remember to add Feats if base creature was a Vermin.

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: +1

    Treasure: Unchanged.

    Alignment: Unchanged.

    Advancement: Unchanged.

    Level Adjustment: +1 per every 5 Hit Dice.


    Light Pukin' Medium Shark
    Medium Magical Beast (Aquatic)
    Hit Dice: 3d10+3 (19 hp)
    Initiative: +2
    Speed: Swim 60 ft. (12 squares)
    Armor Class: 15 (+2 Dex, +3 Natural), touch 12, flat-footed 13
    Base Attack/Grapple: +3/+4
    Attack: Bite +5 melee (1d6+1) or Laser +5 ranged (3d6)
    Full Attack: Bite +5 melee (1d6+1) or Laser +5 ranged (3d6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Expectorate Light
    Special Qualities: Blindsense 30 ft., Keen Scent
    Saves: Fort +4, Ref +5, Will +2
    Abilities: Str 13, Dex 15, Con 13, Int 1, Wis 12, Cha 2
    Skills: Listen +6, Spot +6, Swim +9
    Feats: Alertness, Weapon Finesse, Point Blank Shot (B), Precise Shot (B)
    Challenge Rating: 2
    Treasure: None
    Alignment: Always Neutral
    Advancement: 4-6 HD (Medium)
    Level Adjustment: ---





    Light Puker

    "Is that man selling weasels?"

    "It's best to just assume they just look like weasels. Remember where we are."

    "Greetings gentlemen! Would you like to purchase a home protection weasel?"

    "What makes them a guard animal?"

    "They have supernatural abilities sir!"

    Animals And Energy Beams Don't Mix

    "Weasels are not animals known for their self restraint."

    "Sir, our weasels receive the finest training, I can assure you."

    "Weasels aren't known for being trainable either."

    "Show 'em your moves Bessie!"

    RAAAAAAALLF

    "So they have breath weapons..."

    "That is just terrifying."

    "And it will likewise terrify your enemies!"

    Weasels Do Not Guards Make

    "Are you an accredited dealer in any way?"

    "Yes sir. Got my accreditation from Joe, of Joe's Used Pets!"

    "Joe and I go way back."

    "I'll just move along now..."
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  30. - Top - End - #330
    Titan in the Playground
     
    Bhu's Avatar

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

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

    Adorable

    Adorable is an Inherited or Acquired Template that can be applied to any living creature.

    Size and Type: Unchanged (Animals and Vermin become Magical Beasts).

    Hit Dice: Unchanged (unless Type changes).

    Speed: Unchanged.

    Armor Class: Gains a Deflection Bonus to AC equal to your Cha Modifier (minimum +1) as opponents are reluctant to hit you.

    Attacks: Unchanged (unless Type changes).

    Damage: Unchanged.

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

    Goofery Antics (Ex): An Adorable creature with 3 or more ranks in Perform (Cuteness) can use their cute antics to cause one or more creaturess to become Fascinated with them. Each creature to be Fascinated must be within 90 feet, able to see or hear the Adorable creature, and able to pay attention to him. The Adorable one must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three Hit Dice an Adorable creature attains beyond 1st, he can target one additional creature with a single use of this ability.

    To use the ability, an Adorable creature makes a Perform (Cuteness) check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the Adorable beastie cannot attempt to Fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and watches you play, taking no other actions, for as long as the Adorable creature continues to play and concentrate (up to a maximum of 1 round per Hit Die). While Fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the Adorable creature to make another Perform check and allows the Fascinated creature a new saving throw against a DC equal to the new Perform check result.

    Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

    Optionally you may use this Ability to endear yourself to one or more creatures. Once you have 12 ranks in Perform (Cuteness) you can make a Perform (Cuteness) Check, and your Check result is the Save DC for each affected creatures Will Save. If a creature’s saving throw succeeds, the Adorable beastie cannot attempt to Fascinate that creature again for 24 hours. If its saving throw fails, the creature is affected as if by a Charm Monster spell (Caster Level equals your Hit Dice). Unlike normal you do not need to know the targets language, you gain it's trust by sheer adorableness (and maybe some purring). You can't really make demands of the Charmed creature other than food, shelter, and other pet type things, but affected creatures will not harm you. This effect lasts 24 hours, and is an Enchantment (Charm) Mind-Affecting ability.

    You may use your Goofery Antics a number of times per day equal to your Hit Dice.

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

    OMG IT'S SO FLUFFY! (Ex): Your cuteness is strong. Effectively, you permanently have the benefits of a Sanctuary spell as an Exceptional Ability (Caster Level is equal to it's HD). Save DC is Cha Based. Save DC increases by +2 when you're sleeping (cute critters are always cuter when they're sleeping). If you attack someone you lose the benefits of this ability for the rest of the encounter.

    Saves: Gains a Circumstance Bonus on all Saving Throws equal to your Cha Modifier (minimum +1) due to an opponents unwillingness to truly harm you

    Abilities: +4 Cha. Roll 3d6 for Int if the base creature was previously mindless.

    Skills: Bluff and Perform (Cuteness) are always considered Class Skills, and they both gain a +4 Racial Bonus. Perform (Cuteness) are goofy antics people find adorable due to your innate cuteness. Skill points may be recalculated to get ranks in Perform (Cuteness). Remember to add skills if base creature was Mindless.

    Feats: Unchanged (unless base creature was Mindless).

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: +1

    Treasure: Unchanged

    Alignment: Unchanged, but even Evil Adorable creatures tend to be full of hugs for those who treat them well.

    Advancement: Unchanged.

    Level Adjustment: +3


    Fat Birb (Tyrannosaurus/Adorable)
    Huge Magical Beast
    Hit Dice: 18d10+99 (198 hp)
    Initiative: +1
    Speed: 40 ft. (8 squares)
    Armor Class: 16 (-2 Size, +1 Dex, +5 Natural, +2 Deflection), touch 11, flat-footed 15
    Base Attack/Grapple: +18/+35
    Attack: Bite +25 melee (3d6+13)
    Full Attack: Bite +25 melee (3d6+13)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Improved Grab, Swallow Whole, Goofery Antics
    Special Qualities: Low-light Vision, Darkvision 60 ft., Scent, OMG IT'S SO FLUFFY!
    Saves: Fort +18, Ref +14, Will +10
    Abilities: Str 28, Dex 12, Con 21, Int 2, Wis 15, Cha 14
    Skills: Bluff +7, Listen +8, Perform (Cuteness) +18, Spot +8
    Feats: Alertness, Improved Natural Attack (bite), Run, Toughness (3), Track
    Environment: Warm Plains
    Organization: Solitary or Pair
    Challenge Rating: 9
    Treasure: None
    Alignment: Always Neutral
    Advancement: 19-36 HD (Huge); 37-54 HD (Gargantuan)
    Level Adjustment: ---

    Goofery Antics (Ex): An Adorable creature with 3 or more ranks in Perform (Cuteness) can use their cute antics to cause one or more creaturess to become Fascinated with them. Each creature to be Fascinated must be within 90 feet, able to see or hear the Adorable creature, and able to pay attention to him. The Adorable one must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three Hit Dice an Adorable creature attains beyond 1st, he can target one additional creature with a single use of this ability.

    To use the ability, an Adorable creature makes a Perform (Cuteness) check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the Adorable beastie cannot attempt to Fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and watches you play, taking no other actions, for as long as the Adorable creature continues to play and concentrate (up to a maximum of 1 round per Hit Die). While Fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the Adorable creature to make another Perform check and allows the Fascinated creature a new saving throw against a DC equal to the new Perform check result.

    Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

    Optionally you may use this Ability to endear yourself to one or more creatures. Once you have 12 ranks in Perform (Cuteness) you can make a Perform (Cuteness) Check, and your Check result is the Save DC for each affected creatures Will Save. If a creature’s saving throw succeeds, the Adorable beastie cannot attempt to Fascinate that creature again for 24 hours. If its saving throw fails, the creature is affected as if by a Charm Monster spell (Caster Level equals your Hit Dice). Unlike normal you do not need to know the targets language, you gain it's trust by sheer adorableness (and maybe some purring). You can't really make demands of the Charmed creature other than food, shelter, and other pet type things, but affected creatures will not harm you. This effect lasts 24 hours, and is an Enchantment (Charm) Mind-Affecting ability.

    You may use your Goofery Antics a number of times per day equal to your Hit Dice.

    Improved Grab (Ex): To use this ability, a tyrannosaurus must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

    Swallow Whole (Ex): A tyrannosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the tyrannosaurus’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

    A Huge tyrannosaurus’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

    OMG IT'S SO FLUFFY! (Ex): Your cuteness is strong. Effectively, you permanently have the benefits of a Sanctuary spell as an Exceptional Ability (Caster Level is equal to it's HD). Save DC i21. Save DC increases by +2 when you're sleeping (cute critters are always cuter when they're sleeping). If you attack someone you lose the benefits of this ability for the rest of the encounter.

    Skills: A tyrannosaurus has a +2 racial bonus on Listen and Spot checks.



    Adorable

    "Is that a Fat Birb T-Rex? On a leash?"

    "Exotic pets are common here."

    "Is that a young boy on the other end of that leash?"

    "And in public no less."

    Fat Birb Or Not, It's Still A T-Rex

    "How is this legal?"

    "Dammit Jimmy, clean up after yer critter!"

    "Oopsie."

    "So somehow, someone has trained a dinosaur. Almost."

    "Fat Birbs are mischievous."

    Everyone Likes The Fwuffy

    "A mischievous dinosaur is still a dangerous dinosaur."

    "Aww, it's hugging people."

    "And Jimmy appears to be collecting fees for those hugs..."
    Last edited by Bhu; 2022-12-26 at 06:38 PM.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
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