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  1. - Top - End - #331
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    Default Re: Critters III! Now also in 5e!

    Unfeeling Brute Template

    Unfeeling Brute is an Acquired or Inherited Template that can be added to any living, corporeal creature that is medium or larger, and doesn't have an Int score higher than 15. Unfeeling Brutes are twisted mistakes of nature who are all brawn and little or no brain. What causes this is unknown, but pollution by mages or alchemists (or the interference of drunken gods) is often blamed. They make pretty good cheap muscle. Just keep them fed and happy. Or bad times is a'comin'.

    Size and Type: Unchanged

    Hit Dice: Unchanged, remember to add new Con bonus.

    Speed: Lower base speed of all movement types by 5 feet, to a minimum of 5 feet.

    Armor Class: Natural Armor Class increases by an amount that depends on it's Size: Medium +2, Large +3, Huge +4, Gargantuan +7, and Colossal +11.

    Attacks: All natural attacks increase their damage die as if you were one Size Class larger (see MM page 291). If you have no attacks but unarmed strikes, your unarmed strikes become Slam attacks doing lethal damage. Unarmed strikes also increase to the next highest die.

    Special Attacks: The Brute retains the special attacks of the base creature.

    Special Qualities: The Brute retains the special qualities of the base creature, plus gains the following:

    Powerful Build (Ex): Whenever a Brute is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Brute is treated as one size larger if doing so is advantageous to him.

    A Brute is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Brute can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

    Immunities (Ex): The Brute is immune to all mind affecting effects.

    Damage Reduction (Ex): The Brute also gains DR x/-, the number depending on its Size:Medium: DR 3, Large: DR 5, Huge: DR 8, Gargantuan: DR 10, Colossal: DR 12.

    Saves: Fortitude Saving Throws gain a +2 Racial Bonus

    Abilities: Bonuses for Str, Dex, and Con depend on Size. Int becomes a 3 if it is 4 or higher, a 1 if it's a 2 or 3, and - if it's a 1 (the Base Creature also becomes Mindless in this instance). Wis and Cha are unchanged.

    Code:
    Size    Str  Dex  Con
    Medium            +4        -2          +4
    Large             +10       -2          +4
    Huge              +14       -4          +8
    Gargantuan        +20       -4          +8
    Colossal          +24       -8          +12
    Skills: Gains a +8 Racial bonus to Intimidate checks. Adjust skills due to new Int. It loses all skills other than Racial Bonuses if it becomes Mindless.

    Feats: Gains 1 bonus Feat from the following list for every 4 Hit Dice if it meets the prerequisites: Area Attack, Awesome Blow, Brutal Strike, Brutal Throw, Combat Brute, Cometary Collision, Crush, Cumbrous Fortitude, Diehard, Endurance, Fling Enemy, Great Fortitude, Greater Powerful Charge, Improved Bull Rush, Improved Critical, Improved Natural Armor, Improved Overrun, Improved Sunder, Involuntary Rage, Large and in Charge, Mighty Leaping, Pain Mastery, Power Attack, Powerful Charge, Power Critical, Power Throw, Pushback, Roll With It, shock Trooper, Stomp, Toughness, and Improved Toughness. It loses all Feats except the Bonus Feats if it becomes Mindless. If it would have access to Epic Feats it may also choose Armor Skin, Damage Reduction, Devastating Critical, Epic Endurance, Epic Fortitude, Epic Prowess, Epic Toughness, Fast Healing, Great Constitution, Great Strength, Legendary Leaper, Overwhelming Critical, Penetrate Damage Reduction, or Perfect Health. Feats are from Savage Species, Epic Level Handbook, Monster Manual, Complete Adventurer, Miniature's Handbook, Complete Warrior, and PHB II.

    Environment: Unchanged

    Organization: Solitary

    CR: Medium: +2, Large: +2, Huge: +3, Gargantuan: +3, Colossal: +4

    Treasure: Unchanged

    Alignment: Most Brutes become Neutral unless they are prevented (i.e. Outsiders that are restricted in alignment)

    Advancement: Unchanged

    Level Adjustment: Medium: +4, Large: +5, Huge: +6, Gargantuan: +7, Colossal: +8

    "So whaddya call this guy?"

    "HE!...IS!...BISOOON MAAAAAAAAAAAAAAAAAAAAAANNNNNN!!"

    "Ooookaaayyy...well if'n you want him to be a wrassler, yew need ta git him in the ring."


    Bison Man
    Minotaur, Unfeeling Brute
    Large Monstrous Humanoid
    Hit Dice: 6d8+24 (51 hp)
    Initiative: -1
    Speed: 25 ft. (5 squares)
    Armor Class: 16 (-1 Size, -1 Dex, +8 natural), touch 8, flat-footed 16
    Base Attack/Grapple: +6/+23
    Attack: Greatclub +14 melee (4d6+9) or Gore +14 melee (2d6+9)
    Full Attack: Greatclub +14/+9 melee (4d6+9) and Gore +9 melee (2d6+4)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Powerful Charge 7d6+13
    Special Qualities: Darkvision 60 ft., Natural Cunning, Scent, DR 5/-, Powerful Build, Immune to Mind-Affecting Effects
    Saves: Fort +10, Ref +4, Will +5
    Abilities: Str 29, Dex 8, Con 19, Int 3, Wis 10, Cha 8
    Skills: Intimidate +10, Listen +6, Search +2, Spot +6
    Feats: Great Fortitude, Power Attack, Track, Greater Powerful Charge (B), Powerful Charge (B)
    Environment: Underground
    Organization: Solitary
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Neutral
    Advancement: By Character Class
    Level Adjustment: +7

    Bison Man was doubly cursed by the Gods for the actions of his parents. Not only did he become a Minotaur, but he's incredibly dumb. But to give him a fighting chance, they did make him a bit tougher than usual. Eventually he was adopted by a kindly old spinster woman at the edge of town named Granny Moses. And by kindly old spinster, we mean lunatic hermit well into insanity. She believes that the Bison Man is a superhero who will save the villagers from evil and lead them into a new golden age. Of course she also sometimes think the local cabbage crops are demons in disguise, and that the local villagers eat cabbage because they are mind controlled into doing so...



    Unfeeling Brute

    "There's a coliseum here?"

    "They use it for the wrasslin' matches mostly."

    "Wrestling is a popular sport among Gnomes?"

    "Not wrestling. Wrasslin'. There's a difference."

    Not So Much A Curse As It Usually Is

    "What kind of difference?"

    "LORDY BE LADIES AND GENTLEMEN! BISON MAN AND CHUNKY VERSUS THE MASKED SHENANIGANS MAY BE THE GREATEST MATCH OF ALL TIME!OF ALL TIME!"

    "Ah."


    Too Strong To Live, Too Stupid To Die

    "It can be an acquired taste."

    "I imagine it's quite profitable for the larcenous as well."

    "Why Jim, I have no idea what you mean."
    Last edited by Bhu; 2022-12-26 at 06:44 PM.
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  2. - Top - End - #332
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    Default Re: Critters III! Now also in 5e!

    Lumian Death Crab
    Large Magical Beast (Amphibious, Aquatic, Cold) Note that unlike normal critters, The Death Crab has no Swim speed, despite being Aquatic
    Hit Dice: 10d10+30 (85 hp)
    Initiative: +5
    Speed: 30 ft. (6 squares)
    Armor Class: 24 (-1 Size, +1 Dex, +14 Natural), touch 10, flat-footed 23
    Base Attack/Grapple: +10/+19
    Attack: Pincer +15 melee (1d8+5/x3)
    Full Attack: 2 Pincers +15 melee (1d8+5/x3)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved Grab, Constrict (2d8+5), Razor Claws
    Special Qualities: Darkvision 60 ft., Mindless, DR 10/Adamantine, Immunity to Magic, Scent, Immunity to Cold, Vulnerability to Fire
    Saves: Fort +10, Ref +8, Will +7
    Abilities: Str 20, Dex 13, Con 17, Int --, Wis 14, Cha 12
    Skills: Hide +1, Spot +6
    Feats: Blind-Fight (B), Improved Initiative (B), Iron Will (B), Weapon Focus (Pincer, B)
    Environment: Cold Aquatic
    Organization: Solitary
    Challenge Rating: 12
    Treasure: None
    Alignment: Always Neutral
    Advancement: 11-15 HD (Large), 16-30 HD (Huge)
    Level Adjustment: ---

    "Rich people are effin' crazy."

    Lumian Death Crabs that live in the frigid, arctic waters of Lumia. Somehow it was discovered they pretty much melt into a tasty broth when boiled (except for their brain, which is the size of an orange). Gourmands subsidize a dangerous, and highly illegal, trade in Death Crabs. The Crabs are frequently smuggled into high level restaurants, where teams of men compete to wrestle them into boiling pools of water for the patrons enjoyment. Activists frequently set the crabs free, which doesn't endear them to anyone, as the Crabs always go on an ultra-violent killing spree. Studies have failed to determine the cause of their aggressiveness, as no one can figure out how to keep them from killing anything they see. Even when there are no living beings to kill, the Crabs destroy any breakable object in reach. Quite honestly, they're terrifying.

    Improved Grab (Ex): To use this ability, a Crab must hit with a Pincer attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Crabs have a +4 racial bonus on grapple checks.

    Constrict (Ex): A Crab deals damage equal to twice its normal claw damage plus its Strength bonus on a successful grapple check.

    Razor Claws (Ex): The Crabs Pincer attacks do x3 damage on a successful critical hit.

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

    Skills: The Crab has a +4 Racial Bonus on Hide and Spot Checks.

    Combat: Lumian Death Crabs are practically rabid. They slaughter anything that swims into view, whether they are hungry are not. They don't retreat, nor do they take time for tactics. hey run up and start swinging, and they keep swinging until the target dies or they do.



    Lumian Death Crab

    SKREEEEE!

    "Is that three Ogres in a back alley trying to wrestle a Lumian Death Crab through a back door?"

    "There's a thriving illegal trade in them here. Rich fascists will pay a great deal of money to eat their brain."

    "So it's a cabal of evil gourmet foodies?"

    "Pretty much. Poor thing will have to fight for it's life before being melted."

    Ustoppable Death Machine

    "Maybe we should engage in some shenanigans. It's been a while."

    "You sure about that? The rampages these things go on is frightening."

    "We'll call the Guard whilst it's punishing the bad guys."


    Setting The Bar For Terror

    "Why not. Could be amusing."

    "I'll take the two on the left."
    Last edited by Bhu; 2022-12-26 at 06:54 PM.
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  3. - Top - End - #333
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    Default Re: Critters III! Now also in 5e!

    I gave the Were Otters some skill boosts and some Cha for now.
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  4. - Top - End - #334
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    Creating a Were Human
    Isn't that just 'Human Human', etymologically speaking?

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

    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.).
    So… Is it Tiny to Large size or Fine to Colossal?

    Hit Dice: Hit Dice become d10's now that the Were Human is a Magical Beast. It gains one additional Hit Die.
    Regardless of the type of humanoid? (How's that determined anyway? Pick one, run with it?)

    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).
    There are lots of humanoids with climb speeds and even some with fly and burrow speeds. No exception for those?

    Curse of Humanthropy
    Man, that's one horrible word salad!

    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.
    Regardless of size?

    Quote Originally Posted by Bhu View Post
    Hummingbird Swarm
    Best. Swarm. Ever.

    Quote Originally Posted by Bhu View Post
    Superhero Template

    (…)

    Ray Vision (Su): Once every 1d4 rounds the Superhero unleashes an energy ray (choose Cold, Electricity, Fire, Force, or Sonic damage).
    No love for poor Acid, I see.

    Example: THE IRON SQUIRREL

    (…)

    Skills: Balance +11, Climb +11, Intimidation +4, Listen +3, Spot +3
    12 skill points still available! Also, Listen/Spot should be +4 (+2 WIS, +2 feat, +1 "CHA").

    Quote Originally Posted by Bhu View Post
    Turbo-Charged

    (…)

    Your attacks do +1d6 Fire damage, and anyone attacking you in melee takes 1d6 Fire damage
    Even on a miss?

    Skills: Hide +3, Listen +1, Spot +1
    I count one more available skill point.

    Quote Originally Posted by Bhu View Post
    Light-Puker

    (…)

    ignores Dex/Dodge Bonuses to AC.
    Like, the inverse of a ranged touch? Nice. Precision damagers would love that.

    Quote Originally Posted by Bhu View Post
    Adorable
    CUTE.

    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
    That's just beautiful!

    Abilities: +4 Cha.

    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).
    It would appear that mindless Adorables gain an INT score; it's not, however, specified what INT score they gain.

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

    Fat Birb (Tyrannosaurus/Adorable)
    AWWW.

    Skills: Bluff +7, Listen +8, Perform (Cuteness) +18, Spot +8
    The birb has 4 more skill points available!

    Quote Originally Posted by Bhu View Post
    Unfeeling Brute Template

    (…)

    Base Attack/Grapple: +6/+19
    Grapple should be +23 (since Powerful Build adds another +4).

    Quote Originally Posted by Bhu View Post
    Lumian Death Crab
    Large Magical Beast (Amphibious, Aquatic, Cold)
    Amphibious is a special quality, not a subtype, and I'm not sure what Cold even those for this feller (I mean, it has no cold immunity/fire vulnerability and not even a cold-based attack).

    Speed: 30 ft. (6 squares)
    Don't Aquatic critters normally come with a swim speed?

    Skills: Hide +0, Spot +6
    Hide should be +4 (-4 size, +1 DEX, +4 racial).

    Quote Originally Posted by Bhu View Post
    I gave the Were Otters some skill boosts and some Cha for now.
    That should do!

  5. - Top - End - #335
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Metastachydium View Post
    There are lots of humanoids with climb speeds and even some with fly and burrow speeds. No exception for those?
    You only appear to be a humanoid, you don't actually polymorph into one. For example, looking like a Dwarf doesn't give you Stonecunning.


    No love for poor Acid, I see.
    Acid damage didn't seem very 'superhero-ey


    Amphibious is a special quality, not a subtype, and I'm not sure what Cold even those for this feller (I mean, it has no cold immunity/fire vulnerability and not even a cold-based attack).
    I use amphibious as a Subtype in my campaigns (mostly because it's quicker and I don't have to constantly reproduce that text). It was well known that cold immunity/fire vulnerability comes with the Cold sutype so I didn't put it in the SQ (I have changed that).



    Don't Aquatic critters normally come with a swim speed?
    Apparently Crabs do not. I peeked at Stormwrack to see how they statted crabs before making this and they have neither swim speed or skill ranks (it isn't even in the errata). I have added a note.


    Everything else has been addressed through modification.
    Last edited by Bhu; 2022-12-26 at 07:05 PM.
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  6. - Top - End - #336
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    Default Re: Critters III! Now also in 5e!

    Hey Bhu, what balance point would you put setting people on fire at? Specifically the fire elementals 1d10 a turn until turned off. I'm working on a low level monster that uses a natural magnifying glass (think a scorpion but with a magnifying glass for a stinger) and it basically has "30 ft: hit and target is on fire."
    Quote Originally Posted by The Glyphstone View Post
    Vibranium: If it was on the periodic table, its chemical symbol would be "Bs".

  7. - Top - End - #337
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    You only appear to be a humanoid, you don't actually polymorph into one. For example, looking like a Dwarf doesn't give you Stonecunning.
    Ah! Go it, thanks.

    Apparently Crabs do not. I peeked at Stormwrack to see how they statted crabs before making this and they have neither swim speed or skill ranks (it isn't even in the errata). I have added a note.
    And 3.5 strikes again!

  8. - Top - End - #338
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Tvtyrant View Post
    Hey Bhu, what balance point would you put setting people on fire at? Specifically the fire elementals 1d10 a turn until turned off. I'm working on a low level monster that uses a natural magnifying glass (think a scorpion but with a magnifying glass for a stinger) and it basically has "30 ft: hit and target is on fire."
    What CR are you going for? And what size of Monstrous Scorpion?
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  9. - Top - End - #339
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    What CR are you going for? And what size of Monstrous Scorpion?
    So I think it could go two ways. A Small scorpion that just sets people on fire that's CR1 or a medium scorpion that deals fire damage when it shoots people that is CR3?

    Spoiler
    Show
    Giant Light Scorpion
    Small beast, unaligned
    Armor Class 15 (natural armor)
    Hit Points 4 (1d6 + 1)
    Speed 30 ft., climb 30 ft.
    STR
    5 (-3)
    DEX
    14 (+2)
    CON
    12 (+1)
    INT
    1 (-5)
    WIS
    7 (-2)
    CHA
    3 (-4)

    Senses blindsight 30 ft., passive Perception 8
    Languages —
    Challenge 1 (200 XP)
    Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage
    Focused Light. Ranged Spell Attack: +2 to hit, range 30 ft., one target. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

    Spoiler
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    Crystal Scorpion
    Medium beast, unaligned
    Armor Class 17 (natural armor)
    Hit Points 27 (5d8 + 5)
    Speed 30 ft., climb 30 ft.
    STR
    12 (+1)


    DEX 16 (+3),CON 12 (+1), INT 1 (-5), WIS 7 (-2),CHA 3 (-4)
    Senses blindsight 30 ft., passive Perception 8
    Languages —
    Challenge 3 (700 XP)
    Light Ray. Ranged Spell Attack: +5 to hit, range 120ft., one target. Hit: If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
    Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 3) piercing damage
    Last edited by Tvtyrant; 2022-12-28 at 12:27 AM.
    Quote Originally Posted by The Glyphstone View Post
    Vibranium: If it was on the periodic table, its chemical symbol would be "Bs".

  10. - Top - End - #340
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    Default Re: Critters III! Now also in 5e!

    Running it through one of the online CR calculators, the small one is a CR 1/8 and the medium is a CR 1 (unless, perchance, they have multiattack?). They're really only that high because of their AC. Also I'm assuming both attacks are dex based, in which case the to hit for the small one should be +4 for both attacks, and +5 for the medium.
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    Running it through one of the online CR calculators, the small one is a CR 1/8 and the medium is a CR 1 (unless, perchance, they have multiattack?). They're really only that high because of their AC. Also I'm assuming both attacks are dex based, in which case the to hit for the small one should be +4 for both attacks, and +5 for the medium.
    Much appreciated!
    Quote Originally Posted by The Glyphstone View Post
    Vibranium: If it was on the periodic table, its chemical symbol would be "Bs".

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

    I'm always available to help!
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    Default Re: Critters III! Now also in 5e!

    Carnivorous Jungle Death Penguin Swarm
    Tiny Magical Beast (Swarm)
    Hit Dice: 5d10+5 (32 hp)
    Initiative: +0
    Speed: 15 ft. (3 squares), Swim 15 ft.
    Armor Class: 13 (+2 Size, +1 Natural), touch 12, flat-footed 13
    Base Attack/Grapple: +5/-
    Attack: Swarm (1d6)
    Full Attack: Swarm (1d6)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction
    Special Qualities: Dark Vision 60 ft., Swarm Traits, Half Damage from Slashing/Piercing Weapons
    Saves: Fort +5, Ref +4, Will +3
    Abilities: Str 2, Dex 10, Con 12, Int 2, Wis 14, Cha 2
    Skills: Hide +10, Jump +16, Listen +5, Spot +5, Survival +6, Swim +4
    Feats: Alertness, Endurance, Track (B)
    Environment: Warm Forest
    Organization: Solitary, Pair, Group (3-5 Swarms)
    Challenge Rating: 2
    Treasure: None
    Alignment: Always Neutral
    Advancement: -
    Level Adjustment: -

    "Penguins? What the hell are penguins doing in the jungle?"

    Humphrey Billingsworth the 3rd was a liar, a cheat, and a complete and utter scoundrel. Unfortunately for the world he also had a taste for women who were equally larcenous at heart. A taste he indulged while in wizardry school. One, named Ils, taunted him into entering a competition to create a new species. Humphrey should have known better. Usually these competitions get out of hand, and half the contestants get killed when someones awakened land roving giant squid entry creates an army of the dead and proceeds to take over the city. But he was in lust. He was also broke. And lacking in even the most basic tenets of common sense. So he broke into the zoos menagerie to steal some subjects, nearly got eaten by an Owlbear, and managed to abscond with several penguins. He was supposed to make a guardian species for jungle habitats.

    With penguins.

    Needless to say he quickly got incredibly drunk out of despair. And then he decided to say what the hell and just give mutating them a try. Unfortunately for the world "what the hell" came after 3 bottles of Elvish wine. Penguins had several problems adapting to a jungle existence. They couldn't stand heat, they had ridiculously stubby little legs, and virtually no real offensive capability. So he gave them retractable fangs to fix the fighting problem. He tried giving them flight, but at best they had some of pseudo levitation they could use in spurts that allowed them to travel by hopping which they seemed to enjoy immensely. Running out of time he decided to try and use the tactic that "no one would see them coming, they'll make the perfect ambush minion" as a selling point when he introduced them to the judges the next day. He then locked the penguins up for the night, and passed out.

    He locked them up next to a fiendish artifact the Wizards school had just taken in for study that had gigantic signs around it saying "STAY 30 FEET FROM THIS THING AT ALL TIMES".

    In his defense he was stone drunk.

    Long story short the several penguins became several thousand overnight. They ate the competition. And Humphrey, and Ils, and most of the local population. In the afterlife the Gods and Fiends both pretty much rejected Humphrey's soul, and at this moment it seems likely he will become a Vestige. A sad, penguiny Vestige.

    Skills: Jungle Death Penguins have a +8 Racial Bonus to Swim checks, and can always Take 10 on a Swim check. They also have a +20 Racial Bonus to Jump Checks.

    Combat: Ummm..they're penguins. Penguins aren't known for tactical sense. They just sort of bounce toward the victim and nibble.


    Humphrey Billingsworth the 3rd

    Humphrey's story is listed above.

    Vestige Level: 6
    Binding DC: 25
    Special Requirement: No
    Manifestation: There is an explosion of fetid jungle mist. It clears to reveal a well-attired man, short in stature, with the head of a penguin. He looks at you condescendingly, and asks if you have any wine. Unless you are female, in which case he attempts to smile, to horrific effect.
    Sign: While bound to Humphrey, your face is that of a Penguin.
    Influence: When influenced by Humphrey, you become enamored of wine, women who are badly in need o a sugar daddy, and horrible decision making. A little too enamored. You are bad times waiting to happen.
    Granted Abilities: Humphrey grants you various Penguin related abilities, and the ability to jump large distances.
    You Have Angered Me: Once per 8 hours you may Shapechange (as per the spell) into a Dire Penguin.
    Boing: You may use the Jump spell at will. The DC of your Jump Checks is not increased if you don't have a running start, or are moving less than 30 feet. Your maximum Jump distance is double.
    Behold My Children:: You can use Summon Swarm to summon a Carnivorous Jungle Death Penguin Swarm, which you can control. Once you have used this ability, you cannot do so again for 5 rounds.
    I Smite Thee: You can polymorph, as per the spell, any opponent into a Penguin (see Frostburn). Once you have used this ability, you cannot do so again for 5 rounds.





    Carnivorous Jungle Death Penguin Swarm
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom, Jim and I make our triumphant return to Bad Critter Forest!"

    WTF
    "It's good to be back Harlan, I...what the hell?"

    HONK!

    "Oh crap. Run Jim. Run quite fast, those are Humphrey's Penguins."

    "Relax, I still have the cube of force. Who is Humphrey?"

    Born From Tragedy
    "It's a long, sad, terrible story of a man caught between love, inebriation and the forces of Hell."

    "So one of your contemporaries in Wizard school then?"
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    Mysterious Magical Maniacal Miniaturized Moose Swarm
    Tiny Magical Beast
    Hit Dice: 12d10 (66 hp)
    Initiative: +7
    Speed: 20 ft. (4 squares)
    Armor Class: 16 (+2 Size, +3 Dex, +1 Natural), touch 15, flat-footed 13
    Base Attack/Grapple: +12/-
    Attack: Swarm (3d6)
    Full Attack: Swarm (3d6)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction, Trip
    Special Qualities: Low Light Vision, Dark Vision 60 ft., Swarm Traits, Half Damage from Slashing and Piercing
    Saves: Fort +11, Ref +11, Will +5
    Abilities: Str 6, Dex 16, Con 10, Int 2, Wis 12, Cha 6
    Skills: Hide +11, Listen +8, Spot +8, Survival +6
    Feats: Alertness, Endurance, Great Fortitude, Improved Initiative, Run
    Environment: Cold or Temperate Forests
    Organization: Solitary, Herd (3-5 Swarms)
    Challenge Rating: 6
    Treasure: None
    Alignment: Usually Neutral
    Advancement: -
    Level Adjustment: ---


    "Maw...Maw the mooses got Abner..."

    "Git me the moose smackin' club."

    These are a species of magically created miniature moose the size of cats. The gods alone known what they were created for. They seem as stubborn and irrationally violent as the usual sized moose that's gotten drunk on fermented crab apples. Perhaps a tad more so, as they have to make up for their lack of size. Originating in Bad Critter Forest (figures), they have spread quickly over the world.

    Trip (Ex): The Moose swarm will attempt to knock opponents over, and then trample on them. Any creature they subject to their Swarm attack they immediately get a Trip attack against as a Free Action without provoking an attack of opportunity (and the opponent can't try to trip them back). Their Swarm attack does +1d6 against Prone opponents.

    Combat: The Moose swarm will charge, and try to knock it's opponent over, before repeatedly jumping up and down on it. If it cannot eventually trip an opponent it will flee. Before sneaking back up on him an hour later when his guard is down and trying it again just for the sake of stubborness.



    Mysterious Magical Maniacal Miniaturized Moose Swarm
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom, Jim and I are investigating the reports of swarms of odd critters in the appropriately named Bad Critter Forest!"

    Beware Crab Apple Season
    "And I've found our first swarm Harlan. Tiny moose hopped up on rage."

    "I just know someone will blame my profession for this..."

    "Relax Harlan. It could still be Druids."

    They've Forgotten They're Tiny
    "No...no that is clearly a Wizards spire I can see in the distance."

    "Let's go see who is turning Tiny abominations of nature loose on the public."
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    http://fxb.worth1000.com/entries/560477/fish-fur

    Swarm Fish
    Diminutive Magical Beast (Swarm, Amphibious, Aquatic)
    Hit Dice: 6d10 (33 hp)
    Initiative: +7
    Speed: Fly 30 ft. (6 squares, Good), Swim 30 ft.
    Armor Class: 18 (+4 Size, +3 Dex, +1 Deflection), touch 18, flat-footed 15
    Base Attack/Grapple: +6/-
    Attack: Swarm (2d6)
    Full Attack: Swarm (2d6)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction
    Special Qualities: Dark Vision 60 ft., Swarm Traits, Immune to Weapon Damage, Adoption, Planar Adaptation, Plane Shift
    Saves: Fort +5, Ref +8, Will +5
    Abilities: Str 1, Dex 16, Con 11, Int 3, Wis 12, Cha 4
    Skills: Listen +5, Spot +5, Swim +4
    Feats: Ability Focus (Distraction), Improved Initiative, Iron Will
    Environment: Any except Desert or Cold
    Organization: Solitary (plus potential adoptee)
    Challenge Rating: 3
    Treasure: None
    Alignment: Always Neutral
    Advancement: ---
    Level Adjustment: ---

    "Bert that woman comin' over here is wearin' fish."

    "Ayuh."

    "Think she's fixin' to yell at us fer fishin'?"

    "Prolly."

    Swarm Fish are an alien fish species found flying between Planes. They seem to need little in the way of food, and aren't really picky about what they munch on, often satisfied with organic detritus. Many clean their adopted person of dead skin cells.

    For whatever reason the fish tend to adopt humanoids who are willing and do not harm the swarms members. In exchange for defending the humanoid, they get to share it's food and living space. Most continually surround their adoptee, and from a distance look like living clothes.

    Distraction (Ex): Any living creature susceptible to the swarms damage beginning it's turn in the swarms area must make a DC 15 Fortitude Save or be Nauseated for 1 round (Save DC is Constitution based). Their Adopted Humanoid is immune to this, so long as they never betray the fish.

    Adoption (Ex): Swarm Fish will bond to and adopt any Humanoid who allows them to be enveloped for 24 hours by them. They will keep pace with, and hover about, that individual giving it partial concealment, as well as sharing their +1 Deflection Bonus to AC with it. They will stay with that person as long as they are treated well and have plenty of food. Despite rumors of starving Swarm Fish eating their adoptee this has never been proven.

    Planar Adaptation (Ex): Swarm Fish immediately adapt to whatever Plane they enter as if they had the effects of a permanent Avoid Planar Effects spell. This is shared by their adopted Humanoid.

    Plane Shift (Sp): The Swarm can Plane SHift itself and it's adoptee 1/day.

    Skills: Swarm Fish gain a +8 Racial Bonus to Swim Checks, and may Always Take 10 on Swim Checks. They may use the Run Action while swimming in a straight line.

    Combat: Swarm Fish will stay surrounding their Adoptee to protect it unless an opponent gets within melee range in which case they will attack.



    Swarm Fish
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom, Jim and I are off to confront a fellow Wizard on his possible violations of safety protocols."

    They're The Hottest New Trend
    "Oh, here comes someone now. Excuse me miss?"

    "Who are you? Are you friends of Praky baby?"

    "Oh for the love of..."

    "We're here to see Prak yes, but may I inquire as to what those fish swimming around you are?"

    Totally Not Dangerous. Really We Swear.

    "It's a rare cloud of Platinum Swarm Fish. Praky got them for me. He's inside, watch out for the turtles."

    "Turtles?"

    "Here they come now, in comically exaggerated slow motion."
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    Mad Turtle Swarm
    Tiny Magical Beast (Swarm)
    Hit Dice: 12d10+24 (90 hp)
    Initiative: -1
    Speed: 10 ft. (2 squares), Swim 10 ft.
    Armor Class: 16 (+2 Size, -1 Dex, +5 Natural), touch 11, flat-footed 16
    Base Attack/Grapple: +12/-
    Attack: Swarm (3d6)
    Full Attack: Swarm (3d6)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction, Mouth Foaming Anger
    Special Qualities: Low Light Vision, Hold Breath, Swarm traits, Half damage from Slashing and Piercing, Scent
    Saves: Fort +11, Ref +7, Will +7
    Abilities: Str 10, Dex 8, Con 12, Int 2, Wis 12, Cha 2
    Skills: Spot +8, Survival +9, Swim +8
    Feats: Ability Focus (Distraction), Endurance, Great Fortitude, Improved Toughness, Iron Will
    Environment: Temperate Marsh or Forest
    Organization: Solitary
    Challenge Rating: 6
    Treasure: None
    Alignment: Always Neutral
    Advancement: ---
    Level Adjustment: ---

    "Bert that turtle pond looks...suspicious..."

    Turtle Swarms are magically bred turtles used as somewhat, kind of, competent guard animals. They're difficult to hit and okay in water, but they're darn slow. And they have rabid tempers. Spurious rumor has it a Druid juiced them up to keep the locals from turning them into soup.

    Mouth Foaming Anger (Ex): Whenever the swarm takes damage it begins foaming at the mouth in fury, and it's swarm attacks do +1d6 damage for the rest of the encounter.

    Distraction (Ex): Any living creature vulnerable to the swarms damage that begins it's turn with a Swarm in it's square must make a DC 19 Fortitude Save (Save DC is Constitution based) or be Nauseated 1 round. Spellcasting or concentrating on spells in this area requires a Concentration Check (DC is 20 plus spell level). Using skills requiring Concentration or patience requires a DC 20 Concentration check.

    Hold Breath (Ex): Turtle Swarms may hold their breath for (8 times Con score) rounds before it risks drownings.

    Skills: Turtle Swarms gain a +8 Racial Bonus to Swim Checks, and may Always Take 10 on a Swim Check.

    Combat: Turtle Swarms tend to charge oooooh so slowly. Or simply appear to e docile until intruders get close.



    Mad Turtle Swarm
    "What is the meaning of this Prak? Turtles? Sugar babies?"

    Absurdity Thy Name Is Prak
    "Really, what is the deal with those turtles?"

    "Like you've never had a fling or two Harlan. I've got a new business Jim! I make swarms of guard critters. The Turtles were an early concept. In theory no one would see them coming until it's too late."

    "I have never financed a sugar baby!"

    "I can assure you Prak, literally everyone will see the turtles coming."

    Devastating, So Long As You Willingly Walk Into The Blender

    "I know, they weren't a great seller. Neither were the Mooses. That's why I've moved on to rodents!"

    "Prak, you are a grown Wizard. No one should have to explain why rodents are a bad idea."

    "Now Harlan, we can at least hear him out."
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    Vorpal Shrew Swarm
    Diminutive Magical Beast (Swarm)
    Hit Dice: 12d10+12 (78 hp)
    Initiative: +9
    Speed: 15 ft. (3 squares), climb 15 ft.
    Armor Class: 20 (+4 Size, +5 Dex, +1 Natural), touch 19, flat-footed 15
    Base Attack/Grapple: +12/-
    Attack: Swarm (3d6 plus poison)
    Full Attack: Swarm (3d6 plus poison)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Vorpal Attacks, Distraction, Poison
    Special Qualities: Immune to Weapon Damage, Low Light Vision, Scent, Swarm Traits
    Saves: Fort +9, Ref +13, Will +6
    Abilities: Str 6, Dex 20, Con 13, Int 6, Wis 14, Cha 10
    Skills: Balance +13, Climb +16, Hide +17, Listen +7, Move Silently +12, Spot +7, Survival +5
    Feats: Alertness, Endurance, Diehard, Improved Initiative, Track
    Environment: Any Forest
    Organization: Solitary, Pair, Mob (3-4 Swarms), Big Mob (10-15 swarms)
    Challenge Rating: 7
    Treasure: None
    Alignment: Always Neutral
    Advancement: -
    Level Adjustment: ---

    "Abner...I don't like the way thet grass is movin'..I think we should leave..."

    Vorpal Shrews are creations by Prak the Mad, the mage of Bad Critter Forest (and one he actually regrets). Their magically enhanced natural weapons cut through anything. They appear to be normal (if somewhat rabid) shrews. And by somewhat rabid we mean "teensy mouth-frothing horrors from the Pit".

    Poison (Ex): Injury, Fortitude Save DC 17, Initial and Secondary Damage 1d4 Dex. Save DC is Constitution Based. Shrews excrete most of the poisons that build up in their body in their saliva.

    Vorpal Attacks (Su): The damage from Vorpal Shrews Swarm Attack is untyped, meaning it bypasses Damage Reduction.

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

    Skills: Vorpal Shrews have a +8 Racial Bonus on Balance, and Climb checks. They also have a +4 Racial Bonus on Move Silently checks. They may use their Dex or Str modifier for Climb checks, whichever is better, and may always Take 10 on Climb checks, even if rushed or threatened.

    Combat: Vorpal Shrews pretty much use standard swarm tactics, i.e. rush the victim and start chewing. Plus they make these horrifying lil' squeaky noises that will keep you awake at nights if you survive.



    Vorpal Shrew Swarm
    "All right Prak. Prove to us you've been following the protocols."

    Shrews, The Bane Of Wizardkind
    "The escaped Moose were a bad sign."

    "They didn't escape, we shooed them off. They weren't mine."

    "So you have compet...holy crap are those shrew bite marks?"

    "Tell us you didn't use shrews."

    Can Chew Through Adamantine

    "I used shrews."

    "Where are they now?"

    "They escaped the first day. Chewed their way through 6 feet of stone. So I hadda start over with mice."

    "Well, mice are a step up from shrews at least."
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    Devil Mice Swarm
    Diminutive Magical Beast (Swarm)
    Hit Dice: 12d10+24 (90 hp)
    Initiative: +5
    Speed: 15 ft. (3 squares), climb 15 ft.
    Armor Class: 20 (+4 Size, +5 Dex, +1 Natural), touch 19, flat-footed 15
    Base Attack/Grapple: +12/-
    Attack: Swarm (3d6 plus poison)
    Full Attack: Swarm (3d6 plus poison)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Summon Swarm, Distraction, Poison
    Special Qualities: Immune to Weapon Damage, Low Light Vision, Scent, Swarm Traits, Dark Vision 60 ft., Telepathy 100 ft., Immune to Fire and Poison, Energy Resistance 20 (Cold and Acid)
    Saves: Fort +10 Ref +13, Will +8
    Abilities: Str 4, Dex 21, Con 14, Int 10, Wis 14, Cha 10
    Skills: Balance +13, Bluff +6, Climb +16, Hide +17, Intimidate +7, Listen +7, Move Silently +12, Spot +7
    Feats: Ability Focus (Distraction, Poison), Alertness, Iron Will, Persuasive
    Environment: Any Forest
    Organization: Solitary, Pair, Mob (3-4 Swarms), Big Mob (10-15 swarms)
    Challenge Rating: 8
    Treasure: None
    Alignment: Always Neutral Evil
    Advancement: -
    Level Adjustment: ---

    "Abner...Abner the mice got horns...and they's tellin' me bad things..."

    Yet another creation of the mad wizard of Bad Critter Forest, these mice have a fiendish ancestry of some sort. They appear to be mice or hamsters with black fur, red eyes, and teensy little devil horns. Despite this they are not Extraplanar entities, nor do they seem to have alignment restrictions. Which just drives mages studying them nuts. Devil Mice speak Common and Infernal.

    Summon Swarm (Su): Devil Mice can try summon another Swarm of Devil Mice once per day with a 35% chance of success.

    Poison (Ex): Injury, Fortitude Save DC 20, Initial and Secondary Damage is 1d4 Str.

    Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 20 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

    Skills: Devil Mice have a +8 Racial Bonus on Balance, and Climb checks. They also have a +4 Racial Bonus on Move Silently checks. They may use their Dex or Str modifier for Climb checks, whichever is better, and may always Take 10 on Climb checks, even if rushed or threatened.

    Combat: Devil Mice usually hide while trying to summon another swarm before moving in for the kill and nibbling their victim to death in a rude manner. Being intelligent however, you can try to bluff or bribe them. Bribing generally works better. You'd be surprised what evil mice will accept in exchange for not devouring you in your sleep.



    Devil Mice Swarm
    "So where are these Mice?"

    The Horns Give Away Their True Nature
    "Their cage seems empty too."

    "Oh I got rid of them. They were whispering to me at night, trying to tempt me to do awful things."

    "Clearly they didn't know you well."

    "So you Awakened a swarm of mice?"

    Whispers In The Night

    "No sir. I magically spliced them with Devils."

    "You WHAT?"

    "It seemed like a good idea until they kept trying to bargain for my soul?"

    "Wizards have souls to bargain with?"

    "That hurt Jim."
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    Death Gerbil Swarm
    Diminutive Magical Beast
    Hit Dice: 15d10+45 (127 hp)
    Initiative: +9
    Speed: 15 ft. (3 squares), Climb 15 ft., Swim 15 ft., Burrow 15 ft.
    Armor Class: 24 (+4 Size, +5 Dex, +5 Natural), touch 19, flat-footed 19
    Base Attack/Grapple: +15/-
    Attack: Swarm (3d6 plus poison)
    Full Attack: Swarm (3d6 plus poison)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction, Poison
    Special Qualities: Immune to Weapon Damage, Low Light Vision, Scent, Swarm Traits, Dark Vision 60 ft., Preternatually Tough
    Saves: Fort +11, Ref +15, Will +10
    Abilities: Str 4, Dex 21, Con 12, Int 14, Wis 14, Cha 10
    Skills: Balance +16, Climb +17, Hide +26, Jump +10, Knowledge (Local, Nature) +8, Listen +10, Move Silently +14, Search +10, Spot +10, Survival +10, Swim +10, Tumble +10
    Feats: Alertness, Ability Focus (Poison), Dodge, Improved Initiative, Iron Will, Brachiation (Complete Adventurer, yes I know they have pudgy little hamster legs, they still swing from trees)
    Environment: Any Warm
    Organization: Solitary, Pair, or Big Swarm (3-6 swarms)
    Challenge Rating: 13
    Treasure: Standard
    Alignment: Usually Neutral Evil
    Advancement: -
    Level Adjustment: ---

    "Abner...Abner I think that mouse ate something bad 'fore it bit me..."

    Death Gerbils are small gerbil or hamster like critters once again made by insane wizards hellbent on ruining the reputation of their profession. Just once you think they'd make something useful that didn't end up killing people and infesting the town. Colors vary, but most have the same insane gleam in their eyes. It's easy to recognize them from the local rodents as they're cuter, and look like they want to eat you. Most gerbils aren't carnivorous, nor do they discuss with you how you'd like to be prepared after you are killed. Death Gerbils understand Common, and 2 other languages (usually of nearby races wherever they live).

    Poison (Ex): Injury, Fort Save DC 20, Initial and Secondary Damage 1d4 Strength

    Preternaturally Tough (Ex): Death Gerbils have a Racial Bonus to their Saving Throws equal to their Constitution Modifier (yes this means they get double their Con mod for Fort Saves). They also get an additional 2 hp per Hit Die.

    Skills: Death Gerbils have a +8 Racial Bonus on Balance, and Climb checks. They also have a +4 Racial Bonus on Jump and Move Silently checks. They may use their Dex or Str modifier for Climb and Jump checks, whichever is better, and may always Take 10 on Climb checks, even if rushed or threatened. Death Gerbils have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. They can always choose to take 10 on a Swim check, even if distracted or endangered. They can use the run action while swimming, provided they swim in a straight line.

    Combat: Capable of climbing, swimming, burrowing, or swinging through the trees if necessary, Death Gerbils are all terrain munching machines. Think of them as fuzzy pirhana. Being intelligent it is possible to bribe them however. If you happen to have dozens of suits of gerbil sized magical armor on you it might even be exceptionally possible.




    Death Gerbil Swarm
    "What did you move on to next?"

    A Little Too Good At Their Job
    "I see an empty gerbil cage."

    "Yeah, the gerbils were a super bad idea."

    "Worse than the others?"

    "They can't be worse than mousy half-devils."

    Beware The Gerbil Death Squad

    "They tried to kill me unsuccessfully multiple times. Saw me as competition. They've taken over a local village and hired killers to come after me."

    "Sounds like you were a little too successful."

    "Wait, they've hired killers? Already? What are we still doing here?"
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    Rabid Hushpupy Swarm
    Fine Construct (Swarm)
    Hit Dice: 9d10 (49 hp)
    Initiative: +3
    Speed: 20 ft. (4 squares)
    Armor Class: 21 (+8 Size, +3 Dex), touch 21, flat-footed 18
    Base Attack/Grapple: +6/-
    Attack: Swarm (2d6 plus poison)
    Full Attack: Swarm (2d6 plus poison)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Blind, Rabies, Abject Terror, Distraction
    Special Qualities: Construct traits, immune to weapon damage, swarm traits, tremorsense 30 ft.
    Saves: Fort +3, Ref +6, Will +3
    Abilities: Str 1, Dex 16, Con -, Int -, Wis 11, Cha 1
    Skills: -
    Feats: -
    Environment: Any
    Organization: Solitary, Fry (2-4 swarms), or Country Jamboree (7-12 swarms)
    Challenge Rating: 5
    Treasure: None
    Alignment: Always Neutral
    Advancement: None
    Level Adjustment: ---

    "So let me get this straight, you've made a weapon indistinguishable from food."

    "Yessir, the enemy will never see it coming."

    "How are we supposed to see it coming?"

    "Weeelll..(beeep)..."

    "Perhaps you'd like to weaponize the sausages as well...doofus."

    Rabid Hushpuppies were created by an inexperienced (drunk) wizard in the Halfling Catering Corps. They look like normal balls of fried cornmeal, but when approached they suddenly split open, revealing fanged mouths. How do they move It's magic (plus who really cares when they're charging).

    Blind (Ex): Hushpuppies have no eyes, and are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

    Rabies (Su): Opponents damaged by the Hushpuppies Swarm attack must make a DC 14 Fortitude Save or be infected with a poison that resembles magical Rabies (Save DC is Con based). Initial damage is1 temporary point of Constitution. If the opponent suffers Secondary damage, they become Frenzied, as per the Frenzy ability on page 34 of the Complete Warrior. This Frenzy lasts for 1d6 rounds, or until removed by magic.

    Abject Terror (Ex): Opponents subject to the Hushpuppies Swarm attack must make a DC 14 Willpower Save or be Shaken for 1d6 rounds (Save DC is Cha based with a +5 Racial Bonus). This only works on opponents with less Hit Dice than the Swarm.

    Distraction (Ex): Any living creature that begins its turn with a Hushpuppy swarm in its space must succeed on a DC 14 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

    Combat: Hushpuppies tend to blindly charge at whatever they sense. They aren't known for being very bright.



    Rabid Hushpuppy Swarm
    "Who did they hire Prak?"

    Spicy Cornmeal
    "Why are there hushpuppies on the floor?"

    "Crap. They've hired the Halfling Catering Corps."

    "Those aren't hushpuppies are they?"

    "Cube of force is at the ready."

    Their Venom Mimics The Famous Disease

    "They're venomous, and hunt by vibration."

    "Whats the plan?"

    "Don't worry, I painted the floors and walls in explosive lacquer in case of this eventuality."

    "Um...what?"
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    Banana Muffin Swarm
    Diminutive Construct (Swarm)
    Hit Dice: 12d10 (66 hp)
    Initiative: +0
    Speed: 5 ft. (1 squares)
    Armor Class: 15 (+4 Size, +1 Natural), touch 14, flat-footed 15
    Base Attack/Grapple: +9/-
    Attack: Swarm (3d6)
    Full Attack: Swarm (3d6)
    Space/Reach: 1 ft./0 ft.
    Special Attacks: Distraction, Psilike Abilities
    Special Qualities: Construct Traits, Blindsight 60 ft., Swarm traits, Immune to Weapon damage, Blind, Teleport, Telepathy 100 ft.
    Saves: Fort +4, Ref +4, Will +7
    Abilities: Str 1, Dex 10, Con -, Int 16, Wis 16, Cha 16
    Skills: Concentration +15, Hide +27, Knowledge (Psionics) +18, Listen +18, Psicraft +18
    Feats: Combat Manifestation, Greater Psionic Endowment, Narrow Mind, Psionic Endowment, Psionic Meditation
    Environment: Any
    Organization: Solitary
    Challenge Rating: 7
    Treasure: None
    Alignment: Always Neutral
    Advancement: ---
    Level Adjustment: ---

    "Bert...the muffins are following us..."

    "How much shine you had today?"

    No one knows who or what came up with Banana Muffin Swarms. Fiendishly insidious they simply set in plain sight, teleporting about when people aren't looking or when something attempts to eat them. Conspiracy theories about their origins and intents abound, but no one has ever caught them to interrogate them. Banana Muffins understand common and 3 other languages.

    Distraction (Ex): Any living creature vulnerable to the swarms damage that begins it's turn in the same square as a Swarm must make a DC 16 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1 round. Spellcasting or concentrating on a spell within the swarms area requires a Concentration Check (DC is 20 plus spell level). Using skills that require patience or concentration requires a DC 20 Concentration check.

    Psilike Abilities (Ps): At will: Choose any 3 first level powers from the Psion list. 3/day: Choose two powers each from the 2nd and 3rd level powers on the Psion list. 1/day: Insanity. Manifester level is equal to Hit Dice.

    Blind (Ex): Banana Muffin Swarms are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

    Teleport (Su): At will as a Move Action Muffin Swarms may teleport up to 30 ft. in any direction.

    Combat: Combat tactics for the Muffins vary widely depending on their individual powers. Most involve stealth or mind control somehow though.



    Banana Muffin Swarm
    "Less than 24 hours back on the job and we've already burned down a tower..."

    Psychic Baked Goods
    "I have to say, you make life interesting Prak."

    "Was that plate of muffins always there?"

    "No one leaves a plate of muffins in the forest..."

    "Halfling Catering Corps?"

    Weirdest Idea The Halflings Ever Had

    "You got a fireball Harlan?"

    "I'm more of a teleport man."

    "Now might be a good time."
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    Quote Originally Posted by Bhu View Post
    Carnivorous Jungle Death Penguin Swarm
    Carnivorous jungle death penguins for the win!

    Abilities: Str 2, Dex 10, Con 12, Int 2, Wis 14, Cha 2
    All the stupid rodents ended up with nice INT scores and the penguins (and the turtles) must make do with a 2. Now I'm sad.

    Skills: Hide +10, Jump +16, Listen +5, Spot +5, Survival +6, Swim +8
    I count 4 too many skill points spent. (The STR penalty to Swim was forgotten, perhaps?)

    In the afterlife the Gods and Fiends both pretty much rejected Humphrey's soul, and at this moment it seems likely he will become a Vestige. A sad, penguiny Vestige.
    Okay, a penguin-themed vestige called Humphrey Billingsworth III is something I didn't, until now, know the world needs, but it does.

    Quote Originally Posted by Bhu View Post
    Mysterious Magical Maniacal Miniaturized Moose Swarm

    (…)

    Saves: Fort +11
    Fort should be +10.

    Abilities: Str 6, Dex 16, Con 10, Int 2, Wis 12, Cha 6
    Skills: Hide +10, Listen +8, Spot +8
    A Tiny creature with a DEX of 16 can't have a Hide modifier lower than +11.

    5 skill points remain available.

    Alignment: Usually Chaotic Neutral
    INT 2 and CN alignment are a weird combo.

    Quote Originally Posted by Bhu View Post
    http://fxb.worth1000.com/entries/560477/fish-fur

    Swarm Fish
    Diminutive Magical Beast (Swarm, Aquatic)
    Hit Dice: 6d8 (27 hp)
    6d10 (33 hp) (<–Magical Beast).

    Special Qualities: Dark Vision 60 ft., Swarm Traits, Immune to Weapon Damage, Adoption, Planar Adaptation, Plane Shift
    So, um, these are Aquatic subtype fish things and not explicitly Amphibious. How do they survive out of the water?

    Organization: Solitary

    (…)

    Adoption (Ex): Swarm Fish will bond to and adopt any Humanoid who allows them to be enveloped for 24 hours by them. They will keep pace with, and hover about, that individual giving it partial concealment, as well as sharing their +1 Deflection Bonus to AC with it. They will stay with that person as long as they are treated well and have plenty of food. Despite rumors of starving Swarm Fish eating their adoptee this has never been proven.
    That's one mighty neat concept! Shouldn't the Organization line read Solitary or solitary plus adoptee, though?

    Quote Originally Posted by Bhu View Post
    Mad Turtle Swarm
    Cute!

    Hold Breath (Ex): Turtle Swarms may hold their breath for (8 times Con Modifier) rounds before it risks drownings.
    Did you mean: CON score (or why can diseased high elven sorcerer outlast the turtles underwater?)

    Quote Originally Posted by Bhu View Post
    Vorpal Shrew Swarm

    (…)

    Organization: Solitary, Pair, Mob (2-4 Swarms), Big Mob (10-15 swarms)
    What's the difference between a pair and a 2-members mob?

    Quote Originally Posted by Bhu View Post
    Devil Mice Swarm

    (…)

    Skills: Balance +13, Bluff +5, Climb +16, Hide +17, Iintimidate +2, Listen +7, Move Silently +12, Spot +7
    6 skill points remain available!

    Organization: Solitary, Pair, Mob (2-4 Swarms), Big Mob (10-15 swarms)
    What's the difference between a pair and a 2-members mob?

    Challenge Rating: 8
    I think either the shrews are over- or these guys are under-CRed.

    Quote Originally Posted by Bhu View Post
    Banana Muffin swarm
    Diminutive Construct (Swarm)
    Hit Dice: 12d10 (66 hp)
    Initiative: +0
    Speed: 5 ft. (1 squares)
    Armor Class: 15 (+4 Size, +1 Natural), touch 14, flat-footed 15
    Base Attack/Grapple: +9/-
    Attack: Swarm (3d6)
    Full Attack: Swarm (3d6)
    Space/Reach: 1 ft./0 ft.
    Special Attacks: Distraction, Psilike Abilities
    Special Qualities: Construct Traits, Blindsight 60 ft., Swarm traits, Immune to Weapon damage, Blind, Teleport, Telepathy 100 ft.
    Saves: Fort +4, Ref +4, Will +7
    Abilities: Str 1, Dex 10, Con -, Int 16, Wis 16, Cha 16
    Skills: Concentration +15, Hide +27, Knowledge (Psionics) +18, Listen +18, Psicraft +18
    Feats: Combat Manifestation, Greater Psionic Endowment, Narrow Mind, Psionic Endowment, Psionic Meditation
    Environment: Any
    Organization: Solitary
    Challenge Rating: 7
    I think either the hushpuppies are over- or these guys are under-CRed.

  23. - Top - End - #353
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Metastachydium View Post

    All the stupid rodents ended up with nice INT scores and the penguins (and the turtles) must make do with a 2. Now I'm sad.
    They weren't done with a mind towards intelligent swarms. I'l do that Vestige as a way of making it up to you.

    I addressed the rest other than CR which i need to think on. Next week may be all 16 hour days at work, so i may be late posting.

    Edit: ok, check the penguin swarm
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    Quote Originally Posted by Bhu View Post
    They weren't done with a mind towards intelligent swarms. I'l do that Vestige as a way of making it up to you.

    I addressed the rest other than CR which i need to think on. Next week may be all 16 hour days at work, so i may be late posting.

    Edit: ok, check the penguin swarm
    Alright, Sir! That's a laugh I direly needed. All is forgiven! (Though now I'll have to find a homebrew friendly game just to play a Binder with that.) May you be wrong regarding your projected workload, and have strength if you aren't!

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    Giant Tick
    Tiny Vermin
    HitDice: 1/2d8+2 (4 hp)
    Initiative: + 0
    Speed: 20 ft. (4 squares), climb 10 ft.
    Armor Class: 14 (+2 Size Bonus, +2 Natural armor Bonus), touch 12, flat-footed 14
    Base Attack/Grapple: +0/ -12 (+0 if attached)
    Attack: Touch +2 melee (Attach)
    Full Attack: Touch +2 melee (Attach)
    Space/Reach: 2 ½ ft./ 0 ft.
    Special Attacks: Attach, blood drain, Disease
    Special Qualities: Dark Vision 60 ft. Scent, Vermin Traits
    Saves: Fort +4, Ref +0. Will +0
    Abilities: Str 3, Dex 10, Con 14, Int --, Wis 10, Cha 2
    Skills: Hide + 12, Spot +4
    Feats: Weapon Finesse (B)
    Environment: Any Temperate or Warm Mountains, Hills, Plains, Marsh, or Forest
    Organization: Solitary or Colony (8-16)
    Challenge Rating: 1/4
    Alignment: Always Neutral
    Advancement: ---
    Level Adjustment: ---

    Small Vermin
    Hit Dice: 1d8+2 (6hp)
    Initiative: +0
    Speed: 30 ft. (6 squares), Climb 20 ft.
    Armor Class: 14 (+1 Size, +3 Natural), touch 11, flat-footed 14
    Base Attack/Grapple: + 0/ -5 (+7 if attached)
    Attack: Touch + 1 melee (Attach)
    Full Attack: Touch +1 melee (Attach)
    Space/Reach: 5 ft./ 5 ft.
    Special Attacks: Attach, Blood Drain, Disease
    Special Qualities: Dark Vision 60 ft., Scent, Vermin Traits
    Saves: Fort +4, Ref +0, Will +0
    Abilities: Str 9, Dex 10, Con 14, Int --, Wis 10, Cha 2
    Skills: Hide + 8, Spot +4
    Feats: Weapon Finesse (B)
    Organization: Solitary, Colony (2-5), or Swarm (6-11)
    Challenge Rating: 1/2

    Medium Vermin
    Hit Dice: 2d8+4 (13 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares), Climb 20 ft.
    Armor Class: 14 (+4 Natural), touch 10, flat-footed 14
    Base Attack/Grapple: +1/+6
    Attack: Bite +2 melee (1d6+1)
    Full Attack: Bite +2 melee (1d6+1)
    Space/Reach: 5 ft./ 5 ft.
    Special Attacks: Improved Grab, Blood Drain, Disease
    Special Qualities: Dark Vision 60 ft., Scent, Vermin Traits
    Saves: Fort +5, Ref +0, Will +0
    Abilities: Str 13, Dex 10, Con 14, Int --, Wis 10, Cha 2
    Skills: Hide: +4, Spot +4
    Feats: -
    Organization: Solitary, Colony (2-5), or Swarm (6-11)
    Challenge Rating: 1
    Advancement: 3 HD (Medium)

    Large Vermin
    Hit Dice: 4d8+8 (26 hp)
    Initiative: +0
    Speed: 50 ft. (10 squares), Climb 30 ft.
    Armor Class: 16 (-1 Size, +7 Natural), touch 9, flat-footed 16
    Base Attack/Grapple: +3/+15
    Attack: Bite +6 melee (1d8+4)
    Full Attack: Bite +6 melee (1d8+4)
    Space/Reach: 10 ft./ 5 ft.
    Special Attacks: Improved Grab, Blood Drain, Disease
    Special Qualities: Dark Vision 60 ft. Scent, Vermin Traits
    Saves: Fort +6, Ref +1, Will +1
    Abilities: Str 19, Dex 10, Con 14, Int --, Wis 10, Cha 2
    Skills: Hide +0 , Spot +4
    Feats: -
    Organization: Solitary, Colony (2-5), or Swarm (6-11)
    Challenge Rating: 2
    Advancment: 5-7 HD (Large)

    Huge Vermin
    Hit Dice: 8d8+24 (60 hp)
    Initiative: +0
    Speed: 50 ft.(10 squares), Climb 30 ft.
    Armor Class: 20 (-2 Size, +12 Natural), touch 8, flat-footed 20
    Base Attack/Grapple: +6/+24
    Attack: Bite +10 melee (2d6+6)
    Full Attack: Bite +10 melee (2d6+6)
    Space/Reach: 15 ft./ 10 ft.
    Special Attacks: Blood Drain, Improved Grab, Disease
    Special Qualities: Dark Vision 60 ft., Scent, Vermin Traits
    Saves: Fort +9, Ref +2, Will +2
    Abilities: Str 23, Dex 10, Con 16, Int --, Wis 10, Cha 2
    Skills: Hide -4 , Spot +4
    Feats: -
    Organization: Solitary, Colony (2-5), or Swarm (6-11)
    Challenge Rating: 5
    Advancement: 9-16 HD (Huge)

    "AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHH!!! GITITOFFMEGITIEOFFMEGITITOFFME!!!!"

    I'd add a description here but lets face it you all know what Ticks are.

    Attach (Ex): Small or smaller Ticks may make a touch attack to attach themselves to an opponent. It loses it's Dexterity bonus to AC, and may be grappled or struck with a weapon. To remove an attached Tick through grappling you must Pin it.

    Improved Grapple (Ex): Medium or larger Ticks that successfully hit with a Bite attack may immediately make a Grapple check as a Free Action without provoking an attack of opportunity. If it is successful it may use it's blood drain.

    Blood Drain (Ex): A Tick does 1d4 temporary Constitution damage per round it is attached (if Small or smaller) or round it successfully maintains a Grapple (if Medium or larger). Once a Tick drains a specific amount of Constitution it drops off and leaves the area. Tiny=4 Con, Small=6 Con, Medium=9 Con, Large=13 Con, Huge=19 Con.

    Disease (Ex): Any living creature successfully bitten by the Tick (if medium or bigger), or that it successfully attaches to (if Small or smaller) must make a Fortitude or contract the Red Ache disease (see DMG page 292). Save DC is 12 for Tiny or Small, 13 for Medium, 14 for Large, and 17 for Huge.

    Skills: Ticks receive a +4 Racial Bonus to Hide and Spot checks. Medium or Larger Ticks have a +4 Racial Bonus to Grapple checks. Tiny or Small Ticks have a +12 Racial Bonus to Grapple checks.

    Combat: Grapple and suck, pretty much like real life Ticks.



    Giant Tick

    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom, Jim and I will be showing you Cosmiomma Immanis, better known as the Giant Forest Tick!"

    "I've never liked these things...

    "Very few people do Jim."

    "Our viewers should know these Giant Ticks are more prone to carrying disease than their smaller cousins."

    "Pretty much. Poor thing will have to fight for it's life before being melted."

    Terrors of the Forest

    "I think it's seen us."

    "I have a fireball ready.."

    "I thought you were more of a teleport man?"


    Thankfully They Don't Spawn as Quickly as Normal Ticks

    "I too, do not like Ticks."

    "Now Harlan, our show is so that people will want to preserve nature because we expose them to it."
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    Vampiric Vermin

    This is an Acquired Template that can be applied to any Vermin of Medium Size or bigger that has a Bite or Proboscis attack (or any Awakened Vermin that is now a Magical Beast). Vampiric Vermin are usually created by magical ritual, and are used as shock troops by evil Druids turned Blighter, and necromancer Wizards. Sometimes Clerics too. They aren't usually well controlled, and are left to their own devices to destroy the surrounding countryside in preparations for their masters plan. Of course their master may then have to put down his creation if he can't bring it to heel.

    Size and Type: Type becomes Undead.

    Hit Dice: All current and future Hit Dice become d12's, and hit points are recalculated.

    Speed: The base creature gains a Burrow speed equal to half it's base land speed in order to avoid the sun.

    Armor Class: Base Creatures Natural Armor Bonus increases by +6.

    Attacks: Unchanged.

    Damage: Unchanged.

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

    Blood Drain (Ex): If a Vampiric Vermin pins it's opponent in a Grapple, it does it's Bite damage each round as well as draining 1d4 Con. On each such successful attack, the vampire gains 5 temporary hit points.

    Attract Swarms (Su): Swarms of Vermin seem attracted to Vampiric Vermin. There will always be 1d6 Swarms of some kind of vermin near a Vampiric Vermin that attack it's foes. As long as they remain within 60 ft they share the Vampiric Vermins Immunity to Cold. As long as they are within 30 feet of the Vampiric Vermin, they are under it's control in a manner similar to the Dominate Monster spell.

    Create Spawn (Su): Any Vermin applicable to apply this template to that is killed by a Vampiric Vermin becomes one in 1d4 days.

    Energy Drain (Su): Living creatures struck by the Vampiric Vermins Natural Weapons gain 2 negative levels. It can only use this ability once per round.

    Special Qualities: Retains any Special Qualities of the Base Creature and gains the following:

    Damage Reduction (Su): Vampiric Vermin gain Damage Reduction 10/Silver and Magic

    Fast Healing (Ex): Vampiric Vermin gain Fast Healing 5.

    Immunities: Vampiric Vermin are Immune to Cold.

    Turn Resistance (Ex): Vampiric Vermin have +4 Turn Resistance.

    Spider Climb (Ex): Vampiric Vermin can climb surfaces as though with the Spider Climb spell.

    Saves: Unchanged, but need to be recalculated due to ability score changes.

    Abilities: +8 Str, +4 Dex, Wis +4, Cha +4, Con becomes -

    Skills: Vampiric Vermin have a +8 Racial Bonus on Hide, Listen, Move Silently, Search, and Spot checks.

    Feats: Vampiric Vermin gain Alertness, Dodge, Great Fortitude, Improved Initiative, and Lightning Reflexes as Bonus Feats.

    Environment: Any, usually Unchanged.

    Organization: Solitary, plus 1d6 Swarms

    Challenge Rating: Same as Base Creature +2, plus the CR of it's swarms

    Treasure: None

    Alignment: Always Neutral Evil

    Advancement: unchanged

    Level Adjustment: Same as base Creature +8 (only applies if Base Creature has been Awakened)

    Note: Vampiric Vermin share all the weaknesses of the Vampire template.

    Example of creature using template here:

    Vampire Tick
    Huge Undead
    Hit Dice: 8d12 (52 hp)
    Initiative: +6
    Speed: 50 ft. (10 squares), Climb 30 ft., Burrow 25 ft.
    Armor Class: 28 (-2 Size, +2 Dex, +18 Natural), touch 10, flat-footed 26
    Base Attack/Grapple: +6/+28
    Attack: Bite +14 melee (2d6+10 plus disease plus energy drain)
    Full Attack: Bite +14 melee (2d6+10 plus disease plus energy drain)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Blood Drain, Create Spawn, Energy Drain, Attract Swarms, Improved Grab, Disease
    Special Qualities: Scent, Undead Traits, Dark Vision 60 ft., Damage Reduction 10/Silver and Magic, Fast Healing 5, Immune to Cold, Turn Resistance, Spider Climb
    Saves: Fort +8, Ref +6, Will +4
    Abilities: Str 31, Dex 14, Con -, Int -, Wis 14, Cha 6
    Skills: Hide +2, Listen +12, Move Silently +10, Search +8, Spot +12
    Feats: Alertness (B), Dodge (B), Great Fortitude (B), Improved Initiative (B), and Lightning Reflexes (B).
    Environment: Any
    Organization: Solitary
    Challenge Rating: 7
    Treasure: None
    Alignment: Neutral Evil
    Advancement: -
    Level Adjustment: ----


    "Maw...the giant bug outside says I have to let him eat you..."

    "Damn them Druids! Ah tole 'em don't awaken the bug critters, cause thats how you get vampires!"



    Giant Vampire Tick

    "Wait, where is it off to?"

    "Hard ticks are somewhat diurnal, maybe it's headed home. The sun is going down."

    "When perfectly good food is available?"

    "Wait, there's another one over there. Bigger too."

    "Bigger, and with glowing red eyes. We've got trouble Jim."

    Undead Bioweapons

    "Thic Tick has clearly been modified somehow."

    "These woods must have a Necromancer, look at the exoskeleton. That Tick is Undead.."

    "We'll have to go report this."


    Even Nastier If They're Awakened First

    "What's that thing doing?"

    "That looks like a summoning spell..."
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  27. - Top - End - #357
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    Tick Swarm
    Fine Vermin
    Hit Dice: 6d8 (27 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), climb 20 ft.
    Armor Class: 20 (+8 Size, +2 Dex), touch 20, flat-footed 18
    Base Attack/ Grapple: +4/ -
    Attack: 2d6 plus Blood Drain plus disease
    Space/Reach: 10 ft./ 0 ft.
    Special Attacks: Distraction, Anesthetize, Blood Drain, Disease
    Special Qualities: Dark Vision 60 ft. Immune to Weapon Damage, swarm traits, Scent, Vermin Traits
    Saves: Fort +5, Ref +4, Will +2
    Abilities: Str 1, Dex 14, Con 10, Int --, Wis 10, Cha 2
    Skills: Hide +22, Spot + 4
    Feats: ---
    Environment: Any Warm or Temperate
    Organization: Solitary, Tangle (2-4 swarms), or Infestation (7-12 swarms)
    Challenge Rating: 4
    Treasure: None
    Alignment: Always Neutral
    Advancement: None
    Level Adjustment: ---


    "AAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHH!!!!!!!!!! !!"

    Tick Swarms regularly kill Giraffes.

    Anesthetize (Ex): A creature attacked by a Tick Swarm must make a Spot check vs it's Hide check to notice it is being attacked if it is in grasses or vegetation higher than half the victims height. Each round of blood drain gains the victim another Spot roll with a cumulative +2 Bonus per round after the first. Creatures attacked by Tick Swarms in open areas or who have some means of detecting them other than sight can see them normally.

    Blood Drain (Ex): Any creature damaged by the Tick Swarm loses 1 point of Constitution per round until he exits the Swarm and spends one full round pulling the Ticks off his body.

    Disease (Ex): Any creature damaged by the Tick Swarm must make a DC 13 Fort Save or contract the Red Ache disease (see page 292 of the DMG).

    Skills: Ticks receive a +4 Racial Bonus to Hide and Spot checks.

    Combat: They're Ticks. No explanation necessary, we all know what the sneaky little monsters do. Brrr...



    Tick Swarm

    "It appears to be calling up swarms of Ticks..."

    "Those look like Ixodes Scapularis, the Deer Tick."

    "What kind of Undead usually does summoning that we know of besides Vampires?"

    "It's a Tick, it could very well be a Vampire."

    "Thankfully it's swarms can't get through the forcewall."

    Can Take Down Prey of Any Size

    "I still wouldn't be flipping it off if I were you."

    "I want to see if it reacts to common insults."

    "Harlan..."


    As Nasty As It Gets

    "What? I'm testing to see if it's intelligent."

    "Just make with the Teleport already."
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  28. - Top - End - #358
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    "Holy (beep) is that a Mosquito?"
    Medium Vermin
    Hit Dice: 2d8+2 (11 hp)
    Initiative: +3
    Speed: 10 ft. (2 squares), Fly 80 ft., Good
    Armor Class: 15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
    Base Attack/Grapple: +1/+5
    Attack: Proboscis +4 melee (1d6 plus disease)
    Full Attack: Proboscis +4 melee (1d6 plus disease)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Blood Drain, Improved Grab, Anesthesia, Disease
    Special Qualities: Dark Vision 60 ft., Vermin traits, Improved Scent
    Saves: Fort +4, Ref +3, Will +1
    Abilities: Str 11, Dex 16, Con 12, Int -, Wis 12, Cha 2
    Skills: Spot +5, Survival +5 (+7 track by scent)
    Feats: Weapon Finesse (B)
    Environment: Any Warm or Temperate
    Organization: Solitary or Swarm (3-10)
    Challenge Rating: 2
    Treasure: None
    Alignment: Always Neutral
    Advancement: 3-4 HD (Medium)
    Level Adjustment: --


    "Bert...wake up Bert...it's on mah face...I need hep dammit..."

    All jungles have mosquitoes. Some of them have reeeeally big mosquitoes. Mosquitoes who are capable of defending themselves from fly swatters.

    Blood Drain (Ex): Each round the Mosquito has a victim Pinned in a Grapple it does 1 point of temporary Constitution damage. It will leave after it has drained 8 Constitution and become full.

    Improved Grab (Ex): If the Mosquito succeeds with it's Proboscis attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. Mosquitoes gain a +4 Racial Bonus to Grapple Checks.

    Anesthesia (Ex): If the Mosquito attacks a sleeping or unaware victim (flat-footed) they must make a DC 12 Fortitude Save to realize the attack is happening due to the numbing effect of the Mosquitoes bite. Save DC is Constitution Based. Granted if they're awake the attack will probably become quickly obvious after that initial round.

    Disease (Ex): West Nile virus—bite. Fortitude save (DC 12) negates; incubation period 1d4 days; initial damage 1 Dex and 1 Con; secondary damage 1d2 Dex (temporary) and 1d2 Con (temporary or permanent).

    Improved Scent (Ex): As the Scent ability listed on page 314 of the Monster Manual, but the Mosquito can smell blood up to 1 mile away.

    Skills (Ex): Mosquitoes gain a +4 Racial Bonus to Spot and Survival checks (+6 to Survival when tracking by Scent).

    Combat: Mosquitoes plan to fly straight up, grapple, suck, and fly away as fast as they can. Then come back in a few hours if they're still hungry. If attacked they will fly away and follow the prey attacking again when it is unaware later. Damn skeeters...



    Giant Mosquito

    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom, Jim and I will be showing you Aedes Magnus, better known as the Giant Forest Mosquito!"

    "I'm beginning to understand why this is called Bad Critter Forest. Everything drinks blood."

    "This species even cannibalizes it's own Jim"

    "Thanks Harlan, that's sure to make me sleep more soundly.."

    "Thankfully we're smaller than their usual prey."

    Mostly Diurnal

    "That hasn't stopped them from swarming the forcewall."

    "Studies of them are important. They're a common vector for disease among the Forest Giant population."

    "Wait, there are Giants here?"


    Also Prone To Vampirism

    "Don't worry, they aren't Anthropophagus."

    "Harlan, I'm a Ranger. We have a reputation among Giantkind.."
    Last edited by Bhu; 2023-01-08 at 05:07 PM.
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  29. - Top - End - #359
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    Hairbeasts
    Large Aberration
    Hit Dice: 5d8+10 (32 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares)
    Armor Class: 15 (-1 Size, +2 Dex, +4 Natural), touch 11, flat-footed 13
    Base Attack/Grapple: +3/+11
    Attack: Yorp! +6 melee touch (grapple)
    Full Attack: Yorp! +6 melee touch (grapple)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Yorp!
    Special Qualities: Blind, Blindsight 60 ft., Damage Reduction 10/Slashing
    Saves: Fort +3, Ref +3, Will +6
    Abilities: Str 18, Dex 15, Con 15, Int 3, Wis 14, Cha 12
    Skills: Listen +10
    Feats: Endurance, Run
    Environment: Any
    Organization: Solitary, Pair, or Group (3-6)
    Challenge Rating: 3
    Treasure: None
    Alignment: Always Neutral
    Advancement: 6-10 HD (Large)
    Level Adjustment: ---

    "Bert ah know we wanted somethin' differnt this time out...but this is just weird..."

    "Relax Abner. Ah brought mah cuzin Joe Bob along to get his feet wet helpin' out. He's one'a them psychic types."

    "FIRE!!"

    "Beg pardon?'

    "FIRE IS THE ANSWER TO ALL OF LIFES PROBLEMS!!"

    "Bert...I'm not exactly reassured by his...enthusiasm..."

    Hairbeasts (also known as Dire Hairs) are strange critters that seem to be composed entirely of hair. What they eat, how they reproduce, and how they came to be is virtually unknown. They are trainable as mounts, but their handlers don't seem very keen to give up their secrets as to how to train them, or what they might know of their origin. Hairbeasts apparently understand commands in Common, but cannot speak. They have been known to howl, bark, purr, or growl though.

    Yorp! (Ex): If the Hairbeast makes a successful touch attack it is considered to be grappling it's opponent. It's hairs work their way into it's opponents eyes and facial orifices during grapples, and each round the grapple is maintained the opponent must make a DC 14 Fortitude Save (Save DC is Constitution based) or be Blinded and Sickened for as long as the Grapple continues and for 1d3 rounds thereafter (he also cannot speak for the duration of the grapple and 1 round thereafter). The Hairbeast does 1d4+4 damage with a successful grapple as well. Hairbeasts may use their Yorp! attack as part of a charge.

    Blind (Ex): Hairbeasts are Blind, with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

    Combat: Hairbeasts charge into the grapple, and begin wrasslin'. Sometimes they get bored and take off, but generally you better escape the hold and climb something to escape them.



    Hairbeasts

    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom, Jim and I will be traveling deep into Bad Critter Forest to show you a rare spider colony!"

    "Where did you buy these mounts from Harlan?"

    "I got them from the locals Jim"

    "Really? Do tell.."

    "There's that sarcasm we all know and love."

    No Discernable Features

    "What even are these things?"

    "The seller called them Dire Hairs."

    "Are we sure they aren't constructs?"


    Yorp!

    "Their behavior seems organic."

    "They definitely seem to like chasing small forest critters."
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  30. - Top - End - #360
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    http://en.wikipedia.org/wiki/Theridion_grallator

    Smiley Faced Spider
    Medium Magical Beast
    Hit Dice: 4d10+8 (30 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares), Climb 20 ft.
    Armor Class: 16 (+3 Dex, +3 Natural), touch 13, flat-footed 13
    Base Attack/Grapple: +4/+4
    Attack: Bite +7 melee (1d6 plus poison)
    Full Attack: Bite +7 melee (1d6 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison
    Special Qualities: Darkvision 60 ft., Mind Shield
    Saves: Fort +6, Ref +7, Will +3
    Abilities: Str 11, Dex 17, Con 15, Int 12, Wis 14, Cha 12
    Skills: Climb +8, Hide +7, Jump +8, Knowledge (Nature) +5, Listen +7, Move Silently +7, Search +3, Spot +7, Survival +7
    Feats: Ability Focus (Poison), Weapon Finesse
    Environment: Warm Forest
    Organization: Solitary
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: 5-8 HD (Medium)
    Level Adjustment: ---

    "Abner...that just ain't right."

    "Ah never liked mages."

    Smiley Faced Spiders are definitely magically engineered. The bizarre nature of their appearance and abilities leaves little other option. The identity of their original creator is unknown, but they are qute prolific in a jungle that was temporarily the home of Prak the Mad... Smiley Faced Spiders are large, lime green spiders with markings on their abdomen that resemble a happy face. They appear to have ther own language.

    Poison (Su): Injury, Fortitude Save DC 16, Initial Damage is identical to the effects of a Tasha's Hideous Laughter spell (Caster Level is equal to the spiders HD), Secondary Damage is 1d6 Wisdom.

    Mind Shield (Ex): The Smiley Face Spider permanently has the benefits of a Mind Blank spell (Caster Level equals HD).

    Skills: Spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A Spider can always choose to take 10 on Climb checks, even if rushed or threatened. Spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. They also have a +8 Racial Bonus on Jump Checks.

    Combat: Smiley Face Spiders try to bite victims as quickly as possible to immobilize them so they can begin eating them alive.



    Smiley Faced Spider

    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom, Jim and I will be looking at the Smiley Faced Spider!"

    "Other than markings, how are these different from any other Giant Spider?"

    "I'm told they have a language Jim. And some very unusual venom."

    "Do you have a Tongues spell on you? Here come two of them now."

    "I got us both potions just in case."

    Prefer To Make Their Prey Die Laughing

    "Well let's chug these and get it over with."

    "They appear to be motioning us to drop the forcewall."

    "Hey. Hey there critters."

    "pspspspspspspsps"

    "We have cookies!'

    "I think we should go Harlan..."


    Tricksy

    "We almost got 'em Sam."

    "I dunno...the tall one seems like a Ranger...and his tone is sarcastic yet understanding...

    "Smile, and look friendly!"

    "That was creepy...."
    Last edited by Bhu; 2023-01-12 at 11:24 PM.
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