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  1. - Top - End - #361
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    Default Re: Critters III! Now also in 5e!

    Darwin Monkey
    Small Monstrous Humanoid
    Hit Dice: 3d8+3 (16 hp)
    Initiative: +5
    Speed: 30 ft. (6 squares), Climb 20 ft.
    Armor Class: 12 (+1 Size, +1 Dex), touch 12, flat-footed 11
    Base Attack/Grapple: +3/-2 (+0 when Furious)
    Attack: Slap +5 melee (1d3-1)
    Full Attack: 2 Slaps +5 melee (1d3-1)
    Attack (when Furious): Slap +5 melee (1d3+1)
    Full Attack (when Furious): 2 Slaps +5 melee (1d3+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Fury
    Special Qualities: Darkvision 60 ft., Sagely Advice, Stubborn Disbelief
    Saves: Fort +2, Ref +4, Will +5
    Abilities: Str 8 (12 while Furious), Dex 12, Con 12, Int 18, Wis 14, Cha 14
    Skills: Bluff +6, Climb +7 (+9 when Furious), Gather Information +6, Hide +9, Knowledge (any 3) +16, Listen +6, Sense Motive +6, Spot +6, Survival +6
    Feats: Improved Initiative, Weapon Finesse
    Environment: Warm Forest
    Organization: Solitary
    Challenge Rating: 1
    Treasure: None
    Alignment: Neutral
    Advancement: 4-6 HD
    Level Adjustment: ---

    "Bert...I don't think we shoulda ate those pine cones..."

    "Why not? It's all we've got."

    "I'm seein' monkeys Bert. Big monkeys with old man faces..."

    "We see you too peasant. Get off our land!"

    "Ha! They remind me of paw! Wait, howcum I can see your hallucinations..."

    Darwin Monkeys are named after an old sage (presumably their discoverer or creator). Most resemble brown or black furred monkeys of unusual stature, with no tails, and the head of a bearded old man. Disconcerting to see peering at you from the darkness when you wake in the middle of the night to say the least. Darwin Monkeys speak Common and 4 languages from other nearby races.

    Fury (Ex): Darwin monkeys are slightly unstable, and once they are hurt in combat they become Furious for the rest of the encounter (after which they are exhausted for 1d4 rounds). While they are Furious anyone successfully struck by their Slap attack must make a DC 12 Fortitude Save (Save DC is Strength Based) or be Stunned 1 round. They also gain a +4 Bonus to Strength for the duration of their Fury.

    Sagely Advice (Ex): Darwin Monkeys effectively have the Bardic Knowledge ability (see page 28 of the PHB), substituting their Hit Dice for Bard Level.

    Stubborn Disbelief (Ex): Darwin Monkeys do not traffic with Gawds, and have a +2 Bonus on all Saves against Divine Magic.

    Skills: Darwin Monkeys have a +8 Racial Bonus to all Climb Checks and all Knowledge Checks.

    Combat: Darwin Monkeys prefer to hide rather than fight (though their acerbic wit tends to start fights when they're around rather often). Sometimes when the Fury overtakes them they do put up a rather nasty slapping demonstration.


    Improved Familiar Note: The Darwin Monkey may be chosen as a Familiar using the Improved Familiar Feat at 5th level by a neutral caster.




    Darwin Monkeys

    "We are very lost Jim."

    "There's a bunch of tiny old men in that tree, perhaps we could ask them."

    "It's a trap Jim. Old men don't live in trees."

    "Excuse me, sir?"

    "Don't call me sir (beep), I work for a living."

    "And we're off to a great start."

    Wise Critters of the Forest

    "Do you know where we are?"

    "You're on our lawn (beep)."

    "Look, we just want to get back to civilization."

    "You saying we aren't civilized? Well (beeeeeeeeeeeeeeeeeeeeeeeep)!"

    "Jebus..."


    Dedicated Antitheists!

    "None of that religious claptrap here (beep). Turn left, and watch out for the hamsters."

    "Hamsters?"

    "We'll figure it out along the way Harlan."
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  2. - Top - End - #362
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    Default Re: Critters III! Now also in 5e!

    Atlas Hamster
    Fine Magical Beast
    Hit Dice: 6d10+18 (51 hp)
    Initiative: +3
    Speed: 10 ft. (2 squares), Climb 10 ft., Burrow 10 ft., Swim 10 ft.
    Armor Class: 21 (+8 Size, +3 Dex), touch 21, flat-footed 18
    Base Attack/Grapple: +6/+16
    Attack: Nip +24 melee (10 points)
    Full Attack: Nip +24 melee (10 points)
    Space/Reach: 1/2 ft./0 ft.
    Special Attacks: Natural Born Wrassler
    Special Qualities: Low Light Vision, Darkvision 60 ft., Beast of Burden
    Saves: Fort +8, Ref +8, Will +3
    Abilities: Str 30, Dex 16, Con 16, Int 2, Wis 12, Cha 10
    Skills: Climb +18, Hide +19, Jump +11, Listen +6, Move Silently +6, Spot +5, Swim +18
    Feats: Endurance, Improved Bull Rush, Power Attack
    Environment: Any Temperate or Warm except Aquatic
    Organization: Solitary, Pair, Group (3-6), or Colony (10-100)
    Challenge Rating: 4
    Treasure: None
    Alignment: Always Neutral
    Advancement: 7-12 HD (Diminutive)
    Level Adjustment: ---


    "Abner, that fat mouse is making off with the supplies."

    "Thet's Sandy's new pet. Says it ain't no mouse, it's a Hamster. Named it Charles."

    "Whut kinda name is that fer a mouse?"

    Atlas Hamsters for once appear to be a completely normal mutation of nature (i.e. no caster will admit to making them). Originally the scourge of the continent, the super powered Hamsters spread quickly, ruining crops and grain stores. But an enterprising farmer found out they were easily trainable, and as long as they were well fed they were better pack animals than mules once trained.

    Natural Born Wrassler (Ex): Atlas Hamsters take no Size penalties to Grapple or Trip Checks, and can make a Grapple Checks without provoking an Attack of Opportunity.

    Beast of Burden (Ex): Atlas Hamsters are considered to be huge for purposes of determining their carrying abilities.

    Skills: Atlas Hamsters gain a +4 Racial Bonus to Listen Checks. They also gain a +8 Racial Bonus to Climb and Swim Checks, and may always Take 10 on a Climb or Swim Check.

    Combat: Atlas Hamsters usually prefer to Grapple similar sized or not much bigger opponents. They bite and flee otherwise, but opponents who catch them are in for a helluva surprise. They will fight to death if cornered or in defense of their young.



    Atlas Hamster
    "It's a good thing we found these caves. That is one nasty storm."

    Related To Pack Mice?
    "I wonder if those little furballs are the Hamsters that were mentioned earlier?"

    "They don't seem frightened of us."

    "What are they doing with the Hairbeast?"

    Strong as a Tarrasque

    "YORP!"

    "They appear to be carrying it off."

    "Time to break out the trail mix and make some new friends..."
    Last edited by Bhu; 2023-01-12 at 11:28 PM.
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  3. - Top - End - #363
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    Default Re: Critters III! Now also in 5e!

    Mad Mad Monke
    SMall Magical Beast
    Hit Dice: 1d10 (5 hp)
    Initiative: +3
    Speed: 20 ft. (4 squares), Climb 20 ft.
    Armor Class: 15 (+1 Size, +3 Dex, +1 Natural), touch 14, flat-footed 12
    Armor Class (when Raging): 17 (+1 Size, +3 Dex, +1 Natural, +2 Dodge), touch 16, flat-footed 12
    Base Attack/Grapple: +1/-2
    Attack: Bite +5 melee (1d4+1) or Rock +5 ranged (1d4+1)
    Full Attack: Bite +5 melee (1d4+1) and 2 Paws +0 melee (1d3) or Rock +5 ranged (1d4+1)
    Attack (when Raging): Bite +5 melee (1d4+3) or Rock +5 ranged (1d4+3)
    Full Attack (when Raging): Bite +3 melee (1d4+3) and 3 Paws -2 melee (1d3+1) or 2 Rocks +3 ranged (1d4+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Rage, Insult, Argue
    Special Qualities: Darkvision 60 ft., Aura of Rage, Scent
    Saves: Fort +2, Ref +5 (+7 when Raging), Will +4
    Abilities: Str 13 (17 when Raging), Dex 16, Con 11, Int 6, Wis 15, Cha 6
    Skills: Balance +3, Climb +9, Listen +4, Spot +4
    Feats: Weapon Finesse, Iron Will (B)
    Environment: Warm Desert, Forest or Plains
    Organization: Solitary or Troop (10-40)
    Challenge Rating: 1
    Treasure: None
    Alignment: Chaotic Neutral
    Advancement: 2-3 HD (Small)
    Level Adjustment: ---

    "Monkeys gotta die Bert."

    "I feel like we've been here before..."

    Mad Mad Monkes are actually small apes, with a severe attitude. They seem to inspire rage in all who see them, and while some blame magic, their own behavior certainly doesn't help.

    Rage (Ex): Whenever a Monke gets angry it goes into Rage until the encounter is over. When the Monke enters a rage, it temporarily gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a Rage, the Monke may make one extra attack in a round at it's highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the Monke might make before it's next action.

    Their Rage is otherwise identical to the standard barbarian rage in all other ways.

    Insult (Su): As a Standard Action the Monke can unleash a blistering torrent of insults against a creature within 30 ft. The opponent must make a DC 12 Willpower Save (Save DC is Wisdom based) or argue back for (3 plus Wisdom modifier) rounds. Neither the Monke or it's opponent can do anything else during this time, and both lose their Dexterity Bonus to Armor Class. This is a Language Dependent, Mind Affecting Effect.

    Argue (Su): As a Standard Action the Monke can argue with an oopponent within 30 ft. The opponent must make a DC 12 Willpower Save (Save DC is Wisdom based) or take a -1 Morale Penalty to attack and damage rolls (-2 if they attack anyone other than the Monke). This effect lasts (3 plus Wisdom modifier) rounds. This is a Language Dependent, Mind Affecting Effect.

    Aura of Rage (Su): Any being within 30 feet of the Monke that is Raging cannot end it's Rage voluntarily, nor may it distinguish friend from foe (the Monke is not immune to this). Spells and magical effects that rely on anger are harder to ignore as well (for example Incite Riot, see PHB II). Any creature within the aura's area of effect takes a -2 Penalty to it's Saving Throw.

    Skills: Mad Mad Monkes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

    Combat: Monkes love to start fights, an really never bother to think it through.



    Mad Mad Monke

    "well, storms over. Let's get back to it."

    "A shame we couldn't spend more time with the Hamsters. The were fascinating."

    "No worries. I've memorized the location so we can teleport back."

    "Hold up. There's a small ape over there giving us the side eye."

    "He's an angry looking fellow."

    No Anger Management Skills

    "HEY! HEY (BEEP)! (BEEP) YOUR (BEEP) AND YOUR (BEEEEEP) STANDING ON MY (BEEEEEEEEEEEEEEEEEEEEEEEEEEP)!

    "Well."

    "It's days like this I'm glad I shelled out for that beeper."

    "Whats your issue sir?"

    "(BEEP)"

    Every Day Is The Jerry Springer Show

    "Don't look now, there are more of them."

    "Ranger mode activate!"
    Last edited by Bhu; 2023-01-12 at 11:32 PM.
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  4. - Top - End - #364
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    Default Re: Critters III! Now also in 5e!

    Chainsaw Bear
    Large Magical Beast
    Hit Dice: 8d10+40 (84 hp)
    Initiative: +1
    Speed: 40 ft. (8 squares)
    Armor Class: 18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 17
    Base Attack/Grapple: +8/+21
    Attack: Chainsaw +16 melee (2d6+9)
    Full Attack: 2 Chainsaws +16 melee (2d6+9) and 1 Bite +11 melee (2d8+4)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Chainsaw Bear!
    Special Qualities: Darkvision 60 ft., Scent, DR 10/-
    Saves: Fort +11, Ref +7, Will +3
    Abilities: Str 28, Dex 13, Con 20, Int 6, Wis 12, Cha 13
    Skills: Hide +0, Intimidate +3, Listen +4, Spot +4, Swim +9
    Feats: Endurance, Power Attack, Track
    Environment: Any
    Organization: Solitary, Pair, or Family (3-4)
    Challenge Rating: 5
    Treasure: None
    Alignment: Always Chaotic Neutral
    Advancement: 9-13 HD (Large), 14-27 HD (Huge)
    Level Adjustment: ---

    "Abner, you feel like we're bein' watched?"

    "That I do."

    "CHAINSAW BEAR!"

    This is a large brown bear that stands on it's hind legs, that has chainsaws for hands. Their eyes tend to glow red. I'd go into it's origin, but we all know a Wizard did it. Probably while under the influence. Chainsaw Bears speak Common, and usually have a pretty dark sense of humor.

    Chainsaw Bear! (Ex): The Chainsaw Bear may activate it's chainsaws as a Swift Action. When activated, the saws make so much noise that the Chainsaw Bear automatically fail all Hide and Move Silently Checks, and the chainsaws threaten a critical on a natural 18-20. It also gains a +2 Circumstance Bonus to Intimidate Checks. If the Chainsaw Bear makes a Sunder Attack while it's saws are activated, it is considered to have the Improved Sunder Feat.

    Combat: Chainsaw Bears like to surprise people before whacking them with their saws.



    Chainsaw Bear

    "Ranger mode activate?"

    "Come on now. You know that was funny."

    "Whatever. At least you chased off the apes, and we're on the road back to civilization."

    "We're still in Bad Critter Forest though."

    "What is that noise?"

    Chainsaws For Paws

    "CHAINSAW BEAR!"

    "It appears to be a bear with clockwork saws for it's front paws indelicately murdering a goat."

    "It's good thing we saw it first."

    "I wonder how this thing came about?"

    "CHAINSAW BEAR!"

    Loves To Surprise You

    "It certainly has an extensive vocabulary..."

    "I wonder if it's Prak's, or he has another local rival?"
    Last edited by Bhu; 2023-01-12 at 11:35 PM.
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  5. - Top - End - #365
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    Giant Tick

    (…)

    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 10, flat-footed 16
    Touch should be 9.

    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/+20
    Grapple's +24 (+6 BAB, +8 size, +6 STR, +4 racial).

    Quote Originally Posted by Bhu View Post
    Vampiric Vermin

    (…)

    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.
    A very elegant way to adapt Dominate Person and Children of the Night onto a vermin chassis, I must say!

    Abilities: +8 Str, +4 Dex, Wis +4, Cha +4
    A very minor observation (because, you know, it's baked into the type and all that): templates producing Undead tend to point out that CON is gone.

    Level Adjustment: Same as base Creature +8
    Is LA on a mindless undead creature ever relevant? (Are Vermin with LA even a thing?)

    Even Nastier If They're Awakened First
    (I don't know about 5e, but in 3.5, an Awakened Vermin'd lose its type and wouldn't qualify for the template anymore. Did 5e change that?)

    Quote Originally Posted by Bhu View Post
    Tick Swarm
    Fine Vermin
    Hit Dice: 6d8 (27 hp)
    Initiative: +4
    +2 (<– DEX 14).

    Saves: Fort +5, Ref +4, Int +2
    Did you mean: Will +2? (Thing doesn't even have an INT score!)

    "Those look like Isodes Scapularis, the Deer Tick."
    (The genus is technically called Ixodes.)

    Quote Originally Posted by Bhu View Post
    Don't worry, they said! Be happy, they said! (I like this one.)

    Skills: Climb +8, Hide +7, Jump +8, Listen +7, Move Silently +7, Search +3, Spot +7, Survival +7
    4 skill points remain available!

    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.
    They just want to bring joy and laughter into the world! (Crazy neurotoxins are the best and this one feels very appropriate.)

    Quote Originally Posted by Bhu View Post
    Darwin Monkey
    Heh. You are one vicious man!

    Quote Originally Posted by Bhu View Post
    Atlas Hamster
    Fine Magical Beast
    Hit Dice: 6d10+18 (52 hp)
    51 hp.

    Initiative: +2
    +3 (<– DEX 16).

    Armor Class: 20 (+8 Size, +2 Dex), touch 20, flat-footed 18
    AC 21 T 21 (+3 DEX).

    Saves: Fort +8, Ref +8, Will +2
    Will +3 (2 from HD, +1 WIS).

    Skills: Climb +18, Hide +19, Jump +11, Listen +6, Move Silently +6, Spot +6, Swim +18
    I count one too many skill point spent.

    Feats: Endurance
    Come on, these guy deserve their other two feats!

    Advancement: 2 HD (Diminutive)
    I'm fairly confident they don't advance by dropping 4 HD.

    Natural Born Wrassler (Ex): Atlas Hamsters take no Size penalties to Grapple or Trip Checks, and can make a Grapple Checks without provoking an Attack of Opportunity.

    Beast of Burden (Ex): Atlas Hamsters are considered to be huge for purposes of determining their carrying abilities.
    These fellers are wild. I approve!

    Quote Originally Posted by Bhu View Post
    Mad Mad Monke

    (…)

    Full Attack (when Raging): Bite +3 melee (1d4+3) and 3 Paws -2 melee (1d3) or 2 Rocks +3 ranged (1d4+3)
    Paws should get 1d3+1 damage.

    Aura of Rage (Su): Any being within 30 feet of the Monke that is Raging cannot end it's Rage voluntarily, nor may it distinguish friend from foe (the Monke is not immune to this). Spells and magical effects that rely on anger are harder to ignore as well (for example Incite Riot, see PHB II). Any creature within the aura's area of effect takes a -2 Penalty to it's Saving Throw.
    Now I can't help but imagine 40 of these beating each other to death as the PCs look on confused.

    Quote Originally Posted by Bhu View Post
    Chainsaw Bear
    CHAINSAW BEAR!!!!

    Large Magical Beast
    Hit Dice: 8d810+40 (84 hp)
    Did you mean: 8d810+40 (3284 hp)?

    Initiative: +41
    Dan, they are fast!

    "It appears to be a bear with clockwork saws for it's front paws indelicately murdering a goat."
    I loved everything about these already, but indelicately murdering goats (the plague of this world!) seals the deal.

  6. - Top - End - #366
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Metastachydium View Post


    Come on, these guy deserve their other two feats!
    Thanks for the usual help with typos. Sorry about the Hamster it has a lot of last minute revisions to balance it, and I forgot to change things from the increased HD. I think you'll like the added Feats tho.

    I don't know if you keep up on memes, but there's a very appropriate one making the rounds that has inspired a critter you should look for this weekend.
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  7. - Top - End - #367
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    Thanks for the usual help with typos.
    Any time!

    Sorry about the Hamster it has a lot of last minute revisions to balance it, and I forgot to change things from the increased HD. I think you'll like the added Feats tho.
    Oh, yes. Yes, I do.

    I don't know if you keep up on memes, but there's a very appropriate one making the rounds that has inspired a critter you should look for this weekend.
    Hrm. Colour me curious.

  8. - Top - End - #368
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    Default Re: Critters III! Now also in 5e!

    Liberator Fish
    Diminutive Magical Beast (Aquatic, Psionic)
    Hit Dice: 1d10+1 (6 hp)
    Initiative: +5
    Speed: Swim 20 ft. (4 squares)
    Armor Class: 19 (+4 Size, +5 Dex), touch 19, flat-footed 14
    Base Attack/Grapple: +1/-16
    Attack: Bite -1 melee (1d2-5)
    Full Attack: Bite -1 melee (1d2-5)
    Space/Reach: 1 ft./0 ft.
    Special Attacks: Psilike Abilities
    Special Qualities: Darkvision 60 ft., Liberate
    Saves: Fort +3, Ref +7, Will +3
    Abilities: Str 1, Dex 20, Con 12, Int 16, Wis 16, Cha 16
    Skills: Autohypnosis +7, Concentrate +5, Knowledge (Psionics) +5, Listen +5, Psicraft +7, Spot +5, Swim +5
    Feats: Combat Manifestation
    Environment: Any Aquatic
    Organization: Solitary plus possible fish mooks
    Challenge Rating: 1
    Treasure: Standard
    Alignment: Always Neutral
    Advancement: By Character Class (usually Psion)
    Level Adjustment: ---

    "Bert...I don't like the way the other fish are lookin' at that blue fish. It's like they're talkin' without sayin' words..."

    "I'm a lil more worried about how they're lookin' at us now..."

    Liberator fish look like large bright blue goldfish, and are psionically active. They are called Liberator fishes, because they tend to spontaneously awaken fish they come into contact with, and seem to be able to control them. While this doesn't make them dangerous as opponents (unless the local fish are also dangerous), it can be problematic in other ways as they can deprive fishermen of their livelihoods. They are also known for ruining other industries based on rivers or lakes or seas.

    Psi-like Abilities (Ps): At will: Conceal Thoughts, Mindlink, Psionic Charm
    3/day: Mass Missive, Psionic Suggestion, Read Thoughts

    Liberate (Su): As a Full Round Action a Liberator Fish may Liberate one fish that is an Animal or Magical Beast. The Liberated fish gains +2d4 Intelligence and Charisma. Its type becomes Magical Beast (augmented animal). Unless it's already a Magical Beast. An Liberated animal can’t serve as an animal companion, familiar, or special mount.

    An Liberated creature can speak one language the Fish knows. The Liberated fish do not get a Saving Throw against the Liberator Fishes Psi-Like Abilities, so their given name is rather ionic.

    Skills: A Liberator Fish 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.

    Combat: Liberator Fish have no real means of combating foes (at least not till they gain some levels of Psion), so they tend to let Awakened minions do the fighting for them. They act purely in a directorial role, occasionally using their psychic powers if it can be done without risk.



    Liberator 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 taking a look at Casrassius Liberator, better known as the Liberator Fish."

    The Fishermans Threat
    "Liberator Fish are psionically active fish, with a nasty habit of using their psychic powers to awaken intelligence within other fish."

    "Our viewers should be aware, that while the Liberator Fish seems harmless, intelligent fish can avoid fishermen, thus endangering their livelihood."

    "They also lead the occasional revolution against us land dwellers."

    Natural Born Guerilla Warfare Leaders

    "What is that climbing onto the land over there?"

    "Dammit, they've found the Land Sharks."
    Last edited by Bhu; 2023-01-21 at 08:44 PM.
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  9. - Top - End - #369
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    Default Re: Critters III! Now also in 5e!

    Mimic Sheep
    Medium Magical Beast (Shapeshifter)
    Hit Dice: 5d10+5 (32 hp)
    Initiative: +1
    Speed: 40 ft. (8 squares)
    Armor Class: 13 (+1 Dex, +2 Natural), touch 11, flat-footed 12
    Base Attack/Grapple: +5/+5
    Attack: Butt +6 melee (1d6)
    Full Attack: Butt +6 melee (1d6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Shapeshift
    Special Qualities: Darkvision 60 ft., The Power of Evil
    Saves: Fort +5, Ref +5, Will +5
    Abilities: Str 10, Dex 12, Con 12, Int 16, Wis 14, Cha 18
    Skills: Bluff +9, Hide +6, Knowledge (Geography, Local) +8, Listen +7, Move Silently +6, Search +8, Spot +7
    Feats: Iron Will, Weapon Finesse
    Environment: Any
    Organization: Solitary, Pair, or Gang (3-6)
    Challenge Rating: 6
    Treasure: Standard, double magic items
    Alignment: Usually Neutral or Chaotic Evil
    Advancement: By Character Class, usually Sorcerer
    Level Adjustment: ---

    "Bert whut the hell you doin'?"

    "I say Abner old boy, I'm giving this wench the ravishing she jolly well deserves."

    "..."

    "I got that wrong didn't I?"

    "Yup...you don't 'spose you wanna explain where Burt is before I bury this axe in yer forehead?"

    Mimic Sheep are the evil pranksters of nature. Appearing to be normal anthropomorphic sheep, they're ability to change shape into nearly anything gives them the opportunity to wreak endless havoc. If they had focus they could probably rule the world, but they're satisfied with being utter bastards. They are known for endless pranks, like dating famous individuals and spontaneously going on crime sprees to ruin their 'lovers' reputation, filling pit traps full of giant leeches, snatching giant ticks and placing them on the faces of sleeping victims, and committing robbery, arson and other ghastly crimes while impersonating others. They also like to shapeshift into bird form and poop on townsfolk, because birds can get away with this. Mimic Sheep speak Common and up to 3 other languages.

    Shapeshift (Su): Mimic Sheep may cast Polymorph as a Supernatural Ability a number of times per day equal to their Charisma Modifier. Caster Level is equal to Hit Dice.

    The Power of Evil (Ex): A Mimic Sheep can cast spells as a Sorcerer whose Caster Level is equal to their Hit Dice (this stacks with Levels they may gain in that class).

    Combat: Mimic Sheep are never straightforward combatants. They always prefer deception and trouble making to open brawling, and if faced with serious violence will flee, planning to enrage that same victim another day. Some of them have devoted their lives to screwing over the same people. They also tend to learn magic, and acquire as many items as they can to help them in their schemes.



    Mimic Sheep
    "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 examine rumors of a shapeshifting species of an anthropomorphic nature."

    The Jackasses of Nature
    "Mimic Sheep...we're looking for sheep."

    "Someone has to. Besides the viewers love a good mystery."

    "If they're shapechangers, how are we supposed to spot them anyway?"

    Don't Sleep In The Forest

    "I say, Jim old boy, perhaps we aren't meant to. Best we sod off to..."

    "Harlan doesn't speak in bad cliche. Who are you?"

    "Dammit Jebediah, I told you trying to fool the Ranger would go sideways!"
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    Default Re: Critters III! Now also in 5e!

    Wombat of Doom
    Colossal Magical Beast
    Hit Dice: 48d10+576 (840 hp)
    Initiative: +4
    Speed: 40 ft. (8 squares), Burrow 40 ft.
    Armor Class: 32 (-8 Size, +30 Natural), touch 2, flat-footed 32
    Base Attack/Grapple: +48/+84
    Attack: Claw +61 melee (5d10+20/19-20)
    Full Attack: 2 Claws +61 melee (5d10+20/19-20) and 1 Bite +55 melee (4d12+10)
    Space/Reach: 30 ft./20 ft.
    Special Attacks: Tunnel Fighting, Trample (5d10+30), Squish
    Special Qualities: Dark Vision 60 ft, Armored Butt, Speed Burst, Deceptively Cute, DR 15/Epic, SR 31, Energy Resistance 15 (Acid, Cold, Electricity, Fire, Sonic)
    Saves: Fort +38, Ref +26, Will +17
    Abilities: Str 50, Dex 10, Con 35, Int 2, Wis 12, Cha 16
    Skills: Bluff +5, Climb +26, Hide -8, Intimidate +3, Listen +5, Move Silently+5, Search +5, Sense Motive +5, Spot +5, Survival +5, Swim +24
    Feats: Awesome Blow, Cleave, Cometary Collision, Great Cleave, Improved Bull Rush, Improved Critical (Claws), Improved Initiative, Improved Overrun, Large and in Charge, Power Attack, Power Critical (Claws), Shock Trooper, Tunnel Fighting, Weapon Focus (Claws)* Epic Feats: Devastating Critical (Claws), Dire Charge, Overwhelming Critical (Claws)
    Environment: Warm Plains and Forest
    Organization: Solitary or Colony (4-8)
    Challenge Rating: 20
    Treasure: None
    Alignment: Always Neutral
    Advancement: 49+ HD (Colossal)
    Level Adjustment: ---

    * For Feats check Monster Manual, Epic Level Handbook, Deities and Demigods, Complete Warrior, and Races of Stone.

    Little is known about the Wombat of Doom beyond it's clumsiness, voracious appetite, and legendary cuddliness. Many an opponent has fallen against the Wombat by failing to grasp just exactly how dangerous it truly was. It is necessary to drive him away however, as he can devastate croplands if left alone. He doesn't mean harm, but his apparent indestructability rivals that of the Tarrasque (well almost). Some part of it is that opponents staring into his huge blank eyes just can't bring themselves to really hurt him.

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

    Trample (Ex): DC 54 Reflex Save, Save DC is Str based.

    Squish (Ex): The Wombat of Doom is notoriously fumbly. Anytime an opponent requires it to make a Reflex Save it falls over. If the opponent is within melee the Wombat falls on him. If he is at range everything on adjacent squares to 1 side of the Wombat (roll 1d6, even it falls left, odd it falls right). Victims the Wombat falls on take 15d6+30 damage.

    Armored Butt (Ex): Wombats have thick smooth hide on their behinds to prevent predators from pulling them from burrows. The Wombat of Doom's DR increases to 30/Epic against attacks from the rear. Rear in this case being the opposite direction from the one the Wombat is attacking.

    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.

    Deceptively Cute (Ex): The Wombat is unusually dumb and cuddly looking. If he fails an Intimidate Check against an opponent that opponent gains a -2 Penalty to AC until he takes damage from an attack the Wombat makes.

    Combat: The Wombat isn't a predator and doesn't much initiate Combat unless scared or surprised. He is notoriously stubborn though and will not give up a good food patch once he has found it.



    Wombat of Doom
    "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 bring one of the unique wonders of nature!"

    Friendly, But Not Very Bright
    "It's a Kaiju sized Wombat Harlan."

    "Now Jim, try to be enthusiastic for the viewers."

    "I'm still not entirely sure you aren't just a smarter sheep than he last one."

    Don't Scare Him!

    "Uh Jim...I think it's noticed us..."

    "Well, if it's really you, it's time to break out that Teleport again."
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    Default Re: Critters III! Now also in 5e!

    Molotov Cockatiel
    Tiny Magical Beast (Fire)
    Hit Dice: 1d10+1 (6 hp)
    Initiative: +4
    Speed: 10 ft. (2 squares), Fly 60 ft. (Average)
    Armor Class: 17 (+2 Size, +1 Deflection, +4 Dex), touch 17, flat-footed 13
    Base Attack/Grapple: +1/-11
    Attack: Peck +7 melee (1d3-4) or Spit Fire +7 ranged (1d6 Fire)
    Full Attack: Peck +7 melee (1d3-4) or Spit Fire +7 ranged (1d6 Fire)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Spit Fire
    Special Qualities: Darkvision 60 ft., Defensive Aura, Immolation, Telepathy 60 ft., SR 12, Uncanny Dodge
    Saves: Fort +3, Ref +6, Will +3
    Abilities: Str 3, Dex 18, Con 12, Int 12, Wis 16, Cha 16
    Skills: Bluff +6, Diplomacy +6, Listen +6, Spot +6
    Feats: Weapon Finesse
    Environment: Any land
    Organization: Solitary, Pair, Flock (3-20), Apocalypse (100+)
    Challenge Rating: 1
    Treasure: None
    Alignment: Chaotic Neutral
    Advancement: 2-3 HD (Tiny)
    Level Adjustment: ---

    "Dammit Abner, we swore off explodin' birds in our last contract negotiation."

    Molotov Cockatiels are yellow-orange birds with red cheeks, and flames burning at the ends of their feathers. Known for mocking those nearby and spontaneously exploding. And not dying. They not die a lot.

    Spit Fire (Su): The Molotov Cockatiel can spit small balls of fire out to 60 feet as a Standard Action.

    Defensive Aura (Su): A Molotov Cockatiel has a +1 deflection bonus to Armor Class. This ability is always in effect.

    Immolation (Su): When it dies, a Molotov Cockatiel immolates itself as a final action. This produces a cloud of flame in a 10-foot-high, 10-foot-radius spread. Each creature in the area takes 2d6 points of Fire damage (Reflex DC 11 for half damage). There is a 50% chance it rises resurrected from the ashes. This new bird arrives at the end of the round. Save DC is Con based.

    Telepathy (Su): A Molotov Cockatiel can communicate telepathically with any non-avian creature within 60 feet. It can also speak normally with any avians.

    Uncanny Dodge (Ex):
    A Molotov Cockatiel retains its Dexterity bonus to AC even when flat-footed, and it cannot be flanked. Even if it fails a Spot check, it still knows that something is in the area; it merely lacks any details as to its exact location or description.

    Combat: Molotov Cockatiels fly about and spit fire till opponents get tired and go away. If they get hurt they fly in close and go boom.



    Molotov Cockatiel

    "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 Molotov Cockatiel, aka Nymphicus Flammeus."

    "No one knows how these things came about, but it's assumed a local mage infused regular cockatiels with Phoenix blood."

    "Dammit Prak..."

    "This isn't one of mine."

    "(beeep) Prak, what the hell are you doing here?"

    The Flames Are Mostly Illusory. Mostly.

    "Checking on a creation that IS mine."

    "Any idea who made these?"

    "Nope. Beautiful Birds though."

    "So you're minion isn't suddenly going to come screaming at us from the darkness is it?"


    Mockery Thy Name Is Bird

    "Relax, I got ti forcecaged"

    "RAWK! He's a liar."

    "The bird seems to know you well..."

    "Well let's go meet this thing and get it over with.."
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    Default Re: Critters III! Now also in 5e!

    Toadviathan
    Huge Aberration
    Hit Dice: 20d8+140 (230 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares), Burrow 20 Ft.
    Armor Class: 20 (-2 Size, +12 Natural), touch 8, flat-footed 20
    Base Attack/Grapple: +15/+35
    Attack: Bite +25 melee (2d6+18/18-20 plus poison)
    Full Attack: Bite +25 melee (2d6+18/18-20 plus poison)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Improved Grab, Powerful Bite, Swallow Whole, Poison Body, Breath Weapon
    Special Qualities: Immune to Poison, Dr 10/-, Blind, Blindsight 120 ft.
    Saves: Fort +15, Ref +6, Will +17
    Abilities: Str 35, Dex 10, Con 25, Int 1, Wis 16, Cha 13
    Skills: Hide +8, Intimidate +8, Listen +8
    Feats: Ability Focus (Breath Weapon), Alertness, Great Fortitude, Improved Initiative, Improved Natural Attack (Bite), Iron Will, Skill Focus (Hide)
    Environment: Temperate Marsh
    Organization: Solitary
    Challenge Rating: 13
    Treasure: None
    Alignment: Always Neutral
    Advancement: 21-24 HD (Huge), 25-40 HD (Gargantuan), 41-60 HD (Colossal)
    Level Adjustment: ---

    Toadviathans are an alchemically engineered parody of the Froghemoth, made for reasons only Prak knows. They are great, purple toad-shaped entities covered in puckered scars and dermal deposits. They have no eyes, and are for the most part composed entirely of toxic substances. Their mere existence is a threat.

    Improved Grab (Ex): To use this ability, the Toadviathan 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, it establishes a hold and immediately inflicts bite damage. It can attempt to swallow whole a grappled opponent in the following round.

    Powerful Bite (Ex): A Toadviathan's jaws are extraordinarily powerful. Its bite threatens a critical hit on a natural roll of 18-20.

    Swallow Whole (Ex): A Toadviathan can try to swallow a grabbed opponent of up to two size categories smaller by making a successful grapple check. Once inside, the victim takes 2d6+12 points of bludgeoning damage plus 1d8+4 points of acid damage per round. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the Toadviathan's stomach (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

    A Huge Toadviathan's stomach can hold 4 Medium, 8 Small, 16 Tiny, 32 Diminutive, or 64 Fine or smaller opponents. Swallowed opponents are subject to the Toadviathan's Poison Body.

    Poison Body (Ex): Every part of the Toadviathan is incredibly Toxic, and even touching it can be deadly. Contact, DC 27 Fortitude Save (Save DC is Con based), Initial and Secondary damage is 1d6 Con.

    Breath Weapon (Ex): Once every 1d4 rounds the Toadviathan can exhale a 50 ft. cone of poisonous vapor. Contact, DC 29 Fortitude Save (Save DC is Con based), Initial Damage is 1d6 Con, Secondary Damage is 2d6 Con plus Paralysis for 1d4 rounds.

    Blind (Ex): Toadviathan's are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

    Combat: Toadviathan's are super aggressive, and they tend to wade in and begin biting.




    Toadviathan

    "Prak...that is an abomination before man and gawd. What prompted you to make this?"

    "You remember that braggart Slippery Bob?"

    "Has anyone else noticed all the life around that thing is dead?"

    "Yes he was briefly famous for 'inventing' the Froghemoth. Rumor has it he stole them from someone."

    "Yes, it was me he stole them from. I imported some eggs from the Far Realm in order to claim them as my own. He ruined a good deal for me supplying minions."

    "So this thing is your response to one up him."

    Toxic Beyond Belief

    "No, this is my revenge. I made it from a Froghemoth, some protolife, and other spicy ingredients."

    "Why is it forcecaged?"

    "Cause it's toxic as hell. Literally every part of it is poison."

    "So how are you planning on using this abomination?"


    Omnicidal

    "Air dropping it into his lair. He'll probably kill it eventually, but it'll permanently contaminate the place."

    "You've only made one of these right?"

    "Yes?"

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

    Bee-Holder
    Medium Humanoid
    Hit Dice: 5d8+15 (37 hp)
    Initiative: +1
    Speed: 30 ft (6 squares)
    Armor Class: 13 (+1 Dex, +2 Natural), touch 11, flat-footed 12
    Base Attack/Grapple: +3/+4
    Attack: By Dagger +5 melee (1d4+2 plus Poison, 19-20) or Spear +5 melee (1d8++2/x3 plus Poison) or Dart +5 ranged (1d4+1)
    Full Attack: By Dagger +5 melee (1d4+2 plus Poison, 19-20) or Spear +5 melee (1d8++2/x3 plus Poison) or Dart +5 ranged (1d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spells, Bee Weapons, BEES!, Curse of the Hive Lord
    Special Qualities: Low Light Vision, Dark Vision 60 ft., Bee Kinship, Immunities
    Saves: Fort +4, Ref +5, Will +4
    Abilities: Str 12, Dex 12, Con 16, Int 14, Wis 16, Cha 10
    Skills: Climb +3, Craft (any 1, usually distilling) +6, Handle Animal +4, Knowledge (Local, Nature) +6, Profession (Farmer, Beekeeper) +8, Survival +7
    Feats: Ability Focus (Curse of the Hive Lord), Extend Spell
    Environment: Warm Plains
    Organization: Solitary, Pair, or Group (3-6)
    Challenge Rating: 5
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: By Character Class (usually Druid)
    Level Adjustment: -----

    ”Yew tried ta put yer hand on mah dotter!“

    "No sir, I can explain."

    "It better be good."


    "She fell, I was just helping her up."

    "Sir, mah brother Abner bin married 7 times. He's done with wimmenfolk."

    "That why the sword yer wearin' says 'Divorce Lawyer' in Elven boy?"

    "Yessir. All seven wives been curses to me. Literally curses. I was Cursed or Dominated into marryin' 'em. Plus, the last one cursed me so that birds hate me."

    "That explains the stains on yer shirt...Awright if you bin cursed that bad I don't spose there's much we could do to ya what ain't already bin done. You take off down the road now, and mind the bee hives. Don't come back now, ya hear?"

    10 minutes later

    "You uh...you really are done with wimmen aren't you Abner?"

    "Ah learned mah lessons Bert. Remember when that Hag mind controlled me? Or the Medusa? Or the Marrylith?"

    "I think it's Marilith."

    "Ah don't care how it's pronounced, she tried ta eat mah intestines."

    The Bee-Holders are an agrarian rural society based around raising bees for honey (and various less social purposes). They appear as typical human farmers, and have a society quite similar with two exceptions: They get along well with giant bees, and they are strict vegetarians (though they do love honey).

    While they are normally content to remain to themselves, contact with them is unadvisable. On the best of days they are a touch xenophobic, and always assume that outsiders have come to steal their women. Or their whiskey. Or the bees. Why they fear anyone stealing giant ticked off bees is anyone's guess. It also doesn't help that the name people choose for them is easily confused with a bug eyed monster race hellbent on world domination. Bee Holders speak Common and Elven (some also speak Sylvan). They are proficient with the same armor and weapons as most Druids are as well as being proficient with bees (see below).


    Spells: Bee-Holders can cast spells as a Druid whose level is equal to their Hit Dice. If they take levels in Druid their Hit Dice stack with these levels for spellcasting purposes. Perfect for your CoDzilla needs...

    Bee Weapons (Su): By making a melee touch attack successfully against a Giant Bee the Bee-Holder can change it into a weapon if it fails a DC 12 Fortitude Save (Save DC is Charisma based), which most willingly do since they know whats happening and are used to this (they can be turned back as a Swift Action). Normal sized honeybees can be turned into Masterwork darts. Big Bees (see below for stats) can be turned into a Dagger of Venom (save DC for the Poison is equal to 10 plus 1/2 the Bee-Holders HD plus his Con Modifier). Giant Bees (see the Monster Manual) can be turned into +1 Returning Venomous Spears (see Magic Item Compendium for Venomous, Save DC for poison is still 10 plus 1/2 the Bee-Holders HD plus his Con Modifier). So while the old man with the huge bee setting in his lap may seem crazy, it's probably best to leave him well enough alone.

    BEES! (Su): At will as a supernatural ability the Bee-Holder can summon all the bees from a single hive within 60 ft. to attack an opponent. This is similar to the Summon Swarm spell but lasts for the duration of the encounter, and the Bee-Holder can control the Swarm (they can only summon one swarm at a time). In their home territory an average square mile can contain a few hundred hives. You get an idea of where this is going...(see below for Bee Swarm stats).

    Curse of the Hive Lord (Su): Once per day the Bee-Holder can curse one opponent within 60 ft if they fail a DC 17 Willpower Save (Save DC is Wisdom based). If the opponent fails the Save, Bees consider him an enemy on sight forevermore and will immediately attack him and fight to the death. This includes regular bees, Big Bees and Giant Bees, bee monsters etc. The Curse may be removed by Remove Curse, Break Enchantment, Miracle, or Wish.

    Bee Kinship (Ex): Bee-Holders can communicate with Bees via telepathy at a range of 100 ft. All spells they cast that specifically target Animals may also target Bees. Bees of any kind (swarm or giant) are automatically friendly towards Bee-Holders, and many will defend them even without being asked to. Basically we're saying Giant Bees are like big puppies to them.

    Immunities: Bee-Holders are immune to Poison and Paralysis. Odd considering they've never been stung enough to build up any immunity. Rumor has it they occasionally suck poison from the bees stinger glands, but those are probably rumors spread by bigoted outsiders.

    Combat: Bee-Holders prefer to avoid fights, since violence attracts violence. But they are also temperamental and easily angered in certain ways (don't touch their bees, their liquor, their women, or their honey). If this happens they summon bees, back them up with spells, and maybe turn a few into weapons and join the fray. Let's hope your stock of antitoxin is full up, or you've got some Neutralize Poison spells.


    -=-=-=-=-=-=-

    Lore
    Characters with ranks in Knowledge (Geography or Local) may know of the Bee-Holders. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

    DC|Lore
    15| Bee-Holders look like regular people, but bees like them and are like tame pets to them. They are also excellent makers of mead and whiskey (and various other crafts), and not partial to outsiders on their land.
    20| Bee-Holders are proficient spellcasters who can summon bees. Their women folk tend to be jealously guarded, and are the cause of much friction between them and nearby societies.
    25| Bee-Holders can turn bees into temporary magical weapons.

    Plot Hook
    • The local town has offended a neighboring Bee-Holder city, so the Bee-Holders have stopped selling them alcohol. The PC's are hired to retrieve some whiskey, but find the Bee-Holders have reason for being angry: One of the townsfolk got drunk, and urinated in the whiskey vats. That's a waste of good whiskey. The Bee-Holders actually offer the PC's more money if they'll bring the fool to justice.
    • One of the PC's has the night of his life at a local inn, only to discover all his newfound friends are Bee-Holders. And married. Not to the PC of course. Pretty soon you're all running like hell...
    • The town awakes to find it's mayor dead with a bee buried in his chest. They want blood. The PC's are fairly certain the Bee-Holders didn't do it, since they've befriended them (against all odds), but there may be a crazy one among them. Now they must find out who did this and why.
    • The local giant bees are dying and the Bee-Holders have hired the PC's to put a stop to it.




    Bee-Holders

    "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 visiting a famous local apiary."

    "Good afternoon sir, we understand you're the local beekeepers of note?"

    "Ayuh. We got yer reglar bees, yer large bees, and yer giant bees. We also got some specialty bees."

    "Specialty bees?."

    "Bees what are special."

    "Any chance we can get a tour for our viewers?"

    Weird, Even For Druids

    "Ah spose. Them over thar s yer plain, old reglar bees."

    "We understand you're a local Druidic community split off from the nearby city?"

    "Local city is humans. We look like humans, but we's not."

    "Bur you are Druids?."

    "We worship the Bee Gawds."

    "That explains the statues."


    More Than A Bad Pun

    "Them thar over yonder is the large bees.."

    "Those bees are the size of cats..."

    "Can't wait to see the Giant Bees..."

    Bee Swarm
    Fine Vermin (Swarm)
    Hit Dice: 3d8 (13 hp)
    Initiative: +5
    Speed: 5 ft. (1 square), Fly 15 ft. (Good)
    Armor Class: 20 (+8 Size, +2 Dex), touch 20, flat-footed 18
    Base Attack/Grapple: +2/-
    Attack: Swarm (1d6 plus poison)
    Full Attack: Swarm (1d6 plus poison)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Poison, Distraction
    Special Qualities: Dark Vision 60 ft., Vermin Traits, Swarm Traits, Immune to weapon damage
    Saves: Fort +3, Ref +3, Will +2
    Abilities: Str 1, Dex 15, Con 11, Int -, Wis 12, Cha 2
    Skills: Spot +5, Survival +1 (+5 for orientation)
    Feats: -
    Environment: Temperate or Warm Plains
    Organization: Solitary or Swarm (3-6)
    Challenge Rating: 2
    Treasure: No coins or items, 1/8 goods (honey only)
    Alignment: Always Neutral
    Advancement: ---
    Level Adjustment: ---

    "BEEEEEEEEEEEEEEEEEEEESSSSSS!!!!!!!!!!!!!"

    Bees do swarm. Really they do. Especially when you kick their hives like a football. You fool.

    Poison (Ex): Injury, Fortitude Save DC 11, Initial and Secondary damage is 1d4 Constitution. Whenever the swarm attacks, it loses 1d8 hp as parts of it die.

    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 11 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.

    Skills: Bees have a +4 Racial Bonus to Spot Checks and to Survival Checks made to orient themselves.

    Combat: Bee Swarms attack pretty much like any other swarm, by...well...swarming.





    Big Bees
    Tiny Vermin
    Hit Dice: 1d8 (4 hp)
    Initiative: +2
    Speed: 10 ft. (2 squares), Fly 30 ft (Good)
    Armor Class: 16 (+2 Size, +2 Dex, +2 Natural), touch 14, flat-footed 14
    Base Attack/Grapple: +0/-12
    Attack: Sting +4 melee (1d3-4 plus poison)
    Full Attack: Sting +4 melee (1d3-4 plus poison)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Poison
    Special Qualities: Dark Vision 60 ft., Vermin Traits
    Saves: Fort +2, Ref +2, Will +1
    Abilities: Str 3, Dex 15, Con 11, Int -, Wis 12, Cha 6
    Skills: Spot +5, Survival +1 (+5 for orientation)
    Feats: Weapon Finesse (B)
    Environment: Temperate or Warm Plains
    Organization: Solitary or Swarm (10-100)
    Challenge Rating: 1/2
    Treasure: No coins or items, 1/8 goods (honey only)
    Alignment: Always Neutral
    Advancement: ---
    Level Adjustment: ---

    "OMFG WHO GAVE THE BEES STEROIDS!"

    Big Bees are foot long bees magically enhanced over generations to serve as passive guardians that attack anything within their territory. They also don't die when they sting and are more aggressive than regular bees.

    Poison (Ex): Injury, Fortitude Save DC 13, Initial and Secondary damage is 1d4 Constitution.

    Skills: Bees have a +4 Racial Bonus to Spot Checks and to Survival Checks made to orient themselves.

    Combat: Big Bees fight to the death unless opponents are moving away from their hives. Mostly they do flyby attacks with their stings.




    Big Bee Swarm
    Tiny Vermin (Swarm)
    Hit Dice: 6d8 (27 hp)
    Initiative: +2
    Speed: 10 ft. (2 squares), Fly 30 ft (Good)
    Armor Class: 16 (+2 Size, +2 Dex, +2 Natural), touch 14, flat-footed 14
    Base Attack/Grapple: +4/-
    Attack: Swarm (2d6 plus poison)
    Full Attack: Swarm (2d6 plus poison)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Poison, Distraction
    Special Qualities: Dark Vision 60 ft., Vermin Traits, Swarm Traits, Half damage from slashing and piercing
    Saves: Fort +5, Ref +4, Will +3
    Abilities: Str 3, Dex 15, Con 11, Int -, Wis 12, Cha 6
    Skills: Spot +5, Survival +1 (+5 for orientation)
    Feats: -
    Environment: Temperate or Warm Plains
    Organization: Solitary or Swarm (3-6)
    Challenge Rating: 4
    Treasure: No coins or items, 1/8 goods (honey only)
    Alignment: Always Neutral
    Advancement: ---
    Level Adjustment: ---

    "...avenge me..."

    Big Bee swarms are quite obviously a hazard in some areas. It helps if you don't try making your campfire underneath their nest.

    Poison (Ex): Injury, Fortitude Save DC 13, Initial and Secondary damage is 1d6 Constitution.

    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 13 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.

    Skills (Ex): Bees have a +4 Racial Bonus to Spot Checks and to Survival Checks made to orient themselves.

    Combat: Big Bee Swarms don't die as quickly as regular bee swarms, which makes fighting them a bit more of a problem.



    Last edited by Bhu; 2023-01-21 at 08:32 PM.
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  14. - Top - End - #374
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    Liberator Fish

    (…)

    Liberate (Su): As a Full Round Action a Liberator Fish may cast Awaken at will, but only on other fish (this includes Animals and Magical Beasts that are obviously fish with an Int of 2 or less). The Awakened fish do not get a Saving Throw against the Liberator Fishes Psi-Like Abilities, so their given name is rather ironic.
    I'm not sure Awaken is the best method for this. Magical Beasts in particular cannot be awakened, because they have the potential to go beyond 2 in terms of INT score by default. Wouldn't something like a full-round action instantaneous 2d4 point increase in INT (guaranteeing a value between 3 and 10) alone (so no variable CHA and HD increase), turning animals into Magical Beasts as usual work better?

    Liberator Fish have
    a +8 to Swim (already factored into statblock); that should be made explicit in the description.

    Casrassius Liberatoris
    Carassius liberator; liberatoris is a genitive.

    Quote Originally Posted by Bhu View Post
    Mimic Sheep

    (…)

    Challenge Rating: 5
    This is a shapechanging sorcerer with d10s and full BAB; there's no way it's not worth a CR higher than 5 when it blows a CR 5 Tier 2 build clean out of the water like that.

    Shapeshift: Mimic Sheep may cast Shapechange as a Supernatural Ability a number of times per day equal to their Charisma Modifier. Caster Level is equal to Hit Dice.
    Even with the relatively low HD, picking Shapechange, of all things, for this is a huge overkill if you ask me. A kind of broken 9th level spell as a Su ability 4+ times a day on a 5 HD creature that's already an innate caster… [Shudders.]

    Quote Originally Posted by Bhu View Post
    Wombat of Doom
    Oh, I remember this one from the second thread!

    Full Attack: 2 Claws +60 melee (5d10+20/19-20) and 1 Bite +55 melee (4d12+5)
    Claws should have +61 to hit (Weapon Focus); bite should deal 4d12+10.

    Feats: Awesome Blow, Cleave, Cometary Collision, Devastating Critical (Claws), Dire Charge, Great Cleave, Improved Bull Rush, Improved Critical (Claws), Improved Initiative, Improved Overrun, Large and in Charge, Overwhelming Critical (Claws), Power Attack, Power Critical (Claws), Shock Trooper, Tunnel Fighting, Weapon Focus (Claws)*
    Listing Epic feats separately would be nice.

    Challenge Rating: 23
    Way too high. The tarrasque has the same HD and size and comparable stats, but a better attack routine, infinitely better defenses (between Carapace, immunities and absolute regeneration) – and a listed CR 3 lower.

    Deceptively Cute (Ex): The Wombat is unusually dumb and cuddly looking. If he fails an Intimidate Check against an opponent that opponent gains a -2 Penalty to AC until he takes damage from an attack the Wombat makes.
    I still love this one! Rewarding failed checks in a way that makes actual sense is a cool twist.

    Quote Originally Posted by Bhu View Post
    Molotov Cockatiel
    A talkative little birdy that doesn't die! Hell, yes and thank you.

    Quote Originally Posted by Bhu View Post
    Toadviathan

    (…)

    Skills: Hide +8, Intimidate +11, Listen +10
    I count five too many skill points spent. Otherwise, this thing kills. (Literally.)

    Quote Originally Posted by Bhu View Post
    Bee-Holder
    Medium Humanoid
    Hit Dice: 5d8+15 (37 hp)
    Initiative: +1
    Speed: 30 ft (6 squares)
    Armor Class: 13 (+1 Dex, +2 Natural), touch 11, flat-footed 12
    Base Attack/Grapple: +3/+4
    Attack: By Dagger +5 melee (1d4+2 plus Poison, 19-20) or Spear +5 melee (1d8++2/x3 plus Poison) or Dart +5 ranged (1d4)
    Dart's thrown; it should have 1d4+1 for damage.

    Skills: Animal Handling +4
    Handle Animal.

    So while the old man with the huge bee setting in his lap may seem crazy, it's probably best to leave him well enough alone.
    Heh. A bee-holder that holds bees.

    Big Bees
    Tiny Vermin
    Bees that don't die! I approve.

    Poison (Ex): Injury, Fortitude Save DC 13, Initial and Secondary damage is 1d4 Constitution.

    Distraction (Ex): Bees have a +4 Racial Bonus to Spot Checks and to Survival Checks made to orient themselves.

    Skills: Bees have a +4 Racial Bonus to Spot Checks and to Survival Checks made to orient themselves.
    I have the impression this has been reverse-engineered from the swarm. DC should be 11, the Distraction line should be dropped.

  15. - Top - End - #375
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Metastachydium View Post
    I'm not sure Awaken is the best method for this. Magical Beasts in particular cannot be awakened, because they have the potential to go beyond 2 in terms of INT score by default. Wouldn't something like a full-round action instantaneous 2d4 point increase in INT (guaranteeing a value between 3 and 10) alone (so no variable CHA and HD increase), turning animals into Magical Beasts as usual work better?
    I have revised this and fixed the other typos. Changed shapeshift and CR on Mimic Sheep. Made some changes to the Wombat.
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  16. - Top - End - #376
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    Default Re: Critters III! Now also in 5e!

    Alright. Polymorph looks much better than Shapechange. The wombat's still a bit over-CRed if you ask me, but burrowing/tunnelfighting (i.e. the ability to pick a battlefield where kiting isn't an option) is ultimately still something of a saving grace, so I'm fine either way.

  17. - Top - End - #377
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    Little Veekie's Big Beehouse of Horror

    "Hi. My name is Veekie. Many of you at the auction are meeting me for the first time. This is because it has taken long for my plans to come to fruition."

    "When I was but a small child I had a beehive. It wasn't anything fancy. It was a small hive, but it was mine. I loved tending the lil' bees (sniff). But that came to an end one day when the local hilljacks knocked the hive over, and the Queen died from exposure. Without the Queen the rest of the hive slowly perished, and I had to watch them go one by one. Revenge was easy. After all my opponents were quite stupid. But then I figured, what's the point? The environment that created them will simply create more fools like them."

    "So I've devoted my life to allowing beekind to protect themselves and their caretakers. And this is why you are here today. To bid on the results of my efforts. If you are worthy. The unworthy SHALL BE FED TO THE BEES! YOU HEAR THAT PRINCESS FUZZY!? DADDY'S FINALLY GETTING REVENGE FOR YOU!! AHAHAHAHAHAHAHAHA!"

    "Refreshments are to your left. Now first up we have Blackie, a lovely sentient Bumblebee assassin..."


    https://www.newscientist.com/article...ectric-hornet/

    Sun Bee
    Small Vermin
    Hit Dice: 1d8+1 (5 hp)
    Initiative: +3
    Speed: 15 ft. (3 squares), Fly 60 ft. (Good)
    Armor Class: 15 (+1 Size, +3 Dex, +1 Natural), touch 14, flat-footed 12
    Base Attack/Grapple: +0/-5
    Attack: Sting +4 melee (1d4-1 plus poison)
    Full Attack: Sting +4 melee (1d4-1 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison
    Special Qualities: Dark Vision 60 ft., Vermin traits, Solar Endurance
    Saves: Fort +3, Ref +3, Will +1
    Abilities: Str 8, Dex 16, Con 12, Int -, Wis 12, Cha 6
    Skills: Spot +5, Survival +1 (+5 for Orientation)
    Feats: Weapon Finesse (B)
    Environment: Warm Plains
    Organization: Solitary, Patrol (2-5), Hive (11-20)
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral
    Advancement: 2 HD (Small)
    Level Adjustment: ---

    "Sun Bees have a band on their abdomen that absorbs the suns rays and converts it to energy. Sluggish at night, they are terrors during the day."

    Poison (Ex): Injury, DC 13 Fortitude Save (Save DC is Constitution based with a +2 Racial Bonus), Initial and Secondary damage is 1d6 Dexterity.

    Solar Endurance (Ex): At high noon or in open well lit areas such as the desert or a Daylight spell the Sun Bee gets a +4 on all rolls. During regular light it gets +2 on all rolls, at twilight it's at normal as it's reserves wear off, and at night it lowers to a -2 on all rolls.

    Skills: Sun Bees have a +4 Racial Bonus on Spot Checks, and a +4 Racial Bonus on Survival Checks to orient themselves.

    Combat: Tactically, Sun Bees are pretty much like any other bee. Stinging is the norm.



    Sun Bees

    "So what are the specialty bees?."

    "Please tell us you haven't hired Prak..."

    "Those are Bees created by insane mages that we gives a forever home to."

    "What are those over there?"

    "We calls 'em Sun Bees. Madman what hates people made 'em."

    "Does the name imply that hey are tied ot the Sun, or are they just diurnal?"

    Solar Powered Balls of Hate

    "Theys turns sunlight inta energy. Ah don't recommend goin' near them by day. Right fussy critters."

    "Was that a purposeful mutation?"

    "Yup. He wanted to wipe out us farmers. Ironic ain't it."

    "But...why?."

    "One of the local idiots knocked over his beehive to which he was...emoshunally attached as it were..."

    "So someone created a new species to get revenge over one hive?."


    Darn Touchy Them Wizards

    "Yup."

    "I've seen worse Jim."

    "I'm betting you've done worse Harlan..."



    http://www.youtube.com/watch?v=Sp8tLPDMUyg

    Pattern Bee Swarm
    Diminutive Magical Beast (Swarm)
    Hit Dice: 6d10 (33 hp)
    Initiative: +5
    Speed: 5 ft. (1 square), Fly 40 ft. (Good)
    Armor Class: 19 (+4 Size, +5 Dex), touch 19, flat-footed 14
    Base Attack/Grapple: +6/-
    Attack: Swarm (2d6)
    Full Attack: Swarm (2d6)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction, Pattern
    Special Qualities: Dark Vision 60 ft., swarm traits, Immune to weapon damage
    Saves: Fort +5, Ref +10, Will +3
    Abilities: Str 1, Dex 20, Con 11, Int 3, Wis 12, Cha 14
    Skills: Listen +8, Spot +11, Survival +1 (+5 for Orientation)
    Feats: Ability Focus (Distraction, Pattern), Alertness
    Environment: Temperate Forests
    Organization: Solitary
    Challenge Rating: 4
    Treasure: None
    Alignment: Always Neutral
    Advancement: ---
    Level Adjustment: ---

    "Pattern Bees hang off their nests side by side in a carpet of bees. To dissuade attacks by predators they twitch their wings and abdomens in unison, effectively hypnotizing or mentally disabling their foes."

    Distraction (Ex): Any living creature that begins it's turn with a Swarm in it's space must make a DC 15 Fortitude Save or be Nauseated for 1 round. Save DC is Constitution based.

    Pattern (Ex): Any living creature able to see the Pattern Bee Swarm must make a DC 17 Willpower Save or be affected as if by a Confusion or Fear spell (bees choice). Save DC is Charisma based.

    Skills: Pattern Bees have a +4 Racial Bonus on Spot Checks, and a +4 Racial Bonus on Survival Checks to orient themselves.

    Combat: Pattern Bees prefer to use their patterns to confuse and dissuade foes. If this doesn't work they resort to swarming.



    Pattern Bee Swarm

    "What is that odd swarm over there on the tree, slowly making odd patterns?"

    "And why does that dog look hypnotized?"

    "Them's Pattern Bees. Them patterns they make can affect minds."

    "Same creator?."

    "Yup. He has a whole slew of new species."

    "So how bad are the effects?"

    ALL HAIL THE HYPNOBEES!

    "They mostly hypnatize or scare people. Mostly."

    "Mostly?"

    "There's been...incidents here and there."

    "Mutations most likely."

    "We're hopin' not."

    "There's a lot of those here..."


    Protecting the Hives

    "They keep bears and badgers and such away from the hives."

    "All the hives? Fascinating."

    "Rare to see interspecies cooperation like that."


    http://notexactlyrocketscience.wordp...nets-to-death/

    Sauna Bees
    Tiny Magical Beast (Swarm)
    Hit Dice: 6d10 (33 hp)
    Initiative: +7
    Speed: 10 ft. (2 squares), Fly 40' Good)
    Armor Class: 15 (+2 Size, +3 Dex), touch 15, flat-footed 12
    Base Attack/Grapple: +6/-
    Attack: Swarm (2d6 plus 2d6 fire)
    Full Attack: Swarm (2d6 plus 2d6 fire)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction, Burninate
    Special Qualities: Dark Vision 60 ft., swarm traits, Half damage from Slashing and Piercing weapons
    Saves: Fort +5, Ref +8, Will +3
    Abilities: Str 2, Dex 16, Con 11, Int -, Wis 12, Cha 2
    Skills: Listen +8, Spot +11, Survival +1 (+5 for Orientation)
    Feats: Ability Focus (Distraction), Alertness, Improved Initiative
    Environment: Temperate Plains
    Organization: Solitary
    Challenge Rating: 4
    Treasure: None
    Alignment: Always Neutral
    Advancement: ---
    Level Adjustment: ---

    "Sauna Bees are called this because of their ability to literally heat foes up. They latch onto their victims and begin vibrating, causing intense heat through friction, and burning their grappled foes to death."

    Distraction (Ex): Any living creature that begins it's turn with a Swarm in it's space must make a DC 15 Fortitude Save or be Nauseated for 1 round. Save DC is Constitution based.

    Burninate (Ex): The Sauna Bees Swarm attack does an additional 2d6 Fire damage.

    Skills: Sauna Bees have a +4 Racial Bonus on Spot Checks, and a +4 Racial Bonus on Survival Checks to orient themselves.

    Combat: Much like any swarm the Sauna Bees latch on and begin biting away.




    Sauna Bees

    "You've got hornets attacking that nest over there."

    "How did they get on property?"

    "They feeds on tha bees. No worries. That hive is special."

    "Special how?"

    "Theys huggin' bees."

    "I don't think the hornets are looking for cuddles?"

    Burn the Intruders!

    "Theys not, but theys gettin' them just the same."

    "Is that the bees main defense? Grappling?"

    "Yup. They start shakin' after they hug. Heats up the hugged hornets. They burn to death."

    "What the hell..."

    "Ah did mention they was made by a crazy wizard?"

    "True enough."


    Not As Friendly As They Seem

    "They tend to take care of hornet invasions for us. We just gotta be careful around 'em."

    "I'd say so. That's a terrifying way to die."

    "I cant wait to see the others..."
    Last edited by Bhu; 2023-01-28 at 08:39 PM.
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  18. - Top - End - #378
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    Little Veekie's Big Beehouse of Horror, Part II

    "Greetings benefactors of all beekind. Your efforts have not been in vain. With the money you have given my research efforts we will soon bring the non-bee loving world to it's knees!!MUWHAHA!!

    Sweat Bee
    Small Magical Beast
    Hit Dice: 1d10 (5 hp)
    Initiative: +3
    Speed: 15 ft. (3 squares), fly 60 ft. (good)
    Armor Class: 14 (+1 Size, +1 Dex, +2 Natural), touch 14, flat-footed 13
    Base Attack/Grapple: +1/-4
    Attack: Sting +5 melee (1d3-1 plus poison)
    Full Attack: Sting +5 melee (1d3-1 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Dehydrating Poison
    Special Qualities: Darkvision 60 ft., Low Light Vision, Scent, Pheromones
    Saves: Fort +2, Ref +5, Will +1
    Abilities: Str 8, Dex 16, Con 10, Int 3, Wis 12, Cha 8
    Skills: Balance +3, Climb +3, Craft (any 1) +2, Knowledge (Geography) +2, Spot +5, Survival +1 (+5 for Orientation)
    Feats: Weapon Finesse, Ability Focus: Poison, B)
    Environment: Any warm or temperate, except desert
    Organization: Solitary, buzz (2-5), or hive (11-20)
    Challenge Rating: 1
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: 2-3 HD (Medium)
    Level Adjustment: ---

    Sweat Bees are dark, metallic colored bees that feed on salt, particularly that found in sweat (hence the name). They supplement their diet with other things presumably when salt is unavailable (most sages feel they are too dangerous to examine in close proximity). Their nests are built in piles of wood or in the ground. While generally not aggressive (they can be bribed with offers of salt and food, or letting them lick the sweat from your body), they will sting if frightened or harmed.

    Dehydrating Poison (Ex): Injury, Fortitude DC 12, initial and secondary damage 2d6 dessication damage. If the second save is failed, the victims is also Dehydrated (see page 15 of Sandstorm). The save DC is Constitution-based.

    Pheromones (Ex): Sweat Bees also produce pheromones. Marking a creature or object with a Pheromone is a Swift Action, and they can be detected by any creature with Scent (though only Sweat Bees understand them). Sweat Bees can detect them at a range of 1 mile via Scent. They come in several varieties:

    Communication: The Bee can leave any message up to 10 words. This is a race specific language, so only other Sweat Bees can understand. It can be used to identify hive members, orient their return to the hive, mark food sources that have already been exhausted, or mark meeting places for the hives bees to swarm to.

    Alarm: The Bee marks an object (or more likely a creature) as a danger to the hive. The Hives Bees will become maddened, and gain a +2 on attack and damage rolls against the marked subject for 24 hours.

    Skills: Sweat bees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), and Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

    Combat: Unless truly hungry, Sweat Bees are not particularly combative. They tend to sting and fly away, letting their venom weaken opponents before returning to attack.



    Sweat Bees

    "What are those large, metallic bees over there?"

    "And why are they licking those people?"

    "Y'all have never had a bee bath?"

    "What?"

    "Theys Sweat Bees. Sweat Bees is often salt defishunt. Sweat has a lot of salt..."

    "That's disturbing?"

    Give Us Yer Sweat

    "Better to let them have it. Otherwise they sting."

    "Is the sting venomous?"

    "Of a sort. It causes ya to sweat to death so they can get to tha salt."

    "And I thought it was disturbing before..."

    "They're easy ta bribe tho. And they make good watchbees."

    "You bribe them with sweat?"


    Not As Aggressive As They Seem

    "aw. Salt licks."

    "Then why the bee baths?"

    "Move on Harlan."



    Bumblebee
    Large Magical Beast
    Hit Dice: 7d10+7 (45 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares), fly 100 ft. (good)
    Armor Class: 16 (-1 Size, +1 Dex, +6 Natural), touch 10, flat-footed 15
    Base Attack/Grapple: +7/+14
    Attack: Sting +9 melee (2d4+4 plus poison)
    Full Attack: Sting +9 melee (2d4+4 plus poison)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Bumble Poison
    Special Qualities: Darkvision 60 ft., Electric Sense, Scent, OMG IT'S SO FLUFFY!, Pheromones
    Saves: Fort +6, Ref +6, Will +3
    Abilities: Str 16, Dex 12, Con 13, Int 3, Wis 12, Cha 15
    Skills: Balance +2, Climb +7, Craft (any 1) +3, Knowledge (Geography) +3, Spot +5, Survival +4 (+8 Orientation)
    Feats: Flyby Attack, Hover, Wingover
    Environment: Any, except desert or aquatic (though mountains are preferred)
    Organization: Solitary, buzz (2-5), or hive (11-20)
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: 8-14 HD (Large); 15-21 HD (Huge)
    Level Adjustment: ---

    These are huge, fluffy bees. Not particularly aggressive, they often rely on their sheer adorableness to dissuade potential attackers. They make excellent watch bees though, as despite their size they're generally accepted as harmless.

    Bumble Poison (Su): Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. In addition, if the Secondary damage is taken the victim must make a DC 20 Balance Check each round, or fall prone (or to stand back up if they have fallen). This effect lasts for 1 Minute. The save DC is Constitution-based.

    Electric Sense (Ex): The Bumble Bee effectively has Blindsense in a 60 ft. radius. This is disrupted for the round anytime someone in this area of effect uses an attack doing electrical damage. If it has ongoing damage, the Blindsense is disrupted until the damage stops.

    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 (DC 15).

    Pheromones (Ex): Bumble Bees also produce limited pheromones. Marking a creature or object with a Pheromone is a Swift Action, and they can be detected by any creature with Scent (though only Bumble Bees understand them). Bumble Bees can detect them at a range of 1 mile via Scent.

    Communication: The Bee can leave any message up to 10 words. This is a race specific language, so only other Bumble Bees can understand. It can be used to identify hive members, orient their return to the hive, mark food sources that have already been exhausted, or mark meeting places for the hives bees to swarm to.

    Skills: Bumblebees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), and Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

    Combat: Bumbles do not generally initiate combat, but will sting and flee if attacked. Once their venom has disabled their attacker they may return to kick him or spit on him a few times, but generally you really have to piss them off for them to fight.



    Bumblebees

    "You've got giant Bumblebees?"

    "Truly adorable"

    "Yup. They don't bother no one much, and their venom gives people the stumbles if someone gets handsy."

    "So they too are watchbees?"

    "Yup. Pretty friendly too."

    "Are they domesticated?"

    Humble Bumbles

    "Theys not, but you can still approach them as long as you don't make any sudden moves or loud noises."

    "I can't believe I'm asking this, but are they pettable?"

    "Yup. Long as yer holdin' sugar."

    "Jim, you aren't serious."

    "They're like big puppies really."

    "TI have to be adventurous occasionally Harlan."


    Fwuffy Puppers

    "The kids love 'em."

    "You let children around giant bees..."

    "They are Druids Harlan."


    Honey Bee
    Medium Magical Beast
    Hit Dice: 3d10 (16 hp)
    Initiative: +6
    Speed: 20 ft. (4 squares), fly 80 ft. (good)
    Armor Class: 16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
    Base Attack/Grapple: +3/+3
    Attack: Sting +5 melee (1d4 plus poison)
    Full Attack: Sting +5 melee (1d4 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison
    Special Qualities: Darkvision 60 ft., Honey Production, Pheromones, Scent
    Saves: Fort +3, Ref +5, Will +2
    Abilities: Str 11, Dex 14, Con 11, Int 4, Wis 12, Cha 10
    Skills: Balance +2, Climb +4, Craft (any 1) +4, Knowledge (Geography) +3, Spot +5, Survival +2 (+6 for Orientation)
    Feats: Improved Initiative, Weapon Finesse
    Environment: Any warm or temperate, except desert or aquatic
    Organization: Solitary, buzz (2-5), or hive (11-20)
    Challenge Rating: 1
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: 4-6 HD (Medium); 7-9 HD (Large)
    Level Adjustment: ---

    These appear to be your average giant honey bee but for their intelligence. Their honey is well known for it's restorative properties, and they (or an elected representative) often sell or trade it for things they need. It doesn't come cheap either.

    Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d4 Con. The save DC is Constitution-based.

    Honey Production (Su): A hive can produce one "dose" of honey, per bee, per week. A dose acts as a Cure Light Wounds potion (caster Level equals Hit Dice of the bee), and also fulfills the ingesters food and water requirements for a whole day.

    Pheromones(Ex): Honey Bees have among the most complicated sets of pheromones as befits their hivelike society. Marking a creature or object with a Pheromone is a Swift Action, and they can be detected by any creature with Scent (though only Honey Bees understand them). Honey Bees can detect them at a range of 1 mile via Scent. They come in several varieties:

    Communication: The Bee can leave any message up to 10 words. This is a race specific language, so only other Honey Bees can understand. It can be used to identify hive members, orient their return to the hive, mark food sources that have already been exhausted, or mark meeting places for the hives bees to swarm to.

    Alarm: The Bee marks an object (or more likely a creature) as a danger to the hive. The Hives Bees will become maddened, and gain a +2 on attack and damage rolls against the marked subject for 24 hours.

    Queen: Queens can unleash a variety of Pheromones, acting as the Suggestion spell with a range of 60 ft. This only affects members of her hive.

    Skills: Honey bees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), and Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

    Combat: Honey Bees are generally live and let live so long as you don't approach their hive. Then it's sting city.



    Honey Bees

    "I see you have giant honeybees."

    "How aggressive are they?"

    "No more so than usual."

    "Are they just larger than usual bees?"

    "Their honey seems to have healing powers."

    "Is that by accident or design?"

    Sticky Goodness

    "Design we think."

    "How do you get them to share that?"

    "Magic, Theys damn touchy bout their honey.."

    "So they don't share than?"

    "HA! No sir."

    "That must make them a failed experiment in the eyes of their creator.."


    Supporting All Beekind

    "Naw, they just won't share with people. Other bees are okay."

    "Astonishing."

    "Always good to see this sort of cooperation"


    Carpenter Bee
    Large Magical Beast
    Hit Dice: 7d10+7 (45 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares), fly 100 ft. (good)
    Armor Class: 16 (-1 Size, +1 Dex, +6 Natural), touch 10, flat-footed 15
    Base Attack/Grapple: +7/+14
    Attack: Sting +9 melee (2d4+4 plus poison)
    Full Attack: Sting +9 melee (2d4+4 plus poison)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Poison
    Special Qualities: Darkvision 60 ft., Woodworker, Pheromones
    Saves: Fort +6, Ref +6, Will +3
    Abilities: Str 16, Dex 12, Con 13, Int 6, Wis 12, Cha 15
    Skills: Balance +1, Climb +7, Craft (woodworking) +5, Knowledge (Geography) +5, Profession (Carpenter) +3, Spot +5, Survival +3 (+7 for Orientation)
    Feats: Endurance, Flyby Attack, Hover
    Environment: Any temperate or warm, except desert or aquatic
    Organization: Solitary, buzz (2-5), or hive (11-20)
    Challenge Rating: 5
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: 8-14 HD (Large); 15-21 HD (Huge)
    Level Adjustment: ---

    Carpenters are large black bees with yellow heads. Their forelegs effectively have hands. They are excellent woodworkers, and usually sell their wares to benefit the hive (and occasionally all bee-kind). They nest in huge wooden 'houses', and often supply the wooden portions of weapons to traveling weapons makers in return for the metal heads (arrowheads, spear points, etc). Some also make lacquered, wooden armor. Many are surprisingly proficient in weapons and armor.

    Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 Con. The save DC is Constitution-based.

    Woodworker (Su): You are an excellent woodworker. Time required to perform any Craft (Woodworking) checks or to create items made of wood is reduced 25%. In addition you can make magical items created out of wood without the appropriate Craft Item Feat.

    Pheromones (Ex): Carpenter Bees also produce limited pheromones. Marking a creature or object with a Pheromone is a Swift Action, and they can be detected by any creature with Scent (though only Carenter Bees understand them). Carpenter Bees can detect them at a range of 1 mile via Scent.

    Communication: The Bee can leave any message up to 10 words. This is a race specific language, so only other Carpenter Bees can understand. It can be used to identify hive members, orient their return to the hive, mark food sources that have already been exhausted, or mark meeting places for the hives bees to swarm to.

    Skills: Carpenter bees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), and Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

    Combat: Carpenter Bees are generally non-violent, so long as you don't use fire. They react extremely negatively to fire due to their homes being highly flammable, and will attack relentlessly until the fire is out.



    Carpenter Bees Bees

    "Those bees have hands."

    "And wooodworking tools."

    "Yup. Carpenter Bees. Show 'em anything involving woodwoorking and they'll copy it. For food of course."

    "How good are they?"

    "They make most of our furniture."

    "What did they used to do?"

    Busy Bees

    "Make weapons for their master."

    "That's depressing."

    "Yup. They like the variety we give them a lot more."

    "At least you're giving them a good life."

    "They don't seem to mind the furniture. We have 'em make armor too."

    "Of course, Because Druids can't wear metal armor."


    Surprisingly Adept With a Club

    "We've been trying to train 'em to cast Shillelagh too."

    "Sir, you never teach bees magic. They have magic enough of their own."

    "Bees are magic Harlan. It's probably why the aforementioned madman targeted them."



    Hornfaced Bee
    Huge Magical Beast
    Hit Dice: 15d10+75 (157 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares), fly 100 ft. (good)
    Armor Class: 23 (-2 Size, +15 Natural), touch 8, flat-footed 23
    Base Attack/Grapple: +15/+31
    Attack: Gore Sting +21 melee (2d6+12 plus poison)
    Full Attack: Gore Sting +21 melee (2d6+12 plus poison)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Powerful Charge, Poison
    Special Qualities: Darkvision 60 ft., Scent
    Saves: Fort +14, Ref +9, Will +6
    Abilities: Str 26, Dex 10, Con 20, Int 3, Wis 12, Cha 8
    Skills: Climb +12, Craft (any 1) +0, Intimidate +13, Knowledge (Geography) +0, Spot +5, Survival +5 (+9 for Orientation)
    Feats: Flyby Attack, Great Flyby Attack*, Greater Powerful Charge*, Hover, Powerful Charge*, Wingover
    Environment: Any temperate or warm, except desert or aquatic
    Organization: Solitary, buzz (2-5), or hive (11-20)
    Challenge Rating: 12
    Treasure: None
    Alignment: Usually Neutral
    Advancement: 16-30 HD (Huge); 31-45 HD (Gargantuan)
    Level Adjustment: ---

    * See Miniature's Handbook or Savage Species.

    Hornfaced Bees are magical abominations, looking like a cross between a Bee and a Wooly Rhino, with their sting in their nasal horn as opposed to their abdomen. Unlike non-magical bees they eat meat, and do not go into torpor in the winter months. They are otherwise similar to most bees other than the size of their nests.

    Poison (Ex): Injury, Fortitude DC 22, initial and secondary damage 1d8 Con. The save DC is Constitution-based.

    Skills: Hornfaced bees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), and Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

    Combat: Hornfaced Bees will generally charge, and then fly away to like up another charge while their venom does it's work.




    Hornfaced Bees

    "Oh, now that looks terrifying."

    "What on Earth is that?"

    "Hornfaced Bee. Careful, they are aggressive."

    "It's eating a side of beef..."

    "Ol Bessie is a carnivore."

    "So a giant flesh eating monster lurks on your farm?"

    They Don't Hibernate (Or Rest)

    "Well, just the one anyway..."

    "I don't imagine anyone tries to steal it?"

    "Oh, goodness no. She done ate the few what tried."

    "Is the sting in the horn?"

    "Yup. They're a lil backwards."

    "Thats one terrifying weapon."


    Do Not Approach Them Unseen

    "Just don't sneak up on 'em, they spook easy. Or approach 'em from the front. They take that as a challenge."

    "Good to know."

    "Let's hope this is the last scary surprise."


    Mason Bee
    Medium Magical Beast
    Hit Dice: 3d10 (16 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), fly 80 ft. (good)
    Armor Class: 16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
    Base Attack/Grapple: +3/+3
    Attack: Sting +5 melee (1d4 plus poison)
    Full Attack: Sting +5 melee (1d4 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison
    Special Qualities: Darkvision 60 ft., Masonry, Scent, Pheromones
    Saves: Fort +3, Ref +5, Will +2
    Abilities: Str 11, Dex 14, Con 11, Int 6, Wis 12, Cha 15
    Skills: Balance +2, Climb +4, Craft (masonry) +4, Knowledge (Geography) +2, Profession (Mason) +5, Spot +5, Survival +1 (+5 for Orientation)
    Feats: Endurance, Weapon Finesse
    Environment: Any temperate, except desert or aquatic
    Organization: Solitary, buzz (2-5)
    Challenge Rating: 1
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: 4-6 HD (Medium); 7-9 HD (Large)
    Level Adjustment: ---

    Mason Bees are metallic black, green or blue bees with hands on their forelimbs. Known as excellent stoneworkers, they live in forts as opposed to nests. Many also sell their services as employees to benefit their group (or other bees).

    Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d4 Con. The save DC is Constitution-based.

    Masonry (Su): You are an excellent stoneworker. Time required to perform any Craft (Masonry) checks or to create items made of stone is reduced 25%. In addition you can make magical items created out of stone without the appropriate Craft Item Feat.

    Pheromones (Ex): Mason Bees also produce limited pheromones. Marking a creature or object with a Pheromone is a Swift Action, and they can be detected by any creature with Scent (though only Mason Bees understand them). Mason Bees can detect them at a range of 1 mile via Scent.

    Communication: The Bee can leave any message up to 10 words. This is a race specific language, so only other Mason Bees can understand. It can be used to identify hive members, orient their return to the hive, mark food sources that have already been exhausted, or mark meeting places for the hives bees to swarm to.

    Skills: Mason bees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), and Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

    Combat: Mason Bees are generally nice guy types, but they don't hesitate to sting offenders if attacked.



    Mason Bees

    "Why do you have a little stone hill fort?"

    "Are those bees guarding it?"

    "Naw, they made it. Thems Mason Bees."

    "Similar to the Carpenter Bees then?"

    "They make quite the team."

    "So they make fortifications for food?"

    Fort Bee

    "They do carving and bricklaying too."

    "You have quite the community here."

    "Yup. We're right proud of it."

    "Do they do sculpture?"

    "Sure, if you teach 'em"

    "That might be a money maker."


    Friendlier Than Most Bees

    "It funds a lot of our work here."

    "That's much less tragic than the last bee."

    "Do you hear a rumbling?"


    Digger Bee
    Huge Magical Beast
    Hit Dice: 15d10+75 (157 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares), fly 100 ft. (good), Burrow 10 ft.
    Armor Class: 20 (-2 Size, +12 Natural), touch 8, flat-footed 20
    Base Attack/Grapple: +15/+31
    Attack: Sting +22 melee (2d6+12 plus poison)
    Full Attack: Sting +22 melee (2d6+12 plus poison)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Poison
    Special Qualities: Darkvision 60 ft., Scent
    Saves: Fort +14, Ref +9, Will +6
    Abilities: Str 26, Dex 10, Con 20, Int 4, Wis 12, Cha 8
    Skills: Balance +2, Climb +12, Craft (any 1) +4, Knowledge (Dungeoneering) +3, Knowledge (Geography) +4, Spot +5, Survival +5 (+9 for Orientation)
    Feats: Flyby Attack, Great Flyby Attack*, Hover, Improved Initiative, Weapon Focus (Sting), Wingover
    Environment: Any temperate, except desert or aquatic
    Organization: Solitary, Buzz (2-5), or Hive 11-20
    Challenge Rating: 12
    Treasure: None
    Alignment: Usually Neutral
    Advancement: 16-30 HD (Huge); 31-45 HD (Gargantuan)
    Level Adjustment: ---

    *See Savage Species

    Digger Bees are a solitary species that are found nesting in the ground. They are huge, hairy, and fairly dark colored but for their white face, and are used for mining and laying siege to castles in exchange for food.

    Poison (Ex): Injury, Fortitude DC 22, initial and secondary damage 1d8 Con. The save DC is Constitution-based.

    Skills: Digger bees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), and Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

    Combat: Digger Bees aren't usually terribly combative (unless employed as such), but woe to those who arouse their anger. Their venom is quite potent given their size.



    Digger Bees

    "There appears to be a giant bee clawing it's way out of the earth."

    "Tunneling bees?"

    "Thats Tom, the Digger Bee. We use him for excavatin'."

    "He's a big one."

    "No worries, he's friendly."

    "You pay him in food I imagine?"

    Beneficial

    "He eats a lot of dangerous bugs. And intruders."

    "I thought you said he was friendly?"

    "He is. As long as you don't walk upon him alone in the night."

    "Good to know.."

    "Really, Tom's a good bee. He just eats the bad guys."

    "How does he decide who's a bad guy?"


    Stranger Danger

    "Mostly by whether or not he's seen you before, and in what context."

    "Good thing we scheduled the tour..."

    "Incoming bees!"


    Killer Bee
    Medium Magical Beast
    Hit Dice: 3d10+6 (22 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares), fly 80 ft. (good)
    Armor Class: 16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
    Base Attack/Grapple: +3/+5
    Attack: Sting +5 melee (1d6+2 plus poison)
    Full Attack: Sting +5 melee (1d6+2 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison, Sneak Attack
    Special Qualities: Darkvision 60 ft., Pheromones, Scent
    Saves: Fort +5, Ref +5, Will +3
    Abilities: Str 15, Dex 14, Con 15, Int 12, Wis 14, Cha 10
    Skills: Balance +6, Climb +6, Craft (any 1) +5, Hide +5, Knowledge (Geography) +5, Knowledge (Nobility) +3, Listen +4, Move Silently +5, Spot +6, Survival +6 (+10 for Orientation)
    Feats: Ability Focus (Poison), Flyby Attack
    Environment: Any warm or temperate, except desert or aquatic
    Organization: Solitary, buzz (2-5), or hive (11-20)
    Challenge Rating: 2
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: 4-6 HD (Medium); 7-9 HD (Large)
    Level Adjustment: ---

    Killer Bees are normal giant bees magically enhanced for both intelligence and absolute viciousness. They appear like any other Bee, but opponents quickly find out this is an entirely different animal. Given that they have hands they can use Simple and Martial weapons, and Light Armor and Shields.

    Poison (Ex): Injury, Fortitude DC 15, initial damage is 1d6 Con, secondary damage is death. The save DC is Constitution-based.

    Sneak Attack (Ex): Killer Bees have +2d6 Sneak Attack (see PHB page 50). They gain an additional die at HD 5, 6, 8 and 9 if advanced.

    Pheromones(Ex): Killer Bees have among the most complicated sets of pheromones as befits their hivelike society. Marking a creature or object with a Pheromone is a Swift Action, and they can be detected by any creature with Scent (though only Killer Bees understand them). Killer Bees can detect them at a range of 1 mile via Scent. They come in several varieties:

    Communication: The Bee can leave any message up to 10 words. This is a race specific language, so only other Killer Bees can understand. It can be used to identify hive members, orient their return to the hive, mark food sources that have already been exhausted, or mark meeting places for the hives bees to swarm to.

    Alarm: The Bee marks an object (or more likely a creature) as a target. All Killer Bees will become maddened if within 60 ft., and gain a +2 on attack and damage rolls against the marked subject for 24 hours.

    Skills: Giant bees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), or Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

    Combat: Given their Sneak Attack dice, Killer Bees obviously prefer to attack from ambush.



    Killer Bees

    "Best get out that cube of force Jim!"

    "I thought your bees weren't dangerous?"

    "There are dangerous species in the area. We use the Killer Bees to keep the hives safe from them. You can relax."

    "I can't help but notice you referred to them as Killer Bees..."

    "It's just a nickname."

    "Do they kill things?"

    Angry Bees

    "Only what we pay 'em too."

    "And what do they eat?"

    "They're too paranoid to accept food. We pay 'em in Gold."

    "Smarter than the average bee."

    "Their creator used 'em as assassins."

    "Why are they looking at us that way?"


    They Live On Blood And Honey

    "Yer friend there is a wizard."

    "I'm not the kind of Wizard they think I am."

    "Yes you are."
    Last edited by Bhu; 2023-01-28 at 08:26 PM.
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  19. - Top - End - #379
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    Default Re: Critters III! Now also in 5e!

    BEES! (I like bees.)

    Quote Originally Posted by Bhu View Post
    Pattern Bee Swarm
    Diminutive Magical Beast (Swarm)
    Hit Dice: 6d8 (27 hp)
    6d10 (33 hp).

    Special Qualities: Dark Vision 60 ft., Vermin traits,
    Vermin traits?

    Pattern (Ex): Any living creature able to see the Pattern Bee Swarm must make a DC 17 Willpower Save or be affected as if by a Confusion or Fear spell (bees choice). Save DC is Charisma based.
    I think rendering people fascinated would be more fitting.

    Sauna Bees
    Tiny Magical Beast (Swarm)
    Hit Dice: 6d8 (27 hp)
    6d10 (33 hp)

    Special Qualities: Dark Vision 60 ft., Vermin traits,
    And again.

    Abilities: Str 2, Dex 16, Con 11, Int -, Wis 12, Cha 2
    Skills: Listen +8, Spot +11, Survival +1 (+5 for Orientation)
    Feats: Ability Focus (Distraction), Alertness
    Are they mindless (with no feats/skills) or do they have an INT score and a missing feat?

    Quote Originally Posted by Bhu View Post
    Sweat Bee
    Small Magical Beast
    Hit Dice: 1d10 (5 hp)
    Initiative: +3
    Speed: 15 ft. (3 squares), fly 60 ft. (good)
    Armor Class: 14 (+1 Size, +1 Dex, +2 Natural), touch 12, flat-footed 13
    AC 16 T 14 (+3 DEX).

    Dehydrating Poison (Ex): Injury, Fortitude DC 10, initial and secondary damage 2d6 dessication damage. If the second save is failed, the victims is also Dehydrated (see page 15 of Sandstorm). The save DC is Constitution-based.
    Desiccation damage! A rare sight. DC should be 12, though (Ability Focus).

    Skills: Giant bees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), or Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.
    You keft a "giant bee" in there, and I think that was going to be and Spot checks. This same problem recurrs in all the following descriptions as well.

    Bumblebee
    Advancement: 8-14 HD (Large); 15-21 HD (Large)
    Advancement from Large to Large!

    These are huge, fluffy bees. Not particularly aggressive, they often rely on their sheer adorableness to dissuade potential attackers. They make excellent watch bees though, as despite their size they're generally accepted as harmless.

    Bumble Poison (Su): Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. In addition, if the Secondary damage is taken the victim must make a DC 20 Balance Check each round, or fall prone (or to stand back up if they have fallen). This effect lasts for 1 Minute. The save DC is Constitution-based.

    Electric Sense (Ex): The Bumble Bee effectively has Blindsense in a 60 ft. radius. This is disrupted for the round anytime someone in this area of effect uses an attack doing electrical damage. If it has ongoing damage, the Blindsense is disrupted until the damage stops.

    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 (DC 15).
    AWWWW. (The blindsense is a good one too.)

    Skills: Giant bees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), or Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.
    See above.

    Honey Bee
    Skills: Balance +2, Climb +4, Craft (any 1) +3, Knowledge (Geography) +3, Spot +5, Survival +2 (+6 for Orientation)
    I count 1 skill point still available to spend.

    Honey Production (Su): A hive can produce one "dose" of honey, per bee, per week. A dose acts as a Cure Light Wounds potion (caster Level equals Hit Dice of the bee), and also fulfills the ingesters food and water requirements for a whole day.
    Nnice.

    Skills: Giant bees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), or Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.
    See above.

    Carpenter Bee
    Advancement: 8-14 HD (Large); 15-21 HD (Large)
    Another case of Large to Large advancement.

    Pheromones (Ex): Carpenter Bees also produce limited pheromones. Marking a creature or object with a Pheromone is a Swift Action, and they can be detected by any creature with Scent (though only Bumble Bees understand them).
    Good thing the bumblebees are friendly, then!

    Skills: Giant bees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), or Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.
    See above.

    Hornfaced Bee
    Skills: Giant bees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), or Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.
    See above.

    Mason Bee
    Skills: Giant bees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), or Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.
    See above.

    Digger Bee
    Huge Magical Beast
    Hit Dice: 15d10+75 (157 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares), fly 100 ft. (good), Burrow 10 ft.
    A burrow speed. Lovely!

    Skills: Balance +0, Climb +12, Craft (any 1) +2, Knowledge (Dungeoneering) +1, Knowledge (Geography) +4, Spot +5, Survival +5
    I count 6 more skill points available for spending.

    Skills: Giant bees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), or Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.
    See above.


    Killer Bee
    Medium Magical Beast
    Hit Dice: 3d10+6 (22 hp)
    Initiative: +2
    Speed: 30 ft. (4 squares)
    6 squares.

    Skills: Balance +7, Climb +6, Craft (any 1) +5, Hide +6, Knowledge (Geography) +5, Knowledge (Nobility) +5, Listen +6, Move Silently +6, Spot +6, Survival +6 (+10 for Orientation)
    I see 7 too many skill points spent.

  20. - Top - End - #380
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    Default Re: Critters III! Now also in 5e!

    Okay, there might be a delayed or non post this week. The forum I initially post stuff on had an outage, and lost all data from the 18th to the 26th, so I need to rebuild several posts there from here, and re-edit stuff.

    Edit: Last weeks typos are fixed. I didn't go with fascination because thats just holding predators at bay a few rounds, whereas fear or confusion puts them at a disadvantage.
    Last edited by Bhu; 2023-01-28 at 08:41 PM.
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  21. - Top - End - #381
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    Okay, there might be a delayed or non post this week. The forum I initially post stuff on had an outage, and lost all data from the 18th to the 26th, so I need to rebuild several posts there from here, and re-edit stuff.
    Is it the MinMax thing?

    Edit: Last weeks typos are fixed. I didn't go with fascination because thats just holding predators at bay a few rounds, whereas fear or confusion puts them at a disadvantage.
    Ah, I see. Confusiuon's a bit swingy, though.

  22. - Top - End - #382
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Metastachydium View Post
    Is it the MinMax thing?
    it is indeed
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  23. - Top - End - #383
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    Default Re: Critters III! Now also in 5e!

    Just realized I forgot the 5e stats for the Emu/Emu Lord back on page 9. They've been edited in.
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  24. - Top - End - #384
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    Default Re: Critters III! Now also in 5e!

    And it looks like MinMax is back!

  25. - Top - End - #385
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    Default Re: Critters III! Now also in 5e!

    https://cryptidz.fandom.com/wiki/Category:Africa Which of the following African cryptids would you like to see for D&D (I've already done a few).
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    Default Re: Critters III! Now also in 5e!

    The Kikiyaon and the Lightning Bird (because of course)? The Aigamuxa, the *Serpopard (despite its atrocious name) and the Sassabonsam are also my kind of demented; I wouldn't mind those at all.

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

    After this week, we take a wee break as I update some cryptids, and do some new critters from myth, folklore, cryptozoology, ufology and the paranormal.


    Beevur
    Small Magical Beast (Aquatic)
    Hit Dice: 2d19+2 (13 hp)
    Initiative: +1
    Speed: 20 ft. (4 squares), Swim 20 ft.
    Armor Class: 14 (+1 Size, +1 Dex, +2 Natural), touch 12, flat-footed 13
    Base Attack/Grapple: +2/-2
    Attack: Slap +4 melee (1d3 plus stun)
    Full Attack: Slap +4 melee (1d3 plus stun)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Stunning Slap, Woodcutter
    Special Qualities: Darkvision 60 ft., Scent, Low-light Vision, Amphibious
    Saves: Fort +4, Ref +4, Will +1
    Abilities: Str 10, Dex 13, Con 13, Int 10, Wis 12, Cha 9
    Skills: Craft +5, Jump +6, Knowledge (Architecture, Nature) +3, Spot +5, Survival +7, Swim +8
    Feats: Weapon Finesse, Improved Sunder (B)
    Environment: Any Temperate Aquatic
    Organization: Solitary, buzz (2-5), or hive (11-20)
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral
    Advancement: 3-4 HD (Small), 5-6 HD (Medium)
    Level Adjustment: --
    Flightless aquatic bees with beaver tails? Sure why not. God knows it's not like D&D hasn't had weirder.

    Stunning Slap (Ex): Opponents hit by the Beevur's Slap Attack must make a DC 12 Fortitude Save (Save DC is Con Based) or be Stunned for 1 round.

    Woodcutter (Ex): When Beevurs make Sunder attacks against wood or wooden items, they ignore Hardness.

    Skills: +4 Racial Bonus to Craft, Jump, Spot, and Survival Checks. They also have a +8 Racial Bonus on Swim Checks, and may always Take 10 on a Swim Check.

    Combat: Beevurs generally leap from the water, slapping their opponents (advanced Beevurs often get Feats improving jump attacks). Once said opponent falls over stunned, the rest swarm him, slapping him into oblivion.



    Beevurs

    "Are those bees in the pond?"

    "Looks like Prak has been at it again."

    "Not sure if'n those are his, but they been a great help to us no matter who made 'em."

    "You use them to dam up and redirect rivers don't you?"

    "No sir, we use them to revitalize the river habitats and to clear jams."

    "Do they get along well with the other animals?"

    Infamous For Making Soft Cooing Noises

    "As well as can be expected. The kids love 'em."

    "Do they make honey?"

    "Out of bark, yes. But it's inedible to us."

    "They are an unusual creation. They don't seem to be devastating attack guards, like Wizards usually create."

    "They've never given you a smack then."

    "Smack? They don't sting?"


    Tail Slappers

    "Nope. They lost their sting fer a wide, flat tail They like to jump up and slap ya in the face with 'em.."

    "Duly noted."
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    Bee-falo
    Large Magical Beast
    Hit Dice: 6d10+24 (57 hp)
    Initiative: +1
    Speed: 50 ft. (10 squares)
    Armor Class: 18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 17
    Base Attack/Grapple: +6/+17
    Attack: Bite +12 melee (1d8+10) or Sting +12 melee (1d8+10 plus poison)
    Full Attack: Bite +12 melee (1d8+10) or Sting +12 melee (1d8+10 plus poison)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Poison, Improved Grapple
    Special Qualities: Darkvision 60 ft. Low-light Vision, Scent
    Saves: Fort +9, Ref +6, Will +3
    Abilities: Str 24, Dex 12, Con 18, Int 2, Wis 12, Cha 9
    Skills: Listen +6, Spot +6, Survival +4
    Feats: Alertness, Endurance, Power Attack
    Environment: Temperate Plains
    Organization: Solitary or herd (6-30)
    Challenge Rating: 5
    Treasure: None
    Alignment: Always Neutral
    Advancement: 7-9 HD (Large), 10-18 HD (Huge)
    Level Adjustment: ---

    Beefalo are a terrifying merging of Bison and Bee. It's not known what lunatic is responsible for this. It's presumed he thought it would have the best traits of both species as opposed to the worst.

    Poison (Ex): Injury, DC 17 Fort Save, Initial and Secondary Damage is 1d6 Con.

    Improved Grapple (Ex): Beefalo do not provoke Attacks of Opportunity when initiating a Grapple.

    Skills: Gains a +4 Racial Bonus to Spot Checks.

    Combat: Beefalo pretend to be harmless, but big. Like ordinary cows. Until they get close enough to grab and sting you. Tricksy little bastards they are.



    Bee-falo

    "Okay, now those are definitely Prak's work"

    "Jebus..."

    "There aren't many of them here. We're giving the last of them a forever home."

    "Are they...edible?"

    "Good luck finding out."

    "Are they safe?"

    Do Not Approach The Fluffy Bees

    "Not even remotely."

    "And what do they eat?"

    "Grass mostly. That's the buffalo side of them. Unfortunately the get their temper from them too."

    "What do they take from the bees?"

    "Really nasty stings."

    "Do they have hives"


    Herd Mind

    "Nope, they live in herds. That big'un is the Queen there."

    "That is one huge bee."

    "And it's looking at us..."
    Last edited by Bhu; 2023-02-12 at 05:50 PM.
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  29. - Top - End - #389
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    Bee-T
    Small Plant
    Hit Dice: 2d8 (9 hp)
    Initiative: +3
    Speed: 15 ft. (3 squares), Fly 40 ft (Average), Burrow 10 ft.
    Armor Class: 15 (+1 Size, +3 Dex, +1 Natural), touch 14, flat-footed 12
    Base Attack/Grapple: +1/-4
    Attack: Spores +5 ranged (1d3 plus poison)
    Full Attack: Spores +5 ranged (1d3 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison
    Special Qualities: Darkvision 60 ft., Scent, Low-light Vision, Plant traits
    Saves: Fort +3, Ref +3, Will +1
    Abilities: Str 8, Dex 16, Con 11, Int 2, Wis 12, Cha 9
    Skills: Spot +3, Survival +4
    Feats: Dodge
    Environment: Any Temperate Land
    Organization: Solitary, buzz (2-5), or hive (11-20)
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral
    Advancement: 3-4 HD (Small), 5-6 HD (Medium)
    Level Adjustment: --


    Bee-ts are unholy combinations of bees and the fungi that preys on them, possibly a newly evolved species. It's almost like the fungus that normally prey on bees decided "hey these bugs are on to something" and decided to merge with them in some sort of unholy symbiosis.

    Poison (Su): Injury, DC 13 Fort Save (Save DC is Con based with a +2 Racial Bonus), Initial damage is 1d6 Con, Secondary damage Slows victim as per the spell for 2d4 rounds (Secondary damage for non-magical bees is death). Range is 20 ft.

    Combat: Bee-ts are pretty much like any other bee when it comes to fighting. Alas they no longer have stingers so they blast opponents with poisonous spores.



    Bee-ts

    "Are those bees infested with fungus?"

    "Isn't having them here dangerous?"

    "They're more a symbiosis. To the extent they are now bees composed of fungus. We aren't certain what created them, but they don't appear to be infectious. We study 'em fer a cure for fungi that do harm bees.."

    "Fascinating."

    "Don't get too close though. They're spitters.."

    "Poison?"

    Toxic Spores

    "Yup. Contact venom as well. Stay 30 feet away at all times. Preferably farther.."

    "And what do they eat?"

    "Pollution and other toxic materials mostly."

    "I'll bet they were created to dispose of alchemical wastes."

    "They're quite helpful in detoxing the environment."

    "Have you considered loaning them out?"


    Dangerous Around Toxins

    "No sir. They get riled up after eating."

    "But think of the help they could be!"

    "Not if they take out the clients who hired their services."
    Last edited by Bhu; 2023-02-12 at 05:47 PM.
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  30. - Top - End - #390
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    Default Re: Critters III! Now also in 5e!

    Vulture Bee
    Medium Magical Beast
    Hit Dice: 3d10 (16 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), fly 80 ft. (good)
    Armor Class: 16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
    Base Attack/Grapple: +3/+3
    Attack: Acid Puke +5 ranged (2d6 acid)
    Full Attack: Acid Puke +5 ranged (2d6 acid)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Acid Puke
    Special Qualities: Darkvision 60 ft., Scent, Pheromones
    Saves: Fort +3, Ref +5, Will +2
    Abilities: Str 11, Dex 14, Con 11, Int 4, Wis 12, Cha 8
    Skills: Balance +2, Climb +4, Craft (any 1) +3, Knowledge (Geography) +3, Spot +5, Survival +3 (+7 for Orientation)
    Feats: Flyby Attack, Hover
    Environment: Any, except aquatic
    Organization: Solitary, buzz (2-5), or hive (11-20)
    Challenge Rating: 1
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: 4-6 HD (Medium); 7-9 HD (Large)
    Level Adjustment: ---

    These black bees feed off meat, preferably corpses, much in the same manner flies do: by vomiting acid on to it and sucking up the remains. Unlike flies they also carry meat back to the nest for the hive.

    Acid Puke (Ex): Vulture Bees can vomit acid out to a 10 ft. range as a Standard Action. It does 2d6 acid damage, plus an additional 2 points of acid damage for 1d6 rounds.

    Pheromones (Ex): Vulture Bees also produce limited pheromones. Marking a creature or object with a Pheromone is a Swift Action, and they can be detected by any creature with Scent (though only Vulture Bees understand them). Vulture Bees can detect them at a range of 1 mile via Scent.

    Communication: The Bee can leave any message up to 10 words. This is a race specific language, so only other Vulture Bees can understand. It can be used to identify hive members, orient their return to the hive, mark food sources that have already been exhausted, or mark meeting places for the hives bees to swarm to.

    Skills: Vulture bees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), and Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

    Combat: Vulture Bees prefer carrion, but if none is available they'll make their own if you take our meaning.



    Vulture Bees

    "Are those bees eating corpses?"

    "I'd hate to see the honey they make..."

    "The Vulture Bees are indeed carnivorous. And they do make 'meat honey'. It's not really meat, we just like to say that to see the looks on people's faces."

    "Why keep such dangerous critters around?"

    "Honestly they aren't much more dangerous than the rest of the bees, they're fascinating, and they're great for raw waste disposal."

    "I imagine they're hell on morale though?"

    Acid Pukers

    "Only when we fail to keep them well fed."

    "The stench is...mighty powerful."

    "That's the nest. They 'age' food there."

    "Even the forcewall isn't keeping out the smell..."

    "That's a good idea, we should use our cubes of force as well. They're spitters too."

    "Acid?"


    Stingless Bees

    "Indeed, it helps break the food down."

    "I think the smell is getting worse."

    "How is that possible?"
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