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  1. - Top - End - #391
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    Default Re: Critters III! Now also in 5e!

    Crow Bee
    Medium Undead
    Hit Dice: 3d12 (19 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: +1/+1
    Attack: Sting +3 melee (1d4 plus poison)
    Full Attack: Sting +3 melee (1d4 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison, Munch Eyes, Necromancy
    Special Qualities: Darkvision 60 ft., Scent, Undead traits
    Saves: Fort +1, Ref +3, Will +5
    Abilities: Str 11, Dex 14, Con -, Int 14, Wis 14, Cha 14
    Skills: Climb +6, Concentration +5, Craft (any 1) +8, Intimidate +6 Knowledge (Arcane, Religion) +7, Knowledge (Geography) +8, Listen +6, Spellcraft +7, Spot +6, Survival +4 (+8 for Orientation)
    Feats: Spell Focus (Necromancy), Weapon Finesse
    Environment: Any, except aquatic
    Organization: Solitary plus potential zombies
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: 4-6 HD (Medium); 7-9 HD (Large)
    Level Adjustment: ---
    Crow Bees are black, shriveled undead things. Created as evil minions, their job is to tend the undead hordes of their masters, and perhaps do some scouting among the corpses of his enemies.

    Poison (Su): Injury, Fortitude DC 13, initial and secondary damage 1d4 Con. The save DC is Constitution-based with a +2 Racial Bonus. Opponents who die from the Crow Bees venom rise as zombies withing 1d4 rounds.

    Munch Eyes (Su): If a Crow Bee devours the eyes of a victim it has killed it effectively casts Speak with Dead on the corpse as a Supernatural Ability. This is a Standard Action and can be done once per day.

    Necromancy (Sp): You may cast spells as a Cleric equal to your Hit Dice, but only from the Necromancy school. You have access to the Necromancer (Eberron Campaign Setting) and Undeath (Forgotten Realms Campaign Setting) Domains.

    Skills: Crow 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: Crow Bees generally have their spells, which they use to bolster their fellow undead, whom they use as cannon fodder.



    Crow Bees

    "There's the source of the smell!"

    "That's...a scary nest"

    "It should be, those bees are dead."

    "What? Why do you have Undead bees?"

    "We rescued them from a madman. We're hoping to give them a chance for a life and a purpose. Plus we want to study them."

    "Do they drink blood?"

    Necromancer Bees

    "No, but if'n one kills you, you'll rise ass a zombie."

    "I really need to advertise for whoever made this cube of force..."

    "They should be okay. It's the weekend, they usually spend it playing Parcheezi. It's Sundays when they get iffy."

    "How did you find these?"

    "A local Wizard was using them to interrogate the Dead in order to find out information. We made sure he moved along after breaking his hold on them."

    "They can talk to dead people?"


    They Pester The Dead

    "Won't shut up actually."

    "That must get old."

    "Dead people probably have lots of knowledge though."
    Last edited by Bhu; 2023-02-12 at 06:06 PM.
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  2. - Top - End - #392
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    Default Re: Critters III! Now also in 5e!

    Cuckoo 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 +3 melee (1d4 plus poison)
    Full Attack: Sting +3 melee (1d4 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison, Enthrall
    Special Qualities: Darkvision 60 ft., Scent
    Saves: Fort +3, Ref +5, Will +2
    Abilities: Str 11, Dex 14, Con 11, Int 14, Wis 12, Cha 15
    Skills: Bluff +7, Climb +6, Craft (any 1) +8, Diplomacy +7, Hide +6, Knowledge (Geography) +8, Move Silently +6, Spot +5, Survival +5 (+9 for Orientation)
    Feats: Ability Focus (Enthrall, Poison)
    Environment: Any warm or temperate, except desert or aquatic
    Organization: Solitary plus potential thralls
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: 4-6 HD (Medium); 7-9 HD (Large)
    Level Adjustment: ---

    While they generally resemble any number of magical bee species, Cuckoo Bees are mind controlling moochers, who force other species (not necessarily bees) to do their bidding. The easy way to spot them is to notice the little subtle things. Certain buildings that are always kept warm in the winter being off limits, and seemingly uninhabited and windowless. Local farmers producing honey, none of which they eat or sell. Women cuddling giant bee larvae instead of their own children.

    Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d4 Wis. The save DC is Constitution-based.

    Enthrall (Sp): The Cuckoo Bee can cast Dominate Person 3/Day as a Spell-Like Ability. They can Dominate a maximum number of Humanoids equal to twice their Int Modifier.

    Skills: Cuckoo 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: Cuckoo Bees generally direct thralls to do their work, or will attempt to convert the PC's via their mind control powers. If they truly encounter resistance they flee.



    Cuckoo Bees

    "Is that woman..."

    "s the bee..."

    "Yup. Cuckoo Bees leave their young to be raised by hypnotized mortals."

    "So that explain what we're seeing?"

    "The Gawds work in mysterious ways."

    "That's usually shorthand for 'Please bear with us, as we try to figure out ?"

    Quick to Anger

    "Nothing to figure out. We need to be out of here before one tries to charm us.."

    "And what do they eat?"

    "Anything organic."

    "That's terrifying...."

    "No worries, the glyphs will keep them from getting too frisky.."

    "Why are they looking at us that way?"


    Creepy Stare

    "They're watching us already..."."

    "Is that a Fey?"

    "No, that's an illusion."

    "How do you know that?"

    "People like to blast Rangers with illusions for some reason."
    Last edited by Bhu; 2023-02-12 at 06:17 PM.
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  3. - Top - End - #393
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    Default Re: Critters III! Now also in 5e!

    Honey Ooze
    Large Construct
    Hit Dice: 6d10+30 (63 hp)
    Initiative: -1
    Speed: 10 ft. (2 squares), Climb 10 ft.
    Armor Class: 16 (-1 Size, -1 Dex, +8 Natural), touch 8, flat-footed 16
    Base Attack/Grapple: +4/+11
    Attack: Slam +6 melee (2d4+4 plus sticky)
    Full Attack: Slam +6 melee (2d4+4 plus sticky)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Sticky, Engulf
    Special Qualities: Blind, Blindsight 60 ft., construct traits, DR 10/-, Immune to Polymorph, Healing Properties
    Saves: Fort +2, Ref +1, Will +2
    Abilities: Str 16, Dex 9, Con -, Int -, Wis 11, Cha 11
    Skills: Climb +11
    Feats: ---
    Environment: Warm or Temperate Plains
    Organization: Solitary
    Challenge Rating: 5
    Treasure: None
    Alignment: Always Neutral
    Advancement: 7-9 HD (Large), 10-18 HD (Huge)
    Level Adjustment: ---

    This is basically a 600 pound blob of honey magically given life as a guardian of the hive. Often kept in the hive's food stores as it looks just like food.

    Sticky (Ex): A Honey Ooze is very sticky, holding fast any creatures or items that touch it. A Honey Ooze automatically grapples any creature it hits with its slam attack (the grappled opponent is engulfed the next round if possible). Opponents so grappled cannot get free while the ooze is 'alive' without removing the adhesive first.

    A weapon that strikes the ooze is stuck fast unless the wielder succeeds on a DC 16 Reflex save. A successful DC 16 Strength check is needed to pry it off.

    Intense heat makes the ooze watery, but it still can grapple normally. On any round the ooze takes fire damage it loses the sticky ability, plus an additional 1d4 rounds more. Strong vinegar dissolves the adhesive, but the ooze still can grapple normally. An ooze can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.

    Engulf (Ex): A Honey Ooze can attempt to engulf a grabbed opponent that is smaller than its size category by making a successful grapple check. Once inside, the opponent must hold its breath or begin to suffocate. An engulfed creature can escape by making a successful grapple check or Escape Artist check. The amount of time a creature can hold its breath if it takes a standard action is reduced by 1 round. A Honey Ooze can engulf 1 Medium creature, 2 Small creatures, 4 Tiny creatures, 8 Diminutive creatures, or 16 Fine creatures at one time.

    Blind (Ex): Honey Oozes have immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

    Healing Properties (Su): Honey Ooze is mildly magical, and when destroyed it can be saved into 2d6 potions of Cure Light Wounds or Remove Disease. In the meantime, Undead beings that come into contact with it take 1 point of positive energy damage per round.

    Skills: A Honey Ooze has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

    Combat: Honey Oozes aren't bright, they go straight for the grapple and engulf.


    Construction

    A Honey Ooze’s body must be created from a mass of honey weighing at least 1,000 pounds. That's pretty much about it.

    CL 11th; Craft Construct, Animate Objects, Geas/Quest, Resurrection, Cure Light Wounds, caster must be at least 11th level; Price 40,000 gp; Cost 21,500 gp + 1,540 XP.




    Blood Honey Ooze

    "Is that honey crawling out of the vat?"

    "Sweet Jebus, the honey guards itself!"

    "Yup. We found a way to animate it. Even better if something actually takes it out, we can still use it for healing potions."

    "You have an awful lot of security..."

    "It's a big operation."

    "What are the vats with the skull and crossbones symbol?"

    Blood Honey?

    "Those are the animated vats of Blood Honey."

    "What what now??"

    "Necromantic honey that takes life instead of preserving it. It was made by some necromancers we put down, and we converted it to guardians.."

    "Why keep stuff like that around?"

    "Study. We wanna know how to counter it."

    "Is it edible?"


    Sticky Death

    "Ah don't recommend it."

    "I've never like constructs. They give me the jitters."

    "But...you're a Gnome, Harlan."


    Blood Honey inspired by Rater202
    Necromancy
    Level: Bee 3, Cle 3, Sor/Wiz 3
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: 1 pound container of honey
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    To perform this incredibly pain in the ass ritual, one must first kill a sentient being, macerate him into blood and bone fertilizer, and then use bees to turn the result into honey eventually by feeding on the flowers of plants grown in that fertilizer. After performing a quick ritual over the honey, it becomes tainted with negative energy. Living beings touching it take 1d6 negative energy damage, plus 1 additional point for a number of rounds equal to your caster level (maximum +10 rounds). If one is stupid enough to consume said honey it also bestows one negative level. For Undead however, it heals it the same amount of damage. If consumed by Undead it grants plus one on attack rolls and grants 1d8 plus caster level (maximum +10) temporary hit points for 1 round per caster level. Optionally it may be cast as a 1 hour ritual to enchant up to 1 ton of honey. Assuming anyone is crazy enough to accumulate that much of it.


    Blood Honey Ooze: A psychotically patient caster who can collect enough Blood Honey (see the Blood Honey spell) can use it instead of regular honey to animate a Honey Ooze. Blood Honey Oozes gain a new special attack:

    Negative Energy Saturation (Su): The Blood Honey Ooze does 1d6 negative energy damage each round it maintains contact with a living opponent (including it's Engulf attack). It's touch heals Undead 1d6 hp. If a living opponent is Engulfed by the Honey Ooze it gains one negative level each round it remains engulfed. Undead gain a +1 Bonus to attack rolls instead, and it's common for very small Undead to be inserted into a Blood Honey Ooze to attack victims it has engulfed.

    Blood Honey Oozes are CR 6 and the same cost to build.

    Last edited by Bhu; 2023-02-12 at 06:26 PM.
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  4. - Top - End - #394
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    Default Re: Critters III! Now also in 5e!

    Beeswax Golem
    Large Construct
    Hit Dice: 11d10+30 (90 hp)
    Initiative: -1
    Speed: 20 ft. (4 squares)
    Armor Class: 22 (-1 Size, -1 Dex, +14 Natural), touch 8, flat-footed 22
    Base Attack/Grapple: +8/+19
    Attack: Slam +14 melee (2d10+7)
    Full Attack: 2 Slams +14 melee (2d10+7)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Berserk, Disabling Blow
    Special Qualities: Construct traits, Darkvision 60 ft., Immunity to Magic, Low-Light Vision, DR 10/Adamantine
    Saves: Fort +3, Ref +2, Will +3
    Abilities: Str 25, Dex 9, Con -, Int -, Wis 11, Cha 10
    Skills: ---
    Feats: ---
    Environment: Any
    Organization: Solitary or gang (2-4)
    Challenge Rating: 10
    Treasure: None
    Alignment: Always Neutral
    Advancement: 12-18 HD (Large); 19-33 HD (Huge)
    Level Adjustment: ---

    Beeswax isn't the greatest material for making Golems, but when it's cheap and plentiful...

    Berserk: When a Beeswax golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once a Beeswax golem goes berserk, no known method can reestablish control.

    Disabling Blow (Su): Opponents hit by a Beeswax Golems Slam attack must make a DC 15 Willpower Save (Save DC is Cha based) or take a -2 Penalty on attack and damage rolls against bees and bee-like creatures for 24 hours (multiplt hits are not cumulative).

    Immunity to Magic: A Beeswax golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below: Spells dealing cold damage cause the wax composing the golem to harden appreciably. They Slow the Golem (as per the spell) for 2d6 rounds, but it's Natural Armor Bonus to AC increases to +20 during that period. A spell dealing fire damage will reverse this, as well as heal 3 points of damage per point of damage it would normally do. The Beeswax Golem can exceed it's hit point maximum, gaining temporary hit points for 2d6 rounds via this method (it automatically fails Saving Throws vs spells doing fire damage). A second spell doing fire damage (or the first if it has not been previously hit with cold) makes the Golem semi-solid and sticky, granting it a +4 Racial Bonus to Grapple Checks for 2d6 rounds. Opponents touching it or being touched by it during this time take 1 point of fire damage.

    Combat: Beeswax Golems are often made to defend Hives of some sort, and do not pursue past the Hives immediate area. They will send intruders off if they approach, but are otherwise not hostile. They will, however, easily beat persistent intruders to death.

    Construction

    A beeswax golem’s body must be sculpted from a single block of beeswax weighing at least 1,000 pounds, treated with rare oils and powders worth 1,500 gp. Creating the body requires a DC 15 Craft (sculpting) check check.

    CL 11th; Craft Construct, Animate Objects, Geas/Quest, Resurrection, caster must be at least 11th level; Price 40,000 gp; Cost 21,500 gp + 1,540 XP.



    Beeswax Golem

    "Not all Gnomes rely on constructs Jim."

    "Have I met any?"

    "And these here are tha Beeswax Golems. We let nothin' go to waste."

    "Wouldn't more traditional Golems be more effective?"

    "Sure, but we have tons of beeswax. We don't have tons of iron and stone lying about."

    "How are they as security goes?"

    Fire and Ice

    "The colder they get the tougher they get. The warmer they get, the stickier they get."

    "So they do have some tactical applications when combined with casters."

    "They're cheap for us to mass produce too."

    "You seem to like sticky guardians."

    "They keep intruders from retreating before we can arrive."

    "And I imagine they turn rock hard in winter?"


    Disabling Fists

    "Yup. Makes fer a nice surprise."

    "I'm surprised you don't have beehive golems."

    "Funny you should say that..."
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  5. - Top - End - #395
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    Default Re: Critters III! Now also in 5e!

    Hive Golem
    Large Construct
    Hit Dice: 8d10+30 (74 hp)
    Initiative: +1
    Speed: 40 ft. (8 squares)
    Armor Class: 14 (-1 Size, +1 Dex, +4 Natural), touch 10, flat-footed 13
    Base Attack/Grapple: +6/+14
    Attack: Slam +9 melee (2d6+4)
    Full Attack: 2 Slams +9 melee (2d6+4)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Swarm
    Special Qualities: Dark Vision 60 ft, Construct traits, Low Light Vision, Immunity to Magic, DR 5/adamantine
    Saves: Fort +2, Ref +3, Will +2
    Abilities: Str 18, Dex 12, Con -, Int -, Wis 10, Cha 2
    Skills: -
    Feats: -
    Environment: Any (but see below)
    Organization: Solitary, or Hive (4-8)
    Challenge Rating: 7, plus the CR of the swarm if it has one loaded
    Treasure: None
    Alignment: Always Neutral
    Advancement: 9-12 HD (Large), 13-16 HD (Huge)
    Level Adjustment: ---

    "A Golem? Well I suppose it's a change of pace. Wait, whats that crawling all over it?"

    "BEEEEEEEEEEEEEEEEEEEEEEEEEEESSSSSSSSS!!!!!!!! !"

    Hive Golems are large, spongy humanoid forms that are basically large ambulatory hives for some sort of flying insect. Most carry wasps or Locusts, but some carry much worse things... They're quite popular as guards among farming mages and weirdos.

    Swarm (Ex): At will as a Free Action the Hive Golem can unleash a swarm to attack it's foes. A large Hive Golem can hold a swarm of Wasps (FF), Locusts (MM), a Bloodmote Cloud (LM), Bloodfiend Locusts (FF), Hellwasps (MM), or Rapture Locusts (FF). A Huge one can carry two of them. Should the Hive Golem be attacked, the swarm will respond without the Golem needing to use a Free Action. The swarm is considered to have total Concealment while inside the Golem.

    Immune to Magic (Ex): A Hive Golem is immune to any Spell or Spell-Like Ability that allows Spell Resistance. There are a few exceptions as follows: Repel Vermin prevents the Golem from approaching if the Swarm is inside it at the time. Insect Plague acts as a Cure Serious Wounds spell on the Hive Golems swarm.

    Combat: Hive Golems tend to unleash their swarm, following in behind them with their fists.

    Construction

    A hive golem’s body must be sculpted from a single block of clay weighing at least 800 pounds, treated with rare oils and powders worth 1,500 gp. Creating the body requires a DC 15 Craft (sculpting) check check.

    CL 11th; Craft Construct, Animate Objects, Geas/Quest, Resurrection, caster must be at least 10th level; Price 30,000 gp; Cost 15,500 gp + 1,140 XP.




    Hive Golem

    "Okay. That is just terrifying."

    "Some of those don't seem to be swarming with bees."

    "Good eye Jim. We keep them loaded with bees, wasps, locusts, etc. A few are loaded with special payloads we repurposed after we took them from their creators."

    "Those are Hellwasps on that Golem..."

    "Yes sir. We also have undead skeeters, demon modified locusts, and hypnotic locusts. We bribe them with food to guard our secrets."

    "Once again, you seem to have an awful lot of security..."

    Unleash The Buzzen!

    "Like I said we have things here that need protecting."

    "And what do they eat?"

    "Whatever we feed them to prevent them from hunting, and anything in their path. Honestly, they're the one weapon we have that I fear. Well, maybe the second."

    "Why bother with such things?"

    "You've heard me mention necromancers before. We have a lot of cults in the area. Most of them are far from harmless, and all of them want power."

    "What power could you possess that normal Druids do not?"


    Easy To Make, Easy To Lose Control Of

    "We can weaponize bees, among other things. We don't like to, but sometimes we have no choice."

    "I can't believe one apiary draws so much attention."

    "Well, they do probably make quite a great deal of money Harlan."





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  6. - Top - End - #396
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    Default Re: Critters III! Now also in 5e!

    Dire Honey Badger
    Large Magical Beast
    Hit Dice: 15d10+75 (157 hp)
    Initiative: +8
    Speed: 60 ft. (12 squares), Climb 20 ft., Burrow 20 ft.
    Armor Class: 24 (-1 Size, +4 Dex, +11 Natural), touch 13, flat-footed 20
    Base Attack/Grapple: +15/+29
    Attack: Bite +24 melee (2d8+10/19-20)
    Full Attack: 1 Bite +24 melee (2d8+10/19-20) and 2 Claws +22 melee (2d4+5/19-20)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Unstoppable Juggernaut of Destruction, Stink Gland
    Special Qualities: Low-Light Vision, Darkvision 60 ft., Scent, Immunities, DR 5/-, SR 21, Fast Healing 5
    Saves: Fort +14, Ref +13, Will +6
    Abilities: Str 30, Dex 18, Con 20, Int 3, Wis 12, Cha 12
    Skills: Climb +19, Escape Artist +8, Hide +3, Intimidate +9, Listen +7, Move Silently +4, Spot +7, Survival +4
    Feats: Ability Focus (Stink Gland), Alertness, Endurance, Improved Initiative, Multiattack, Power Attack
    Environment: Warm Forest or Plains
    Organization: Solitary
    Challenge Rating: 12
    Treasure: None
    Alignment: A very ill tempered Neutral
    Advancement: 16-22 HD (Large), 23-45 HD (Huge)
    Level Adjustment: ---

    "Honey Badger don't give a beeeeep!"

    Lets not pretend, you all know what this is. The only difference is that intelligent bees pay the lazier badgers in honey to act as hive guards.

    Unstoppable Juggernaut of Destruction (Ex): The Honey Badger can continue to fight, even while disabled or dying. Their natural attacks threaten a critical on a 19-20. If the Badger makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect.

    Stink Gland (Ex): 3/day the Dire Honey Badger can unleash a stink bomb affecting everything that is within 30 ft. of itself (Badgers are immune to Badger stink). Victims must make a DC 24 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1d6 rounds, and Sickened for 1 Minute after. Even if the Save is successful the victim is still Sickened 1d6 rounds. This ability negates the use of Scent within it's area while in use (and for 1d6 days thereafter), and creatures with Scent take a -4 Penalty on their Save.

    Immunities (Ex): Dire Honey Badgers are immune to poison/disease and cannot be Fatigued/Exhausted. They can ingest virtually any organic matter without any more harm than a stomach ache, even rotting undead. They are also immune to Fear effects.

    Skills: Honey Badgers have a +4 racial bonus on Escape Artist and Intimidate checks, and a +8 racial bonus on Climb checks. A Honey Badger can always choose to take 10 on a Climb check, even if rushed or threatened.

    Combat: Honey Badgers roar directly into conflict like hairy meat torpedoes. Their stink gland is reserved for the very rare occasion when they decide to retreat.



    Dire Honey Badger

    "What is that smell?"

    "Sweet Jebus, that's worse than that burning Mindflayer city we stumbled on."

    "Ah, that would be one of the Badgers. He's deployed his stink gland."

    "That Badger is the size of a rhino..."

    "We bribe giant Honey Badgers as guards too. Even if they do get into shenanigans with the Honey Oozes."

    "Okay, seriously. Come clean. What are you afraid of?"

    Honey Badger Doesn't Give A

    "There's a local cult that's particularly...troublesome."

    "What do they want from you?"

    "Everything we have."

    "So no one you can negotiate with?"

    "You don't negotiate with blind fanatics, you lay waste to them."

    "And that's what the Badgers are for?"


    What On Earth Do They Need The Stink Glands To Defend Themselves From?

    "No. They guard our true weapon."

    "Now I'm curious."

    "I'm not..."
    Last edited by Bhu; 2023-02-12 at 06:37 PM.
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  7. - Top - End - #397
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    Default Re: Critters III! Now also in 5e!

    Beehemoth (i.e Devastation Vermin: Bee)
    Colossal+ Magical Beast
    Hit Dice: 128d10+1280 (1984 hp)
    Initiative: +14
    Speed: 40 ft. (8 squares), Fly 160 ft. (Average)
    Armor Class: 56 (-8 Size, +14 Dex, +40 Natural), touch 16, flat-footed 42
    Base Attack/Grapple: +128/+157
    Attack: Sting +133 melee (18d10+19 plus poison)
    Full Attack: Sting +133 melee (18d10+19 plus poison)
    Space/Reach: 50 ft./40 ft.
    Special Attacks: Poison
    Special Qualities: Darkvision 300 ft., SR 53, Invulnerability 15, Scent, Mindless
    Saves: Fort +76, Ref +80, Will +46
    Abilities: Str 37, Dex 39, Con 30, Int -, Wis 18, Cha 12
    Skills: Spot +8, Survival +4 (+8 for Orientation)
    Feats: ---
    Environment: Any Land
    Organization: Solitary
    Challenge Rating: 42
    Treasure: None
    Alignment: Always Neutral
    Advancement: ---
    Level Adjustment: ---

    Imagine the biggest bee you've ever thought of. Now make it bigger. Beehemoths are unique in that they are not eusocial bees, and often vary greatly in appearance. Much about their lifecycle is unknown.

    Poison (Ex): Sting, Fort save (DC 84); initial and secondary damage 2d12 temporary Con. The save DC is Constitution-based.

    Invulnerability (Ex): Invulnerability is similar to Damage Reduction, but it also blocks damage from energy attacks, spells, spell-like abilities, and supernatural abilities. For example the Beehemoth has Invulnerability 15. That means it negates the first 15 points of damage from any attack (this includes untyped damage).

    Skills: Beehemoths have a +4 racial bonus on Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

    Combat: Beehemoths aren't all that different from regular bees, with the exception of the hugeness factor. They're still pretty territorial though.



    Beehemoth

    "You aren't even curious a little Jim?"

    "I have no desire to see what's behind that hill."

    "That's no hill. That's Apollyon, the Apocalypse Bee"

    "Holy (beep), you have one of the Devastation Vermin on your property?"

    "We stumbled on it while digging wells."

    "And you stayed here?"

    There Are Things In The Earth

    "We spent everything we had on the farm before we found it. So we became it's guardians, much against our will."

    "If that thing ever wakes up..."

    "We've studied how to control it. We hoe the Archdruid is up to the task. If not the cult will probably take it."

    "So this explains the security..."

    "Exactly. We don't want that thing waking up unless we call it forth, and we'd need to be in dire straits for that to happen."

    "Does the cult know how to control it?"


    Living Extinction Event

    "No, or they'd have woken it up already."

    "What do you intend to do about the cult?"

    "Hire a few experienced troubleshooters to scout it out for us, and then distract them while we make our move."

    "We're not here to interview you are we?"

    "Fraid not,"
    Last edited by Bhu; 2023-02-12 at 06:45 PM.
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  8. - Top - End - #398
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    Default Re: Critters III! Now also in 5e!

    And finally I find myself with enough time at hand (branch (whatever))! Let's see:

    Quote Originally Posted by Bhu View Post
    Beevur
    Small Magical Beast (Aquatic)
    Hit Dice: 2d8+2 (11 hp)
    2d10+2 (13 hp).

    Speed: 20 ft. (3 squares)
    4 squares.

    Attack: Slap +3 melee (1d3 plus stun)
    Full Attack: Slap +3 melee (1d3 plus stun)
    +4 to hit (+2 BAB, +1 size, +1 DEX).

    Skills: Craft +4, Jump +6, Knowledge (Architecture, Nature) +1, Spot +5, Survival +6, Swim +8
    I think there remain 5 skill points available.

    Flightless aquatic bees with beaver tails? Sure why not. God knows it's not like D&D hasn't had weirder.
    My sole issue is that they are not really beelike in any way beyond being described as such fluffwise.

    Quote Originally Posted by Bhu View Post
    Bee-falo
    Large Magical Beast
    Hit Dice: 6d8+24 (51 hp)
    6d10+24 (57 hp).

    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)
    That's kind of on the tame side as far as attack routines for Large bruisers go.

    Skills: Listen +6, Spot +6, Survival +4
    I think these have 3 more skill points to spend.

    Quote Originally Posted by Bhu View Post
    Bee-T

    (…)

    Attack: Spores +4 ranged (1d3 plus poison)
    Full Attack: Spores +4 ranged (1d3 plus poison)
    +5 to hit (+1 BAB, +1 size, +3 DEX).

    Feats: Weapon Finesse
    That's a waste of a feat slot, if you ask me, given that these fellers don't have melee attacks.

    Quote Originally Posted by Bhu View Post
    Crow Bee

    (…)

    Skills: Climb +4, Concentration +5, Craft (any 1) +6, Knowledge (Arcane, Religion) +7, Knowledge (Geography) +6, Listen +6, Spellcraft +7, Spot +6, Survival +2 (+6 for Orientation)
    Craft and Knowledge (geography) are trained only; you might want to, well, train them. I also count 14 skill points still available, so that should be easy.

    Organization: Solitary

    (…)

    Combat: Crow Bees generally have their spells, which they use to bolster their fellow undead, whom they use as cannon fodder.
    If they usually control undead cannon fodder, shouldn't that figure into their organization entry?

    Quote Originally Posted by Bhu View Post
    Cuckoo Bee

    (…)

    Special Attacks: Poison
    Special Qualities: Darkvision 60 ft., Enthrall, Scent
    I'm pretty sure that if anything, Enthrall should be a Special Attack rather than a 'Quality.

    Skills: Bluff +7, Climb +6, Craft (any 1) +6, Diplomacy +7, Hide +6, Knowledge (Geography) +6, Move Silently +6, Spot +5, Survival +5 (+9 for Orientation)
    As above: Craft and K. (geography) are trained only, but untrained here.

    Organization: Solitary
    But… Like, they always have thralls, right?
    Quote Originally Posted by Bhu View Post
    Honey Ooze
    Large Construct
    Ooze type called and it's ANGRY!

    Special Attacks: Sticky, Engulf, Healing Properties
    Frankly, I'm not sure I'd consider Healing Properties a Special Attack (even keeping damage to undead in mind).

    To perform this incredibly pain in the ass ritual, one must first kill a sentient being, macerate him into blood and bone fertilizer, and then use bees to turn the result into honey eventually by feeding on the plants flowers.
    FLOWERS!

    Quote Originally Posted by Bhu View Post
    Beeswax Golem

    (…)

    Immunity to Magic: A Beeswax golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below: Spells dealing cold damage cause the wax composing the golem to harden appreciably. They Slow the Golem (as per the spell) for 2d6 rounds, but it's Natural Armor Bonus to AC increases to +20 during that period. A spell dealing fire damage will reverse this, as well as heal 3 points of damage per point of damage it would normally do. The Beeswax Golem can exceed it's hit point maximum, gaining temporary hit points for 2d6 rounds via this method (it automatically fails Saving Throws vs spells doing fire damage). A second spell doing fire damage (or the first if it has not been previously hit with cold) makes the Golem semi-solid and sticky, granting it a +4 Racial Bonus to Grapple Checks for 2d6 rounds. Opponents touching it or being touched by it during this time take 1 point of fire damage.
    Okay, that's a nice twist on the usual "terms and conditions may apply".

    Quote Originally Posted by Bhu View Post
    Dire Honey Badger

    (…)

    Feats: Ability Focus (Stink Gland), Alertness, Endurance, Improved Initiative, Power Attack, Stealthy
    Stealthy instead of, say, Multiattack on a murder machine so unsubtle as this feels strange. (Also, even after accounting for the skill feats, I count 2 skill points still available.)

    Quote Originally Posted by Bhu View Post
    Beehemoth (i.e Devastation Vermin: Bee)
    Colossal+ Magical Beast
    Aren't Devastation Vermin usually, well, Vermin?

    Hit Dice: 128d10+1280 (2496 hp)
    1984 hp.

    Base Attack/Grapple: +128/+160
    Attack: Sting +136 melee (18d10+19 plus poison)
    Full Attack: Sting +136 melee (18d10+19 plus poison)
    Grapple should be +157, to hit +133.
    Last edited by Metastachydium; 2023-02-12 at 12:55 PM.

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    Oh, and one more thing (sorry for the doubleposting, but I really didn't want to tamper with that big huge wallpost): I'm not sure how viable the Beehemoth as an epic level foe really is. Its mobility is not really good, it has a single attack, deplorably subpar senses… Basically, a level 20 Warlock/Warmage tandem can plink it into oblivion, given access to some 4th level spells (Greater Invisibility+Orbs+Vitriolic Blast against that measly touch AC and +8 to Spot) and without the tinyest bit of cheese. The big bee doesn't even have fast healing. It'd just be a disheartening slog because of the morbid amount of hp.
    Last edited by Metastachydium; 2023-02-12 at 03:59 PM.

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

    Quote Originally Posted by Metastachydium View Post

    My sole issue is that they are not really beelike in any way beyond being described as such fluffwise.
    i'll try thinking of something after i do todays critters 9i have most of the errata up0.


    Aren't Devastation Vermin usually, well, Vermin?
    Yes, but i have to take issue with that. They have Spell Resistance and Damage Reduction, which Animals/Vermin don't normally have. Generally Animals/Vermin are supposed to be 'realistic', or at least real world, critters. I know they've occasionally pushed this, but SR is pushing it a bit far.
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Metastachydium View Post
    Oh, and one more thing (sorry for the doubleposting, but I really didn't want to tamper with that big huge wallpost): I'm not sure how viable the Beehemoth as an epic level foe really is. Its mobility is not really good, it has a single attack, deplorably subpar senses… Basically, a level 20 Warlock/Warmage tandem can plink it into oblivion, given access to some 4th level spells (Greater Invisibility+Orbs+Vitriolic Blast against that measly touch AC and +8 to Spot) and without the tinyest bit of cheese. The big bee doesn't even have fast healing. It'd just be a disheartening slog because of the morbid amount of hp.
    Honestly, most of the critters in the Epic Level Handbook aren't viable unless they have certain very specific stats. Like most of the Epic Level critters I do, it's less a serious monster and more "holy ____ lookit that friggin' thing!'
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    Default Re: Critters III! Now also in 5e!

    https://cryptidz.fandom.com/wiki/Mahamba
    https://cryptidarchives.fandom.com/wiki/Mahamba

    Mahamba
    Gargantuan Animal
    Hit Dice: 20d8+140 (230 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares), Swim 40 ft., Burrow 10 ft.
    Armor Class: 19 (-4 Size, +1 Dex, +12 Natural), touch 7, flat-footed 18
    Base Attack/Grapple: +15/+39
    Attack: Bite +23 melee (4d6+18) or Tail Slap +23 melee (3d6+18)
    Full Attack: Bite +23 melee (4d6+18) or Tail Slap +23 melee (3d6+18)
    Space/Reach: 20 ft./15 ft.
    Special Attacks: Improved Grab, Ram
    Special Qualities: Low-Light Vision, Hold Breath
    Saves: Fort +18, Ref +13, Will +7
    Abilities: Str 35, Dex 12, Con 23, Int 1, Wis 12, Cha 2
    Skills: Hide +1 (+5 in water, +15 if submerged), Listen +10, Spot +10, Swim +20
    Feats: Alertness, Cleave, Endurance, Skill Focus (Hide), Improved Toughness, Lunging Strike (PHBII), Power Attack
    Environment: Warm Marshes
    Organization: Solitary (Unique?)
    Challenge Rating: 10
    Treasure: None
    Alignment: Always Neutral
    Advancement: 21-28 HD (Gargantuan)
    Level Adjustment: ----

    "Where's the raft?"

    "Croc took it."

    The Mahamba appears to be a 50 ft. (or bigger) Crocodile living in or near Lake Likouala. One sight says the locals claim it is unlike any animal they have ever seen (ut they compare it to a crocodile or other cryptids), others say it is most definitely a giant crocodile. The croc version is claimed to burrow giant tunnels that it nests in (hence the Burrowing speed), but the other version sounds like it could be a Mosasaur. If you want the Mosasaur version, remove the Land and Burrow Speeds, and increase Swim speed to 50 ft.

    Improved Grab (Ex): To use this ability, a Mahamba must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.

    Ram (Ex): A submerged Mahamba that surfaces under a boat or ship less than 20 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 20 to 60 feet long and a 20% chance to capsize one over 60 feet long.

    Hold Breath (Ex): The Mahamba can hold its breath underwater a number of rounds equal to 4 times it's Constitution Score before it risks drowning.

    Skills: Mahamba have a +4 racial bonus to Hide checks in water. If they lie still with only their eyes and nostrils showing they gain a +10 cover bonus to Hide checks. They also gain a +8 Racial bonus to Swim checks and can always take 10 on a swim check even if distracted or endangered. They may use the Run action while swimming if they move in a straight line.

    Combat: Mamlambas fight in a manner similar to other crocodilians. But with their size they often ram rafts, knocking their occupants into the water.

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

    http://en.wikipedia.org/wiki/Umdhlebi
    https://cryptidz.fandom.com/wiki/Umdhlebi
    http://adsabs.harvard.edu/abs/1882Natur..27....7P

    this is the tree version
    Umdhlebi
    Gargantuan Plant
    Hit Dice: 24d8+288 (396 hp)
    Initiative: +0
    Speed: 0 ft. (0 squares)
    Armor Class: 16 (-4 Size, +10 Natural), touch 6, flat-footed 16
    Base Attack/Grapple: +18/+25
    Attack: -
    Full Attack: -
    Space/Reach: 20 ft./20 ft.
    Special Attacks: Poison Aura
    Special Qualities: Blind, Plant Traits, Lifesense, Weaknesses, Damage Reduction 10/Slashing
    Saves: Fort +26, Ref -, Will +10
    Abilities: Str -, Dex -, Con 35, Int -, Wis 14, Cha 4
    Skills: -
    Feats: -
    Environment: Any Warm except Aquatic
    Organization: Solitary
    Challenge Rating: 12
    Treasure: None
    Alignment: Always Neutral
    Advancement: 25-30 HD (Gargantuan) 31-36 HD (Colossal)
    Level Adjustment: ---

    "Do not approach any trees that grow where no trees should grow. Especially trees with corpses growing around them like a profane garden."

    This is the large treelike version of the Umhdlebi. Found in Zululand, South Africa, it is now presumed to be a corruption of mdlebe, or Dead Man's Tree. In reality this is a bush or tree with highly toxic, blistering latex that gives off corrosive fumes. In folklore, it is said to be possessed by evil spirits, and may only be approached safely by certain men who sacrifice goats to the demon of the tree in order to pick it's fruit, which are used in curing it's poison. The poison is said to cause headache, bloodshot eyes, delirium, and finally death. It is said to use this poison to kill men and animals who stray near to feed off them.

    Poison Aura (Ex): As a standard action the Umhdlebi can release a colorless and scentless gas covering a 30 ft. area centered on itself. The Poison is Inhaled, DC 34 Fortitude Save (Save DC is Con based), Initial Damage is 1d6 Int and Wis, Secondary Damage is 2d6 Constitution.

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

    Lifesense (Ex): The Umdhlebi can sense any movement within 120 ft. of itself similar to having Blindsense. This only works on living creatures.

    Weaknesses (Ex): Due to their immobile nature the Umdhlebi they automatically fail all Reflex Saves, and are always considered to be Flat-Footed. They do not have a Strength or Dex score. They take double damage from fire.

    Combat: If the Umdhlebi sense anything with their Lifesense they begin releasing a poisonous invisible gas into the air. This is their only method of defense against predators, and the only way they can feed.




    this is the shrub version
    Umdhlebi
    Small Plant
    Hit Dice: 1d8+2 (6 hp)
    Initiative: +0
    Speed: 0 ft. (0 squares)
    Armor Class: 16 (+1 Size, +5 Natural), touch 11, flat-footed 16
    Base Attack/Grapple: +0/-9
    Attack: -
    Full Attack: -
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison Aura
    Special Qualities: Blind, Plant Traits, Lifesense, Weaknesses, Damage Reduction 5/Slashing
    Saves: Fort +4, Ref -, Will +2
    Abilities: Str -, Dex -, Con 14, Int -, Wis 14, Cha 4
    Skills: -
    Feats: -
    Environment: Any Warm except Aquatic
    Organization: Solitary
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral
    Advancement: 2 HD (Small), 3 HD (Medium)
    Level Adjustment: ---

    "Do not approach any shrubs that grow where no shrubs should grow. Especially shrubs with corpses growing around them like a profane garden."

    This is the small shrubbery version of the Umhdlebi.

    Poison Aura (Ex): As a standard action the Umhdlebi can release a colorless and scentless gas covering a 20 ft. area centered on itself. The Poisons is Inhaled, DC 12 Fortitude Save (Save DC is Con based), Initial Damage is 1d3 Int and Wis, Secondary Damage is 1d6 Constitution.

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

    Lifesense (Ex): The Umdhlebi can sense any movement within 60' ft. of itself similar to having Blindsense.

    Weaknesses (Ex): Due to their immobile nature the Umdhlebi they automatically fail all Reflex Saves, and are always considered to be Flat-Footed. They do not have a Strength or Dex score. They take double damage from fire.

    Combat: If the Umdhlebi sense anything with their Lifesense they begin releasing a poisonous invisible gas into the air. This is their only method of defense against predators, and the only way they can feed.

    Last edited by Bhu; 2023-02-20 at 01:19 AM.
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    Default Re: Critters III! Now also in 5e!

    http://www.newanimal.org/salaman.htm
    https://cryptidz.fandom.com/wiki/Mulilo_Slug
    http://www.angelfire.com/bc2/cryptod...rtebrates.html



    Mulilo salamander version
    Medium Animal (Aquatic, Amphibious)
    Hit Dice: 3d8+6 (19 hp)
    Initiative: -1
    Speed: 10 ft. (2 squares), Climb 10 ft., Swim 30 ft., Burrow 5 ft.
    Armor Class: 11 (-1 Dex, +2 Natural), touch 9, flat-footed 11
    Base Attack/Grapple: +2/+5
    Attack: Bite +5 melee (1d6+3)
    Full Attack: Bite +5 melee (1d6+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Breath Weapon
    Special Qualities: Blind, Blindsense 30 ft., Scent
    Saves: Fort +5, Ref +2, Will +2
    Abilities: Str 16, Dex 8, Con 15, Int 1, Wis 12, Cha 2
    Skills: Climb+11, Hide +2 (+10 in riverbed), Listen +6, Swim +11
    Feats: Alertness, Endurance
    Environment: Warm Marsh or Aquatic
    Organization: Solitary or Pair
    Challenge Rating: 2
    Treasure: None
    Alignment: Always Neutral
    Advancement: 4-6 HD (Medium)
    Level Adjustment: ---

    "Reports of gigantic salamanders in the Congo are being brought back by refugees fleeing the fighting in the area."

    This Mulilo is a strange creature that is 6 feet long and a foot wide, with color ranging from white to brown to lack. It's breath is said to be poisonous, and it only appears when there is a rainbow (i.e. likely when it rains). It is thought to be either a melanistic Gaboon Viper, a large caecilian or legless salamander, or even a slug/worm. Locals try to catch them as their flesh is said to have magical properties. They are found in Zaire and Zambia.

    Breath Weapon (Ex): Every 1d4 rounds the Mulilo can exhale venom in a 10 foot line. Contact, DC 13 Fortitude Save (Save DC is Constitution based), Initial and secondary damage is 1d6 Con.

    Blind (Ex): The Mulilo has immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

    Skills: Mulillo have a +8 racial bonus on climb and swim checks, and a +8 Racial bonus when hiding in the muddy bottoms of their native riverbeds. They may always take 10 on climb and swim checks even when rushed or threatened.

    Combat: Mulilo are rarely encountered and their methods of attack are similar to alligators and other water based ambush predators. They tend to save their venom for problematic opponents.



    Mulilo Slug Version
    Medium Vermin (Aquatic, Amphibious)
    Hit Dice: 3d8+3 (16 hp)
    Initiative: -2
    Speed: 10 ft. (2 squares), Burrow 5 ft., Climb 10 ft., Swim 15 ft.
    Armor Class: 9 (-2 Dex, +1 Natural), touch 8, flat-footed 9
    Base Attack/Grapple: +2/+7
    Attack: Grapple +7 melee (grapple)
    Full Attack: Grapple +7 melee (grapple)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Improved Grab, Radula
    Special Qualities: Dark Vision 60 ft, Vermin traits, Blindsense 30 ft.
    Saves: Fort +4, Ref -1, Will +1
    Abilities: Str 13, Dex 6, Con 12, Int -, Wis 10, Cha 1
    Skills: Climb +9, Swim +9
    Feats: -
    Environment: Warm Marsh or Aquatic
    Organization: Solitary, Pair, or Swarm (3-10)
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral
    Advancement: 4-6 HD (Large)
    Level Adjustment: ---

    "Do not go into the river or play by it's edge. Ever. If the Mulilo comes for you we will not be able to get to you in time from the fields."

    This is the giant slug version of Mulilo.

    Improved Grab (Ex): Mulilo may initiate grapple checks without provoking attacks of opportunity. If they can pin their opponents they can use their radula attack.

    Radula (Ex): The tongue of the Mulilo is like a grinding buzzsaw. It does 1d6 damage and criticals on a 20 doing triple damage. Each round the mulilo maintains the pin, the critical threat range increases by 1 (i.e. 19-20 the second round, 18-20 the third round, etc).

    Breath Weapon (Ex): Every 1d4 rounds the Mulilo can exhale venom in a 10 foot line. Contact, DC 12 Fortitude Save (Save DC is Constitution based), Initial and secondary damage is 1d6 Con.

    Skills: Mulillo have a +4 Racial bonus on grapple checks due to their sticky slime. They also have a +8 racial bonus on climb and swim checks, and a +8 Racial bonus when hiding in the muddy bottoms of their native riverbeds. They may always take 10 on climb and swim checks even when rushed or threatened.

    Combat: Mulilos go straight for the grapple so they can get to work with their radula.

    Last edited by Bhu; 2023-02-19 at 12:40 AM.
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    Default Re: Critters III! Now also in 5e!

    https://cryptidz.fandom.com/wiki/Emela-Ntouka
    https://cryptidarchives.fandom.com/wiki/Emela-ntouka
    http://www.newanimal.org/emela.htm

    Emela-ntouka
    Huge Animal
    Hit Dice: 14d8+112 (175 hp)
    Initiative: -1
    Speed: 30 ft. (6 squares), Swim 30 ft.
    Armor Class: 18 (-2 Size, -1 Dex, + 11 Natural), touch 7, flat-footed 18
    Base Attack/Grapple: +10/+28
    Attack: Gore +18 melee (2d8+15)
    Full Attack: Gore +18 melee (2d8+15)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Powerful Charge
    Special Qualities: Low Light Vision, Trample (2d10+15)
    Saves: Fort +18, Ref +8, Will +5
    Abilities: Str 30, Dex 9, Con 25, Int 1, Wis 12, Cha 7
    Skills: Listen +12, Spot +11
    Feats: Alertness, Great Fortitude, Improved Toughness, Power Attack, Improved Bull Rush
    Environment: Warm Swamp
    Organization: Solitary, Pair, or Family (3-4)
    Challenge Rating: 9
    Treasure: None
    Alignment: Always Neutral
    Advancement: 15- 30 HD (Huge)
    Level Adjustment: ----


    "So whats this thing were huntin' called?"

    "It is called the Emela-ntouka."

    "Wassat mean in mah language?"

    "Elephant killer."

    "Bert...ah think we're gettin' screwed on this deal..."

    The Emela-ntouka is a swamp dwelling cryptid that makes life interesting for the Central African peoples. It is a semi aquatic herbivore that is highly aggressive that is the size of a large elephant. It is a rhino likee creature with a crvdilian tail and elephantine ears. It's been called an aquatic rhino, a ceratopsian, or an Arsinotherium, despite not matching their descriptions entirely.

    Powerful Charge (Ex): When the Emela-ntoka charges it's Gore attack does 4d8+30 damage.

    Trample (Ex): DC 27 Reflex Save for half damage.

    Combat: The Emela-ntouka usually charge and tramples opponents underfoot.

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

    http://en.wikipedia.org/wiki/Agogwe
    https://cryptidz.fandom.com/wiki/Agogwe
    http://www.unknownexplorers.com/agogwe.php
    https://cryptidarchives.fandom.com/wiki/Agogwe



    Agogwe
    Small Humanoid
    Hit Dice: 1d8+1 (5 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 13 (+1 Size, +2 Dex), touch 13, flat-footed 11
    Base Attack/Grapple: +0/-5
    Attack: Bite +3 melee (1d3-1)
    Full Attack: Bite +3 melee (1d3-1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities: Low Light Vision
    Saves: Fort +1, Ref +4, Will +1
    Abilities: Str 8, Dex 14, Con 12, Int 4, Wis 12, Cha 8
    Skills: Hide +10, Listen +6, Move Silently +6, Search +4, Spot +6, Survival +5
    Feats: Alertness, Weapon Finesse (B)
    Environment: Warm Forest
    Organization: Solitary, Pair, or Group (3-4)
    Challenge Rating: 1/3
    Treasure: None
    Alignment: Always Neutral
    Advancement: 2-3 HD (Small)
    Level Adjustment: ---

    "Bert...Bert wake up were surrounded by furry red critters..."

    The Agogwe are a race of diminutive cryptid anthropoids with reddish fur from East Africa. It is said to resemble a chimpanzee roughly 2-5 ft. tall, with a rounder forehead and sharper teeth. It is thought to possibly be a surviving Australopithecine.

    Skills: Agogwe have a +4 Racial Bonus to Hide, Listen, Move Silently, Search, Spot, and Survival checks.

    Combat: Agogwe aren't natural combatants for the most part, and except for insane or exceptional individuals, they run away at the earliest opportunity.

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

    https://en.wikipedia.org/wiki/Dingonek
    https://cryptidz.fandom.com/wiki/Dingonek
    https://cryptidarchives.fandom.com/wiki/Dingonek
    https://abookofcreatures.com/2019/06/17/dingonek/



    Dingonek cryptid version
    Large Aberration
    Hit Dice: 8d8+40 (76 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares), Swim 30 ft.
    Armor Class: 18 (-1 Size, +2 Dex, +7 Natural), touch 11, flat-footed 16
    Base Attack/Grapple: +6/+18
    Attack: Bite +13 melee (1d8+8)
    Full Attack: 1 Bite +13 melee (1d8+8) and 2 Claws +8 melee (1d6+4)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved Grab, Pounce
    Special Qualities: Low-light Vision, Scent, Darkvision 60 ft., Hold Breath
    Saves: Fort +7, Ref +4, Will +7
    Abilities: Str 26, Dex 14, Con 21, Int 2, Wis 13, Cha 6
    Skills: Hide +5, Listen +6, Move Silently +6, Spot +6, Survival +3, Swim +16
    Feats: Alertness, Endurance, Power Attack
    Environment: Warm Aquatic
    Organization: Solitary
    Challenge Rating: 4
    Treasure: None
    Alignment: Always Neutral
    Advancement: 9-12 HD (Large), 13-24 HD (Huge)
    Level Adjustment: ---

    The Dingonek is a bizarre cryptid spotted in Lake Victoria once, in 1907. It was described as a combination of a snake, leopard and whale. The witness said it was 14-15 feet long with a leopard like head with two sabre teeth, and a body as broad as a hippos. It had armored scales similar to a pangolin or armadillo, and clawed, reptilian feet, and a broad fin tail. It's coloration was similar to a Leopards. It appeared to resist fire from a .303 rifle. A second witness in 1913 described it as having an otter like head with no sabre teeth. There is some speculation among the cryptid community that it may be (and I can't believe I'm typing these words) an armored jungle walrus. It's also thought it could be a water lion, a reference to a common cryptid group that appear to be aquatic big cats with long teeth. I may stat them later when I have time to research them.

    Improved Grab (Ex): To use this ability, a Dingonek 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.

    Pounce (Ex): If a Dingonek charges a foe, it can make a full attack.

    Hold Breath (Ex): A Dingonek can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning.

    Skills: Dingonek have a +4 racial bonus on Hide and Move Silently checks. Dingonek have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    Combat: Dingonek tend to charge, bite and grapple. Sometimes they strike from ambush as well.



    Dingonek walrus version
    Large Animal
    Hit Dice: 8d8+40 (76 hp)
    Initiative: -1
    Speed: 10 ft. (2 squares), Swim 30 ft.
    Armor Class: 15 (-1 Size, -1 Dex, +7 Natural), touch 8, flat-footed 15
    Base Attack/Grapple: +6/+18
    Attack: TUSK! +13 melee (1d8+12)
    Full Attack: TUSK! +13 melee (1d8+12)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: ---
    Special Qualities: Hold Breath, Low-Light Vision
    Saves: Fort +11, Ref +5, Will +3
    Abilities: Str 26, Dex 9, Con 21, Int 2, Wis 13, Cha 6
    Skills: Listen +9, Spot +8, Swim +16
    Feats: Alertness, Endurance, Power Attack
    Environment: Warm Aquatic
    Organization: Solitary
    Challenge Rating: 3
    Treasure: None
    Alignment: Always Neutral
    Advancement: 9-12 HD (Large), 13-24 HD (Huge)
    Level Adjustment: ---

    Y'all know I had to do the jungle walrus.

    Hold Breath (Ex): A Dingonek can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning.

    Skills: Dingonek have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    Combat: Dingonek get all tusky when irritated.

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

    http://en.wikipedia.org/wiki/Asanbosam

    http://vampiredesire.proboards.com/i...read=68&page=1

    http://www.monstropedia.org/index.php?title=Sasabonsam

    https://monster.fandom.com/wiki/Asanbosam

    https://www.vampires.com/asanbosam-and-sasabonsam/

    https://cryptidarchives.fandom.com/wiki/Sasabonsam

    https://cryptidz.fandom.com/wiki/Sassabonsam

    https://natureandsupernaturalnature..../06/shamantin/

    Asanbosam
    Medium Monstrous Humanoid
    Hit Dice: 5d8+20 (42 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares), Climb 30 ft.
    Armor Class: 20 (+4 Dex, +6 Natural), touch 14, flat-footed 16
    Base Attack/Grapple: +5/+9
    Attack: Grapple +9 or Bite +9 melee (1d6+4)
    Full Attack: Grapple +9 or Bite +9 melee (1d6+4) or 2 Hooks +9 melee (1d6+4 plus grapple)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Iron Attacks, Improved Grapple, Death From Above, Blood Drinking
    Special Qualities: Dark Vision 60 ft.
    Saves: Fort +5, Ref +8, Will +5
    Abilities: Str 18, Dex 18, Con 18, Int 8, Wis 12, Cha 8
    Skills: Balance +12, Climb +12, Hide +10, Listen +5, Move Silently +7, Spot +5, Survival +4
    Feats: Alertness, Stealth
    Environment: Warm Forest
    Organization: Solitary (Unique?)
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Always Chaotic Evil
    Advancement: 6-10 HD (Medium)
    Level Adjustment: ---

    The Asanbosam (also called the Sasanbosam) is a vampire like creature that haunts Ghana, the Ivory Coast, Togo and Jamaica. The usual description is an ogre like creature with iron teeth, and iron hooks for feet. It has pink skin, long red hair, and lives in trees. In other descriptions they are bat men with stubby arms, twisted legs and a 20 foot wingspan. They are also variously described as bearded, emaciated, having thin membranes like glider squirrels, horned, spotted black and white, or even having a snake for a tail. Winged versions are sometimes said to have iron hooks on their wings. The Asanbosam is described both as a race, and as an individual married to a being known as Shamantin. In short they vary a great deal, other than their thirst for human blood, which they either drink through their hooked feet, or by ripping open their victims with their teeth.

    Iron Attacks (Ex): The Asanbosam's teeth and hooked feet are made of Iron, and attacks with them are considered to be made with Cold Iron weapons.

    Improved Grapple (Ex): The Asanbosam may make a Grapple Check against any opponent Medium or smaller without provoking an Attack of Opportunity. Additionally, if it hits a Medium or smaller creature with it's hooks, it can make a Grapple Check as a Free Action without provoking an attack of opportunity.

    Death from Above (Ex): The Asanbosam usually hangs upside down from a tree, and grabs whoever pounces underneath it. If an opponent fails a Spot Check vs the Asanbosam's Hide Check, it is considered to be automatically Grappling the opponent if it is Medium or smaller as they were so surprised they had no time to fight back. On subsequent rounds they may try to escape normally. The Asanbosam may also hang by it's arms and lash at it's opponent with the iron hooks it has for feet (this does normal claw damage). It has mastered the art of using it's weight to suddenly plunge downward without breaking the branch it is hanging from, giving it a 10 ft. range for it's surprise grapple. On the next round both it and the victim are pulled upwards into the tree. The Asanbosam cannot be higher in the tree than 10 feet to use this ability, and using it is a Swift Action.

    Blood Drinking (Ex): The Asanbosam does 1 point of temporary Constitution damage plus it's Bite or Hook damage with a successful Grapple check.

    Skills: The Asanbosam gains a +8 Racial Bonus to Balance and Climb Checks, and may always Take 10 on a Balance or Climb Check. It also gains a +4 Racial Bonus to Hide Checks.

    Combat: Asanbosam hide in trees and lunge downward to grab prey passing by, pulling it up into the branches. Once it has drained 4 Constitution it will flee if hard pressed, otherwise it will slay it's victim and drain it dry. It's also said to swing the iron hooks that make up it's feet into passers by to drink their blood through the hooks.

    Options: Some Asanbosam are said to be winged. In this case they have a Fly Speed of 30 ft. (Clumsy).

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

    https://cryptidz.fandom.com/wiki/Kikiyaon
    https://itsmth.fandom.com/wiki/Kikiyaon
    https://en.wikipedia.org/wiki/Soul_eater_(folklore)

    Kikiyaon
    Medium Outsider (Native)
    Hit Dice: 7d8+35 (66 hp)
    Initiative: +4
    Speed: 40 ft. (8 squares), Fly 80 ft. (Average)
    Armor Class: 19 (+4 Dex, +5 Natural), touch 14, flat-footed 15
    Base Attack/Grapple: +7/+12
    Attack: Claw +12 melee (1d6+5)
    Full Attack: 2 Claws +12 melee (1d6+5) and 1 Bite +7 melee (1d6+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Terror, Devour Soul
    Special Qualities: Darkvision 60 ft., Superior Low-light Vision, SR 17, DR 10/Magic
    Saves: Fort +10, Ref +9, Will +8
    Abilities: Str 20, Dex 18, Con 20, Int 14, Wis 16, Cha 16
    Skills: Climb +15, Hide +14, Knowledge (Arcana, Nature, The Planes, Religion) +12, Listen +15, Move Silently +14, Spellcraft +12, Spot +17, Survival +13
    Feats: Ability Focus (Devour Soul), Alertness, Wingover
    Environment: Warm Forest
    Organization: Solitary, pair, or company (3-5)
    Challenge Rating: 6
    Treasure: None
    Alignment: Chaotic Evil
    Advancement: 8-14 HD (Medium), 15-27 HD (Large)
    Level Adjustment: ---

    The Kikiyaon, also known as the Soul Eater or Soul Cannibal, terrifies the people of Gambia. The cryptid version could easily just be a Giant Owl, The supernatural version, which I have here, is described as a 5 foot tall owl man, with a 20 foot wingspan. It has greyish green fur, a tufted tail, and a sharp spur on the shoulder joints. It's cry sounds like the wails of the damned, and it smells like dead snakes. It is said to be conjured up by witches to plague victims in their dreams while slowly devouring their soul. The soul stealing bit is vague, so you'll pardon me if I wing it.

    Terror (Su): A Kikiyaon can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 16 Will save or be affected as though by a fear spell (caster level 10th). A creature that successfully saves cannot be affected again by the same Kikiyaon’s aura for 24 hours. Other Kikiyaon are immune to the aura. The save DC is Charisma-based.

    Devour Soul (Su): As a Full Round Action, the Kikiyaon can choose one living opponent within 60 feet. That opponent must make a DC 18 Willpower Save (Save DC is Cha based). If the Save succeeds, the target is immune to this Kikiyaon's Devour Soul Ability for 24 hours. If it fails, the Kikiyaon steals it's soul. This has no immediate effect (although not having a soul may make the target immune to certain effects), the target is pursued nightly in it's dreams by the Kikiyaon, and loses 1 point of Charisma per day until it reaches 0 and dies, or someone kills the Kikiyaon (this is otherwise identical to Ability Drain). Effects that restore Ability Drain will do so temporarily, but the target will still lose 1 Cha per night so long as the Kikiyaon lives. Once the target reaches 0 Cha, it turns to dust and blows away on the wind. It may not be raised or resurrected. If the Kikiyaon is killed before the victim dies, the victim regains 1 Cha per day. Visually this looks like a wasting disease.

    Superior Low-light Vision (Ex): A Kikiyaon can see five times as far as a human can in dim light.

    Skills: Kikiyaon have a +8 racial bonus on Listen checks and a +4 racial bonus on Spot checks.

    *When in flight, Kikiyaon gain a +8 bonus on Move Silently checks.

    Combat: The Kikiyaon usually opens with Terror to split the party, before chasing it's appointed target to devour it's soul.

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

    https://en.wikipedia.org/wiki/Aigamuxa
    https://mythus.fandom.com/wiki/Aigamuxa


    Aigamuxa
    Large Monstrous Humanoid
    Hit Dice: 4d8+12 (30 hp)
    Initiative: -1
    Speed: 40 ft. (8 squares), Burrow 5 ft.
    Armor Class: 15 (-1 Size, -1 Dex, +7 Natural), touch 8, flat-footed 15
    Base Attack/Grapple: +4/+13
    Attack: Slam +8 melee (1d4+5)
    Full Attack: 2 Slams +8 melee (1d4+5)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Improved Grab, Bite
    Special Qualities: Darkvision 60 ft., Blindsight 10 ft., Partly Blind, Scent
    Saves: Fort +6, Ref +3, Will +5
    Abilities: Str 20, Dex 9, Con 16, Int 8, Wis 12, Cha 7
    Skills: Hide +0 (+8 buried), Listen +3, Move Silently +2, Spot +2
    Feats: Great Fortitude, Stealthy, Prone Attack (B, Complete Warrior)
    Environment: Warm Desert
    Organization: Solitary
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Chaotic Evil
    Advancement: By Character Class
    Level Adjustment: ---

    The Aigamuxa or Aigamuchab are giant men with razor sharp teeth that lie in wait for the Khoekhoen people in Southwest Africa. Their eyes are located on either sides of their soles, instep, or sometimes even on the back of their heels. To make up for this, they are ambush predators who memorize their territory. They lie in wait, buried in sand, using their heightened hearing and smell to detect prey. If they lose 'sight' of the victim, they pause to stand on their head/hands or lie in the sand. And that's about all I can find on them.

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

    Bite (Ex): The Aigamuxa does 2d6+7 damage with a successful Grapple Check.

    Blindsight (Ex): Aigamuxa can sense all foes within 10 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment.

    Aigamuxa are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud or incense-heavy air). Negating a Aigamuxa’s sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both these senses are negated, an Aigamuxa is effectively blinded.

    Partly Blind (Ex): Aigamuxa are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight when not using their eyes. Using their vision is a Move Action

    Skills: The Aigamuxa has a +8 Racial Bonus when buried in the sand.

    Combat: The Aigamuxa tend to set up ambushes to make the best of their limitations. They flee if outnumbered.

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  21. - Top - End - #411
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    Default Re: Critters III! Now also in 5e!

    https://en.wikipedia.org/wiki/Serpopard
    https://cryptidz.fandom.com/wiki/Serpopard
    http://www.touregypt.net/featurestories/beasts.htm


    Serpopard
    Large Magical Beast
    Hit Dice: 5d10+15 (42 hp)
    Initiative: +4
    Speed: 40 ft. (8 squares)
    Armor Class: 17 (-1 Size, +3 Dex, +5 Natural), touch 12, flat-footed 14
    Base Attack/Grapple: +5/+15
    Attack: Bite +10 melee (1d8+9)
    Full Attack: 2 Bites +10 melee (1d8+9)
    Space/Reach: 10 ft./5 ft. (10 ft. w/Bite)
    Special Attacks: Snake's Swiftness, Improved Grab, Rake
    Special Qualities: Darkvision 60 ft., Scent
    Saves: Fort +7, Ref +8, Will +3
    Abilities: Str 22, Dex 18, Con 16, Int 4, Wis 15, Cha 12
    Skills: Balance +8, Climb +8, Hide +10, Listen +6, Move Silently +10, Spot +6, Swim +6, Survival +4
    Feats: Alertness, Stealthy
    Environment: Warm Plains
    Organization: Solitary or Pair
    Challenge Rating: 4
    Treasure: None
    Alignment: Neutral
    Advancement: 6-10 HD (Large)
    Level Adjustment: ---

    The Serpopard is known from Egyptian and Mesopotamian art, and may be a heraldic beast. There is no known name for it, so it was dubbed the Serpopard. While they are depicted in modern times as leopards with serpent necks, the original depictions were more long-necked lionesses. There's not much else to say about it, except that there was a blur about combination animals representing divine power in Egypt.

    Snake's Strike (Ex): The Serpopard makes 2 Bites with a Full Attack, and does +1d6 damage if it's opponent is Flat-footed or Denied it's Dexterity Bonus to AC.

    Improved Grab (Ex): To use this ability, a Serpopard 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 can rake.

    Rake (Ex): Attack bonus +10 melee, damage 1d4+3

    Skills: Serpopards have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.

    Combat: Serpopards tend to hide, while taking advantage of their reach to bite from concealment.

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

    Quote Originally Posted by Bhu View Post
    i'll try thinking of something after i do todays critters
    Sounds good.

    Yes, but i have to take issue with that. They have Spell Resistance and Damage Reduction, which Animals/Vermin don't normally have. Generally Animals/Vermin are supposed to be 'realistic', or at least real world, critters. I know they've occasionally pushed this, but SR is pushing it a bit far.
    Fair;

    Quote Originally Posted by Bhu View Post
    Honestly, most of the critters in the Epic Level Handbook aren't viable unless they have certain very specific stats. Like most of the Epic Level critters I do, it's less a serious monster and more "holy ____ lookit that friggin' thing!'
    and fair.

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

    Quote Originally Posted by Metastachydium View Post
    Sounds good.



    Fair;



    and fair.
    Wait'll I bust out the revised version of the Dire Goldfish.
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    Default Re: Critters III! Now also in 5e!

    Why, there's some real juicy stuff here!

    Quote Originally Posted by Bhu View Post
    https://cryptidz.fandom.com/wiki/Mahamba
    https://cryptidarchives.fandom.com/wiki/Mahamba

    Mahamba

    (…)

    Skills: Hide +0 (+4 in water, +10 if submerged), Listen +10, Spot +10, Swim +20
    Hide should be at +1 (9 ranks, +1 Dex, +3 feat, -12 size). Also, the bonuses should stack up (+1 (+5, +15)).

    Improved Grab (Ex): To use this ability, a Mahamba must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.
    Does that mean it gets to move after establishing a hold, no matter what?

    Quote Originally Posted by Bhu View Post
    A weird thing about this: creatures with no attacks (and no abilities that'd allow for attacks) still have a BAB and get an entry under Grapple, albeit with a -5 penalty for their (effectively) 0 STR (v. Shriekers). This should, thereby, read: +18/+25.

    Special Qualities: Blind, Plant Traits, Mindless, Lifesense, Weaknesses, Damage Reduction 10/Slashing

    (…)

    Mindless (Ex): The Umdhlebi has no Intelligence Score, and is immune to all Mind-Affecting Effects.
    Mindless is redundant here, since Plants have the immunity by virtue of type anyhow (cf., again, Shriekers).

    this is the shrub version
    Umdhlebi
    Small Plant
    Base Attack/Grapple: -/-
    +0/-5 (v. above).

    Special Qualities: Blind, Plant Traits, Mindless, Lifesense, Weaknesses, Damage Reduction 5/Slashing
    Mindless (Ex): The Umdhlebi has no Intelligence Score, and is immune to all Mind-Affecting Effects.
    Redundant (v. above).

    Advancement: 25-30 HD (Gargantuan) 31-36 HD (Colossal)
    Ah, they grow up so fast! (Copy/paste can be a female dog – I have ample relevant experience myself.)

    Quote Originally Posted by Bhu View Post
    Mulilo salamander version
    Speed: 10 ft. (2 squares), Climb 10 ft., Swim 30 ft., Burrow 5 ft.
    Skills: Mulillo have a +8 racial bonus on swim checks, and a +8 Racial bonus when hiding in the muddy bottoms of their native riverbeds. They may always take 10 on swim checks even when rushed or threatened.
    Don't forget the +8 to Climb from that climb speed!

    Skills: Hide +2 (+10 in riverbed), Listen +5, Swim +11
    I see a skill point still available!

    Mulilo Slug Version
    Speed: 10 ft. (2 squares), Burrow 5 ft., Climb 10 ft., Swim 15 ft.
    Skills: Mulillo have a +4 Racial bonus on grapple checks due to their sticky slime. They also have a +8 racial bonus on swim checks, and a +8 Racial bonus when hiding in the muddy bottoms of their native riverbeds. They may always take 10 on swim checks even when rushed or threatened.
    As above.

    Radula (Ex): The tongue of the Mulilo is like a grinding buzzsaw. It does 1d6 damage and criticals on a 20 doing triple damage. Each round the mulilo maintains the pin, the critical threat range increases by 1 (i.e. 19-20 the second round, 18-20 the third round, etc).
    Appropriately creepy! I like it.

    Breath Weapon (Ex): Every 1d4 rounds the Mulilo can exhale venom in a 10 foot line. Contact, DC 13 Fortitude Save (Save DC is Constitution based), Initial and secondary damage is 1d6 Con.
    DC should be 12 (due to lower CON).

    Quote Originally Posted by Bhu View Post
    Attack: Bite +2 melee (1d3-1)
    Full Attack: Bite +2 melee (1d3-1)
    +3 to hit (+1 size, +2 Dex).

    Skills: Hide +10, Listen +7, Move Silently +6, Search +5, Spot +7, Survival +5
    I see 3 more skill points spent than available; I'd venture a guess that (between the hefty INT penalty and that racial bonus) Search is to blame for that.

    Advancement: By Character Class (usually Scout)
    Does that mean Favoured class?

    Level Adjustment: +0
    Yup. About right.

    Quote Originally Posted by Bhu View Post
    an armored jungle walrus.
    ARMOURED JUNGLE WALRUS!

    Dingonek walrus version
    Y'all know I had to do the jungle walrus.
    I know I do!


    Quote Originally Posted by Bhu View Post
    Asanbosam
    Saves: Fort +5, Ref +5, Will +5
    Ref +8 (+2 base, +2 HD, +4 DEX).

    Skills: Balance +12, Climb +12, Hide +10, Listen +5, Move Silently +7, Spot +5, Survival +3
    1 skill point remains available!

    Improved Grapple (Ex): The Asanbosam may make a Grapple Check against any opponent Medium or smaller without provoking an Attack of Opportunity. Additionally, if it hits a Medium or smaller creature with it's hooks, it can make a Grapple Check as a Free Action without provoking an attack of opportunity.
    I don't know about that name; Improved Grapple doesn't really do this.

    Death from Above (Ex): The Asanbosam usually hangs upside down from a tree, and grabs whoever pounces underneath it. If an opponent fails a Spot Check vs the Asanbosam's Hide Check, it is considered to be automatically Grappling the opponent if it is Medium or smaller as they were so surprised they had no time to fight back. On subsequent rounds they may try to escape normally. The Asanbosam may also hang by it's arms and lash at it's opponent with the iron hooks it has for feet (this does normal claw damage). It has mastered the art of using it's weight to suddenly plunge downward without breaking the branch it is hanging from, giving it a 10 ft. range for it's surprise grapple. On the next round both it and the victim are pulled upwards into the tree.
    How far up? Does this consume actions or is it automatic?

    Quote Originally Posted by Bhu View Post
    Kikiyaon
    Skills: Climb +15, Hide +14, Knowledge (Arcana, Nature, The Planes, Religion) +12, Listen +11, Move Silently +14, Spellcraft +12, Spot +17, Survival +13
    It's Listen can be no lower than +13 (+3 WIS, +2 feat, +8 racial); 2 skill points remain unspent.

    Devour Soul (Su): As a Full Round Action, the Kikiyaon can choose one living opponent within 60 feet. That opponent must make a DC 18 Willpower Save. If the Save succeeds, the target is immune to this Kikiyaon's Devour Soul Ability for 24 hours. If it fails, the Kikiyaon steals it's soul. This has no immediate effect (although not having a soul may make the target immune to certain effects), the target is pursued nightly in it's dreams by the Kikiyaon, and loses 1 point of Charisma per day until it reaches 0 and dies, or someone kills the Kikiyaon. Once the target reaches 0 Cha, it turns to dust and blows away on the wind. It may not be raised or resurrected. If the Kikiyaon is killed before the victim dies, the victim regains 1 Cha per day. Visually this looks like a wasting disease.
    That's one scary birdy! Is the DC on this CHA-based? (Also, what does losing CHA mean here? Drain? It just drops lower? Can it be Restored without harming the birdy?)

    Quote Originally Posted by Bhu View Post
    Aigamuxa
    Saves: Fort +6, Ref +4, Will +5
    Ref +3. Other than that, nice one!

    Quote Originally Posted by Bhu View Post
    Serpopard
    Large Magical Beast
    Base Attack/Grapple: +6/+16
    +5/+15.

    Attack: Bite +11 melee (1d8+9)
    Full Attack: 2 Bites +11 melee (1d8+9)
    +10 to hit.

    Skills: Balance +8, Climb +8, Hide +11, Listen +6, Move Silently +11, Spot +6, Swim +6, Survival +4
    I count 2 too many skill points spent.

    Snake's Swiftness (Ex): The Serpopard makes 2 Bites with a Full Attack, and does +1d6 damage if it's opponent is Flat-footed or Denied it's Dexterity Bonus to AC.
    While this is, incidentally, what would happen if a creature could cast quickened Snake's Swiftness on itself each round, I tink that name is a tad confusing as is.

    Rake (Ex): Attack bonus +11 melee, damage 1d4+3
    +10 to hit?

    Quote Originally Posted by Bhu View Post
    Wait'll I bust out the revised version of the Dire Goldfish.
    Dire Goldfish: [Bursts into the scene, destroying everything in its path; but then, it abruptly stops.] Wait a sec, what am I doing here again?

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

    Quote Originally Posted by Metastachydium View Post
    Does that mean it gets to move after establishing a hold, no matter what?
    No, but it fights like a croc, and the croc description uses the same text.
    I should have addressed the typos and questions with the edits I did today.



    Does that mean Favoured class?
    Switched that to HD given the stats.




    Dire Goldfish: [Bursts into the scene, destroying everything in its path; but then, it abruptly stops.] Wait a sec, what am I doing here again?
    The DG may take a while. I can't find a 5e statblock maker that can handle a critter that big. That and the CR would be ludicrous.
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    No, but it fights like a croc, and the croc description uses the same text.
    True enough, yeah.

    I should have addressed the typos and questions with the edits I did today.
    I think you skipped the soul-eating muredernightmare birdy. Also, the umb… Umdb… [Checks and double checks.] Umdhlebi lost Mindless from the SQ line in the case of the big one, but the description as well as the stat block and the description still has it.

    Switched that to HD given the stats.
    I mean, 3.5 has worse things playable, but I can't quite blame you.

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

    I'm running late as hell this week, I should have the critters up by tomorrow.
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Metastachydium View Post
    True enough, yeah.



    I think you skipped the soul-eating muredernightmare birdy. Also, the umb… Umdb… [Checks and double checks.] Umdhlebi lost Mindless from the SQ line in the case of the big one, but the description as well as the stat block and the description still has it.
    .
    Okay, now I has fixed.
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    Quote Originally Posted by Bhu View Post
    Okay, now I has fixed.
    Well, yes, except…

    [Beat.]

    Just kidding, it's good now.

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    https://en.wikipedia.org/wiki/Kalanoro
    https://cryptidz.fandom.com/wiki/Kalanoro
    https://cryptidchronicles.tumblr.com...rious-kalanoro


    Kalanoro
    Medium Animal
    Hit Dice: 2d8+4 (13 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares), Swim 20 ft.
    Armor Class: 15 (+2 Dex, +3 Natural), touch 12, flat-footed 13
    Base Attack/Grapple: +1/+3
    Attack: Slam +3 melee (1d6+2)
    Full Attack: 2 Slams +3 melee (1d6+2) and 1 Bite +1 melee (1d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Improved Grab, Rend (2d6+3)
    Special Qualities: Low Light Vision, Scent
    Saves: Fort +5, Ref +5, Will +1
    Abilities: Str 15, Dex 14, Con 14, Int 2, Wis 12, Cha 7
    Skills: Climb +6, Listen +4, Spot +3, Swim +10
    Feats: Combat Reflexes, Multiattack (B)
    Environment: Warm Forest or Aquatic
    Organization: Solitary, or Group (3-6)
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral
    Advancement: 3 HD (Medium), 4-6 HD (Large)
    Level Adjustment: ---

    "Day four of my life among the chimps. Things seemed surprisingly normal until a small group of apes with spiny fur down their backs and odd looking hands and feet appeared. The chimps seem nervous to say the least. So am I..."

    Kalanoro are 4 foot tall apes with bluish-grey fur, and spines running down their backs. They have 3 toes and fingers and appear to be good swimmers, and pack hunters. At least as far as cryptozoologists are concerned. The locals think of them as belligerent fey.

    Improved Grab (Ex): If the Kalanoro hits with it's Slam Attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can Rend. Kalanoro may use this ability on creatures of their own Size Class or Smaller.

    Rend (Ex): The Kalanoro does 2d6+3 damage with a successful Grapple Check.

    Skills: Kalanoro gain a +4 Racial Bonus to Climb Checks, and a +8 Racial Bonus to Swim Checks.

    Combat: Kalanoro tend to ambush their prey when outnumbering it, Grapple it to the ground, and then tear it to pieces.



    Kalanoro (mythical version)
    Tiny Fey (Incorporeal, Spirit)
    Hit Dice: 2d6+2 (9 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), Swim 20 ft.
    Armor Class: 16 (+2 Size, +2 Dex, +2 Natural), touch 14, flat-footed 14
    Base Attack/Grapple: +1/+4
    Attack: Claw +6 melee (1d2+3)
    Full Attack: 2 Claws +6 melee (1d2+3) and 1 Bite +4 melee (1d2+1)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Spell-Like Abilities, Improved Grab
    Special Qualities: Low-light Vision, Corporeal Manifestation, Scent, SR 13, Backwards Feet, Telepathy 60 ft.
    Saves: Fort +1, Ref +5, Will +5
    Abilities: Str 16, Dex 14, Con 13, Int 10, Wis 14, Cha 13
    Skills: Climb +7, Knowledge (Arcana, Local, Nature, Religion) +4, Listen +6, Move Silently +6, Spot +6, Survival +4, Swim +11
    Feats: Multiattack, Anklebiter (B)
    Environment: Warm Forest or Aquatic
    Organization: Solitary, or Group (3-6)
    Challenge Rating: 2
    Treasure: Standard
    Alignment: Usually Neutral Evil
    Advancement: 3 HD (Tiny), 4-6 HD (Small)
    Level Adjustment: ---

    These are 2 to 5 foot tall versions of the Kalanoro, and are ruthless and mischievous thieves sometimes used by sorcerers as mediums, healers and to curse opponents or remove curses from friends. Many chase them for their hair, which is said to contain their magical power. They are also known for visiting people in dreams and giving them taboos. There is some discrepancy as to whether they are corporeal or not, so I made them able to switch between corporeal and incorporeal.

    Spell-Like Abilities (Sp): 3/Day: Cure Light Wounds, Doom 1/Day: Augury, Remove Blindness/Deafness, Remove Curse, Remove Disease 1/Week: Bestow Curse, Dream, Lesser Geas

    Improved Grab (Ex): If the Kalanoro hits a Medium or smaller creature with it's Claw Attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it establishes a hold.

    Corporeal Manifestation (Su): As a Swift Action, the Kalanoro manifests as a physical being temporarily losing it's Incorporeal Subtype. While Incorporeal it has no Strength score and can't attack physical beings (but it can use it's Spell-Like Abilities).

    Backwards Feet (Su): As a Swift Action a Kalaoro may turn it's feet backwards. This doubles the DC of Survival Checks meant to track them.

    Skills: Kalanoro gain a +4 Racial Bonus to Climb Checks, and a +8 Racial Bonus to Swim Checks. They do not take Size Penalties to Grapple Checks.

    Combat: Kalanoro only fight if they have the advantage, otherwise they flee.

    Last edited by Bhu; 2023-03-02 at 01:32 AM.
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