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  1. - Top - End - #421
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    Default Re: Critters III! Now also in 5e!

    http://istina.rin.ru/eng/ufo/text/152.html
    https://en.wikipedia.org/wiki/Mamlambo
    http://www.xprojectmagazine.com/arch.../lmattack.html
    https://cryptidz.fandom.com/wiki/Mamlambo
    https://brickthology.com/2017/04/30/mamlambo/

    Mamlambo
    Gargantuan Animal
    Hit Dice: 12d8+72 (126 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares), Swim 50 ft.
    Armor Class: 16 (-4 Size, +1 Dex, +9 Natural), touch 7, flat-footed 15
    Base Attack/Grapple: +9/+31
    Attack: Bite +15 melee (2d8+15)
    Full Attack: Bite +15 melee (2D8+15)
    Space/Reach: 20 ft./15 ft. (20 ft with Bite)
    Special Attacks: Improved Grab
    Special Qualities: Low Light Vision, Hold Breath
    Saves: Fort +13, Ref +9, Will +6
    Abilities: Str 30, Dex 12, Con 20, Int 2, Wis 14, Cha 6
    Skills: Hide -1 (+3 in water, +13 underwater), Listen +8, Spot +8, Swim +18
    Feats: Alertness, Endurance, Improved Toughness, Power Attack, Skill Focus (Hide)
    Environment: Warm Aquatic
    Organization: Solitary
    Challenge Rating: 6
    Treasure: None
    Alignment: Always Neutral
    Advancement: 13-18 HD (Gargantuan); 19-36 HD (Colossal)
    Level Adjustment: ----

    "Why are the locals so damned afraid of this thing? It's just some sort of reptile or archaic cetacean. It's not like it's a supernatural entity."

    The Mamlambo is a feared South African cryptid said to devour brains. It is 60-70 ft. long with the body of a horse, short legs, fishes tail, snakelike neck and crocodilian or horselike head. It's also described as a giant snake that may be bio-luminescent.

    Improved Grab (Ex): If the Mamlambo hits with it's bite attack it may attempt a Grapple check as a Free Action without provoking an attack of opportunity. If successful it attempts to drag it's prey into the water and pin it on the bottom.

    Hold Breath (Ex): A Mamlambo can hold it's breath for 8 times it's Constitution modifier in rounds before it risks drowning.

    Skills: Mamlambo have a +8 racial skill bonus to Swim checks, and may always take 10 on a swim check even if threatened or distracted. The Mamlambo gains a +4 racial bonus on Hide checks when in the water. Further, a Mamlambo can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

    Combat: Mamlambo are ambush predators who try to pull their prey into the river to drown it.




    Mamlambo Supernatural version
    Gargantuan Outsider (Amphibious, Aquatic, Native)
    Hit Dice: 25d8+250 (362 HP)
    Initiative: +5
    Speed: 30 ft. (6 squares), Swim 50 ft.
    Armor Class: 21 (-4 Size, +1 Dex, +14 Natural), touch 7, flat-footed 20
    Base Attack/Grapple: +25/+47
    Attack: Bite +32 melee (2D8+15)
    Full Attack: Bite +32 melee (2D8+15)
    Space/Reach: 20 ft./15 ft. (20 ft with Bite)
    Special Attacks: Hypnotic Gaze, Improved Grab, Alternate Form
    Special Qualities: Darkvision 60 ft., Glow, DR 10/Magic, SR 23
    Saves: Fort +23, Ref +15, Will +19
    Abilities: Str 30, Dex 12, Con 28, Int 21, Wis 20, Cha 20
    Skills: Bluff +25, Craft (any 1) +25, Diplomacy +25, Hide +13, Intimidate +25, Knowledge (Arcana, Geography, History, Local, Nature, Religion) +26, Listen +25, Move Silently +21, Profession (+25), Search +25, Sense Motive +25, Spot +25, Survival +25, Swim +20
    Feats: Ability Focus (Hypnotic Gaze), Alertness, Cleave, Endurance, Great Cleave, Improved Initiative, Improved Toughness, Power Attack, Weapon Focus (Bite)
    Environment: Warm Aquatic
    Organization: Unique
    Challenge Rating: 12
    Treasure: Standard
    Alignment: Always Neutral
    Advancement: 26-50 HD (Colossal)
    Level Adjustment: ----


    "Another tribesman with no face or brain. I don't know how many more of these we can find before people start to snap."

    This is the supernatural Mamlambo. Described as similar to the animal version, but with a glowing green body or eyes that it uses to hypnotic effect. Mamlambo is also a river deity and beer brewing goddess pictured as a serpent or mermaid (I can't find enough info on her to stat her out as a deity). Mamlambo speaks Common.

    Hypnotic Gaze (Su): 30 foot gaze attack, Willpower Save DC: 29 (Save DC is Charisma based). Victims of the Gaze attack are affected as by a Charm Person spell (caster level is equal to half Mamlambo's Hit Dice). The Mamlambo than attempts to convince them to come near to the water.

    Improved Grab (Ex): If the Mamlambo hits with it's bite attack it may attempt a Grapple check as a Free Action without provoking an attack of opportunity. If successful it attempts to drag it's prey into the water and pin it on the bottom.

    Alternate Form (Su): The Mmlambo can assume the form of a Mermaid as a standard action at will. The Mamlambo can remain in its Mermaid form until it chooses to return to its natural form.

    Glow (Su): The Mamlambo can shed green light at will as a Free Action. This is as bright as daylight for up to 30 feet from the Mamlambo, and dim light for another 30 feet past that. While this light is on the Mamlambo fails all Hide Checks.

    Skills: Mamlambo have a +8 racial skill bonus to Swim checks, and may always take 10 on a swim check even if threatened or distracte

    Combat: The Mamlambo uses it's hypnotic powers to get prey to come within the waters edge, and then pulls it in to drown it.

    Last edited by Bhu; 2023-03-02 at 01:36 AM.
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  2. - Top - End - #422
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    Default Re: Critters III! Now also in 5e!

    http://en.wikipedia.org/wiki/Ninki_Nanka
    https://mythlok.com/ninki-nanka/
    https://cryptidarchives.fandom.com/wiki/Ninki_nanka


    Ninki Nanka, Cryptid version
    Huge Animal
    Hit Dice: 10d8+50 (95 hp)
    Initiative: +5
    Speed: 10 ft. (2 squares), Swim 50 ft.
    Armor Class: 17 (-2 Size, +1 Dex, +8 Natural), touch 9, flat-footed 16
    Base Attack/Grapple: +7/+25
    Attack: Bite +15 melee (2d6+15)
    Full Attack: Bite +15 melee (2d6+15)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Improved Grab, Swallow Whole
    Special Qualities: Low Light Vision, Hold Breath
    Saves: Fort +12, Ref +8, Will +4
    Abilities: Str 30, Dex 12, Con 20, Int 2, Wis 12, Cha 8
    Skills: Hide -1 (+3 in water), Listen +8, Move Silently +3, Spot +7, Swim +18
    Feats: Alertness, Improved Initiative, Power Attack, Stealthy
    Environment: Warm Marsh
    Organization: Solitary
    Challenge Rating: 7
    Treasure: None
    Alignment: Always Neutral
    Advancement: 11-15 HD (Huge), 16-30 HD (Gargantuan)
    Level Adjustment: ---

    "DO NOT GO DOWN TO THE RIVER!! YOU KNOW NOT WHAT YOU DO!"

    The Ninki Nanka is a West African monster described as a dragon or dinosaur like cryptid with a flickering tongue and bright red mouth. It is sometimes compared to Tanystropheus, and sometimes may be a serpent with a crest and reflective scales. It has varying amounts of horns, or none at all. It's also been described as a fire breathing wyvern with a crest of fire. Size is anywhere from 15 to 160 feet long. In fact, very few descriptions of it seem to match. This version is the prehistoric reptile.

    Improved Grab (Ex) If the Ninki Nanka is successful with it's Bite Attack, it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If it is successful it may Swallow Whole.

    Swallow Whole (Ex): With a successful Grapple Check a Ninki Nanka may Swallow an opponent at least 2 Size Classes smaller than itself. The swallowed opponents take 2d8+10 bludgeoning damage and 10 points of acid damage per round. It may try to escape by doing 25 points of damage to the Nanka's stomach (AC 15) with a light slashing or piercing weapon. Once it exits muscular action closes the hole and other victims must cut their own way out. A Nanka's stomach may hold 1 Medium, 4 Small, or 16 Tiny or Smaller opponents.

    Hold Breath (Ex): Ninki Nanka may hold their breath for (8 times Constitution Modifier) rounds before it risks drowning.

    Skills: Ninki Nanka have a +8 racial skill bonus to Swim checks, and may always take 10 on a swim check even if threatened or distracted.

    Combat: Ninki Nanka usually charge, bite, swallow, and flee. They will attack again if there are only one or two more opponents, but larger groups will cause an attack, swallow, flee, attack pattern.




    Ninki Nanka, Mythical version
    Colossal Dragon
    Hit Dice: 40d12+400 (660 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares), Swim 50 ft., Fly 200 ft. (clumsy)
    Armor Class: 41 (-8 Size, +39 Natural), touch 2, flat-footed 41
    Base Attack/Grapple: +40/+73
    Attack: Bite +50 melee (4d8+17/19-20)
    Full Attack: Bite +50 melee (4d8+17/19-20) and 2 Claws +44 melee (4d6+8) and 2 Wings +44 melee (2d8+8) and 1 Tail Sweep +44 melee (2d8+8)
    Space/Reach: 30 ft./20 ft.
    Special Attacks: Breath Weapon, Bad Omen, Frightful Presence, Death Gaze
    Special Qualities: Keen Senses, Blindsense 60 ft., Hold Breath, DR 20/Magic, SR 37, Water Control, Weaknesses
    Saves: Fort +32, Ref +22, Will +27
    Abilities: Str 45, Dex 10, Con 31, Int 20, Wis 20, Cha 20
    Skills: Bluff +40, Diplomacy +40, Hide +24, Knowledge (Arcane, History, Local, Nature) +42, Intimidate +40, Listen +40, Move Silently +40, Search +40, Spot +40, Survival +40, Swim +25
    Feats: Ability Focus (Bad Omen), Cleave, Great Cleave, Flyby Attack, Great Flyby Attack (Savage Species), Hover, Improved Critical (Bite), Improved Initiative, Narrowed Gaze (Savage Species), Power Attack, Weapon Focus (Bite), Wingover Epic Feats: Devastating Critical (Bite), Overwhelming Critical (Bite)
    Environment: Warm Marsh
    Organization: Solitary (Unique?)
    Challenge Rating: 26
    Treasure: Standard
    Alignment: Neutral Evil
    Advancement: 41+ HD (Collosal)
    Level Adjustment: ---


    "We told him not to go down by the river."

    This is the mythic version of the Ninki Nanka, an omen of death said to look somewhat like an oriental dragon or a wyvern.

    Breath Weapon (Su): Using a breath weapon is a standard action. Once a Ninki Nanka breathes, it can’t breathe again until 1d4 rounds later. A blast from a breath weapon always starts at any intersection adjacent to the Ninki Nanka and extends in a direction of the Ninki Nanka’s choice, with an area of a 70 foot cone. The breath weapon does 24d10 Fire damage, creatures caught in the area can attempt a DC 40 Reflex saves to take half damage. The save DC against a breath weapon is 10 + ˝ Ninki Nanka’s HD + Ninki Nanka’s Con modifier.

    Bad Omen (Su): Any living creature that can see the Ninki Nanka must make a DC 37 Willpower Save (Save DC is Charisma Based) or be cursed with illness. The victim gains a -4 penalty on any Saving Throws against damage or Death effects for 1 year. This effect can be dispelled by Remove Curse, Miracle, or Wish.

    Frightful Presence (Ex): A Ninki Nanka can unsettle foes with its mere presence. The ability takes effect automatically whenever the Ninki Nanka attacks, charges, or flies overhead. Creatures within a radius of 360 feet are subject to the effect if they have fewer HD than the Ninki Nanka. A potentially affected creature that succeeds on a DC 35 Will save (DC 10 + ˝ Ninki Nanka’s HD + Ninki Nanka’s Cha modifier) remains immune to that Ninki Nanka’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Ninki Nanka ignore the frightful presence of other Ninki Nanka.

    Death Gaze (Su): Death, range 30 feet, Fortitude DC 35 negates. The save DC is Charisma-based.

    Hold Breath (Ex): Ninki Nanka may hold their breath for (8 times Constitution Modifier) rounds before it risks drowning.

    Keen Senses (Ex): A Ninki Nanka sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

    Water Control (Sp): 3/Day: Control Currents (Stormwrack), Control Water 1/Day: Flashflood (Sandstorm)

    Weaknesses: If the Ninki Nanka sees it's own reflection in a mirror, it must make the Saving Throw or die (it is not immune to the effects of it's own gaze attack).

    Skills: Ninki Nanka have a +8 racial skill bonus to Swim checks, and may always take 10 on a swim check even if threatened or distracted.

    Combat: Since it's mere appearance tends to kill people the Ninki Nanka is generally satisfied with killing a victim or two. It knows the rest will die.


    Last edited by Bhu; 2023-03-02 at 01:52 AM.
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  3. - Top - End - #423
    Titan in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    DO NOT CLICK THE CRYPTOMUNDO LINKS! It's the best info source for some of the cryptid stuff, but someone has hacked their page. I'll edit them out when I'm done posting.
    Revised avatar by Trixie, New avvie by Crisis21!
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  4. - Top - End - #424
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    Default Re: Critters III! Now also in 5e!

    http://www.angelfire.com/bc2/cryptod...akebeasts.html
    http://www.meta-religion.com/Paranor...ery_beasts.htm
    https://en.wikipedia.org/wiki/Lukwata
    https://abookofcreatures.com/2019/07/29/lukwata/
    https://cryptidarchives.fandom.com/wiki/Lukwata
    https://cryptidz.fandom.com/wiki/Lau
    https://cryptidarchives.fandom.com/wiki/Lau

    Okay apparently there are several concepts for the Lau and Lukwata. The first is an Elasmosaur (which is already statted out, use Plesiosaurs for 5E). The second is a 12 to 100 foot long serpent. it would basically be the constrictor snake upsized to Colossal size without the constriction attack and about 40 Hit Dice. The third is 12 foot long catfish which you could use the stats for a Large Shark for (Huter SHark in 5e). The fourth is a gigantic serpent with fire flashing from its eyes that snares people from boats with the tentacles sprouting from its muzzle. Apparently it spends much of its time hunting crocs and lives in swamps, lakes, and rivers.

    Lukwata version 2, the Big Snake

    Lukwata
    Colossal Animal
    Hit Dice: 40d8+240 (420 hp)
    Initiative: +7
    Speed: 30 ft. (6 squares), Climb 30 ft., Swim 30 ft.
    Armor Class: 18 (-8 Size, +3 Dex, +13 Natural), touch 5, flat-footed 15
    Base Attack/Grapple: +30/ +61
    Attack: Bite +37 melee (3d6+22/19-20)
    Full Attack: Bite +37 melee (3d6+22/19-20)
    Space/Reach: 30 ft./20 ft.
    Special Attacks: ---
    Special Qualities: Low-light Vision, Blindsense 60 ft., Scent, Hold Breath
    Saves: Fort +27, Ref +25, Will +14
    Abilities: Str 41, Dex 17, Con 21, Int 2, Wis 12, Cha 2
    Skills: Balance +18, Climb +30, Hide +2, Listen +14, Spot +14, Swim +30
    Feats: Alertness, Cleave, Endurance, Great Cleave, Improved Critical (Bite), Improved Initiative, Improved Toughness, Mighty Roar (Savage Species), Power Attack, Skill Focus (Hide), Snatch, Weapon Focus (Bite) Epic Feats: Dire Critical (Bite), Overwhelming Critical (Bite)
    Environment: Warm Swamp
    Organization: Solitary
    Challenge Rating: 12
    Treasure: None
    Alignment: Always Neutral
    Advancement: 41+ HD (Colossal)
    Level Adjustment: ----


    "I say Alfred why do you suppose those gibbering lunatics are screaming at us and waving their arms?"

    "If I'm translating what they're saying correctly sir, it appears to be 'Get away from the water you ignorant fools'."


    This version of the Lukwata is an enormous serpent that hides in the rivers in Uganda.

    Hold Breath (Ex): Lukwata may hold their breath for (8 times Constitution Modifier) rounds before it risks drowning.

    Skill Bonuses: Lukwata have a +4 Racial bonus on Hide, Spot, and Listen checks. They also have a +8 Racial Bonus on Balance, Climb, and Swim checks. The Lukwata may always take 10 on climb and swim checks even if distracted, rushed, or endangered. It may use the Run action while swimming if moving in a straight line. A Lukwata can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

    Combat: The Lukwata is an ambush predator, attacking and swimming away. It returns to pick off victims one by one.



    Lukwata version 4, the Thing

    Lukwata
    Colossal Aberration
    Hit Dice: 40d8+240 (420 hp)
    Initiative: +7
    Speed: 30 ft. (6 squares), Climb 30 ft., Swim 30 ft.
    Armor Class: 18 (-8 Size, +3 Dex, +13 Natural), touch 5, flat-footed 15
    Base Attack/Grapple: +30/ +61
    Attack: Tentacle +37 melee (grapple)
    Full Attack: 6 Tentacles +37 melee (grapple), and 1 Bite +38 melee (3d6+7/19-20)
    Space/Reach: 30 ft./20 ft.
    Special Attacks: Improved Grab, Whirlpool
    Special Qualities: Darkvision 60 ft., Blindsense 60 ft., Scent, Hold Breath
    Saves: Fort +18, Ref +16, Will +25
    Abilities: Str 41, Dex 17, Con 21, Int 10, Wis 16, Cha 20
    Skills: Balance +18, Climb +30, Hide +7(+17 underwater), Knowledge (Arcana, Local, Nature) +14, Listen +14, Spot +14, Swim +30
    Feats: Alertness, Cleave, Endurance, Great Cleave, Greater Multigrab*, Improved Critical (Bite), Improved Initiative, Improved Multiattack, Improved Toughness, Mighty Roar*, Multiattack, Multigrab*, Skill Focus (Hide), Weapon Focus (Bite)
    Environment: Warm Swamp
    Organization: Solitary
    Challenge Rating: 12
    Treasure: None
    Alignment: Always Neutral
    Advancement: 41+ HD (Colossal)
    Level Adjustment: ----

    *Savage Species

    "Quite stirring our encounter with that giant snake, eh Alfred?"

    "I'm sorry Sir I couldn't hear you over the sound of my bowels voiding."

    "I beg your pardon!?!"

    "Please look behind you sir."

    This version of the Lukwata is the fiery eyed tentacled monstrosity.

    Improved Grab (Ex): Whenever the Lukwata hits with a Tentacle attack it may initiate a grapple as a free attack without provoking an attack of opportunity. If it wins the Grapple and manages to pin its opponent it automatically does bite damage as long as the grapple is held successfully.

    Whirlpool (Sp): The Lukawata can cast Maelstrom 1/day as a Spell-Like Ability.

    Hold Breath (Ex):
    Lukwata may hold their breath for (8 times Constitution Modifier) rounds before it risks drowning.

    Skill Bonuses: Lukwata have a +4 Racial bonus on Hide, Spot, and Listen checks. They also have a +8 Racial Bonus on Balance, Climb, and Swim checks. The Lukwata may always take 10 on climb and swim checks even if distracted, rushed, or endangered. It may use the Run action while swimming if moving in a straight line. A Lukwata can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

    Combat: This version of the Lukwata is more of a Grappler than it's Serpent version.

    Last edited by Bhu; 2023-03-02 at 02:09 AM.
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  5. - Top - End - #425
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    Default Re: Critters III! Now also in 5e!

    https://bcscc.ca/mokele
    https://cryptidarchives.fandom.com/wiki/Mokele-mbembe
    http://en.wikipedia.org/wiki/Mokele_Mbembe
    https://www.livescience.com/38871-mokele-mbembe.html

    Mokele-Mbembe
    Huge Animal
    Hit Dice: 16d8+144 (216 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: +12/+30
    Attack: Bite +20 melee (2d4+15) or Tail +20 melee (1d12+15)
    Full Attack: Bite +20 melee (2d4+15) or Tail +20 melee (1d12+15)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Trample 2d10+15
    Special Qualities: Low Light Vision, Scent, Hold Breath
    Saves: Fort +18, Ref +9, Will +6
    Abilities: Str 30, Dex 9, Con 26, Int 2, Wis 12, Cha 12
    Skills: Listen +13, Spot +12, Swim +18
    Feats: Alertness, Awesome Blow, Endurance, Improved Bull Rush, Improved Toughness, Power Attack
    Environment: Warm Swamps
    Organization: Solitary or Pair
    Challenge Rating: 7
    Treasure: none
    Alignment: Always Neutral
    Advancement: 17-31 HD (Gargantuan), 32-64 HD (Colossal)
    Level Adjustment: ----

    "THERE IT IS SIRS!!! THE MOKELE-MBEMBE!! THE MOST FEARED MONSTER IN ALL CREATION!"

    "Ummm....it's a baby dinosaur..."

    AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH!!!!!! !!!!!!!

    "Can we not do that when you're standing next to me."

    "FLEEEEEEEEEEEEEEEEE!! FLEE FOR YOUR VERY LIIIIIIIIIIIIIIIIIIIIIIIIIIVESSSSS!!"

    "Dude, seriously...it' just sitting there eating weeds..."

    "IT WILL DESTROY US AAAAAAAAAAAAAALLLL!!"

    "Are you perhaps due for any medications I should nknow about?"


    The Mokole-Mbembe is one of the most feared cryptids in all of Africa. Odd considering it looks like a really small Sauropod.

    Trample (Ex): Reflex Save DC 28 for i/2 damage, Save DC is Strength based.

    Hold Breath (Ex): Mokole-Mbembe can hold it's breath for 8 times it's Constitution modifier in rounds before it risks drowning.

    Skills: Mokole-Mbembe have a +8 racial skill bonus to Swim checks, and may always take 10 on a swim check even if threatened or distracted.

    Combat: The Mokele-Mbembe likes to trample natives underfoot if you listen to them. Others say it's pretty peaceful as long as you leave it alone.
    Last edited by Bhu; 2023-03-02 at 02:13 AM.
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  6. - Top - End - #426
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    Default Re: Critters III! Now also in 5e!

    https://en.wikipedia.org/wiki/Lightning_bird
    https://ztevetevans.wordpress.com/20...ightning-bird/
    https://roadtravel1.wordpress.com/20...ightning-bird/
    https://cryptidz.fandom.com/wiki/Lightning_Bird
    https://www.vampires.com/sexy-but-deadly/


    Impundulu
    Medium Outsider (Native, Spirit)
    Hit Dice: 6d8+24 (51 hp)
    Initiative: +3
    Speed: 20 ft. (4 squares), Fly 80 ft. (Average)
    Armor Class: 20 (+3 Dex, 7 Natural), touch 13, flat-footed 17
    Base Attack/Grapple: +6/10
    Attack: Claw +10 melee (1d6+4 plus 2d6 electricity)
    Full Attack: 2 Claws +10 melee (1d6+4 plus 2d6 electricity) and 1 Beak +5 melee (1d8+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Blood Drain, Summon Storm, Curse, Thunder and Lightning, Ride the Lightning
    Special Qualities: Alternate Form, Dark Vision 60 ft., Bound, Immunities, Eggs
    Saves: Fort +9, Ref +8, Will +7
    Abilities: Str 18, Dex 17, Con 18, Int 16, Wis 14, Cha 26
    Skills: Bluff +17, Diplomacy +17, Knowledge (Arcana, History, Local, Nature, Religion) +12, Listen +11, Sense Motive +11, Spot +11, Use Magical Device +17
    Feats: Dodge, Mobility, Wingover
    Environment: Any warm land
    Organization: Solitary
    Challenge Rating: <##>
    Treasure: None
    Alignment: Chaotic Evil
    Advancement: 7-9 HD (Medium), 10-18 HD (Large)
    Level Adjustment: ---

    The Impundulu is a witches familiar appearing as a black and white bird of prey the size of a man. It sometimes appears to women as a beautiful man, or one of various kinds of bird. It is controlled by it's mistress, but if she dies with no female heir it is free to ravage the land.

    Blood Drain(Ex): An Impundulu can suck blood from a living victim with its beak by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the Impundulu gains 5 temporary hit points.

    Summon Storm (Sp): At Will: Cloudburst (Spell Compendium) 1/Day: Control Weather

    Immunities: The Impundulu doesn't require air, and does not age. It is immune to electricity, falling and piercing damage. It is also immune to poison. If firearms exist in your campaign, it is immune to them as well.

    Eggs (Su): When the Impundulu rides lightning down to the earth, it sometimes lays an egg deep in the ground (usually 10 feet) as a Swift Action, which can be good or bad for those in the area. If it's a bad egg, anyone within 60 feet of it's burial spot takes a -4 penalty on attack rolls, saves, ability checks, and skill checks. If it's a good egg they receive a +4 bonus instead.

    Curse (Sp): At Will: Doom 3/Day: Suggestion 1/Day: Contagion, Dominate Person

    Thunder and Lightning (Su): The Impundulu's claws do 2d6 electricity damage on a successful hit. While flying, it does 2d6 Sonic damage to any adjacent creature.

    Ride the Lightning (Su): An Impundulu in the sky can teleport any distance, so long as it's to the ground directly beneath it. It does this in a bolt of lightning. The lightning is 5 feet wide, and anything in it's path takes 6d6 electrical damage, and is moved 5 feet in random direction. It must also make a DC 21 Reflex Save or be knocked prone. Save DC is Cha based.

    Alternate Form (Su): The Impundulu can change into and bird (Animals only) or Humanoid that is Medium or smaller as a Standard Action. It can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

    Bound (Ex): The Impundulu is bound to a family of witches, and must serve it's current mistress. When the mother dies, control passes to the daughter. If there is no daughter the Impundulu is a free agent of chaos and destruction.

    Combat: Unless ordered to do otherwise, the Impundulu fights much like any large bird of prey.

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

    http://en.wikipedia.org/wiki/Adze_%28folklore%29
    https://www.atlasobscura.com/article...mythology-adze
    https://www.vampires.com/adze-firefl...ire-of-africa/
    www.trueghosttales.com/paranormal/the-va...
    https://occult-world.com/african-vampire-witch/


    Adze
    Small Outsider (Native, Evil, Spirit)
    Hit Dice: 5d8+10 (32 hp)
    Initiative: +6
    Speed: 30 ft. (6 Squares)
    Speed as Fly: 5 ft. (1 Square), Fly 40 ft. (Good)
    Armor Class: 18 (+1 Size, +2 Dex, +5 Natural), touch 13, flat-footed 16
    Armor Class as Fly: 20 (+8 Size, +2 Dex), touch 20, flat-footed 18
    Base Attack/Grapple: +5/+0
    Attack: Club +8 melee (1d4-1)
    Attack as Fly: Touch +15 melee (attach)
    Full Attack: Club +8 melee (1d4-1)
    Full Attack as Fly: Touch +15 melee (attach)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Alternate Forms, Possession, Disease, Feeding Frenzy, Attach, Blood Drain
    Special Qualities: The Blood is the Life, Dark Vision 60 ft., Immunities
    Saves: Fort +6, Ref +6, Will +7
    Abilities: Str 8, Dex 14, Con 14, Int 16, Wis 16, Cha 18
    Skills: Bluff +11, Concentration +9, Hide +10 (+22 as Fly), Intimidate +12, Knowledge (Arcana, Nature) +10, Knowledge (Religion) +7, Listen +11, Move Silently +10, Spellcraft +10, Spot +10, Survival +10, Use Magic Device +11
    Feats: Improved Initiative, Weapon Finesse
    Environment: Warm Plains, Marsh or Hills
    Organization: Unique
    Challenge Rating: 5
    Treasure: Standard
    Alignment: Always Chaotic Evil
    Advancement: By Character Class (usually Sorcerer)
    Level Adjustment: ---

    "Who is that horrible looking little thing outside the village? "

    "We do not speak of him. If you have seen him it would be wise you do not speak of him either or he will come for you."

    The Adze is a small jet-black malformed humanoid, often with a hunched back and skin that seems ill fitting. It often possesses women or other creatures in it's search for food, or attacks them to drain their blood. So long as it has it's fill of coconut milk, fruit juice, and palm oil (and occasionally some blood from the local children) all is well. But in times of famine, it begins to take a turn and possesses the local villagers making them into witches, and hunting down children or sleeping adults for blood. It's possession is less a form of control, and more of a spiritual corruption, usually bringing ill fortune and madness to the possessed, but granting them great power. In return the Adze gets food and a hiding place.

    Alternate Forms (Su): At will as a Swift Action the Adze can assume the form of a firefly or any biting insect of Size Class Fine. It's abilities are unchanged except as follows: It's Str becomes drops to -, loses it's Natural Armor Bonus to AC, and it gains a Fly Speed of 40 (Good). Land sped drops to 5 feet.The legends kinda argue about whether the bug or humanoid form is the real one, so I went with humanoid for now.

    Possession (Su): Once per round, an Adze can merge its body with a Humanoid or Vermin creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th), except that it does not require a receptacle. To use this ability, the Adze must try move into the target’s space; moving into the target’s space to use the Possession ability does not provoke attacks of opportunity. Humanoids that this ability is used upon must make a DC 16 Willpower Save (Save DC is Charisma Based) or gain the Abasom Template. The Adze is less a controller of the body, and more a corrupting influence. If it is exorcised, the formerly possessed target must make a DC 16 Willpower Save, or remain an Abasom.

    Disease (Ex): While in the shape of an insect the Adzes bite transfers many deadly diseases (usually Malaria). When using it's Alternate Form ability and Attached, the Adze may choose to inflict a disease on it's opponent. Choose any disease from the DMG or other source that can be inflicted by Injury, and it's opponent must make a DC 16 Fortitude Save to avoid being infected (Save DC is Constitution based with a +2 Racial Modifier).

    Feeding Frenzy (Ex): Every day an Adze goes without sufficient food it must make a DC15 Willpower Save, or go into frenzy. The Save DC gains a cumulative +1 each day the Adze goes without enough food. If it fails the Save DC, it is subject to Rage (as per the Barbarian ability) for the entire day, and will consume anything it can, even attacking people. So long as it's well fed this is not a risk.

    Attach (Ex): While using it's Alternate Form ability the Adze can make a Touch Attach to attach itself to an opponent. An attached Adze is effectively Grappling it's prey and loses it's Dex Bonus to AC (AC 18), but it gains a +12 Racial Bonus to Grappling Checks in Fly form. An attached Adze can be struck with a weapon to dislodge it, or an opponent can successfully Pin it in a Grapple. The touch of the Adze is fairly light, and it's bite is difficult for people to feel. Anyone an Adze attaches to gets a Spot or Listen check vs its Hide or Move Silently Check. If they fail, they do not realize something is wrong until they have taken 1d3 Constitution damage. Sleeping opponents automatically fail this check, but can still notice a problem after 1d3 points of Constitution have been lost.

    Blood Drain (Ex): While using it's Alternate Form ability, and attached to an opponent, the Adze can drain 1 point of Constitution per round it remains attached to an opponent.

    The Blood is the Life (Su): The Adze is empowered by blood and can become phenomenally powerful if it gains enough of it. For 24 hours after it drinks blood an Adze gains a Profane Bonus to AC equal to double the Con it drained successfully.

    Immunities: Adze are immune to poison and disease.

    Combat: Adze prefer to attack sleeping victims and drink their blood as they are as vulnerable as any other humanoid. if angered or starving, it will possess people to make them Witches and wreak havoc.







    Abasom

    Abasom is an Acquired Template that can be added to any Humanoid that has undergone the proper magical rituals or been possessed by an Adze. They are miserable beings, suffering from bad luck and madness, which they spread to those around them. They are also quite obsessed with the need for blood. I have debated posting this one, as the word Abasom has been used to refer to witches, beings similar to the loa, or priests in the Ewe religion. And because accusations of witchcraft are a way of othering people in Africa. I'll take this one down if necessary.

    Size and Type: Unchanged.

    Hit Dice: Hit Dice become d8's unless they are already higher.

    Speed: Gains Fly Speed equal to twice Land Speed with Good Maneuverability.

    Armor Class: Unchanged.

    Attacks: Unchanged.

    Damage: Unchanged.

    Special Attacks: An Abasom keeps all Special Attacks of the Base Creature and gains the following:

    Spell-Like Abilities (Sp): Abasom may cast the following as Spell-Like Abilities: At Will: Blindness/Deafness, Curse of Ill Fortune (see Spell Compendium), Curse Water, Death Knell, Desecrate, Hold Person. 3/Day: Bestow Curse, Contagion, Diminish Plants, Speak With Dead, Unholy Storm (Spell Compendium). 1/Day: Blight, Feeblemind, Mass Curse of Ill Fortune (Spell Compendium), Nightmare, Unhallow 1/day.

    Capture Spirits (Su): Once per day as a Supernatural Ability the Abasom can cast Magic Jar, except that it can only be used against Spirits (see Complete Divine), and instead of possessing the body you instead imprison the spirit in the Magic Jar. She may release it 1/Day to perform 1 task, but it gets another Saving Throw each time it is released, and if it succeeds it gains it's freedom. It also goes free if the Abasom permanently loses this template.

    Blood Drain (Ex): With a successful touch attack while in incorporeal form the Abasom can Drain 1d3 Constitution.


    Special Qualities: The Abasom retains all Special Qualities of the base Creature, plus gains the following:

    Animal Forms (Su): At will the Abasom may Polymorph (as per the Spell) into any Animal that is Size Class Medium or smaller.

    Unleash Soul (Su): Once per day once the sun goes down, the Abasom may go to sleep and unleash her soul to attack the living. Effectively she gains the Ghost Template until the sun comes up (at which point she immediately returns to her body). She may teleport back to her body regardless of the distance she is from it as a Swift Action. Her type does not turn to Undead, and she gains no Special Attacks/Qualities or Ability increases from the Ghost Template except Manifestation. She does however gain the Blood Drain attack while incorporeal.

    Unwilling to Die (Su): To truly kill an Abasom, one must cut out her tongue, nail it to her chin before beheading her, and then burning the body while staking the head and leaving it for the wild animals to feed on. If this is not done properly she gains the full abilities of the Ghost Template along with keeping her abilities from the Abasom template, and her soul wonders from her grave at night to attack the living, teleporting back to it at sunrise.

    Saves: Unchanged.

    Abilities: +4 Wis, +4 Cha

    Skills: Unchanged.

    Feats: Unchanged.

    Environment: Unchanged.

    Organization: Unchanged, but usually Solitary or Group (3-6).

    Challenge Rating: +3

    Treasure: Unchanged.

    Alignment: Always Chaotic Evil.

    Advancement: by Character Class (usually Sorcerer or Warlock).

    Level Adjustment: +6

    Example of creature using template here:



    Ameyo 2nd level Commoner/Abasom Template
    Medium Humanoid
    Hit Dice: 2d8 (9 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares), Fly 60 ft. (Good)
    Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
    Base Attack/Grapple: +1/+0
    Attack: Dagger +0 melee (1d4-1)
    Full Attack: Dagger +0 melee (1d4-1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities, Capture Spirits, Blood Drain
    Special Qualities: Animal Forms, Unleash Soul, Unwilling to Die
    Saves: Fort +0, Ref +1, Will +4
    Abilities: Str 8, Dex 12, Con 10, Int 13, Wis 18, Cha 19
    Skills: Craft (any one) +5, Listen +8, Profession (Farmer) +7, Spot +8
    Feats: Endurance
    Environment: Any
    Organization: Solitary
    Challenge Rating: 5
    Treasure: Standard
    Alignment: Always Chaotic Evil
    Advancement: By Character Class
    Level Adjustment: +6

    Ameyo has recently been possessed by an Adze and has been banished from her village for being a witch. At first she believed this was unfair and cursed them for abandoning her, but as her powers began to show she realized her need for blood would be an issue.



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

    Posting some of the critters a day early.

    https://en.wikipedia.org/wiki/Madam_Koi_Koi
    https://theghostinmymachine.com/2021...chool-nigeria/
    https://urban-legendpedia.fandom.com/wiki/Madam_Koi_Koi
    Content warning for some disturbing stuff. The backstory to this urban legend is pretty messed up.

    Madam Koi Koi (Expert 2/modified Ghost Template)
    Medium Undead (Incorporeal)
    Hit Dice: 2d12 (13 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: 17 (+3 Dex, +4 Natural), touch 13, flat-footed 14
    Base Attack/Grapple: +1/+4
    Attack: Slam +4 melee (1d3+3)
    Full Attack: 2 Slams +4 melee (1d3+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Corporeal Manifestation, Terrifying Appearance, Ghosts Curse, Invisibility
    Special Qualities: Rejuvenation, Turn Immunity, Lifesense 60 Ft., DR 10/Magic
    Saves: Fort +0, Ref +3, Will +5
    Abilities: Str 16, Dex 16, Con -, Int 15, Wis 15, Cha 18
    Skills: Bluff +9, Diplomacy +9, Hide +16, Intimidate +9, Knowledge (any 2) +6, Listen +12, Move Silently +8, Profession (Teacher) +3, Search +12, Spot +12
    Feats: Weapon Finesse
    Environment: Schools and hostels in Africa
    Organization: Unique
    Challenge Rating: 3
    Treasure: None
    Alignment: Chaotic Evil
    Advancement: 3+ HD (Medium)
    Level Adjustment: ---

    Stories vary wildly about Madam Koi Koi, but she is usually portrayed as a beautiful, but sadistic, school teacher wearing red lipstick and high heels (and sometimes a red dress as well). After beating many of her students she is hit by a car, hung from a tree or beaten to death by the students. She now haunts the government run secondary schools of Ghana, Nigeria and South Africa terrorizing the students who wear red to bed, or who leave their bed at night (or for other reasons).

    Corporeal Manifestation (Su): Madame Koi Koi manifests physically, unlike other ghosts. She loses her Incorporeal Subtype while Manifested.

    Terrifying Appearance (Su): Madame Koi Koi causes any living creature within 30' that can see her to make a DC 15 Willpower Save or become Panicked for 1d6 rounds plus 1 round per point of your Charisma modifier. If they make their save successfully, they are immune to the her Terrifying Appearance for 24 hours.

    Ghosts Curse (Su): Madame Koi Koi may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' her (i.e. temporarily ending your existence without permanently getting rid of her) is automatically subjected to this ability and receives no Save.

    Invisibility (Su): Madame Koi Koi remains invisible even when she attacks. This ability is constant, but the ghost can suppress or resume it as a free action.

    Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual.

    Turn Immunity (Ex):
    Madame Koi Koi is Immune to Turn/Rebuke Undead attempts.

    Lifesense (Su): Madame Koi Koi may automatically sense Living creatures within 60' as thought she had Blindsight. She also automatically know the strength of their life force as if they had cast Deathwatch.

    Combat: Madame Koi Koi prefers to curse her opponent, haunting them for days before finally beating them to death or hanging them.

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

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

    Ngoubou usually refers to rhinos and hippos, but is sometimes used to discuss creatures which are clearly neither. There's not much on these guys.


    Ngoubou (river version)
    Huge Animal
    Hit Dice: 12d8+60 (114 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares), Swim 30 ft.
    Armor Class: 16 (-2 Size, +8 Natural), touch 8, flat-footed 16
    Base Attack/Grapple: +9/+27
    Attack: Gore +17 melee (2d8+15)
    Full Attack: Gore +17 melee (2d8+15)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Powerful Charge
    Special Qualities: Low-light Vision, Scent, Hold Breath
    Saves: Fort +13, Ref +8, Will +7
    Abilities: Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 7
    Skills: Listen +11, Spot +10, Swim +18
    Feats: Alertness, Endurance, Improved Natural Attack (Gore), Iron Will, Power Attack
    Environment: Warm Forest
    Organization: Solitary or Herd (2-12)
    Challenge Rating: 7
    Treasure: None
    Alignment: Always Neutral
    Advancement: 13-24 (Huge)
    Level Adjustment: ---

    Almost as large as the elephant, and built like a rhino, the River Ngoubou is said to resemble an Arsinotherium that lies in the water. Sometimes it is depicted as only having one horn.

    Powerful Charge (Ex): A Ngoubou deals 4d8+30 points of damage when it makes a charge.

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

    Skills: A Ngoubou 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: Pretty similar to your average rhino.



    Ngoubou (savannah version)
    Large Animal
    Hit Dice: 8d8+40 (76 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 17 (-1 Large, +8 Natural), touch 9, flat-footed 17
    Base Attack/Grapple: +6/+18
    Attack: Gore +13 melee (2d6+12)
    Full Attack: Gore +13 melee (2d6+12)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Powerful Charge, Trample (2d6+12)
    Special Qualities: Low-light Vision, Scent
    Saves: Fort +13, Ref +6, Will +3
    Abilities: Str 26, Dex 10, Con 21, Int 2, Wis 12, Cha 7
    Skills: Listen +9, Spot +8
    Feats: Alertness, Great Fortitude, Improved Natural Attack (Gore)
    Environment: Warm Plains
    Organization: Solitary or Herd (2-12)
    Challenge Rating: 5
    Treasure: None
    Alignment: Always Neutral
    Advancement: 9-12 HD (Large); 13-24 HD (Huge)
    Level Adjustment: ---

    The savannah Ngoubou is said to resemble a ceratopsian the size of an ox, with an elephant like tail. It has from 3 to 6 horns, and a frill on it's head. It is said to bear live young, so is not likely a reptile.

    Powerful Charge (Ex): A Ngoubou deals 4d6+24 points of damage when it makes a charge.

    Trample (Ex): Reflex half DC 22. The save DC is Strength-based

    Combat: Pretty similar to your average Triceratops.

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

    https://cryptidz.fandom.com/wiki/Olitiau
    https://cryptidarchives.fandom.com/wiki/Olitiau
    https://karlshuker.blogspot.com/2018...t-mystery.html


    Olitiau
    Medium Animal
    Hit Dice: 3d8+6 (19 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), Climb 10 ft., Fly 40 ft. (Good)
    Armor Class: 14 (+2 Dex, +2 Natural), touch 12, flat-footed 12
    Base Attack/Grapple: +2/+4
    Attack: Bite +4 melee (1d6+2)
    Full Attack: Bite +4 melee (1d6+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: ---
    Special Qualities: Blindsight 40 ft.
    Saves: Fort +5, Ref +5, Will +3
    Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 14, Cha 6
    Skills: Hide +4, Listen +6, Move Silently +4, Spot +4
    Feats: Flyby Attack, Power Dive (Savage Species)
    Environment: Any Warm Land
    Organization: Solitary or colony (5-8)
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral
    Advancement: 4 HD (Medium), 5-9 HD (Large)
    Level Adjustment: ---

    Referred to as 'cave demons', the Olitiau are black creatures with monkey like faces, serrated teeth hanging from their lower jaw, and a wingspan up to 12 feet. Described as a large hammerheaded bat or pterosaur, it is well known for attacking the locals and dive bombing their boats. For the Pterosaur version, remove the blindsight ability, and switche the Racial Bonus to Listen Checks to Spot.

    Skills: The Olitiau has a +4 Racial Bonus on Listen Checks.

    Combat: Olitiau like to dive at opponents from above.

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

    https://cryptidz.fandom.com/wiki/Nguma-monene
    https://cryptidarchives.fandom.com/wiki/Nguma-monene

    Nguma-Momene
    Gargantuan Animal
    Hit Dice: 30d8+300 (435 hp)
    Initiative: +11
    Speed: 40 ft. (8 squares), Swim 40 ft.
    Armor Class: 19 (-4 Size, +3 Dex, +10 Natural), touch 9, flat-footed 16
    Base Attack/Grapple: +22/+44
    Attack: Bite +29 melee (4d8+15/19-20)
    Full Attack: Bite +29 melee (4d8+15/19-20)
    Space/Reach: 20 ft./15 ft. (20 ft. with Bite)
    Special Attacks: Electric Pulse
    Special Qualities: Low-light Vision, Scent, Swamp Walk, Hold Breath, Blindsense 60 ft.
    Saves: Fort +27, Ref +20, Will +13
    Abilities: Str 30, Dex 16, Con 30, Int 2, Wis 16, Cha 6
    Skills: Climb +13, Listen +13, Spot +13, Survival +13, Swim +18
    Feats: Ability Focus (Electric Pulse), Cleave, Great Cleave, Improved Critical (Bite), Improved Initiative, Power Attack, Swim-By Attack (Stormwrack), Weapon Focus (Bite) Epic Feats: Devastating Critical (Bite), Overwhelming Critical (Bite), Superior Initiative
    Environment: Warm Swamp
    Organization: Solitary
    Challenge Rating: 15
    Treasure: None
    Alignment: Always Neutral
    Advancement: 31-60 HD (Colossal)
    Level Adjustment: ---

    The Nguma-Momene is a serpentine lizard 30 to 50 feet long. Cryptoxoologists think it may be a giant monitor lizard, crocodilian or maybe even a Spinosaur. It is sometimes described as hunting prey with electrical currents in a manner similar to Electric Catfish.

    Electrical Pulse (Ex): At will as a Standard Action the Nguma-Momene can unleash a powerful electrical pulse doing 12d6 electricity damage in a 30 ft. Radius with itself in the center. Opponents within this area must make a DC 37 Fortitude Save (Save DC is Constitution based) or be Stunned 1d4 rounds. It is immune to it's own electrical barrage, but not that of other Nguma-Momene, or electrical attacks. It may only use this attack in the water, and only once every 1d4 rounds.

    Swamp Walk (Ex): A Nguma-Momene can move normally in Marsh Terrain.

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

    Skills: A Nguma-Momene 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: In the water, the Nguma-Momene opens with it's electrical pulse. Otherwise it attacks much like a crocodile.

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

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


    Mamba Mutu
    Medium Monstrous Humanoid (Aquatic)
    Hit Dice: 3d8+9 (22 hp)
    Initiative: +1
    Speed: 5 ft. (1 square), Swim 40 ft.
    Armor Class: 15 (+1 Dex, +4 Natural), touch 11, flat-footed 14
    Base Attack/Grapple: +3/+6
    Attack: Pincer +7 melee (1d6+3)
    Full Attack: 2 Pincers +7 melee (1d6+3) and 1 Bite +1 melee (1d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Improved Grab, Drain Blood
    Special Qualities: Darkvision 60 ft., Blindsense 30 ft.., Scent
    Saves: Fort +4, Ref +4, Will +3
    Abilities: Str 16, Dex 13, Con 16, Int 8, Wis 10, Cha 11
    Skills: Listen +3, Spot +3, Swim +11
    Feats: Swim-By Attack (see Stormwrack), Weapon Focus (Pincers)
    Environment: Warm Aquatic
    Organization: Solitary
    Challenge Rating: 2
    Treasure: None
    Alignment: Neutral Evil
    Advancement: 4 HD (Medium), 5-9 HD (Large)
    Level Adjustment: ---

    I can't find much on the Mamba Mutu beyond it being a fairly humanoid merfolk with sharp teeth, and arms ending in lobster claws. It's main claim to fame is it eating the blood an brains of anything swimming in Lake Tanganyika.

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

    Drain Blood (Ex): The Mamba Mutu does 1d6+3 damage and 1d4 Temporary Con damage with a successful Grapple Check.

    Skills: A Mamba Mutu 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: Mamba Mutu aren't tactical geniuses. They close and grapple.


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

    https://en.wikipedia.org/wiki/Grootslang
    https://cryptidz.fandom.com/wiki/Grootslang
    https://abookofcreatures.com/2021/05/21/grootslang/


    Grootslang
    Gargantuan Magical Beast
    Hit Dice: 40d10+400 (620 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares), Climb 20 ft., Swim 20 ft.
    Armor Class: 39 (-4 Size, +3 Dex, +30 Natural), touch 9, flat-footed 36
    Base Attack/Grapple: +40/+63
    Attack: Bite +48 melee (5d10+15/19-20)
    Full Attack: Bite +48 melee (5d10+15/19-20)
    Space/Reach: 20 ft./15 ft.
    Special Attacks: Constrict, Improved Grab, Corrupting Influence
    Special Qualities: Scent, Blind, Blindsight 120 ft.
    Saves: Fort +32, Ref +31, Will +26
    Abilities: Str 33, Dex 17, Con 30, Int 23, Wis 25, Cha 25
    Skills: Balance +31, Bluff +27, Climb +25, Hide +25, Diplomacy +27, Knowledge (Arcana, History, Local, Nature, Religion) +30, Listen +31, Move Silently +25, Search +28, Sense Motive +27, Survival +27, Swim +25, Use Magic Device +27
    Feats: Alertness, Cleave, Endurance, Great Cleave, Improved Critical (Bite), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack Weapon Focus (Bite) Epic Feats: Devastating Critical (Bite), Epic Reflexes, Epic Will, Overwhelming Critical (Bite)
    Environment: Underground
    Organization: Unique
    Challenge Rating: 18
    Treasure: Double Standard (mostly gems)
    Alignment: Neutral Evil
    Advancement: 41+ HD (Colossal)
    Level Adjustment: ---

    The Grootslang is a giant python with diamonds for eyes that haunts one of several locales in South Africa, and may be the last of it's kind. Due to mistranslations or misinterpreting things, it has grown increasingly elephant like in appearance.

    Constrict (Ex): On a successful grapple check, a Grootslang deals 5d10+15 points of damage.

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

    Corrupting Influence (Sp): The Grootslang can cast Mass Suggestion at will.

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

    Skills: Grootslangs have a +4 racial bonus on Hide, and Listen checks and a +8 racial bonus on Balance and Climb checks. A Grootslangs can always choose to take 10 on a Climb check, even if rushed or threatened. A Grootslangs 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: If facing something it considers a threat the Grootslang will try to beguile it. Otherwise it fights like a big python.

    Last edited by Bhu; 2023-03-02 at 02:28 AM.
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    Default Re: Critters III! Now also in 5e!

    http://en.wikipedia.org/wiki/Wolpertinger
    https://en.wikipedia.org/wiki/Skvader
    https://www.iamexpat.de/lifestyle/li...e-wolpertinger
    https://en.wikipedia.org/wiki/Elwetritsch
    https://blog.lingoda.com/en/what-is-a-wolpertinger/

    Promised someone on an old crypto thread I'd do one of these and this seemed to be the most logical place to post it

    Wolpertinger
    Tiny Magical Beast
    Hit Dice: 1d10+1 (6 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares), Fly 40 ft. (Good)
    Armor Class: 17 (+2 Size, +4 Dex, +1 Natural) touch 16, flat-footed 13
    Base Attack/Grapple: +1/-10
    Attack: Bite +7 melee (1d3-3)
    Full Attack: 1 Bite +7 melee (1d3-3) and 2 Claws +2 melee (1d3-3)
    Space/Reach: 2 1/2 ft./ 0 ft.
    Special Attacks: Rake 1d3-3, Pounce
    Special Qualities: Low Light Vision, Scent
    Saves: Fort +3, Ref +6, Will +2
    Abilities: Str 4, Dex 18, Con 12, Int 6, Wis 14, Cha 10
    Skills: Hide +12, Listen +6, Move Silently +8, Spot +6
    Feats: Weapon Finesse, ANklebiter (B)
    Environment: Temperate Forest
    Organization: Solitary, Pair, Pack (6-10), or Troupe (11-40)
    Challenge Rating: 1/2
    Treasure: None
    Alignment: Always Neutral
    Advancement: -
    Level Adjustment: ---

    "OMG! I think that bunny thing just bit off Johnson's toe!"

    Wolpertingers are odd little beasts thought to be legendary rabbit monsters, but actually just taxidermy hoaxes. The most common appearance is a fanged rabbit, with the body of a squirrel, the antlers of a deer, and the wings (and sometimes legs) of a pheasant. There is a similar Swedish critter called a Skvader which appears as a hare with the back, wings and tail of a wood grouse. Austria has one called the Rauraki that I can't find much on. Southwestern Germany has another one called the Elwetritsch that appears to be a chicken like bird with scales, humanoid breasts, and sometimes a long beak or antlers.

    Pounce (Ex): If a Wolpertinger charges a foe, it can make a full attack, including two rake attacks.

    Rake (Ex): Attack Bonus +7, 1d3-3 damage.

    Skills: Wolpertingers have a +4 Racial Bonus on Spot and Listen checks.

    Combat: Charge and nibble. Fly away if there is resistance. Swoop down from the skies and nibble. Repeat till human becomes lunch.

    Last edited by Bhu; 2023-03-02 at 02:32 AM.
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    Default Re: Critters III! Now also in 5e!

    http://en.wikipedia.org/wiki/Tatzelwurm
    https://cryptidz.fandom.com/wiki/Tatzelwurm
    http://www.newanimal.org/tatzel.htm
    https://hauntedpalaceblog.wordpress....ragon-slayers/


    Tatzelwurm
    Small Animal
    Hit Dice: 2d8+2 (11 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 15 (+1 Size, +2 Dex, +2 Natural), touch 13 , flat-footed 13
    Base Attack/Grapple: +1/-3
    Attack: Bite +4 melee (1d4 plus poison)
    Full Attack: Bite +4 melee (1d4 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison
    Special Qualities: Low Light Vision
    Saves: Fort +4, Ref +5, Will +1
    Abilities: Str 10, Dex 15, Con 12, Int 2, Wis 12, Cha 2
    Skills: Hide +7, Jump +4, Listen +3, Spot +3
    Feats: Weapon Finesse
    Environment: Temperate Mountains
    Organization: Solitary
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral
    Advancement: 3-4 HD (Medium)
    Level Adjustment: ----

    "My fathers leg was lost to the Wurms in the hills. We had to amputate it to keep their poison from claiming him."

    This is the cryptozoological version of a poisonous lizard as opposed to the mythological cat faced reptile. While the Tatzelwurm is described as being a lizard or dragon 1-7 ft. long, with 2-6 legs, a row of bristles down it's spine, and a cat's face, most drawings are of a short, stubby reptile with 4 legs. It's thought it could be a snake, lizard or salamander.

    Poison (Ex): Injury, Fort Save DC 12, Initial and Secondary Damage 1d6 Con. Save DC is Constitution Based.

    Skills: The Tatzelwurm has a +4 Racial Bonus with Jump Checks.

    Combat: Tatzelwurms charge and bite. After that they trust to their venom to bring down most opponents.



    Tatzelwurm (mythic version)
    Medium Dragon
    Hit Dice: 6d12+12 (51 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares)
    Armor Class: 15 (+5 Natural), touch 10, flat-footed 15
    Base Attack/Grapple: +6/+8
    Attack: Bite +8 melee (1d6+2 plus 1d4 Fire plus Poison)
    Full Attack: 1 Bite +8 melee (1d6+2 plus 1d4 Fire plus Poison) and 2 Claws +3 melee (1d4+1 plus 1d4 Fire )
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison, Breath Weapon, Hot Blooded
    Special Qualities: Darkvision 60 ft., Scent, Immune to Fire Damage
    Saves: Fort +7, Ref +5, Will +6
    Abilities: Str 15, Dex 10, Con 15, Int 2, Wis 12, Cha 6
    Skills: Climb +4, Hide +5, Listen +4, Move Silently +5, Spot +4
    Feats: Ability Focus (Poison, Breath Weapon, Hot Blooded)
    Environment: Cold or Temperate Mountains
    Organization: Solitary
    Challenge Rating: 4
    Treasure: None
    Alignment: Always Neutral
    Advancement: 7-12 HD (Large)
    Level Adjustment: ---

    This is the 7 foot long Swedish dragon with a cat's face and boar's bristles down it's back. Said to be so hot, it melts sand into glass with it's passing.

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

    Breath Weapon (Su): Once every 1d4 rounds the Tatzelwurm can exhale poison in a 15 foot Cone. Inhaled, Fort Save DC 17, Initial damage is Stunned 1 round, Secondary is Sickened for 1 Minute.

    Hot Blooded (Su): The Tatzelwurms attacks do an extra 1d4 Fire damage, and anything striking it in melee or grappling it takes 1d4 Fire damage as well. It's blood is quite hot, and opponents who are adjacent that do piercing or slashing damage must make a DC 17 Reflex Save or get splashed with the blood taking 1d4 Fire damage.

    Combat: Tatzelwurms charge into the fray, spitting poison at stubborn opponents.



    Stollenwurm
    Small Dragon
    Hit Dice: 2d12+2 (15 hp)
    Initiative: +0
    Speed: 20 ft. (4 squares), Burrow 10 ft.
    Armor Class: 14 (+1 Size, +3 Natural), touch 11, flat-footed 14
    Base Attack/Grapple: +2/+3
    Attack: Bite +4 melee (1d3+1)
    Full Attack: Bite +4 melee (1d3+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison, Favored Enemy: Fey, Improved Grab, Constrict, Grappler
    Special Qualities: Low-light Vision, Darkvision 60 ft.
    Saves: Fort +4, Ref +3, Will +3
    Abilities: Str 13, Dex 10, Con 13, Int 4, Wis 11, Cha 8
    Skills: Hide +5, Jump +5, Listen +4, Spot +4, Survival +2
    Feats: Ability Focus (Poison)
    Environment: Temperate Mountains
    Organization: Solitary or Family (2-10)
    Challenge Rating: 2
    Treasure: None
    Alignment: Usually Neutral
    Advancement: 3-4 HD (Medium)
    Level Adjustment: ----

    Stollenwurms have 2-6 stubby legs and a thick, catlike head. They are quite aggressive, jumping on humans and animals alike, attempting to strangle them. They are especially dangerous to Fey, whom they attack on sight. There is a common, black version, and a rarer white version with a gold crown. They have 'poison in their throats', which I think means they breath it out.

    Poison (Ex): Once every 1d4 rounds, the Stollenwurm can exhale Poison in one adjacent square. Inhaled, Fort Save DC 14, Initial damage is Stunned 1 round, Secondary is Sickened for 1 Minute.

    Favored Enemy: Fey (Ex): The Stollenwurn gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against Fey. Likewise, they get a +2 bonus on weapon damage rolls against such creatures.

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

    Constrict (Ex): On a successful grapple check, a Stollenwurn deals 1d3+1 points of damage.

    Grappler (Ex): the Stollenwurm does not take Size Penalties to Grapple Checks.

    Combat: The Stollenwurm usually bites, and then goes for the grapple.



    Much thanks to Jurgen Hubert who is assisting me with the German folklore (and whom I am hoping will correct me if I get things wrong lol).
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    Kalanoro
    Medium Animal
    Special Attacks: Improved Grab, Rend (1d6+3)
    Isn't rend usually double base damage plus 1.5×STR?

    Skills: Climb +6, Listen +4, Spot +3, Swim +14
    I'm going to guess that was to be Swim +10 (note nough points to go higher than that).

    Kalanoro (mythical version)
    Tiny Fey (Incorporeal, Spirit)
    Attack: Claw +4 melee (1d2+3)
    Full Attack: 2 Claws +4 melee (1d2+3) and 1 Bite +2 melee (1d2+1)
    +6 and +6/+6/+4 (+2 size).

    Abilities: Str 16, Dex 14, Con 13, Int 10, Wis 14, Cha 13
    Speaking of; the statblock is just for the manifested form, right?

    Skills: Climb +7, +14, Knowledge (Arcana, Local, Nature, Religion) +4, Listen +4, Move Silently +6, Spot +4, Survival +4, Swim +11
    4 skill points remain available. That +14, in the meantime, should not be there.

    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
    That's a quite intriguingly benign spread for a NE Fey thing. I like it.

    Quote Originally Posted by Bhu View Post
    Mamlambo
    Gargantuan Animal
    Space/Reach: 20 ft./15 ft. (20 ft with Bite)
    It only has that one bite; isn't that notation redundant?

    Mamlambo Supernatural version
    Gargantuan Outsider (Amphibious, Aquatic, Native)
    Hit Dice: 25d8+250 (387 HP)
    362 hp.

    Space/Reach: 20 ft./15 ft. (20 ft with Bite)
    V. above.

    Skills: Bluff +25, Craft (any 1) +25, Diplomacy +25, Hide +13, Intimidate +25, Knowledge (Arcana, Geography, History, Local, Nature, Religion) +25, Listen +25, Move Silently +21, Profession (+25), Search +25, Sense Motive +25, Spot +25, Survival +25, Swim +18
    I count 8 unspent skill points.

    Hypnotic Gaze (Su): 30 foot gaze attack, Willpower Save DC: 29 (Save DC is Charisma based). Victims of the Gaze attack are affected as by a Charm Person spell (caster level is equal to half Mamlambo's Hit Dice). The Mamlambo than attempts to convince them to come near to the water.
    Does it have a language?

    Quote Originally Posted by Bhu View Post
    Ninki Nanka, Cryptid version
    Huge Animal
    Swallow Whole (Ex): With a successful Grapple Check a Ninki Nanka may Swallow an opponent at least 2 Size Classes smaller than itself. The swallowed opponents take 2d8+10 bludgeoning damage and 10 points of acid damage per round. It may try to escape by doing 25 points of damage to the Nanka's stomach (AC 15) with a light slashing or piercing weapon. Once it exits muscular action closes the hole and other victims must cut their own way out. A Nanka's stomach may hold 1 Medium, 4 Small, or 16 Diminutive or Smaller opponents.
    You skipped Tiny there!

    The Skills section is missing from the description.

    Ninki Nanka, Mythical version
    Colossal Dragon
    Attack: Bite +49 melee (4d8+17/19-20)
    Full Attack: Bite +49 melee (4d8+17/19-20) and 2 Claws +44 melee (4d6+8) and 2 Wings +44 melee (2d8+8) and 1 Tail Sweep +44 melee (2d8+8)
    +50 to hit for the bite (it has Weapon Focus).

    Special Attacks: Breath Weapon, Dire Omen, Frightful Presence, Death Gaze
    Feats: Ability Focus (Dire Omen)
    Bad Omen (Su): Any living creature that can see the Ninki Nanka must make a DC 37 Willpower Save (Save DC is Charisma Based) or be cursed with illness. The victim gains a -4 penalty on any Saving Throws against damage or Death effects for 1 year. This effect can be dispelled by Remove Curse, Miracle, or Wish.
    While "Bad Omen" has this clumsy charm going for it, I'm led to believe that wasn't not intentional.


    And here, I'll take a break. I see that you did the Evil fsamiliar birdy creature which makes me happy, and I'll try and catch up later for that if nothing else, but many of these have insane numbers and I'm kind of low on juice for today.

  17. - Top - End - #437
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    Default Re: Critters III! Now also in 5e!

    And part TWO, as promised:

    Quote Originally Posted by Bhu View Post
    Lukwata version 2, the Big Snake

    Lukwata
    Colossal Animal
    Attack: Bite +37 melee (3d6+22)
    Full Attack: Bite +37 melee (3d6+22)
    3d6+22, 19–20/×2.

    Feats: Alertness, Endurance, Improved Critical (Bite), Improved Initiative, Mighty Roar (Savage Species), Power Attack, Skill Focus (Hide), Snatch, Toughtness x6
    Heh. Toughness? Could they at least get a basic Weapon Focus on that size-plagued bite?

    Lukwata version 4, the Thing

    Lukwata
    Colossal Aberration
    Skills: Balance +18, Cimb +30, Hide +5, Knowledge (Arcana, Local, Nature) +12, Listen +14, Spot +14, Swim +30
    Feats: Alertness, Endurance, Greater Multigrab*, Improved Critical (Bite), Improved Initiative, Mighty Roar*, Multigrab*, Skill Focus (Hide), Toughness x6
    Oh, come on. This thing just screams Multiattack/Improved Multiattack! Also, it should have 8 more skill points available.

    Challenge Rating: 12
    I'm not sure these two versions should really have the same CR.
    Quote Originally Posted by Bhu View Post
    Mokele-Mbembe
    Huge Animal
    Speed: 30 ft. (4 squares), Swim 30 ft.
    6 squares.

    "THERE IT IS SIRS!!! THE MOKELE-MBEMBE!! THE MOST FEARED MONSTER IN ALL CREATION!"

    "Ummm....it's a baby dinosaur..."

    AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH!!!!!! !!!!!!!

    "Can we not do that when you're standing next to me."

    "FLEEEEEEEEEEEEEEEEE!! FLEE FOR YOUR VERY LIIIIIIIIIIIIIIIIIIIIIIIIIIVESSSSS!!"

    "Dude, seriously...it' just sitting there eating weeds..."

    "IT WILL DESTROY US AAAAAAAAAAAAAALLLL!!"

    "Are you perhaps due for any medications I should nknow about?"


    The Mokole-Mbembe is one of the most feared cryptids in all of Africa. Odd considering it looks like a really small Sauropod.
    Have I mentioned yet that I like dinosaurs (and not only tha vaian sort)? Sauropods are cute.

    The description is missing the Skills section.

    Quote Originally Posted by Bhu View Post
    Impundulu
    Medium Outsider (Native, Spirit)
    This came out majestic. That's sure one really nice Evil giant birdy! Thank you, good Sir!
    Quote Originally Posted by Bhu View Post
    Adze
    Small Outsider (Native, Evil, Spirit)
    Hit Dice: 5d8+10 (32 hp)
    Initiative: +6 (+9 as Fly)
    How does their Initiative get higher in fly form? The AC line tells me that they don't get a DEX boost for changing their size.

    Armor Class as Fly: 20 (+8 Size, +2 Dex), touch 20, flat-footed 16
    FF 18.

    Attack: Club +7 melee (1d4-1)
    +8; they are Small.

    Possession (Su): Once per round, an Adzet can merge its body with a Humanoid or Vermin creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th), except that it does not require a receptacle. To use this ability, the Adze must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity.
    I see a stowaway there!

    The target can resist the attack with a successful Will save (DC 15 + Adze’s Cha modifier). Humanoids that this ability is used upon must make a DC 16 Willpower Save (Save DC is Charisma Based) or gain the Abasom Template. The Adze is less a controller of the body, and more a corrupting influence. If it is exorcised, the possessed must make a DC 16 Willpower Save, or remain an Abasom.
    O-okay, how many saves are we talking about here and what's the DC, 15+CHA or standard CHA-based 16?

    Attach (Ex): While using it's Alternate Form ability the Adze can make a Touch Attach to attach itself to an opponent. An attached Adze is effectively Grappling it's prey and loses it's Dex Bonus to AC (AC 18), but it gains a +12 Racial Bonus to Grappling Checks in Fly form. An attached Adze can be struck with a weapon to dislodge it, or an opponent can successfully Pin it in a Grapple. The touch of the Adze is fairly light, and it's bite is difficult for people to feel. Anyone an Adze attaches to gets a Spot or Listen check vs its Hide or Move Silently Check. If they fail, they do not realize something is wrong until they have taken 1d3 Strength damage. Sleeping opponents automatically fail this check, but can still notice a problem after 1d3 points of Strength have been lost.
    Wait, where's the STR damage coming from?

    Abasom

    Abasom is an Acquired Template that can be added to any Humanoid that has undergone the proper magical rituals or been possessed by an Adze. They are miserable beings, suffering from bad luck and madness, which they spread to those around them.
    Suffering from madness and bad luck seems a bit of an informed ability; at any rate, I can't quite find a mechanical representation for either in the template.

    Quote Originally Posted by Bhu View Post
    Ngoubou (river version)
    Huge Animal
    Hit Dice: 12d8+60 (114 hp)
    Feats: Alertness, Endurance, Imprved Natural Attack (Gore), Iron Will
    This thing needs one more feat.

    Ngoubou (savannah version)
    Large Animal
    Saves: Fort +12, Ref +6, Will +3
    Fort +13 (2 base, +4 HD, +5 CON, +2 feat).

    Quote Originally Posted by Bhu View Post
    Nguma-Momene
    Gargantuan Animal
    Space/Reach: 20 ft./15 ft. (20 ft. with Bite)
    I mean, it doesn't really have anything to do with its reach other than biting, does it, now?

    Quote Originally Posted by Bhu View Post
    Grootslang
    Gargantuan Magical Beast
    Armor Class: 39 (-4 Size, +3 Dex, +30 Natural), touch 99, flat-footed 36
    That… Can't be right.

    Saves: Fort +32, Ref +31, Will +25
    Will +26 (+13 HD, +7 WIS, +6 feats).

    Skills: Balance +31, Bluff +27, Climb +25, Hide +25, Diplomacy +27, Knowledge (Arcana, History, Local, Nature, Religion) +26, Listen +31, Move Silently +25, Search +26, Sense Motive +27, Spot +31, Survival +27, Swim +25, Use Magic Device +27
    Feats: Alertness
    Alertness and 18 ranks in Spot (before a +4 racial bonus to the same) look weird on a blind creature. Also, 4 skill points remain available.

    Quote Originally Posted by Bhu View Post
    Wolpertinger
    Tiny Magical Beast
    Hit Dice: 1d10+1 (6 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares), Fly 40 ft. (Good)
    Armor Class: 17 (+2 Size, +4 Dex, +1 Natural) touch 13, flat-footed 16
    T 16, FF 13.

    Attack: Bite +6 melee (1d3-3)
    Full Attack: 1 Bite +6 melee (1d3-3) and 2 Claws +1 melee (1d3-3)
    +7/+2/+2 to hit (+1 BAB, +4 DEX, +2 size).Space/Reach: 2 1/2 ft./ 0 ft.

  18. - Top - End - #438
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Metastachydium View Post

    It only has that one bite; isn't that notation redundant?
    If it uses any action other than bite, it still has the other range.


    And here, I'll take a break. I see that you did the Evil fsamiliar birdy creature which makes me happy, and I'll try and catch up later for that if nothing else, but many of these have insane numbers and I'm kind of low on juice for today.
    I got this batch of edits up. Sorry about the big un's, but most african critters seem to come in either 'complex supernatural thingie' or 'kaiju'.
    Last edited by Bhu; 2023-03-02 at 01:51 AM.
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Metastachydium View Post
    I'm not sure these two versions should really have the same CR.
    One wasn't quite CR 12, but it wasn't up to snuff against CR 13 critters, so I had to make a choice.




    This came out majestic. That's sure one really nice Evil giant birdy! Thank you, good Sir!
    It was definitely different

    Suffering from madness and bad luck seems a bit of an informed ability; at any rate, I can't quite find a mechanical representation for either in the template.
    The bad luck/madness is usually caused by the alignment change and need for blood. You literally go from being accepted/respected by society, to fleeing to avoid murder and have to spend the rest of your life stressing over people finding out you're a vampire witch. It's not bad luck so much as "poor decisions made due to new urges gets them into trouble". I could have written mechanics for backing that up with the supernatural, but as mentioned, witchcraft is sometimes a way of 'othering' people in Africa, and I thought it might be objectionable as it was already.

    I think the other edits are done. Phew!
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    If it uses any action other than bite, it still has the other range.
    (And now I'm wondering what, other than attacks, uses reach. Jump checks, maybe? I'll have to look into this.)

    Sorry about the big un's, but most african critters seem to come in either 'complex supernatural thingie' or 'kaiju'.
    Yeah, I can tell (but hey, DINOSAURS).

    Quote Originally Posted by Bhu View Post
    One wasn't quite CR 12, but it wasn't up to snuff against CR 13 critters, so I had to make a choice.
    Eh, fair.

    The bad luck/madness is usually caused by the alignment change and need for blood. You literally go from being accepted/respected by society, to fleeing to avoid murder and have to spend the rest of your life stressing over people finding out you're a vampire witch. It's not bad luck so much as "poor decisions made due to new urges gets them into trouble". I could have written mechanics for backing that up with the supernatural, but as mentioned, witchcraft is sometimes a way of 'othering' people in Africa, and I thought it might be objectionable as it was already.
    I see; that makes sense and is probably the right call.

  21. - Top - End - #441
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    Default Re: Critters III! Now also in 5e!

    http://en.wikipedia.org/wiki/Beast_of_Busco
    http://www.everything2.com/index.pl?node_id=1782670
    https://pinebarrensinstitute.com/cry...car-the-turtle

    Beast of Busco
    Large Animal
    Hit Dice: 8d8+40 (76 hp)
    Initiative: -1
    Speed: 30 ft. (6 squares), Swim 20 ft.
    Armor Class: 16 (-1 Size, -1 Dex, +8 Natural), touch 8, flat-footed 16
    Base Attack/Grapple: +6/+18
    Attack: Bite +13 melee (2d6+12/18-20)
    Full Attack: Bite +13 melee (2d6+12/18-20)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved Grab, Strong Jawed
    Special Qualities: Low Light Vision, Scent, Hold Breath
    Saves: Fort +11, Ref +5, Will +3
    Abilities: Str 26, Dex 8, Con 21, Int 1, Wis 12, Cha 2
    Skills: Hide +3 (+7 in water, +17 under water), Listen +3, Spot +3, Survival +3 (+7 to track by Scent), Swim +16
    Feats: Improved Natural Attack (Bite), Skill Focus (Hide), Track
    Environment: Warm or Temperate Aquatic
    Organization: Unique??
    Challenge Rating: 5
    Treasure: None
    Alignment: Always Neutral
    Advancement: 9-12 HD (Large), 13-24 HD (Huge)
    Level Adjustment: ---

    "Where's your brother Bobby?"

    "He went fishin' down ta the lake."

    "WHAT!!"

    The Beast of Busco is an enormous legendary Snapping Turtle roughly 6 feet wide and 500 pounds or more.

    Strong Jawed (Ex): The Beasts Bite attack threatens a critical on a natural 18-20.

    Improved Grab (Ex): If the Beast hits successfully with it's Bite attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If it succeeds in it's grapple it may do Bite damage each round, or attempt to pin it's victim underwater.

    Hold Breath (Ex): The Beast may hold it's Breath for a number of rounds equal to 8 times it's Constitution modifier before it risks drowning.

    Skills: The Beast of Busco has a +8 Racial Bonus on Swim checks. It also has a +4 Racial Bonus on Hide checks in the water. When submerged with only it's nostrils and eyes above water it gains a +10 Cover Bonus to Hide checks. It also has a +4 Racial Bonus to Survival Checks made to track prey via Scent.

    Combat: The Beast of Busco prefers to grab it's opponent and drag it into the lake. Preferably from ambush.

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

    http://www.newanimal.org/buru.htm
    https://cryptozoology.fandom.com/wiki/Mountain_Boomer
    http://www.angelfire.com/bc2/cryptod...yptosaurs.html


    Mountain Boomer
    Medium Animal
    Hit Dice: 3d8+9 (22 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares)
    Armor Class: 15 (+5 Natural), touch 10, flat-footed 15
    Base Attack/Grapple: +2/+6
    Attack: Bite +6 melee (1d8+6)
    Full Attack: Bite +6 melee (1d8+6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities: Low Light Vision, Howl
    Saves: Fort +8, Ref +5, Will +2
    Abilities: Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 10
    Skills: Intimidate +4, Jump +8, Listen +6, Spot +6
    Feats: Alertness, Great Fortitude
    Environment: Temperate Mountains
    Organization: Solitary or Pair
    Challenge Rating: 2
    Treasure: None
    Alignment: Always Neutral
    Advancement: 4-5 HD (Medium)
    Level Adjustment: ---

    "Man all them people saying hey seen lizards are fulla crap. Ah'm gonna go prove 'em all fools this weekend, you'll see."

    The Mountain Boomer appears to be a bipedal lizard or dinosaur living in West Texas. There seems to be some disagreement over whether they resemble Theropods or Ornithopods. There's not much other that I can find.

    Howl (Ex): Mountain Boomers can be heard over great distances, and their powerful howls can be quite intimidating. Mountain Boomers gain a +4 racial bonus on Intimidate checks.

    Skills: Mountain Boomers have a +4 Racial Bonus to Jump Checks.

    Combat: Mountain Boomers generally rush in and bite over and over until driven off. They're fairly single minded and easy to predict.

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

    http://www.angelfire.com/bc2/cryptod...rtebrates.html
    https://cryptidz.fandom.com/wiki/Dundas_Island_Blackfly

    Dundas Island Black Flies
    Fine Vermin
    Hit Dice: 3d8 (13 hp)
    Initiative: +2
    Speed: 5 ft. (1 square), Fly (40 ft., Average)
    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: Distraction, Blood Drain, Poison
    Special Qualities: Dark Vision 60 ft., Swarm traits, Vermin traits, Immune to Weapon damage
    Saves: Fort +3, Ref +3, Will +2
    Abilities: Str 1, Dex 15, Con 10, Int -, Wis 12, Cha 1
    Skills: -
    Feats: -
    Environment: Cold Forest
    Organization: Solitary or Group (3-6 Swarms)
    Challenge Rating: 2
    Treasure: None
    Alignment: Always Neutral
    Advancement: ---
    Level Adjustment: ---

    "Peek outside and see if they're still there."

    "AAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH!"

    "Quick! Get that hatch closed!

    The Dundas Island flies travel in huge swarms and are notable for chewing through the skin of victims to get at their blood leaving horrible welts behind. They are technically considered a cryptid simply because no one wants to study bloodsucking insects at remote locations. They are well hated by the fishermen who sometimes go there.

    Distraction (Ex): Any living creature that begins its turn within a swarm of Black Flies must make a DC 11 Fortitude Save or be Nauseated for 1 round. Save DC is Constitution Based.

    Blood Drain (Ex): Any opponent successfully damaged by the Flies Swarm attack also takes 1 point of temporary Constitution damage.

    Poison (Ex): Injury, DC 11 Fortitude Save (Save DC is Con based), Initial and Secondary damage is 1d4 Dexterity.

    Combat: Much like any other swarm the flies just swarm and bite away. They aren't tactical geniuses.

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

    http://en.wikipedia.org/wiki/Krampus#Krampus
    https://www.history.com/news/krampus...-legend-origin
    https://www.youtube.com/watch?v=SfndOXfJSqA
    https://www.youtube.com/watch?v=tuSrajd9D8k

    Krampus
    Medium Outsider (Chaos, Evil, Extraplanar)
    Hit Dice: 12d8+60 (114 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares)
    Armor Class: 25 (+4 Dex, +6 Natural, +5 Profane), touch 19, flat-footed 21
    Base Attack/Grapple: +12/+21
    Attack: Claw +17 melee (1d6+5) or Rute +17 melee touch (1d3+5 plus pain)
    Full Attack: 2 Claws +17 melee (1d6+5) and 1 Bite +12 melee (1d6+2) or Rute +17/+12/+7 melee touch (1d3+5 plus pain)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Frightful Presence, Improved Grab, Rute
    Special Qualities: Hard Drinker, Damage Reduction 10/Cold Iron or Good, Dark Vision 60 ft., Bag of Child Holding, Homeward Bound, Improved Detect Evil, The Knowledge, Immunities, See in Darkness, Telepathy 100 ft., SR 17
    Saves: Fort +13, Ref +12, Will +11
    Abilities: Str 20, Dex 18, Con 20, Int 16, Wis 16, Cha 20
    Skills: Balance +14, Bluff +15, Climb +15, Escape Artist +14, Intimidate +15, Jump +15, Knowledge (Arcana, Geography, Local, Religion, The Planes) +13, Listen +13, Search +13, Sense Motive +13, Spot +13, Tumble +9, Use Magic Device +15
    Feats: Ability Focus (Frightful Presence, Rute), Blind-Fight, Combat Reflexes, Intimidating Strike
    Environment: Any
    Organization: Unique
    Challenge Rating: 9
    Treasure: Standard
    Alignment: Chaotic Evil
    Advancement: 13+ HD (Medium)
    Level Adjustment: ---


    "Let me get this straight, you're an Incubus? And you hang with Santa?"

    "Yup."

    "And everyone gives you free booze?"

    "Yup."

    "And they actually gave you your own holiday as opposed to arresting you?"

    "Yup."

    "And they let you beat their children and occasionally kidnap one and throw it in the Pits of Hell?"

    "They kind of insist."

    "WTF man? How come no one tells me about these jobs?" I'd do that."

    "Well brother, in my defense I do have connections to the Devil."

    The Krampus is a furry, horned, long tongued devil figure who accompanies Saint Nicholas in Europe to punish the naughty children (and sometimes pursue women). While Saint Nicholas rewards good children with food, Krampus takes a birch rod (or whip, or bundle of birch branches)to the naughty ones (and sometimes carries them off to Hell). He also is depicted carrying a sack or basket, as well as chains. He is said to be fond of schnapps and buxom women.

    Frightful Presence (Su): The Krampus is a terrifying figure, and any living creature within 60 ft. seeing him attack someone or charge must make a DC 23 (Save DC is Charisma Based) Willpower Save or be Frightened for 1d6 rounds if they have less HD than the Krampus. Creatures whose Hit Dice are equal to his must make the Save or be Shaken instead. Creatures whose Save is successful are immune to the Krampus' Frightful Presence for 24 hours.

    Improved Grab (Ex): If the Krampus successfully hits with his Claw Attack he may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful he may do his claw damage each round. The Krampus also has a +4 Racial Bonus to Grapple Checks.

    Rute (Su): The Krampus' switch is terrifying to evil children (and some adults as well). It does damage as a whip (except it doesn't provoke attacks of opportunity, and doesn't have reach). If the opponent is Evil, then it must make a DC 23 Willpower Save (Save DC is Charisma based) or suffer the effects of a Symbol of Pain for 1 hour. Each successful hit with the switch increases the duration for 1 hour, to a maximum of 12 hours.

    Hard Drinker (Ex): The Krampus is immune to the effects of alcohol.

    Bag of Child Holding (Ex): The Krampus carries a bag sack, barrel, basket, or some other implement designed for carrying things with him. The bags real purpose is for carrying children. It works in all ways like a Type IV with the following exceptions: It will only hold children (children being defined as any Humanoid the equivalent of a human child 12 or younger). The child cannot be of Good Alignment, or must have committed an act evil enough for it to have risked changing alignment within the last year. It also has sufficient air for them to breath until they are released (however it doesn't provide food or water).

    Homeward Bound (Su): The Krampus can Plane Shift between Hell and the Prime Material at will as a Standard Action. If there are any children within his Bag of Child Holding they go with him when he changes Planes.

    Improved Detect Evil (Su): The Krampus permanently has the benefits of the Detect Evil spell on at all times with an added bonus: On the 4th round the Krampus learns the details of any evil acts the subject has committed within the last year. Sorry kids. No fibbing to the Devil.

    The Knowledge (Ex): The Krampus can make a d20+15 (Racial Hit Dice plus Int Modifier) check against a DC of 25 to know the home address of any humanoid on earth who has kids, because he visits their houses yearly (he also remembers the houses he has visited in the past as well). By making a DC 35 check he can remember various (usually embarrassing) bits of their personal life (he does keep track of who's been naughty after all).

    Immunities: The Krampus is immune to Cold, Fire, Poison, Disease and Aging Effects.

    Combat: Against children the Krampus will use his switch. Adult men and women get to feel his claws, although few people willingly stand in the Krampus' way. He does know where they live after all...

    Last edited by Bhu; 2023-03-09 at 11:39 PM.
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  25. - Top - End - #445
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    Default Re: Critters III! Now also in 5e!

    http://arcana.wikidot.com/walrider
    Much thanks to Jurgen Hubert for his assistance with these!

    (Note that I may have had to take some artistic license)

    Walrider (fey version)
    Medium Fey (Spirit)
    Hit Dice: 6d6+6 (27 hp)
    Initiative: +6
    Speed: 30 ft. (6 squares)
    Armor Class: 21 (+2 Dex, +9 Natural), touch 12, flat-footed 19
    Base Attack/Grapple: +3/+4
    Attack: Touch +5 melee touch (Pressure)
    Full Attack: Touch +5 melee touch (Pressure)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Pressure, Spell-Like Abilities, Tainted Bribe
    Special Qualities: Air Travel, Weaknesses, Alternate Form, Low-light Vision, Darkvision 60 ft., DR 10/breadcrumbs
    Saves: Fort +5, Ref +7, Will +7
    Abilities: Str 13, Dex 14, Con 13, Int 14, Wis 14, Cha 20
    Skills: Bluff +10, Escape Artist +11, Handle Animal +7, Hide +8, Intimidate +7, Knowledge (Arcana, Geography, History, Local) +7, Listen +8, Move Silently +8, Perform (Singing) +10, Ride +7, Search +7, Spot +8, Use Magic Device +10
    Feats: Ability Focus (Pressure), Great Fortitude, Improved Initiative
    Environment: Any
    Organization: Solitary
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Usually Chaotic Neutral
    Advancement: 7-18 HD (Medium)
    Level Adjustment: ---

    In the older tales, Walriders are spirit beings that live in England that appear as beautiful women, children, hags or animals (males are quite rare). The sail or fly to Germany to visit their victims on milk sieves, using bones as oars. On land, they are fond of riding horses, which they torment by tying their hair in knots. They love riding horses so much, in fact, that they sometimes turn their human victims into one. They creep up on sleeping people and set on their chests, paralyzing them.

    Pressure (Su): As a Standard Action the Walrider may sit on the chest of a sleeping, unconscious or restrained victim (who gets a Listen check against it's Move Silently Check to hear the Walrider approaching with the usual modifiers for sleeping). If it succeeds in making the opposed Move Silently check (or it's victim is unconscious or restrained) it's sleeping victim must make a DC 20 Willpower Save (Save DC is Charisma based). If the victim fails, they feel a heavy weight on their chest and feel as though they are suffocating but cannot wake up, and get no rest for sleeping. They are considered helpless for the duration of the Pressure attack (which can last all night if the Walrider wishes). The Walrider however is equally helpless unless she breaks off the Pressure attack, although she can sense what is going on in the room unlike the victim. Once she has successfully used the Pressure on a victim she always knows their location so long as they are within (1 mile per point of Charisma modifier the Walrider has). If the victim saves successfully, they wake up instead. The Walrider may also use this ability via a melee touch attack.

    Spell-Like Abilities (Sp): At Will: Gaseous Form 1/Day: Baleful Polymorph (unlike normally, this spell can only change the target into any CR 1 horse)

    Tainted Bribe (Su): As a Standard Action the Walrider can curse any unattended object. The first being to accept this object from the Walrider must make a DC 18 Willpower Save (Save DC is Cha based) or suffer the effects of a Bestow Curse spell.

    Air Travel (Su): Walriders make ships out of milk sieves, with their oars being human or animal shoulder blades or cows ribs. They can cross water or even fly in the air with it at such speed that they can travel from Northwest Germany to the Mediterranean and back in a single night (or from England to Germany). If stolen, they will offer any bribe to get it back (though these bribes may be cursed). While in the ship the Walrider has a Fly speed of 200 (Average), and a similar Swim Speed (she must travel on the waters surface).

    Weaknesses: Walriders can only enter the rooms of sleeping people via holes or gaps in the doors, windows or walls (they will not enter an open door or window). Putting a holy object in front of these openings bars them entry. She must leave through the same hole she entered through, and if it is plugged, thereby preventing her escape, she will stay in the house as a beautiful young woman. She may even marry her victim, but once the hole is unplugged she will flee. Until she can flee, she must obey her captor as if she had failed a Save against a Dominate Monster Spell.Sleepers can protect themselves from her Pressure attack by wearing their shirt backwards, or putting their left shoe at the end of the bed on the right side, and the right shoe at the end of the bed on the left side. They may also put a cross made of straw or shoes in front of the bed, climb into the bed backwards, or placing a heckling comb by the door or on the sleepers chest. Walriders lose their Bonus to Escape Artist Checks if you grab them by the hair. This can be simulated by "if the grappler succeeds by 5 or more it successfully grabs the Walriders hair". Their Damage Reduction doesn't work against breadcrumbs, so loading a musket with crumbs instead of lead does normal musket damage to them.

    Alternate Form (Su): The Walrider can assume any Animal or Humanoid form of Medium Size or Smaller as a Standard Action up to 3/Day. She remains in this form until she chooses to assume a new one or return to her natural form. She may also appear as a small object, but has no move speed when doing so.

    Skills: Walriders are sometimes described as 'soft and boneless', and have a +8 Racial Bonus on Escape Artist Checks.

    Combat: Walriders aren't combatants. They flee serious problems.



    Walrider

    Walrider is an Acquired Template that can be applied to any Humanoid (usually female) sufficiently advanced in witchcraft, or born on October the 13th to the 19th. There are stories of animals being Walriders as well, so the DM may wish to extend this to Animals as well. Later stories of Walriders mix them in with witches, or unfortunate women cursed to torment othersas their spirit leaves their body. These cursed unfortunates rarely have any awareness of what they are, and may not have control over when they pass out, unleashing their spirit from their body..

    Size and Type: Unchanged.

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: Unchanged.

    Attacks: In Gaseous Form the Walrider gains a melee touch attack. If successful she may use her Pressure ability.

    Damage: Unchanged.

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

    Spell-Like Abilities (Sp): At Will: Gaseous Form. Unlike usual, the Walrider can choose to appear as any Medium or Smaller Animal or Humanoid instead of a cloud. It may also use it's Pressure attack.

    Pressure (Su): As a Standard Action the Walrider may sit on the chest of a sleeping, unconscious or restrained victim (who gets a Listen check against it's Move Silently Check to hear the Walrider approaching with the usual modifiers for sleeping). If it succeeds in making the opposed Move Silently check (or it's victim is unconscious or restrained) it's sleeping victim must make a Willpower Save (Save DC is Charisma based). If the victim fails, they feel a heavy weight on their chest and feel as though they are suffocating but cannot wake up, and get no rest for sleeping. They are considered helpless for the duration of the Pressure attack (which can last all night if the Walrider wishes). The Walrider however is equally helpless unless she breaks off the Pressure attack, although she can sense what is going on in the room unlike the victim. Once she has successfully used the Pressure on a victim she always knows their location so long as they are within (1 mile per point of Charisma modifier the Walrider has). If the victim saves successfully, they wake up instead. The Walrider may also use this ability via a melee touch attack.

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

    Alternate Form (Su): The Walrider can assume any Animal or Humanoid form of Medium Size or Smaller while in Gaseous Form. She may switch appearance once per round as a Swift Action.

    Weaknesses: Walriders can only enter the rooms of sleeping people via holes or gaps in the doors, windows or walls (they will not enter an open door or window). Putting a holy object in front of these openings bars them entry. She must leave through the same hole she entered through, and if it is plugged, her soul cannot return to her body. She will have her maximum hit points reduced by 1d6 per day her soul hasn't returned.Sleepers can protect themselves from her Pressure attack by wearing their shirt backwards, or putting their left shoe at the end of the bed on the right side, and the right shoe at the end of the bed on the left side. They may also put a cross made of straw or shoes in front of the bed, climb into the bed backwards, or placing a heckling comb by the door or on the sleepers chest. Unlike Fey Walriders, human and beast Walriders leave their bodies in Gaseous Form, leaving their body behind unconscious and helpless.

    Saves: Unchanged.

    Abilities: +2 Cha

    Skills: Unchanged.

    Feats: Unchanged.

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: +1

    Treasure: Unchanged.

    Alignment: Unchanged normally, but Neutral Evil in Gaseous Form.

    Advancement: Unchanged.

    Level Adjustment: +3

    Example of creature using template here:

    Ilse (Commoner 2/Walrider)
    Medium Humanoid
    Hit Dice: 2d4+4 (9 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares)
    Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
    Base Attack/Grapple: +1/+0
    Attack: Dagger +0 melee (1d4-1)
    Full Attack: Dagger +0 melee (1d4-1)
    Attack (Gaseous Form): Touch +2 melee (pressure)
    Full Attack (Gaseous Form): Touch +2 melee (pressure)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities, Pressure
    Special Qualities: Alternate Form, Weaknesses
    Saves: Fort +2, Ref +1, Will +1
    Abilities: Str 8, Dex 13, Con 14, Int 10, Wis 12, Cha 17
    Skills: Craft (weaving) +2, Handle Animal +4, Listen +3, Profession (weaver) +3, Spot +3
    Feats: Alertness
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Neutral Good
    Advancement: By Character Class.
    Level Adjustment: +3

    Ilse is a poor, unfortunae girl born at the wrong time of the year.



    Last edited by Bhu; 2023-03-09 at 11:55 PM.
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  26. - Top - End - #446
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    Default Re: Critters III! Now also in 5e!

    https://en.wikipedia.org/wiki/Lindworm
    https://web.archive.org/web/20040604...ory/book9.html


    Lindwurm
    Huge Dragon (Aquatic, Amphibious)
    Hit Dice: 20d12+120 (250 hp)
    Initiative: +4
    Speed: 40 ft. (8 squares), Climb 20 ft., Swim 40 ft.
    Armor Class: 28 (-2 Size, +20 Natural), touch 8, flat-footed 28
    Base Attack/Grapple: +20/+39
    Attack: Bite +30 melee (2d10+11)
    Full Attack: 1 Bite +30 melee (2d10+11) and 2 Claws +24 melee (2d8+5)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Breath Weapon, Improved Grab, Swallow Whole, Frightful Presence
    Special Qualities: Darkvision 60 ft., Scent, Hoop Travel
    Saves: Fort +18, Ref +12, Will +14
    Abilities: Str 32, Dex 10, Con 22, Int 8, Wis 15, Cha 14
    Skills: Appraise +11, Bluff +12, Climb +19, Intimidate +17, Knowledge (History, Local, Nature) +11, Listen +15, Search +11, Spot +15, Survival +12, Swim +19
    Feats: Alertness, Blind-Fight, Cleave, Great Cleave, Improved Initiative, Power Attack, Weapon Focus (Bite)
    Environment: Any except Desert
    Organization: Solitary or Pair
    Challenge Rating: 12
    Treasure: Standard
    Alignment: usually Neutral Evil
    Advancement: 21-40 HD (Gargantuan), 41-60 HD (Colossal)
    Level Adjustment: ---


    Lindwurms are great, serpent like dragons. In some countries they may have wings, or 2 legs. Stories differ as to whether they spit fire or venom (in one tale they spit fire from their mouths and tails). They seem to be the origin of the 'Dragons guarding hordes of Gold' trope. In Germany, they are known for their tail in their mouths, and rolling like a massive hoop to increase their speed. Some seem to be intelligent and capable of speech.

    Breath Weapon (Su): Using a breath weapon is a standard action. Once a Lindwurm breathes, it can’t breathe again until 1d4 rounds later. A blast from a breath weapon always starts at any intersection adjacent to the dragon and extends in a direction of the Lindwurm’s choice, doing 12d10 Fire damage within a 50 foot cone. Creatures caught in the area can attempt a DC 26 Reflex save to take half damage. The save DC against a breath weapon is 10 + ˝ Lindwurm’s HD + Lindwurm’s Con modifier.

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

    Swallow Whole (Ex): A Lindwurm can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of Fire damage per round from the Lindwurm’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

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

    Frightful Presence (Ex): A Lindwurm unsettle foes with its mere presence. The ability takes effect automatically whenever the Lindwurm attacks, or charges. Creatures within a radius of 150 feet are subject to the effect if they have fewer HD than the Lindwurm. A potentially affected creature that succeeds on a DC 22 Will save (DC 10 + ˝ Lindwurm’s HD + Lindwurm’s Cha modifier) remains immune to that Lindwurm’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Lindwurms ignore the frightful presence of other Lindwurms.

    Hoop Travel (Ex): The Lindwurm can place it's tail in it's mouth, and roll up into a hoop to travel faster. tt's a Swift Action to roll up or release the tail, and while travelng as a hoop, the Lindwurm can only make Bull Rush or Overrun attacks, or take the Run Action. When traveling as a hoop, your base land speed increases by +20 feet.

    Combat: Lindwurm's save their fire till opponents are close, unless they're attacking from range.


    Options:

    Wings: The Lindwurm gains a Fly speed of 150 ft. (Poor).

    Poison: Opponents bitten by the Lindwurm risk being poisoned. Injury, DC 26 Fortitude Save, Initial and Secondary damage is 1d6 Con. Swallowed opponents take Acid instead of Fire damage, and must make a Save each round to avoid poison.. Opponents who are caught in the breath weapon are poisoned instead of burned. Inhaled, DC 26 Fortitude Save, Initial and Secondary damage is 1d6 Con. Save DC in either instance is Con based. Increase CR by +1.

    Double Breath Weapon: The Lindwurm can spit fire from it's mouth and tail, and thus it can use it's Breath Weapon every other round. Increase CR by +1.

    Limbless Constrictor: Remove both Claw attacks and add Constrict (Ex): The Lindwurm does 2d10+11 damage with a successful Grapple Check.

    Spiky Tailed: Must be Poisonous to use this option. Add a Secondary Tail attack doing 2d8+5 Piercing damage. Opponents struck by the tail also risk being poisoned. Injury, DC 26 Fortitude Save, Initial and Secondary damage is 1d6 Con.








    Last edited by Bhu; 2023-03-19 at 01:34 AM.
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  27. - Top - End - #447
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    Beast of Busco
    A turtle!

    Strong Jawed (Ex): The Beasts Bite attack threatens a critical on a natural 18-20.
    Hm. I kind of thought that would help with grappling; the beak oif actual snappers is as much for holding prey as it is for, khm, dismembering it.

    Quote Originally Posted by Bhu View Post
    Mountain Boomer
    Initiative: +0
    +2.

    Attack: Bite +6 melee (1d8+4)
    Full Attack: Bite +6 melee (1d8+4)
    As a singular natural weapon, I'd think this is entitled to the 1.5×STR rating for 1d8+6-

    The Mountain Boomer
    I was also kind of hoping they'd get something based around being loud, like the Snow Goblin's Booming Voice, honestly.

    Quote Originally Posted by Bhu View Post
    Krampus
    Medium Outsider (Chaos, Evil, Extraplanar)
    Base Attack/Grapple: +12/+17
    Abilities: Str 20, Dex 18, Con 20, Int 16, Wis 16, Cha 20
    Improved Grab (Ex): If the Krampus successfully hits with his Claw Attack he may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful he may do his claw damage each round. The Krampus also has a +4 Racial Bonus to Grapple Checks.
    I think that racial bonus wasn't figured into the Grapple value in the statblock; it should be +21.

    Skills: Bluff +15, Climb +7, Intimidate +15, Jump +15, Knowledge (Arcana, Geography, Local, Religion, The Planes) +13, Listen +13, Search +13, Sense Motive +13, Spot +13, Use Magic Device +15
    I count some 35 skill points still available for spending.

    Alignment: Chaotic Evil
    So… This thing is described as a devil, pops in and out of Hell and punishes wrongdoers methodically (if disproportionately). Why is it Chaotic?

    The Knowledge (Ex): The Krampus can make a d20+15 check against a DC of 25 to know the home address of any humanoid on earth who has kids, because he visits their houses yearly (he also remembers the houses he has visited in the past as well). By making a DC 35 check he can remember various (usually embarrassing) bits of their personal life (he does keep track of who's been naughty after all).
    What's the 15? RHD+INT, like some kind of Bardic Knowledge/Lore ability? That would make sense, but if so, it should probably be spelled out.

    Quote Originally Posted by Bhu View Post
    Walrider (fey version)
    Medium Fey (Spirit)
    Hit Dice: 6d6+6 (24 hp)
    27 hp.

    Initiative: +5
    +6 (+2 DEX, +4 feat).

    Armor Class: 20 (+1 Dex, +9 Natural), touch 11, flat-footed 19
    21 (+2 DEX), T 12.

    Base Attack/Grapple: +3/+4
    Attack: Touch +5 melee (Pressure)
    Full Attack: Touch +5 melee (Pressure)
    +4 to hit, unless DEX-based (but I'm not seeing why it would be).

    Skills: Bluff +10, Escape Artist +11, Handle Animal +5, Hide +7, Intimidate +7, Knowledge (Arcana, Geography, History, Local) +7, Listen +7, Move Silently +7, Perform (Singing) +10, Ride +7, Search +7, Spot +7, Use Magic Device +10
    6 skill points remain unspent! Also, Handle Animal is untrained as is.

    1/Day: Baleful Polymorph (usually into a horse only)
    Baleful Polymorph can only produce Small and smaller Animals with 1 HD or less, which is… A lot unlike a horse.

    , Bestow Curse (This spell is actually cast on an object, and the first being to accept the object from the Walrider must make the Saving Throw to avoid the effects of the spell).
    Bestow Curse cannot be cast on objects. I think this would work better as a Su/Sp ability of its own, without the constraint of normal BCurse rules.

    Walriders lose their Bonus to Escape Artist Checks if you grab them by the hair.
    How do you grab something by the hair, in mechanical terms? Is it simply a special, called grapple check?

    Quote Originally Posted by Bhu View Post
    Lindwurm
    B]Attack:[/B] Bite +29 melee (2d10+11)
    Full Attack: 1 Bite +29 melee (2d10+11) and 2 Claws +24 melee (2d8+5)
    Bite has +30 to hit (because Weapon Focus).

    Skills: Appraise +11, Bluff +12, Climb +19, Intimidate +15, Knowledge (History, Local, Nature) +11, Listen +15, Search +11, Spot +15, Survival +12, Swim +19
    2 skill points remain available (I suspect Bluff's synergy to Intimidate might be the reason why).

    Advancement: 21-40 HD (Gargantuan), 51-60 HD (Colossal)
    What happens between 41 and 50 HD?

    Hoop Travel (Ex): The Lindwurm can place it's tail in it's mouth, and roll up into a hoop to travel faster. tt's a Swift Action to roll up or release the tail, and while travelng as a hoop, the Lindwurm can only make Bull Rush or Overrun attacks, or take the Run Action. When traveling as a hoop, your base land speed increases by +20 feet.
    Okay, this is silly, but in that cute fairytale way. I like it!

  28. - Top - End - #448
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Metastachydium View Post

    Hm. I kind of thought that would help with grappling; the beak oif actual snappers is as much for holding prey as it is for, khm, dismembering it.
    I thought +18 was already pretty good for it's CR. Plus a snappers bite usually destroys whatever it hits on first bite past the point of holding on.



    So… This thing is described as a devil, pops in and out of Hell and punishes wrongdoers methodically (if disproportionately). Why is it Chaotic?
    Krampus is an oddity. Species wise he's def a Devil. Behaviorally, he's chaotic. Which might explain why he's hanging out with Santa.

    Everything else should be edited.
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  29. - Top - End - #449
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    I thought +18 was already pretty good for it's CR. Plus a snappers bite usually destroys whatever it hits on first bite past the point of holding on.
    Fair and fair.

    Krampus is an oddity. Species wise he's def a Devil. Behaviorally, he's chaotic. Which might explain why he's hanging out with Santa.
    But what about the incredibly well conceived and entirely consistent D&D cosmology? (At any rate, this guy would probably be a good fit in the Carceri population.)

  30. - Top - End - #450
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    Default Re: Critters III! Now also in 5e!

    http://www.batsquatch.com/batsquatch/batsquatch.html
    https://cryptidz.fandom.com/wiki/Batsquatch
    https://portlandghosts.com/the-story...-helens-awoke/


    Batsquatch
    Large Animal
    Hit Dice: 6d8+24 (51 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares), Fly 50 ft. (Average)
    Armor Class: 14 (-1 Size, +5 Natural), touch 9, flat-footed 14
    Base Attack/Grapple: +4/+14
    Attack: Slam +9 melee (1d8+6)
    Full Attack: 2 Slams +9 melee (1d8+6) and 1 Bite +4 melee (1d6+3)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Improved Grab
    Special Qualities: Low Light Vision, EMP Radar
    Saves: Fort +9, Ref +5, Will +4
    Abilities: Str 22, Dex 11, Con 18, Int 6, Wis 14, Cha 8
    Skills: Listen +6, Spot +7
    Feats: Flyby Attack, Hover, Wingover
    Environment: Cold or Temperate Mountains
    Organization: Solitary
    Challenge Rating: 4
    Treasure: None
    Alignment: Always Neutral
    Advancement: 7-12 HD (Large)
    Level Adjustment: ---

    "Bert...ah don't like this here mountain..."

    Batsquatch are large batlike creatures or flying primates. They stand 9 feet tall, with a huge wingspan. They have yellow eyes, blue fur, birdlike feet and a canine muzzle. It is believed they have psychic powers allowing them to interfere with electronics. The truth is weirder. Unlike bats, they have a sort of radar instead of sonar, created via an electromagnetic field they produce.

    Improved Grab (Ex): A Batsquatch that successfully hits with it's Slam attack can make a Grapple Check as Free Action without provoking an Attack of Opportunity. If successful it usually flies upwards, and then drops it's victim.

    EMP Radar (Ex): The Batsquatch has Blindsight in a 60 foot Cone. It also fries electronics. Any computer, telephone, television, or other device with a computer processor inside ceases to function immediately, and the contents of hard drives and other storage media are scrambled. It usually stops cars as well.

    Combat: Batsquatch rely on flyby attacks to whittle foes down, before grabbing them, flying as high as they can, and then dashing them to the ground.

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