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  1. - Top - End - #31
    Titan in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Metastachydium View Post
    Swim speeds are usually not converted into squares, since it's a 3D movement mode.
    It had no land speed so I listed Swim in it's place. Most of the rest are typos from my changing Hit Dice from the original entry and missing some stuff. I have fixed them.
    Last edited by Bhu; 2022-04-23 at 12:26 AM.
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  2. - Top - End - #32
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    Default Re: Critters III! Now also in 5e!

    Beer Pudding
    Large Ooze
    Hit Dice: 6d10+42 (76 hp)
    Initiative: -3
    Speed: 10 ft. (2 squares)
    Armor Class: 6 (-1 Size, -3 Dex), touch 6, flat-footed
    6
    Base Attack/Grapple: +4/+10
    Attack: Slam +5 melee (2d4+2 plus 1d4 acid)
    Full Attack: Slam +5 melee (2d4+2 plus 1d4 acid)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved Grab, Constrict (2d4+2 plus 1d4 acid), Acid
    Special Qualities: Blindsight 60 ft., Ooze traits, Dude I Smell Beer
    Saves: Fort +9, Ref -1, Will -3
    Abilities: Str 14, Dex 5, Con 24, Int -, Wis 1, Cha 1
    Skills: Disguise +8 (beer only)
    Feats: -
    Environment: Underground, and Warm (except Desert)
    Organization: Solitary
    Challenge Rating: 5
    Treasure: None
    Alignment: Always Neutral
    Advancement: 7-9 HD (Large), 10-18 HD (Huge)
    Level Adjustment: ---

    "Dude...dude I smell beer!"

    Beer Puddings are smaller, warmer weather cousins of the Black Puddings, and smell/look like pools of stout beer. They live underground, but emerge at night to eat vegetation (although they will take meat when they can get it), ruining grain and corn crops. As a side effect of their digestion, the symbiotic yeast organisms in their body give off a roasted coffee smell, much like dark stout. This smell is often the undoing of beer enthusiasts, who end up becoming the Beer Puddings next victim when they go in search of a free brew. A Beer Pudding is around 8 ft. across, and perhaps 500 pounds.

    Improved Grab (Ex): If a Beer Pudding hits with it's Slam Attack it may make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it may Constrict.

    Constrict (Ex): A Beer Pudding does Slam plus acid damage with a successful Grapple check.

    Acid (Ex): The creature secretes a digestive acid that dissolves organic material, but does not affect metal or stone. Any melee hit or constrict attack deals 1d4 acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 20 Reflex saves (unless the armor is metal). A wooden weapon that strikes a Beer Pudding also dissolves immediately unless it succeeds on a DC 20 Reflex save. The save DCs are Constitution-based.

    The pudding’s acidic touch deals 21 points of damage per round to wooden or organic objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

    Dude I Smell Beer! (Ex): The Pudding has a +13 Racial Bonus to Disguise checks to appear as a pool of stout, leading many creatures to attempt to drink it, allowing it a Grapple Check as a Free Action without provoking an Attack of Opportunity. They will immediately realize their mistake as soon as they begins taking acid damage, but by then the pudding will have tried to nab them.

    Combat: Beer Puddings are similar to most Puddings in that they just charge anything that comes within range of their Blindsight. However. many now lie in wait since they realize some victims will simply walk up to them.



    Beer Pudding
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens, and this is my soon to be inebriated assistant Jim!"

    Is That Beer?

    "Welcome to Dwarvenhaus!"

    "Why are we at a beer hall Harlan?"

    "The owners believe it's haunted Jim. People disappear here, and strange noises are heard at night."

    Avoid Vat Number 12

    "Why is the beer in that vat moving?

    "Oh my goodness Jim! That's an Amoeba (pseudo) cervisiaria, better known as the Beer Pudding!"

    "Screw this, I'm out."
    Last edited by Bhu; 2022-04-23 at 09:21 PM.
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  3. - Top - End - #33
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    Default Re: Critters III! Now also in 5e!

    Sage Buzzard
    Medium Magical Beast
    Hit Dice: 5d10+5 (32 hp)
    Initiative: +2
    Speed: 15 ft. (3 squares), Fly 80 ft.(Good)
    Armor Class: 14 (+2 Dex, +2 Natural), touch 12, flat-footed 12
    Base Attack/Grapple: +5/+6
    Attack: Talon +6 melee (1d6+1)
    Full Attack: 2 Talons +6 melee (1d6+1) and 1 Beak +1 melee (1d6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: RAWK!
    Special Qualities: Low Light Vision, Darkvision 60 ft, Spell Like Abilities, Sage Knowledge, Scent
    Saves: Fort +5, Ref +6, Will +5
    Abilities: Str 12, Dex 14, Con 12, Int 18, Wis 18, Cha 18
    Skills: Bluff +8, Decipher Script +8, Intimidate +8, Knowledge (Arcana, Geography, History, Local, Nature) +8, Listen +8, Move Silently +2, Sense Motive +8, Spot +8, Survival +8
    Feats: Fly-By Attack, Hover
    Environment: Warm Desert
    Organization: Solitary, Pair, or Group (3-6)
    Challenge Rating: 3
    Treasure: None
    Alignment: usually Neutral
    Advancement: 6-10 HD (Medium)
    Level Adjustment: ---

    "Will you hurry up and die? I'd like to eat before I expire of old age."

    Sage Buzzards look more like vultures than buzzards, and are renowned for their knowledge of just about damn near everything. They're also pretty well known for lurking nearby as people and animals die, waiting to make them a free lunch despite possibly knowing how to save them. In their defense, food is mighty hard to come by where they live. But if you have food aplenty to bribe them with, they'll take care of you, and tell you what they know on any subject you care to hear them argue about (nothing is worse than a flock of know it all's). They speak Common, and whatever the local races speak (they have up to 4 additional languages). Their origin is unknown, but it is rumored that in a desert somewhere is the fabled Tower of Bib. Bib's tower is covered in mystical writings that bring Awareness to any animal reading them. The Sage Buzzards scoff at these rumors, and do their best to discourage people from going out in the desert to see if the Tower is real. They're even rumored to eat the stubborn ones who persist in going anyway...

    RAWK! (Su): Once every 1d4 rounds the Buzzard can unleash an ear splitting screech. Any living creature within 60 ft. must make a DC 16 Willpower Save or be Shaken for 1d6 rounds. Save DC is Charisma Based. If the opponent Saves successfully it is immune to this Buzzard's RAWK! attack for 24 hours.

    Sage Knowledge (Ex): This is identical to the Bardic Knowledge ability on page 28 of the Players Handbook, but instead of Bard levels the Sage Buzzard uses it's Hit Dice.

    Spell Like Abilities (Sp): The Sage Buzzard can cast the following spells as Spell Like abilities: At will: Deathwatch, Detect Magic, Detect Poison, Know Direction. 3/day: Death Knell, Delay Poison, Detect Animals or Plants, Hide from Animals, Locate Objects, Speak With Animals, Whispering Wind. 1/day: Clairvoyance, Commune With Nature, Locate Creature, Scrying. Caster level is equal to Hit Dice.

    Combat: Sage Buzzards aren't great combatants. They usually use their spells to coordinate and arrange little traps for foes. They don't so much fight, as wage a campaign of harassment. Unless they know you're dying. Then it's on.




    Sage Buzzard
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim and I will be coming to you live from the Broken Wastes, where the local Orc nobles have granted us an audience with their advisers, the Vultur sapiens, known locally as the Sage Buzzards!"

    Wisdom Does Not Preclude Sarcasm

    "Your naming conventions are specious human."

    "Do you have a name you prefer to be called"

    "Lord Vultur sapiens."

    Living Libraries

    "We're told you know of many things."

    "We do sir. Perhaps you would be interested in the story of your predecessor, Jim, Mad Barbarian of the North?"

    "And that's all the time we have for today folks!"
    Last edited by Bhu; 2022-04-23 at 09:23 PM.
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  4. - Top - End - #34
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    Default Re: Critters III! Now also in 5e!

    Bighorn Sheep
    Medium Magical Beast
    Hit Dice: 3d10+9 (25 hp)
    Initiative: +1
    Speed: 30 ft. ( 6 squares)
    Armor Class: 15 (+1 Dex, +4 Natural), touch 11, flat-footed 14
    Base Attack/Grapple: +3/+5
    Attack: Butt +5 melee (1d8+2)
    Full Attack: Butt +5 melee (1d8+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Powerful Charge
    Special Qualities: Low Light Vision, Darkvision 60’
    Saves: Fort +6, Ref +4, Will +1
    Abilities: Str 15, Dex 12, Con 17, Int 2, Wis 11, Cha 4
    Skills: Listen +3, Spot +3
    Feats: Power Attack, Improved Overrun, Reckless Charge (B)
    Environment: Temperate Plains, Hills, or Mountains
    Organization: Solitary or Flock (5-500)
    Challenge Rating: 2
    Treasure: None
    Alignment: Always Neutral
    Advancement: 4-5 HD (Medium)
    Level Adjustment: ---

    "Jed?? Can you hear me Jed?? Speak to me!"

    "I knew jumpin' that sheep was a bad idea..."

    These appear to be mule sized sheep with oversized horns, and bony armor reinforcing their necks and foreheads. They are infamously temperamental, and territorial to a fault. Their origin is unknown, but the local Druids always seem to need to be somewhere else when the subject is brought up. Many attempts have been made to domesticate them and all have failed. The locals would love access to the wool as they believe they can make a wonderful lightweight armor from it. Despite offers of a shiny new silver piece for anyone willing to help domesticate some, the local Rangers have expressed no interest...

    Powerful Charge (Ex): When charging the Bighorn Sheep's Butt attack does 2d8+4, and it can make a Bull Rush attack as a Free Action without provoking an Attack of Opportunity. You gain a +4 Bonus on the opposed Strength check.

    Combat: Bighorn Sheep generally charge into the fray, then repeatedly slam their forehead into opponents until they flee or stop moving. The rams will fight to the death while the rest of the flock escapes.




    Bighorn Sheep
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim will be trying to wrangle a small flock of Ovis magnicornuta, better known as the Bighorn Sheep!"

    You Aren't The Boss Of Me

    "I'm beginning to lose my respect for Druids Harlan."

    "Now Jim, lone hermits in the woods have given us many fascinating wonders to study!"

    Charge!

    "Would that be why I'm trying to 'herd' these things from the back of a T. Rex?"

    "We needed a steed the Sheep would respect."
    Last edited by Bhu; 2022-04-23 at 09:24 PM.
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  5. - Top - End - #35
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    Beer Pudding

    (…)

    Skills: Disguise (beer only)
    Should be Disguise (beer only) +8.

    The puddingÂ’s acidic touch deals 21 points of damage per round to wooden or organic objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.
    Why is it necessary to make a distinction between wooden and organic?

    Amoeba cervisia
    Cervisia is a noun; I'd suggest something like Amoeba (pseudo)cervisiaria ('(false) beermaking amoeba').

    Quote Originally Posted by Bhu View Post
    Sage Buzzard
    Big, nice, smart birdies! I love this one.

    Feats: Fly-By Attack, Hover
    Huh. I thought creatures with Good maneuverability can hover by default.

    Vultur sapientia (…) Vultur sapientia.
    Should be Vultur sapiens.

    Quote Originally Posted by Bhu View Post
    Bighorn Sheep

    (…)

    Ovis magnum
    Ovis is a feminine noun and I'd probably recommend Ovis magnicornuta ('sheep with big horns') rather than O. magna anyway.
    Last edited by Metastachydium; 2022-04-23 at 08:22 AM. Reason: Â.

  6. - Top - End - #36
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Metastachydium View Post
    Why is it necessary to make a distinction between wooden and organic?
    It wasn't, but most Ooze statblocks use that language, so I kept it.


    Huh. I thought creatures with Good maneuverability can hover by default.
    Nope, they gotta have Perfect.

    Fixed the rest.
    Last edited by Bhu; 2022-04-23 at 09:38 PM.
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  7. - Top - End - #37
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    Default Re: Critters III! Now also in 5e!

    Fire Beetle
    Large Magical Beast (Fire)
    Hit Dice: 7d10+21 (59 hp)
    Initiative: +4
    Speed: 40 ft. (8 squares)
    Armor Class: 19 (-1 Size, +10 Natural), touch 9, flat-footed 19
    Base Attack/Grapple: +7/+17
    Attack: Bite +12 melee (2d6+6+1d6 Fire)
    Full Attack: Bite +12 melee (2d6+6+1d6 Fire)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Spew Flame, Burning Touch, Set Fires
    Special Qualities: Dark Vision 60 ft.
    Saves: Fort +8, Ref +5, Will +4
    Abilities: Str 23, Dex 10, Con 17, Int 3, Wis 14, Cha 12
    Skills: Listen +7, Spot +7
    Feats: Ability Focus (Spew Flame, Set Fires), Improved Initiative
    Environment: Any Warm or Underground
    Organization: Solitary
    Challenge Rating: 5
    Treasure: Double Gems
    Alignment: Always Neutral
    Advancement: 8-10 HD (Large), 11-21 HD (Huge)
    Level Adjustment: ---

    Durin the Dwarf: "This has to be the worst evil minion I've seen yet."
    Pooter the Elf: "Well it's a giant bug. I don't know as they're really evil..."
    Durin: "Made by an evil mage, so it's an evil minion. Man, look at it. Who designs evil minions on spurious puns?"
    Pooter: "Most of our opponents actually. Remember that Pope Fish?"
    Durin: "Someone really hasta talk with this guy. Tell him he needs less lame monsters."
    Pooter: "But it just burned a fist size hole in Bob's nether regions."
    Bob the Human: "AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHH!!!! !"
    Durin: "Which goes to prove it's lameness. Bob always was a poorly designed character. 6 levels in fighter? Come on!"
    Pooter: "I uh..I think we're breaking the fourth wall here..."
    Durin: "Screw it. The writer will take the blame not us."
    Pooter: "Your axe is on fire...."
    Durin: "Okay, now it simply has to die..."

    Fire Beetles are 800 pound beetles that appear to be on fire. Mostly because they are on fire. Originally conceived as a neat minion by insect obsessed BBEG's, it's drawbacks have become readily apparent over time. Specifically, it's on fire. And it spits fire. And it likes to set fires. So unless you have an asbestos castle, you got problems.

    Spew Flame (Su): The Fire Beetle can spew a 30 ft. Cone of fire once every 1d4 rounds. This cone does 7d6 Fire damage to anything in it's area (DC 18 Reflex Save for half damage, Save DC is Constitution Based).

    Burning Touch (Su): The Fire Beetle itself is incredibly hot. Attacking it with a weapon (or being attacked by it if you're wearing armor) produces an effect similar to the Heat Metal spell. Each attack extends the duration by 1 round (DC 14 Will Save negates, Save DC is Charisma Based). Attacking the Fire Beetle with an unarmed strike or natural weapons results in 1d6 Fire damage.

    Set Fires (Su): As a Swift Action, once per round the Fire Beetle may set 1 square within 30 ft. on fire. Anyone entering the hex takes 1d6 damage, and must make a DC 15 Reflex Save or catch on fire (see page 303 of the DM's Guide).

    Combat: Fire Beetles will try to set fire to hexes to control it's opponent avenues of approach if it can. If not it will Spew Flame as they charge in, and rely on it's mandibles to get the job done. Opponents who are immune to flame are fled from, as they spook the beetle.





    Fire Beetle
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim will be trying a new fire-proof suit, and to help him we have provided a Pyrophorus lucifer, better known as the Fire Beetle!"

    Mindless Arsonists

    "Just for my own edification, who designed this suit Harlan."

    "The local Gnome Artiificers Union did Jim!"

    "So we're trusting Tinker Gnomes now? Is this what we've come to?"

    Come To Think Of It, What Do They Eat?

    "Hush Jim, Mutual of Gnomeahaw is listening..."

    "Good, tell them if this suit turns out to be made o toxic, alchemical fibers I will sue."

    "Be careful Jim, the Beetle seems to have noticed you!"
    Last edited by Bhu; 2022-04-24 at 04:41 PM.
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  8. - Top - End - #38
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    Default Re: Critters III! Now also in 5e!

    Bugbear
    Large Magical Beast
    Hit Dice: 8d10+32 (76 hp)
    Initiative: +5
    Speed: 40 ft. (8 squares)
    Armor Class: 18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 17
    Base Attack/Grapple: +8/+22
    Attack: Claw +17 melee (1d6+10)
    Full Attack: 2 Claws +17 melee (1d6+10) and 1 Bite +12 melee (1d8+5 plus Poison)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Improved Grab, Poison, Constrict (2d6+20)
    Special Qualities: Scent, Dark Vision 60 ft., Immune to Fear, Random Mutation
    Saves: Fort +10, Ref +7, Will +2
    Abilities: Str 30, Dex 13, Con 19, Int 9, Wis 11, Cha 3
    Skills: Climb +10, Intimidate +0, Listen +3, Spot +3
    Feats: Cleave, Improved Initiative, Power Attack
    Environment: Any Warm or Temperate
    Organization: Solitary
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Always Neutral
    Advancement: 9-12 HD (Large), 13-24 HD (Huge)
    Level Adjustment: --

    "Abner...ah'm givin' up huntin'..."

    Bugbears are a nightmarish melding of mammal and arthropod. Their features vary heavily from one generation to the next, with mutations becoming ever more grotesque. The only constant is that it's usually the size and mass of a brown bear, with a vaguely similar shape. Spots of fur and chitin wind interchangeably about the body. The face is a mix of arthropod and mammal, and some arthropod features such as stunted wings or vestigial extra limbs may appear. Since their appearance many a local mage has fallen victim to a torch wielding mob.


    Improved Grab (Ex): If the Bugbear hits with it's Claw attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it may Constrict next round.

    Poison (Ex): Injury, Fortitude DC 18, Initial and Secondary Damage is 1d6 Strength. Save DC is Constitution based.

    Constrict (Ex): The Bugbear does 2d6+20 damage with a successful Grapple Check.

    Random Mutation (Ex): The Bugbear gets one random mutation from the following list:

    Wings: The Bugbear gains a Fly Speed of 25 ft. (Poor)

    Heavy Chitin: Natural Armor Bonus increases to +12

    Long Claws: Increase the Reach of it's Claw Attacks by +5 ft.

    Sensory Hairs: The Bugbear gains Blindsight 40 ft..

    Knitting SKin: The Bugbear gains Fast Healing 3.

    Horrific: The Bugbear gains Frightful Presence. Whenever it charges or attacks, any creature with fewer Hit Dice than the Bugbear within 30' must make a DC 14 Willpower Save (Save DC is Charisma Basedm Bugbear gets a +4 Racial Bonus) or be Shaken for 5d6 rounds. Opponents who successfully make their Save are immune to this Bugbears Frightening Presence for 24 hours.

    Spiderlike: The Bugbear may use Spider Climb at will as an Exceptional ability.

    Many Eyed: The Bugbear cannot be Flanked.

    Combat: Bugbears usually rush into melee blindly and begin hacking away. Some random mutations make them change their tactics though.





    Bugbear
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim will be roaming Bad Critter Forest in search of a cryptid species the locals call Bugbears."

    Horrific Abominations

    "Witness descriptions vary wildly Harlan. The current prevailing theory is that this is due to their being an artificially created species."

    "Another 'blame the Wizards' special is it Jim?"

    "Well...this forest does have a reputation."

    Gotta Catch Em All

    "Be careful Jim. Who knows whats out there."

    "Too late Harlan, one of them appears to have grabbed me."

    "Darn sneaky buggers they are Jim."
    Last edited by Bhu; 2022-04-24 at 04:46 PM.
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  9. - Top - End - #39
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    Default Re: Critters III! Now also in 5e!

    Figgy Pudding
    Medium Ooze
    Hit Dice: 3d10+15 (31 hp)
    Initiative: +0
    Speed: 10 ft. (2 squares), Climb 10 f.
    Armor Class: 10, touch 10, flat-footed 10
    Base Attack/ Grapple: +2/ +3
    Attack: Slam +3 melee (1d6+1 plus 1d6 acid)
    Full Attack: Slam +3 melee (1d6+1 plus 1d6 acid)
    Space/ Reach: 5 ft./ 5 ft.
    Special Attacks: Constrict 1d6+1 plus 1d6 acid, Improved Grab, Intoxicating Scent, Acid
    Special Qualities: Blindsight 60 ft., Immune to cold and fire, ooze traits, Addictive Flesh
    Saves: Fort +6, Ref +1, Will -4
    Abilities: Str 12, Dex 10, Con 21, Int --, Wis 1, Cha 1
    Skills: Climb +9
    Feats: --
    Environment: Cold Forest and Mountains
    Organization: Solitary
    Challenge Rating: 4
    Treasure: None
    Alignment: Neutral
    Advancement: 4-6 HD (Medium), 7-9 HD (Large)
    Level Adjustment: --


    "MUST...CONSUME...PUDDING..."

    Figgy Puddings look like blobs of some sort of foodlike substance, and smell delicious. They remain underground in hibernation until winter when they come forth to hunt. It seems unlikely they simply evolved, but no one is willing to take credit for their creation. Conspiracy theorists say this means it has to be a prank on mankind by the Gawds. Cruel Gawds, who deserve a buttkicking, were there someone to give them one...

    Improved Grab (Ex): If the Figgy Pudding hits with it's Slam attack it gets an automatic Grapple check as a Free action without provoking an attack of opportunity. If it is successful it may begin doing Constriction damage each round it maintains the Grapple.

    Constrict (Ex): On a successful Grapple check the Figgy Pudding does 1d6+1 damage and an additional 1d6 acid damage.

    Intoxicating Scent (Ex): Anyone within 30 feet of a Figgy Pudding (50 feet if they have Scent) must make a DC 16 Willpower Save (Save DC is Con based) or be consumed by desire to eat the Figgy Pudding. If this happens the Figgy Pudding will split off a small portion of itself (it loses 3 hit points temporarily) and allow it to be consumed. This smaller Figgy Pudding will consume the victim from the inside doing 1d6 points of acid damage per round (beings immune to acid damage will eventually 'evacuate' the pudding) until the victim dies (and it rejoins the larger pudding in devouring the corpse), or a Remove Disease spell kills it (in which case the loss of 3 hit points is permanent for the parent pudding).

    Acid (Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 16 Reflex saves. A metal or wooden weapon that strikes a Figgy Pudding also dissolves immediately unless it succeeds on a DC 16 Reflex save. The save DCs are Constitution-based.

    The pudding’s acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

    Addictive Flesh (Ex): Anyone tasting the flesh of a Figgy Pudding must make a DC 16 Willpower Save (Save DC is Con based) or become addicted to the taste. Thereafter each week the addict must make a DC 10 Willpower Save or compulsively hunt down and try to eat a Figgy Pudding. DC check raises by +1 each week the Save is successful. If the addict cannot get to a Figgy Pudding within one week after a Failed Save he suffers from Insanity (as per the spell) until cured or he gets a Figgy Pudding. If using the addiction rules from the Book of Vile Darkness instead, this is a High Addiction rating instead.

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

    Combat: The Figgy Pudding will let it's Intoxicating Scent do the work for it, and let a potential victim munch away while enveloping it. Should that fail it will immediately attack the nearest person and attempt to constrict.





    Figgy Pudding
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! On todays show, Jim and I have apparently been captured by a cult!"

    A Yule Tradition

    "Oh, bring us some figgy pudding
    Oh, bring us some figgy pudding
    Oh, bring us some figgy pudding
    And bring it right here!

    We won’t go until we get some
    We won’t go until we get some
    We won’t go until we get some
    So bring it right here!"


    "Madam, I invite you to explain how I can bring you anything whilst tied to this chair."

    "I think they may actually be calling something up from that hole to the Underdark Jim"

    Are You Eating It? Or Is It Eating You?

    "Great. So cults have run out of Gawds and begun worshiping oozes now."

    "Have you heard of the Amoeba ficaria Jim? Better known as the Figgy Pudding? We may be in a spot of trouble."
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  10. - Top - End - #40
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    Fire Beetle

    (…)

    Skills: Listen +5, Spot +5
    Witha WIS score of 14, the beetle should still have 4 unspent skill points.

    Set Fires (Su): As a Swift Action, once per round the Fire Beetle may set 1 square within 30 ft. on fire. Anyone entering the hex takes 1d6 damage, and must make a DC 15 Reflex Save or catch on fire (see page 303 of the DM's Guide).
    Is this a DC based on no ability?

    Quote Originally Posted by Bhu View Post
    Bugbear
    This is so much better than that stupid oversized goblin with a weird nose! The random mutations are also a very nice touch. Fun stuff all around.

    Skills: Climb +10, Intimidate +6, Listen +6, Spot +6
    I see 21 skill points spent which is more than the bear should have in the first place. Am I missing some racial bonuses?

    Quote Originally Posted by Bhu View Post
    Figgy Pudding

    (…)

    Skills: Climb +13
    The skills strike again! I see no climb speed and no racial bonus. It shouldn't even have skills, being mindless and all that!

    Amoeba ficus
    The correct form would be Amoeba ficaria.
    Last edited by Metastachydium; 2022-04-24 at 02:58 PM.

  11. - Top - End - #41
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Metastachydium View Post
    Witha WIS score of 14, the beetle should still have 4 unspent skill points.
    My bad, I forgot to adjust when I downsized a few of these in HD, and I forgot the Puddings climb speed. I have fixed.



    Is this a DC based on no ability
    Yup, it's the standard DC to avoid catching fire, it's why I put up a reference page to the DMG.



    The correct form would be Amoeba ficaria.
    Google has just not been my friend when it comes to searching for terms in Latin. Thank you for these.
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    Main Lobster
    Large Vermin (Amphibious, Aquatic)
    Hit Dice: 6d8+12 (39 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares), Swim 60 ft.
    Armor Class: 18 (-1 Size, +9 Natural), touch 9, flat-footed 18
    Base Attack/Grapple: +4/+13
    Attack: Pincer +8 melee (1d8+5)
    Full Attack: 2 Pincers +8 melee (1d8+5)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved Grab, Constrict (1d8+10), Territorial
    Special Qualities: Dark Vision 60 ft., Mindless, Vermin Traits, Blindsense 60 ft.
    Saves: Fort +7, Ref +2, Will +3
    Abilities: Str 20, Dex 11, Con 14, Int -, Wis 12, Cha 2
    Skills: Swim +13
    Feats: -
    Environment: Any Aquatic
    Organization: Solitary
    Challenge Rating: 3
    Treasure: None
    Alignment: Always Neutral
    Advancement: 7-12 HD (Large), 13-24 HD (Huge)
    Level Adjustment: ---

    "Awright! Been a long time since we been crawfishin'!"

    "Um...these ain't exactly crawdads Abner..."

    Main Lobsters are gigantic lobsters that are almost psychotically obsessive about protecting their personal space. Which is a small area of about 600 ft. centered on their current position. Anything entering that area gets attacked suicidally until it dies, no matter how big or small. Druids who have studied them refer to these lobsters as 'paragons of ego'. No one has yet to figure out how mindless vermin cam to be so self-absorbed.

    Improved Grab (Ex): If the Main Lobster successfully hits a creature of any size with it's Claw attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If it is successful it may constrict.

    Constrict (Ex): A Main Lobster does 1d8+10 damage with a successful Grapple Check.

    Territorial (Ex): Once any living being gets within 600' of the Lobster, the Lobster goes into a homicidal fury and attacks, gaining a +2 Racial Bonus on all attack and damage rolls and saving throws for the duration of the encounter.

    Blindsense (Ex): The Main Lobster can sense all beings within 60 ft. as long as it is underwater.

    Skills: A Maiin Lobster 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: Main Lobsters tend to rush forward and go straight for the claw attack almost mindlessly, regardless of what they are facing. It's amazing their species lives to reproduce.





    Main Lobster
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim will be using this magical item that allows communication with the lower life forms to interview a Homarus regium. Better known as the Main Lobster."

    Territorial To A Fault

    "Your classism is showing Harlan."

    "See if the item works Jim, we're all very curious."

    "Ahem...good evening sir Lobster, can you understand me?"

    "GIT OFF'N MAH LAND!"

    "We're in an ocean..."

    "GIT OUTTA MAH OCEAN!"

    Single Minded To A Fault

    "He seems very aggressive Jim."

    "We're only here long enough to interview you sir."

    "I NEED NO INTERVIEWS, FOR ALL KNOW MY NAME! I AM THE MAIN MAN...er, Lobster."

    "And there you have it Harlan. Apparently testosterone poisoning affects Lobsters as well.
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    Ram
    Medium Magical Beast
    Hit Dice: 9d10+27 (76 hp)
    Initiative: +6
    Speed: 50 ft. (10 squares)
    Armor Class: 18 (+2 Dex, +6 Natural), touch 12, flat-footed 16
    Base Attack/Grapple: +9/+12
    Attack: Head Butt +12 melee (2d4+4)
    Full Attack: Head Butt +12 melee (2d4+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Ram
    Special Qualities: Darkvision 60 ft., Burst of Speed
    Saves: Fort +9, Ref +8, Will +5
    Abilities: Str 16, Dex 15, Con 16, Int 5, Wis 15, Cha 10
    Skills: Listen +8, Spot +8
    Feats: Greater Powerful Charge, Improved Initiative, Powerful Charge, Reckless Charge
    Environment: Temperate Hills
    Organization: Solitary or Flock (6-20)
    Challenge Rating: 5
    Treasure: None
    Alignment: Always Neutral
    Advancement: 10-18 HD (Medium)
    Level Adjustment: ---

    "Whats wrong Bert? It's just sheep."

    "Abner...the time has come to tell you why I don't like sheep. Just as soon as we climb that tree."

    Rams are magically enhanced domestic sheep. They were meant to look like harmless sheep on purpose. In reality they have incredibly powerful legs that can propel them at tremendous speeds. They are also stubborn, easily excited, and virtually untrainable. Worthless as livestock, as they are too hard to control, they make good guards if you can buy their loyalty. Exactly why they were made is anyone's guess, as it's assumed the territorial little monsters killed their creator not long after being made. They do make the lives of local farmers more interesting though.

    Ram (Ex): The Ram adds an additional 1d4 damage to it's head butt attack for every 10 ft. it moves while attacking during a charge (maximum of +10d4).

    Burst of Speed (Ex): The Ram can increase it's land speed to 100 ft every 1d4 rounds, but only if it moves in a straight line.

    Combat: Rams open with a charge before running away. So they can charge again. They love whacking people with their head from long distances. They especially love ramming into unaware people.



    Ram
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim will...wait this looks familiar, didn't we do these already?"

    Never Turn Your Back

    "No sir. Those were Bighorn Sheep, these are Rams. Entirely different creators. Allegedly."

    "Now that you mention it, they aren't as big."

    "They're just as vicious though. Maybe even more so."


    High Speed Terrors

    "How are they special Jim?"

    "Apparently their heads are nigh well invulnerable, and they are stupefyingly fast. Bad combination."
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    Bore
    Medium Magical Beast
    Hit Dice: 13d10+39 (110 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares)
    Armor Class: 18 (+8 Natural), touch 10, flat-footed 18
    Base Attack/Grapple: +13/+15
    Attack: Gore +15 melee (1d8+3)
    Full Attack: Gore +15 melee (1d8+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Aura of Boredom
    Special Qualities: Darkvision 60 ft., Scent
    Saves: Fort +11, Ref +8, Will +8
    Abilities: Str 15, Dex 10, Con 17, Int 5, Wis 15, Cha 12
    Skills: Listen +12, Spot +12
    Feats: Ability Focus (Aura of Boredom), Alertness, Diehard, Endurance, Iron Will
    Environment: Temperate Forests
    Organization: Solitary or Herd (5-8)
    Challenge Rating: 8
    Treasure: None
    Alignment: Always Neutral
    Advancement: 14-20 HD (Medium), 21-26 HD (Large)
    Level Adjustment: ---

    "Y'know Bert we should prolly shoot that pig down there."

    "Ayuh."

    "Somehow I just don't feel like it though."

    "Ayuh."

    "Good thing he ain't goin' anywhere."


    Bores appear as domesticated hogs wearing a facial expression of terminal apathy. Terminal for you anyway. If you're within range of their Aura, there's bad times a'comin' for you, as they aren't picky about what they eat, and their Aura is how they supplement their diet in lean times as they simply wander over and begin to eat apathetic victims. Thnkfully communities make sure to kee them fed.

    No appreciable explanation has been given for their existence, but it is notable that many farmers with serious magical abilities use them as 'pets' (i.e. evil minions). Not that there are many farming Wizards...

    Aura of Boredom (Su): Anything within 60' of the Bore must make a DC 19 Willpower Save (Save DC is Charisma Based) or begin to suffer from terminal boredom (opponents who Save successfully are immune to this Bores Aura for 24 hours). Anyone failing the Save must make another Willpower Save (same DC, +1 cumulative for each round within range of the Bores Aura) to perform any Full Round or Standard Action, or anything requiring a Concentration check. It must also Save if it wishes to use any class abilities based on emotions (for example Rage, Frenzy, or Wild Surge). Crushing apathy also causes victims to lose their Dexterity Bonus to Armor Class as long as they're under the effect of this ability. The effects of the Aura last as long as the Bore is within range. This is a Mind-Affecting Compulsion.

    Combat: Bores tend to flee if opponents prove unaffected by their Aura unless they're fairly hungry. If victims are affected however they just kind of wander over trying to appear curious, and then begin devouring their unsuspecting prey.



    Bore
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim will be testing his will against Sus taediosus, also known as the Bore."

    What Does It Even Matter

    "..."

    "Jim? Jim, are you in there?"

    "What are we even doing here Harlan?"


    Swirling Vortexes of Hunger

    "Jim...maybe you'd better move Jim..."

    "Moving is pointless. If I start too move, I'll just have to keep moving."

    "Can we get some help for Jim?"
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  15. - Top - End - #45
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    Default Re: Critters III! Now also in 5e!

    Ghost Frog
    Diminutive Undead (Incorporeal)
    Hit Dice: 1d12 (6 hp)
    Initiative: +2
    Speed: Fly 10 ft. (2 squares), Perfect
    Armor Class: 17 (+4 Size, +2 Dex, +1 Deflection), touch 17, flat-footed 15
    Base Attack/Grapple: +0/-
    Attack: Nervously hesitant touch +6 melee touch (1d4 negative energy damage)
    Full Attack: Nervously hesitant touch +6 melee touch (1d4 negative energy damage)
    Space/Reach: 1/2 ft./0 ft.
    Special Attacks: Corrupting Touch, Abnormally Loud Ribbit
    Special Qualities: Darkvision 60 ft., Undead traits, Incorporeal traits, Manifestation, Rejuvenation, Sense Living 60 ft.
    Saves: Fort +0, Ref +2, Will +3
    Abilities: Str -, Dex 14, Con -, Int 6, Wis 12, Cha 10
    Skills: Hide +22, Listen +4, Move Silently +10, Search +2, Spot +10
    Feats: Ability Focus (Abnormally Loud Ribbit), Weapon Finesse (B)
    Environment: Warm Aquatic
    Organization: Solitary
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral Evil
    Advancement: 2 HD (Tiny)
    Level Adjustment: ---

    "Bert...does that frawg look a little...unusual to you?"

    "That's cause hes daid Abner."

    Ghost Frogs haunt jungle rivers, hiding in the shallows and scaring the crap out of people by ribbiting suddenly in an abnormally loud voice. No ones quite sure how they come about, and assume some sort of weird curse or an easily pissed off Gawd are responsible. Oddly enough for once no one is blaming a Wizard.

    Corrupting Touch (Su): The Ghost Frogs nervously hesitant touch attack does 1d4 negative energy damage.

    Abnormally Loud Ribbit (Su): Once every 1d4 rounds or so, the Ghost Frog will Ribbit. Unless it senses the living approaching, when it will remain quiet until they are close by before letting rip. Any creature within 10' of the Ghost Frog as it Ribbits must make a DC 12 Willpower Save (Save DC is Charisma Based) or be Panicked for 1 round, and Shaken for 1 round more.

    Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

    When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.

    A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

    Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

    Sense Living (Su): Identical to the Blindsight Ability, but only senses living creatures.

    Skills: +8 Racial Bonus to Hide, Move Silently, and Spot checks.

    Combat: Ghost Frogs rarely realize they're dead, and so rarely attack the living by any means other than accident. Their abnormally loud ribbits usually scare people badly enough that they get attacked, at which time something inside them snaps and they feel compelled to defend themselves. They also noticeably dislike Clerics, staying well back out of their range if possible, then sneaking up when the priest is asleep to ribbit next to his head.


    Ghost Frog Swarm
    Diminutive Undead (Incorporeal, Swarm)
    Hit Dice: 12d10 (66 hp)
    Initiative: +6
    Speed: Fly 10 ft. (2 squares), Perfect
    Armor Class: 17 (+4 Size, +2 Dex, +1 Deflection), touch 17, flat-footed 15
    Base Attack/Grapple: +6/-
    Attack: Swarm (3d6 negative energy damage)
    Full Attack: Swarm (3d6 negative energy damage)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Corrupting Touch, Abnormally Loud Ribbit, Distraction
    Special Qualities: Darkvision 60 ft., Undead traits, Incorporeal traits, Swarm traits, Manifestation, Rejuvenation, Sense Living 60 ft., Immune to Weapon Damage, +2 Turn Resistance
    Saves: Fort +4, Ref +8, Will +11
    Abilities: Str -, Dex 14, Con -, Int 6, Wis 12, Cha 10
    Skills: Hide +22, Listen +13, Move Silently +13, Search +12, Spot +14
    Feats: Ability Focus (Abnormally Loud Ribbit), Improved Initiative, Iron Will, Lightning Reflexes
    Environment: Warm Aquatic
    Organization: Solitary, fright (2-4 swarms), or terror (5-8 swarms)
    Challenge Rating: 8
    Treasure: None
    Alignment: Always Neutral Evil
    Advancement: None
    Level Adjustment: ---


    Corrupting Touch (Su): The Ghost Frogs swarm attack does 3d6 negative energy damage.

    Abnormally Loud Ribbit (Su): Once every 1d4 rounds or so, the Ghost Frogs will Ribbit. Unless they sense the living approaching, when they will remain quiet until the targets are close by before letting rip. Any creature within 20 feet of the Ghost Frog Swarm as it Ribbits must make a DC 18 Willpower Save (Save DC is Charisma Based) or be Panicked for 1 round, and Shaken for 1 round more.

    Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

    When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.

    A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

    Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

    Sense Living (Su): Identical to the Blindsight Ability, but only senses living creatures.

    Skills: +8 Racial Bonus to Hide, Move Silently, and Spot checks.

    Combat: Swarms behave much like lone Ghost Frogs, but they're a little more frisky due to greater numbers.






    Ghost Frog
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim will be examining the strange case of the Heleophryne depressa, aka the Ghost Frog."

    Dead Frogs?

    "Greetings from the festering Hellscape that is Florida! I'm standing next to Itchy Butt Pond, looking at what are apparently dead frogs who are regarding me with nervous intent"

    "Can you try speaking to them?"

    "The item lets me speak to Beasts, not the Undead."


    Prankish Amhibians

    "Have they displayed any unusual abilities?"

    "Well, they like scaring people."

    "Don't all ghosts like scaring people?"

    "They also appear capable of reproducing."

    "What?"

    "The local ghosts study them, in hopes of one day having children of their own."

    "What?"
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  16. - Top - End - #46
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    Bafoon
    Medium Magical Beast
    Hit Dice: 5d10+5 (32 hp)
    Initiative: +6
    Speed: 40 ft. (8 squares), Climb 30 ft.
    Armor Class: 15 (+2 Dex, +3 Natural), touch 12, flat-footed 13
    Base Attack/Grapple: +5/+7
    Attack: Bite +7 melee (1d6+2)
    Full Attack: Bite +7 melee (1d6+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Riddle
    Special Qualities: Darkvision 60 ft., Scent
    Saves: Fort +5, Ref +6, Will +3
    Abilities: Str 15, Dex 14, Con 12, Int 14, Wis 14, Cha 14
    Skills: Bluff +7, Climb +10, Hide +7, Intimidate +7, Listen +7, Move Silently +7, Sense Motive +6, Spot +6
    Feats: Ability Focus (Riddle), Improved Initiative
    Environment: Warm Plains
    Organization: Solitary, Pair, or Troop (10-40)
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Always Chaotic Neutral
    Advancement: 6-10 HD (Medium)
    Level Adjustment: ---


    "What do you call a zipper on a banana?"

    "Monkeys gotta die Bert."

    "Now Abner..."

    "Don't now me. That monkeys evil. The zipper reference was a dead give away."

    Bafoons are enchanted Baboons that can speak Common, and know a seemingly endless supply of riddles. Unfortunately the consequences of trying to answer their riddles and failing is not what most people would consider acceptable. They also happen to be thieving bastards and will quite willingly rob a party blind of food and shiny objects. It's assumed, as usual, that a mage is responsible for their creation. Although God knows what for, as they make sucky guards, and have nothing in the way of loyalty to anyone.

    Riddle (Su): The Bafoon is adept at cursing people, and it disguises this as a riddle. They have successfully convinced the locals that anyone failing to answer a Bafoons riddle is cursed. In reality the Bafoon can curse people at will as a Supernatural Ability. The Bafoon may choose to mimic the effects of one of the following spells when cursing an individual if they fail a DC 16 Will Save: Bestow Curse, Confusion, Contagion, or Crushing Despair.

    Skills: Bafoons get a +8 Racial Bonus to Climb Checks, and may Always Take 10 on a Climb Check.

    Combat: Bafoons prefer to use their Riddles at first, running for help if a party seems tough. After all it's easier to take murderhobos on when you have a few dozen friends willing to help.





    Bafoon
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim will be attempting an interview with a strange Baboon-like creature the locals claim can curse you with riddles."

    What Opens Itself?

    "I question the wisdom of this Harlan."

    "No worries Jim! Mutual of Gnomeahaw covers curses and necromantic effects."

    "Are you sure this is just a regular Baboon Harlan?"


    Temperamental

    "He hasn't spoken?"

    "No. No he's mostly just been staring."

    "Have you tried speaking?"

    "I should have mentioned he's been staring with his teeth bared."

    "What. Do You Call. A Zipper. On A Banana?"

    "Well clearly he's angry Jim. Listen to the way he over enunciates."
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  17. - Top - End - #47
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    Main Lobster
    Is the 3.5 version amphibious?

    Homarus regium
    That's perfectly grammatical and sounds badass! It also means 'the lobster of kings', though; is that intentional?

    Quote Originally Posted by Bhu View Post
    Ram

    (…)

    Ram (Ex): The Ram adds an additional 1d4 damage to it's head butt attack for every 10 ft. it moves while attacking during a charge (maximum of +10d4).
    Well, damn. A +16 to hit dealing up to 12d4+2d6+4 damage. That's one hard punch to shrug off for a level 5 PC!

    Quote Originally Posted by Bhu View Post
    Bore

    (…)

    Aura of Boredom (Su): Anything within 60' of the Bore must make a DC 19 Willpower Save (Save DC is Charisma Based) or begin to suffer from terminal boredom (opponents who Save successfully are immune to this Bores Aura for 24 hours). Anyone failing the Save must make another Willpower Save (same DC, +1 cumulative for each round within range of the Bores Aura) to perform any Full Round or Standard Action, or anything requiring a Concentration check. It must also Save if it wishes to use any class abilities based on emotions (for example Rage, Frenzy, or Wild Surge). Crushing apathy also causes victims to lose their Dexterity Bonus to Armor Class as long as they're under the effect of this ability. The effects of the Aura last as long as the Bore is within range. This is a Mind-Affecting Compulsion.
    Sweet! I like it.

    Sus taedium
    More like Sus taediosus. Boredom pig is perfectly good English, of course, but in Latin the adjective would be the better pick.

    Quote Originally Posted by Bhu View Post
    Ghost Frog
    Diminutive Undead (Incorporeal)
    Hit Dice: 1d12 (6 hp)
    Initiative: +2
    Speed: Fly 10 ft. (2 squares), Perfect
    I don't think flight speeds are ever measured in squares, regardless whether there are other movement speeds or not.

    Attack: Nervously hesitant touch +6 melee touch (1d4 negative energy damage)

    (…)

    Special Attacks: Corrupting Touch
    So, what's this ability actually called?

    Skills: Hide +20, Listen +4, Move Silently +10, Spot +10

    (…)

    Skills: +8 Racial Bonus to Hide, Move Silently, and Spot checks.
    Hide should be +22 (+2 DEX, +8 racial, +12 size). With 4 skill points per level and only a -2 for INT, it should also have 4 more skill points to spend.

    Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghostÂ’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

    When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghostÂ’s touch spells donÂ’t work on nonethereal targets.

    A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

    Rejuvenation (Su): In most cases, itÂ’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghostÂ’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.
    "Ghost" should read "ghost frog" throughout. Same stands for the swarm.

    Heleophryne depressa
    A nice one again, but I'm not sure it's a good fit. Depressa can mean a lot of things ('low', 'flattened (both lit. and fig.)' and worse yet, 'muffled'). What were you intending to convey?
    Last edited by Metastachydium; 2022-05-03 at 11:32 AM. Reason: Â.

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

    Quote Originally Posted by Metastachydium View Post
    Is the 3.5 version amphibious?
    Yes, I've fixed that.



    That's perfectly grammatical and sounds badass! It also means 'the lobster of kings', though; is that intentional?
    yup



    Well, damn. A +16 to hit dealing up to 12d4+2d6+4 damage. That's one hard punch to shrug off for a level 5 PC!
    That's true, though the likelihood of a Ram being able to use it's special attack at full speed is small seeing as it needs to move in a straight line. I need to decide on how to limit it tho. Maybe switch out some feats and do something to the ram if it does use the attack at full speed.



    More like Sus taediosus. Boredom pig is perfectly good English, of course, but in Latin the adjective would be the better pick.
    I switched it.



    I don't think flight speeds are ever measured in squares, regardless whether there are other movement speeds or not.
    If a critter has no land speed I always use that fr whatever speed it does have.



    So, what's this ability actually called?

    Hide should be +22 (+2 DEX, +8 racial, +12 size). With 4 skill points per level and only a -2 for INT, it should also have 4 more skill points to spend.

    A nice one again, but I'm not sure it's a good fit. Depressa can mean a lot of things ('low', 'flattened (both lit. and fig.)' and worse yet, 'muffled'). What were you intending to convey?
    I fixed the touch entry and the skills (I misremembered how many skills Undead get ). Heleophryne depressa is the name for the actual real life ghost frog.
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    Pack Mouse
    Diminutive Magical Beast
    Hit Dice: 1/2d10+1 (3 hp)
    Initiative: +4
    Speed: 10 ft. (2 squares), Climb 10 ft.
    Armor Class: 18 (+4 Size, +4 Dex), touch 18, flat-footed 14
    Base Attack/Grapple: +1/-16
    Attack: Bite +9 melee (1 point)
    Full Attack: Bite +9 melee (1 point)
    Space/Reach: 1/2 ft./0 ft.
    Special Attacks: -
    Special Qualities: Low Light Vision, Darkvision 60 ft., Scent, Shadow Cache
    Saves: Fort +3, Ref +6, Will +2
    Abilities: Str 1, Dex 18, Con 12, Int 6, Wis 14, Cha 14
    Skills: Balance +12, Climb +12, Hide +20, Listen +4, Move Silently +8, Spot +4
    Feats: Weapon Finesse
    Environment: Any
    Organization: Solitary, Pair, Group (3-6), Colony (10-100)
    Challenge Rating: 1/4
    Treasure: Standard
    Alignment: Always Neutral
    Advancement: 1 HD (Diminutive)
    Level Adjustment: ---

    "AWRIGHT YOU FURRY LIL MONSTERS WHERE'S OUR STUFF!"

    "Uhh...Abner I don't think the critters speak Common much less understand it.."

    "THE HELL THEY DON'T!"

    Pack Mice are small mouse-like critters who steal whatever isn't nailed down and hide it in an extra-dimensional pocket space. They are considered an unholy nuisance since they take food and necessary items, and hide them where they basically can't be found. They appear to be more intelligent than animals, and some whisper that the Pack Mice have their own secret language and they just pretend to be dumb around us big folk.

    Shadow Cache (Su): Pack Mice can cast Shadow Cache at will. Caster Level is 4th, and if the Mouse dies the Cache ejects it's contents back onto the Plane of origin. Unlike the spell this does not deposit items on the Shadow Plane, but onto a small pocket dimension created by the Mouse.

    Skills: Pack Mice gain a +4 Racial Bonus to Hide and Move Silently Checks. They also gain a +8 Racial Bonus to Balance and Climb Checks, and may always Take 10 on a Climb Check. They use their Dex modifier for Climb Checks.

    Combat: Pack Mice don't fight, they run away. After stealing you blind. Then they come back after you've calmed down, and rob you again. Sometimes they pee on you while you're sleeping. Unless you're a mage get used to it, cause the little boogers are hard to pin down.



    Pack Mouse
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim and I will be attempting to ascertain just how intelligent Apodemus ruptor is, better known as the common Pack Mouse.

    Burgling Rodents

    "As will be commonly known to our viewing audience, Pack Mice steal food and other items and conceal them within the Shadowfell.."

    "Do we believe they came by this naturally, or are they merely another magical experiment?."

    "All scholarly work points towards them having evolved Harlan."


    Furballs of the Shadowfell

    "Strange. How go the experiments?"

    "So far they've stolen everything we meant to test them with. We were going to bribe them with food to get it back, but they've stolen the food. All I've got left is the shirt on my back. Literally. They have somehow stolen my pants."


    Shadow Cache
    3rd Level Conjuration (Ritual)
    Casting Time: 1 Action
    Range: Touch
    Components: V, S
    Duration: 1 Hour
    You can temporarily stash small items on the Shadowfell or permanently dispose of them there.
    This spell opens a small portal to the Plane of Shadow that is invisible on the Material Plane and a small disk on the Plane of Shadow. You can reach into the Shadowfell through the portal created by shadow cache, but only small, nonliving objects may pass entirely through the hole. You can recover objects placed in the portal throughout the duration of the spell, or by casting another shadow cache later. The shadow cache remains stationary at the point where you create it. The spell cannot be cast on the Shadowfell itself, but only on planes coexistent with the Shadowfell.
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    Stout Stoat aka the Fat Ferret aka the Weighty Weasel
    Tiny Magical Beast
    Hit Dice: 2d10+4 (15 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares)
    Armor Class: 16 (+2 Size, +2 Dex, +2 Natural), touch 14, flat-footed 14
    Base Attack/Grapple: +2/-6 (+6 when using Weight Manipulation)
    Attack: Bite +6 melee (1d3)
    Full Attack: Bite +6 melee (1d3)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Attach, Bloat
    Special Qualities: Darkvision 60 ft., Low Light Vision, Scent, Weight Manipulation
    Saves: Fort +5, Ref +5, Will +2
    Abilities: Str 10, Dex 15, Con 14, Int 6, Wis 14, Cha 15
    Skills: Climb +4, Hide +7, Listen +4, Move Silently +2, Spot +4
    Feats: Weapon Finesse
    Environment: Temperate Hills and Forests
    Organization: Solitary
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral
    Advancement: 3-4 HD (Small)
    Level Adjustment: ---

    The local critters look damn well fed Abner..."

    These magically evolved (enhanced?) furballs seem somehow able to increase the weight of themselves or others. It makes for an excellent defense, and enables the pudgy lil critters to chase down those darn chikins... True to their name, they resemble pudgy members of the mustelid family.

    Attach (Ex): If a Stoat hits with it's bite attack, it uses its jaws to latch onto the opponent’s body. An attached Stoat is effectively grappling its prey. The Stoat loses its Dexterity bonus to AC and has an AC of 14, but holds on with great tenacity.

    An attached Stoat can be struck with a weapon or grappled itself. To remove an attached Stoat through grappling, the opponent must achieve a pin against the Stoat.

    Bloat (Su): At will as a Swift Action the Stout Stoat can increase an opponents body weight by 1000 pounds (range is 60 ft.) if the opponent fails a DC 13 Willpower Save (Save DC is Charisma based). This weight adds to the opponents Encumbrance and may well cause penalties similar to carrying extreme loads (see PHB page 161). If this raises the targets weight above it's Maximum Load (see PHB), the target loses any Dexterity bonus to AC and can move only 5 feet per round (as a full-round action). If the targets new weight exceeds double it's Maximum Load, it is Paralyzed, and takes 1d6 non-lethal damage per round. The Stoat may keep this up so long as it can Concentrate (similar to casting a spell with the Concentration Duration), up to a maximum of 1 Minute.

    Weight Manipulation (Su): At will as a Swift Action the Stout Stoat can increase it's own body weight to roughly 1000 pounds.
    Whenever a Stoat is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Stoat is treated as Size Category Large if doing so is advantageous to it. The benefits of this stack with the effects of powers, abilities, and spells that change the Stoats size category. The Stoat may keep this up so long as it can Concentrate (similar to casting a spell with the Concentration Duration), up to a maximum of 1 Minute.

    Skills: Stout Stoats have a +4 Racial Bonus to Climb and Hide Checks.

    Combat: Stoats will increase an opponents weight to slow him down so they can escape. If they get caught they increase their own weight and go for the Grapple. Nothing like a ferret suddenly increasing to half a ton in weight as it leaps on you.




    Stout Stoat
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim and I will be interviewing Orcish farmer Bob Jenkins, as he tries some innovative ways to keep the local magical weasels from his hen house."

    Ferrets Luv Chikin

    "Greetings Farmer Jenkins. What sort of powers do these critters have?"

    "They's fattenin'."

    "You eat them?"

    "If I may interject, I believe he's referring to their purported ability to manipulate weight."


    Thousand Pound Marauders

    "Weight manipulation?"

    "They appear to be able to manipulate the weight of themselves and others. They're also fairly tactical and cunning in it's use."

    "How, pray tell, does Farmer Jenkins intend to combat this?"

    "Ghosts. I've hired a necromancer."
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    http://fxb.worth1000.com/entries/585079/cowbird

    Cowbird
    Diminutive Magical Beast
    Hit Dice: 1d10+1 (6 hp)
    Initiative: +3
    Speed: 10 ft. (2 squares), Fly 60 ft. (Good)
    Armor Class: 17 (+4 Size, +3 Dex), touch 17, flat-footed 14
    Base Attack/Grapple: +1/-15
    Attack: Gore +8 melee (1d2-4)
    Full Attack: Gore +8 melee (1d2-4)
    Space/Reach: 1 ft./0 ft.
    Special Attacks: Charge, MOO!
    Special Qualities: Dark Vision 60 ft.
    Saves: Fort +3, Ref +5, Will +0
    Abilities: Str 3, Dex 16, Con 12, Int 2, Wis 11, Cha 6
    Skills: Listen +2, Spot +2
    Feats: Flyby Attack, Anklebiter (B), Weapon Finesse (B)
    Environment: Temperate Forest or Plains
    Organization: Solitary, Pair, or Herd (4-8)
    Challenge Rating: 1/2
    Treasure: None
    Alignment: Always Neutral
    Advancement: ---
    Level Adjustment: ---

    "Y'know Bert normally I'd be mad about hunting birds, but this is just so damn bizarre I'm at a loss for words."

    A failed attempt at creating winged Bison as an evil minion, the Cowbirds were released by their Wizard creator. He just sort of assumed they'd die, but instead they seemed to have thrived and now the little freaks are everywhere. And to top it all off most of them are too small to be really good eating... Cowbirds appear as little teensy birds with the heads of cattle. And they also have the attitude of full sized cows.

    Charge (Ex): If the Cowbird successfully performs a Charge Attack on a Medium or smaller opponent, the opponent must make a DC 13 Fortitude Save or be Dazed 1 round (Save DC is Dex based).

    MOO! (Ex): Cowbirds are as loud as full sized animals, and their moo can sometimes scare the crap out of unsuspecting people. If anyone fails to notice the Cowbird and it Moos as a Swift Action, all living creatures within 20 feet make a DC 10 Willpower Save (Save DC is Charisma based with a +2 Racial Bonus) or be Shaken for 1 round.

    Combat: Cowbirds usually Moo before charging en masse. The sight of a handful of little red bird creatures slamming their heads into people has shocked many an adventurer beyond the need for facial expression.



    Cowbird
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim and I will be discussing one of the silliest things we have ever seen. Molothrus boviceps, better known as the Cowbird.

    Attitude

    "Correct Harlan. Widely speculated to have been created during a drunken bet, this species is now found far and wide."

    "I'm told they're regarded as pests Jim?"

    "Yes, but that's to do with their nature rather than devouring crops or such."


    Right Between The Eyes

    "So why are they disliked?"

    "I'm told they like to deliver flying headbutts directly into people's faces."

    "I can see where this would be an issue"

    "Also they can bellow pretty loudly. Especially if disturbed at night."
    Last edited by Bhu; 2022-05-18 at 11:40 PM.
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    Default Re: Critters III! Now also in 5e!

    The Apes of Wrath
    Tiny Magical Beast
    Hit Dice: 1d8 (4 hp)
    Initiative: +5
    Speed: 30 ft. (6 squares), Climb 30 ft.
    Armor Class: 17 (+2 Size, +5 Dex), touch 17, flat-footed 12
    Base Attack/Grapple: +1/-11
    Attack: Slam +8 melee (1d2-4)
    Full Attack: 2 Slams +8 melee (1d2-4) and 1 Bite +1 melee (1 point)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Improved Grab, Rend
    Special Qualities: Dark Vision 60 ft., Reincarnation, Shared Skills, Sense Target, Immunities
    Saves: Fort +2, Ref +7, Will +4
    Abilities: Str 3, Dex 20, Con 10, Int 18, Wis 18, Cha 8
    Skills: Balance +28, Climb +27, Hide +37, Intimidate +23, Jump +20, Knowledge (Geography, History, Nature) +27, Listen +28, Move Silently +29, Search +28, Sense Motive +28, Spot +28, Survival +28, Swim +19, Tumble +29, Use Magic Device +23
    Feats: Weapon Finesse
    Environment: Any
    Organization: Solitary
    Challenge Rating: 1/2
    Treasure: Standard
    Alignment: Always Neutral Evil
    Advancement: (see below)
    Level Adjustment: ---


    The Apes of Wrath
    Small Magical Beast
    Hit Dice: 2d8+2 (11 hp)
    Initiative: +4
    Speed: 30 ft. (4 squares), Climb 30 ft.
    Armor Class: 16 (+1 Size, +4 Dex, +1 Natural), touch 15, flat-footed 12
    Base Attack/Grapple: +2/-1
    Attack: Slam +7 melee (1d3+1)
    Full Attack: 2 Slams +7 melee (1d3+1) and 1 Bite +2 melee (1d2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Improved Grab, Rend
    Special Qualities: Dark Vision 60 ft., Reincarnation, Shared Skills, Sense Target, Immunities
    Saves: Fort +4, Ref +7, Will +4
    Abilities: Str 12, Dex 18, Con 12, Int 18, Wis 18, Cha 10
    Skills: Balance +27, Climb +32, Hide +32, Intimidate +24, Jump +25, Knowledge (Geography, History, Nature) +27, Listen +28, Move Silently +28, Search +28, Sense Motive +28, Spot +28, Survival +28, Swim +24, Tumble +28, Use Magic Device +24
    Feats: Weapon Finesse
    Environment: Any
    Organization: Solitary
    Challenge Rating: 1
    Treasure: Standard
    Alignment: Always Neutral Evil
    Advancement: (see below)
    Level Adjustment: ---


    The Apes of Wrath
    Medium Magical Beast
    Hit Dice: 4d8+8 (26 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares), Climb 20 ft.
    Armor Class: 16 (+3 Dex, +3 Natural), touch 13, flat-footed 13
    Base Attack/Grapple: +4/+8
    Attack: Slam +9 melee (1d4+4)
    Full Attack: 2 Slams +9 melee (1d4+4) and 1 Bite +3 melee (1d3+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Improved Grab, Rend
    Special Qualities: Dark Vision 60 ft., Reincarnation, Shared Skills, Sense Target, DR 5/Magic, SR 14, Immunities
    Saves: Fort +5, Ref +6, Will +5
    Abilities: Str 18, Dex 16, Con 14, Int 18, Wis 18, Cha 10
    Skills: Balance +26, Climb +35, Hide +27, Intimidate +24, Jump +28, Knowledge (Geography, History, Nature) +27, Listen +28, Move Silently +27, Search +28, Sense Motive +28, Spot +28, Survival +28, Swim +27, Tumble +27, Use Magic Device +24
    Feats: Power Attack, Weapon Focus (Slam)
    Environment: Any
    Organization: Solitary
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Always Neutral Evil
    Advancement: (see below)
    Level Adjustment: ---


    The Apes of Wrath
    Large Magical Beast
    Hit Dice: 8d8+24 (60 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares), Climb 20 ft.
    Armor Class: 19 (-1 Size, +2 Dex, +8 Natural), touch 11, flat-footed 17
    Base Attack/Grapple: +8/+19
    Attack: Slam +15 melee (1d6+7)
    Full Attack: 2 Slams +15 melee (1d6+7) and 1 Bite +9 melee (1d6+3)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Improved Grab, Rend
    Special Qualities: Dark Vision 60 ft., Reincarnation, Shared Skills, Sense Target, DR 10/Magic, SR 17, Fast Healing 1, Immunities
    Saves: Fort +9, Ref +8, Will +6
    Abilities: Str 24, Dex 14, Con 16, Int 18, Wis 18, Cha 14
    Skills: Balance +25, Climb +38, Hide +22, Intimidate +26, Jump +31, Knowledge (Geography, History, Nature) +27, Listen +28, Move Silently +26, Search +28, Sense Motive +28, Spot +28, Survival +28, Swim +30, Tumble +26, Use Magic Device +26
    Feats: Cleave, Power Attack, Weapon Focus (Slam)
    Environment: Any
    Organization: Solitary
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Always Neutral Evil
    Advancement: (see below)
    Level Adjustment: ---


    The Apes of Wrath
    Huge Magical Beast
    Hit Dice: 16d8+80 (152 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares), Climb 20 ft.
    Armor Class: 25 (-2 Size, +2 Dex, +15 Natural), touch 10, flat-footed 23
    Base Attack/Grapple: +16/+37
    Attack: Slam +28 melee (1d8+13/19-20)
    Full Attack: 2 Slams +28 melee (1d8+13/19-20) and 1 Bite +22 melee (1d8+6)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Improved Grab, Rend
    Special Qualities: Dark Vision 60 ft., Reincarnation, Shared Skills, Sense Target, DR 15/Magic, SR 25, Fast Healing 3, Energy Resistance 5 (Acid, Cold, Electricity, Fire, Sonic), Immunities
    Saves: Fort +15, Ref +12, Will +9
    Abilities: Str 36, Dex 14, Con 20, Int 18, Wis 18, Cha 18
    Skills: Balance +25, Climb +44, Hide +18, Intimidate +28, Jump +37, Knowledge (Geography, History, Nature) +27, Listen +28, Move Silently +26, Search +28, Sense Motive +24, Spot +28, Survival +28, Swim +36, Tumble +26, Use Magic Device +28
    Feats: Cleave, Great Cleave, Improved Bull Rush, Improved Critical (Slam), Power Attack, Weapon Focus (Slam)
    Environment: Any
    Organization: Solitary
    Challenge Rating: 14
    Treasure: Standard
    Alignment: Always Neutral Evil
    Advancement: (see below)
    Level Adjustment: ---


    The Apes of Wrath
    Gargantuan Magical Beast
    Hit Dice: 32d8+256 (400 hp)
    Initiative: +1
    Speed: 40 ft. (8 squares), Climb 15 ft.
    Armor Class: 40 (-4 Size, +1 Dex, +33 Natural), touch 7, flat-footed 39
    Base Attack/Grapple: +32/+63
    Attack: Slam +48 melee (2d6+19/19-20)
    Full Attack: 2 Slams +48 melee (2d6+19/19-20) and 1 Bite +42 melee (1d10+9)
    Space/Reach: 20 ft./20 ft.
    Special Attacks: Improved Grab, Rend
    Special Qualities: Dark Vision 60 ft., Reincarnation, Shared Skills, Sense Target, DR 25/Magic, DR 10/-, SR 33, Fast Healing 5, Energy Resistance 10 (Acid, Cold, Electricity, Fire, Sonic), Immunities
    Saves: Fort +26, Ref +19, Will +14
    Abilities: Str 48, Dex 12, Con 26, Int 18, Wis 18, Cha 24
    Skills: Balance +24, Climb +50, Hide +13, Intimidate +31, Jump +43, Knowledge (Geography, History, Nature) +27, Listen +28, Move Silently +25, Search +28, Sense Motive +28, Spot +28, Survival +28, Swim +42, Tumble +44, Use Magic Device +31
    Feats: Awesome Blow, Cleave, Fling Enemy*, Great Cleave, Greater Mighty Roar*, Improved Bull Rush, Improved Critical (Slam), Mighty Roar*, Overwhelming Critical (Slam)#, Power Attack, Weapon Focus (Slam)
    Environment: Any
    Organization: Solitary
    Challenge Rating: 22
    Treasure: Standard
    Alignment: Always Neutral Evil
    Advancement: (see below)
    Level Adjustment: ---


    The Apes of Wrath
    Colossal Magical Beast
    Hit Dice: 64d8+832 (1120 hp)
    Initiative: +1
    Speed: 40 ft. (8 squares), Climb 10 ft.
    Armor Class: 60 (-8 Size, +1 Dex, +53 Natural), touch 3, flat-footed 59
    Base Attack/Grapple: +64/+105
    Attack: Slam +82 melee (3d6+25)
    Full Attack: 2 Slams +82 melee (3d6+25) and 1 Bite +76 melee (2d6+12)
    Space/Reach: 30 ft./30 ft.
    Special Attacks: Improved Grab, Rend
    Special Qualities: Dark Vision 60 ft., Reincarnation, Shared Skills, Sense Target, DR 35/Epic, DR 15/-, SR 46, Fast Healing 8, Energy Resistance 15 (Acid, Cold, Electricity, Fire, Sonic), Immunities
    Saves: Fort +47, Ref +35, Will +25
    Abilities: Str 60, Dex 12, Con 36, Int 18, Wis 18, Cha 30
    Skills: Balance +24, Climb +56, Hide +9, Intimidate +34, Jump +49, Knowledge (Geography, History, Nature) +27, Listen +28, Move Silently +28, Search +28, Sense Motive +28, Spot +28, Survival +28, Swim +48, Tumble +25, Use Magic Device +34
    Feats: Awesome Blow, Cleave, Combat Reflexes, Defensive Sweep+, Fling Enemy*, Great Cleave, Greater Mighty Roar*, Greater Powerful Charge^, Improved Bull Rush, Improved Critical (Slam), Improved Initiative, Improved Multiattack*, Mighty Roar*, Multiattack, Multigrab*, Overwhelming Assault+, Overwhelming Critical (Slam)#, Power Attack, Power Critical (Slam)~, Powerful Charge^, Shock Trooper!, Weapon Focus (Slam)
    Environment: Any
    Organization: Solitary
    Challenge Rating: 35
    Treasure: Standard
    Alignment: Always Neutral Evil
    Advancement: ---
    Level Adjustment: ---

    "Bert...Ah swear if that lil' monkey critter doesn't stop throwing things at me Ah'm gonna forget mahself and bury my axe in his backside..."

    The Apes of Wrath are divine servitors the Gawds use to punish particularly enraging mortals. They begin as tiny critters and are told to meddle in their targets affairs and harass them, but not to kill. If the Ape is killed it subsequently resurrects in a larger, tougher form. With each successive reincarnation it gets tougher and has more leeway granted by the Gawds in it's actions. It usually gets the kill command somewhere around Large to Huge size if the target hasn't learned it's lesson (or has been particularly offensive). Apes of Wrath understand all languages but do not speak any (that they've ever demonstrated).

    Improved Grab (Ex): If the Ape of Wrath successfully hits an opponent it's own Size Class or smaller with it's Slam attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.

    Rend (Ex): If the Ape hits with both Slam attacks it holds on and begins battering it's opponent for an extra amount of damage equal to double it's normal Slam attack damage.

    Reincarnation (Ex): Apes of Wrath begin at Size Class Tiny. They will do their best to arrange the punishment of their target, but if killed they resurrect 24 hours later at the next Size Class/HD level within 100 feet of the place they died. If killed at that Size Class/HD level they again resurrect 24 hours later at the next larger level until they eventually reach Colossal. If killed at Size Class Colossal their target is free of them, and the Gawds assign a new punishment. Apes of Wrath cannot permanently be killed, but they can be re-assigned if killed often enough or if the Gawds can be convinced to recall them.

    Shared Skills (Ex): Regardless of what size or Hit Dice level the Ape of Wrath is at, it has the same skill points it would normally have at full Colossal size (modified by their current stats).

    Sense Target (Su): Once the Gawds make someone the target of an Ape of Wrath, the Ape always knows it's exact location, even if it is on another Plane of existence.

    Immunities (Ex): Apes of Wrath are immune to sleep effects, death effects, aging effects, fatigue/exhaustion, Mind-Affecting effects, poison, disease, paralysis, petrification, and polymorph. They do not require sleep or rest.

    Skills: Apes of Wrath get a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.

    Combat: Apes of Wrath have pretty good reasoning abilities, and usually use tactics that belie their bestial appearance. Most try to separate their target from potential protectors so they can confront him alone. That way it minimizes the chances he gets help, and it also minimizes the collateral damage and dead bystanders.

    *see Savage Species, #see Epic Level Handboook, +see PHB II, see Miniature's Handbook, !see Complete Warrior, ~see Deities and Demigods
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  23. - Top - End - #53
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    The Apes of Wrath
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim and I will be interviewing Benny, the Gawd of Fear, on a most interesting subject."

    Personifications of Divine Wrath

    "Good evening sir!"

    "Call me Benny."

    "We understand you're willing to discuss the legends of the Apes of Wrath."

    "Oh they aren't legends. Harlan can attest to that personally."

    "coughs"

    "Is it true they were made by you?"


    Blunt Instruments

    "In a manner of speaking. I made the first few. Other Gawds made Apes of their own in order to have servants they might consider more loyal."

    "Those things are loyal to nothing."

    "So they are some sort of divine punishment?"

    "Oh yes. But generally you have to have been pretty bad for us to send one of them after you. We figured waking up to a devil monkey slamming a bit of his own into your face would be enough to convince mortals to change their ways, lest we send worse."

    "That's disputable..."

    "Oddly enough, you lot are stupidly bad at taking a subtle hint. So we...gave the Apes better options."
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  24. - Top - End - #54
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    Hamstower
    Diminutive Magical Beast
    Hit Dice: 1/2d10 (2 hp)
    Initiative: +6
    Speed: 10 ft. (2 squares), Climb 5 ft., Burrow 5 ft.
    Armor Class: 16 (+4 Size, +2 Dex), touch 16, flat-footed 14
    Base Attack/Grapple: +1/+13
    Attack: Nibble +5 melee touch (Attach)
    Full Attack: Nibble +5 melee touch (Attach)
    Space/Reach: 0 ft./0 ft.
    Special Attacks: Nibble, OW!
    Special Qualities: Low Light Vision, Darkvision 60 ft.
    Saves: Fort +2, Ref +4, Will +2
    Abilities: Str 1, Dex 14, Con 11, Int 5, Wis 14, Cha 14
    Skills: Balance +10, Climb +10, Hide +18, Listen +4, Move Silently +6, Spot +4, Swim +10
    Feats: Improved Initiative
    Environment: Any
    Organization: Solitary, Pair, or Colony (10-100)
    Challenge Rating: 1/4
    Treasure: None
    Alignment: Always Neutral
    Advancement: ---
    Level Adjustment: ---


    "Abner?? Abner wake up there's lil furry critters nibblin' on yer toes.."

    "FOOM!"

    "AAAIIIGH!"

    As a side effect of one of Prak's many legendary oddball experiments, a group of his pet hamsters became materially unstable. Despite this, they have beaten the odds, escaped captivity, and managed to breed a small populace of potential unwelcome dangers. In celebration (he is called 'the Mad' after all), Prak gave them one of the most tortured puns around as a name.

    Nibble (Ex): If the Hamstower hits with a melee Touch Attack, it attaches itself to it's opponent effectively Grappling it. The Hamstower loses it's Dexterity Bonus to AC, but has a +12 Bonus to Grapple Checks (as well as ignoring Size/Strength penalties to Grapple Checks). It can be struck with a weapon, or removed by pinning it in a Grapple.

    OW! (Su): Hamstowers are notoriously unstable. If they take enough damage to reduce them to negative hit points they explode doing 1d6 force damage in a 5 ft. square.

    Skills: Hamstowers have a +4 Racial Bonus on Hide and Move Silently Checks. They also have a +8 Racial Bonus on Balance, Climb, and Swim Checks. They may use their Dex instead of Str modifier for Climb and Swim Checks. They can always choose to take 10 on Climb or Swim Checks.

    Combat: A few Hamstowers go straight for the grapple, while the rest of their colony flees. They're darn loyal critters.





    Hamstower
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim and I will be interviewing Prak the Mad, who has somehow made a new species of hamster."

    That's The Worst Pun I've Ever Heard

    "Good evening sir. I understand these are called Hamstowers. Can you explain why?"

    "Because if you squish one, they explode. It's sort of a portmanteau of 'hamster' and 'ow'."

    "Wouldn't it make more sense if it were a portmanteau of 'hamster' and 'tower'? But then I suppose they'd have to do something different. Maybe form a furry pyramid and charge as a single unit."

    "Holy crap, I need to make that."


    Fiercely Loyal

    "Can we see them?"

    "Oh, no sir. They'd swarm you to prevent damage to the rest of their family. They're fabulously loyal. They're so loyal, I'm inexplicably working on a cure."

    "How goes that?"

    "I'm becoming allergic to force damage."
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  25. - Top - End - #55
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    Pidgin
    Tiny Magical Beast
    Hit Dice: 1d10 (5 hp)
    Initiative: +3
    Speed: 10 ft. (2 squares), Fly 40 ft. (Average)
    Armor Class: 15 (+2 Size, +3 Dex), touch 15, flat-footed 12
    Base Attack/Grapple: +1/-11
    Attack: Peck +6 melee (1d2-4)
    Full Attack: Peck +6 melee (1d2-4)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Poop Cannon
    Special Qualities: Low Light Vision, Darkvision 60 ft., Mindless
    Saves: Fort +2, Ref +5, Will +2
    Abilities: Str 3, Dex 17, Con 10, Int -, Wis 14, Cha 14
    Skills: ---
    Feats: Ability Focus (Poop Cannon)(B), Weapon Finesse (B)
    Environment: Any
    Organization: Solitary, Pair or Flock (10-100)
    Challenge Rating: 1/4
    Treasure: None
    Alignment: Usually Neutral
    Advancement: ---
    Level Adjustment: ---

    "Dammit I hate these birds..."

    KAPOW

    Pidgins appear to be magical...pigeons. They are dangerous to mages, as anyone struck by their poop cannon becomes inarticulate, and as a result their speech turns a little...awkward. Victims develop a noticeable cognitive defect as well. Their origin is unknown, but as per usual mages are blamed. The local Mage's Guilds say they would never do anything so irresponsible, yet noted drunkards among their group remain conspicuously absent for interviewing purposes. The name Pidgin is a pun that comes from their habit of mimicking language similar to a parrots. However their speech is noticeably different, leading people to say they are speaking a 'pidgin' version of Common.

    Poop Cannon (Su): Once per round as a Free Action the Pidgin may answer the call of nature, prompting a DC 12 (Save DC is Constitution based) Fortitude Save from unfortunate bystanders standing below (or from those who are forced to clean it up later). The blast is treated as a grenade-like weapon aimed at the square directly beneath it (or up to 3 squares away), and at any given time the Pidgin has 1d3 'loads' ready. Even more deadly are Pidgin flocks, which can number in the hundreds, and potential victims have the Save DC they must make increased by +1 for each blast landing in their square. If the Save is failed they take a -1 Morale Penalty on Ability and Skill Checks and Attack rolls for 1d4 rounds, and gain a 20% failure chance any spells they cast in the next 24 hours fail (this stacks with other forms of spell failure, such as armor).

    Combat: Pidgins rarely initiate combat as they are cowards, along with being dull. Like most pigeons, however, they poop on everything and are thusly a hazard.



    Pidgin
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom, Jim and I will be coming to you live from Spankenstein College in Wacky Land!"

    Vermin of the Sky

    "We're here to interview the locals on a magically altered species of Pigeon. Is it correct sir that they are responsible for altering the locals use of language?"

    "MUCKLE DAMRED CULTI 'AIR EH NAMBLIES BE KEEPIN' ME WEE MEN!?!?"

    "Did you get that Jim?"

    "I...I'm not sure..."


    Toxic Bird Poo

    "How do we interview anyone if the birds scramble language?"

    "I haven't been hit yet sir."

    "What's the umbrella for?"

    "It's the Pidgin poo sir. It's toxic. Thankfully the effects are temporary."

    "Who are you? Does this have anything to do with the college?"

    "Oh my goodness, look at the time..."
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  26. - Top - End - #56
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    Hero Shrew
    Diminutive Magical Beast
    Hit Dice: 2d10+2 (13 hp)
    Initiative: +4
    Speed: 20 ft. (4 squares), Climb 20 ft., Fly 30 ft. (Perfect), Swim 20 ft.
    Armor Class: 20 (+4 Size, +4 Dex, +2 Natural), touch 18, flat-footed 18
    Base Attack/Grapple: +2/+2
    Attack: Bite +6 melee (1d3) or Ray +6 ranged (2d4)
    Full Attack: Bite +6 melee (1d3) or Ray +6 ranged (2d4)
    Space/Reach: 1 ft./0 ft.
    Special Attacks: Ray Vision
    Special Qualities: Darkvision 60 ft., DR 5/-, Immune to Fear, Superhero, Energy Resistance 5
    Saves: Fort +5, Ref +7, Will +1
    Abilities: Str 10, Dex 18, Con 12, Int 6, Wis 12, Cha 8
    Skills: Balance +12, Climb +12, Hide +12, Listen +4, Move Silently +8, Spot +3, Swim +8
    Feats: Great Fortitude
    Environment: Warm Forests
    Organization: Solitary or Justice League (5-10)
    Challenge Rating: 2
    Treasure: None
    Alignment: Usually Chaotic Good
    Advancement: 2 HD (Tiny)
    Level Adjustment: ---

    "WHO DARE ENTER THE LAIR OF THE ROBOTIC GECKOMISTRESS?"

    "The what?"

    Hero Shrews appear as particularly bulky Shrews wearing tiny little capes. Believing themselves the protectors of the innocent and the saviors of the world leads them to fight evil at every opportunity. Unfortunately, given the Shrews slightly subpar intellect, those opportunities come more often than strictly necessary due to little misunderstandings. They speak Common.

    Ray Vision (Su): Once every 1d4 rounds the Hero Shrew can unleash an energy ray (choose Cold, Electricity, Fire, Force, or Sonic damage when making the Shrew) as a Standard Action. This is a ranged touch attack with a range of 30 feet doing 2d4 damage of the chosen Energy type. The Hero Shrews Energy Resistance is the same type of Energy chosen for their Ray Vision.

    Superhero (Ex): Hero Shrews take no Size Penalties to opposed Combat Checks.

    Skills: Shrews have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A Shrew can always choose to take 10 on Climb checks, even if rushed or threatened. A Shrew uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A Shrew 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: Hero Shrews pretty much fight like comic book superheroes: loud, up close, and with lots of collateral damage.



    Hero Shrew
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim and I will be taking a look at Scutisorex somereni, als known as the Hero Shrew."

    OMG Look At The Little Capes!

    "Hero Shrews are apparently an intelligent but flawed species who see themselves as the last stand against the forces of Evil."

    "WE MEET AGAIN PROFESSOR JERGENS!"


    With Great Power Comes Great Incoherence

    "You know this Shrew Harlan?"


    "Of course not Jim. Clearly it has mistaken me for someone else."

    "I am not mistaken Fiend!! I know you from your days as the Clonemaster! Defend yourself!"

    "A little help here Jim?"

    "It's just a Shrew Harlan..."

    ZAP
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  27. - Top - End - #57
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    Time Flies inspired by Silvercat Moonpaw
    Fine Magical Beast
    Hit Dice: 1d10 (5 hp)
    Initiative: +0
    Speed: 5 ft. (1 square), Climb 5 ft., Fly 40 ft. (Good)
    Armor Class: 18 (+8 Size), touch 18, flat-footed 18
    Base Attack/Grapple: +1/-20
    Attack: Bite +1 melee touch (Yeet)
    Full Attack: Bite +1 melee touch (Yeet)
    Space/Reach: 1/2 ft./0 ft.
    Special Attacks: Yeet
    Special Qualities: Dark Vision 60 ft., Scent, Temporally Stable
    Saves: Fort +2, Ref +2, Will +0
    Abilities: Str 1, Dex 10, Con 10, Int 1, Wis 11, Cha 10
    Skills: Climb+3, Hide +16, Listen +2, Spot +2
    Feats: Weapon Finesse
    Environment: Any
    Organization: Solitary or Swarm (6-30)
    Challenge Rating: 1/2
    Treasure: None
    Alignment: Neutral
    Advancement: -
    Level Adjustment: ---

    "Abner...this is just about the last straw for me."

    "They could have at least warned us."

    Time Flies are large blue flies invented by a madman in his magical labs by exposing them to temporal anomalies. Eventually they became immune to the vagaries of chronomancy. More importantly, they learned to hurtle others through time as a defensive option. They appear to be hideous flies roughly 2 inches long.

    Yeet (Su): By making a touch attack, the Time Flies can send their target 1d4+1 rounds into the future. The target gets a DC 12 Willpower Save to avoid this (Save DC is Wisdom based, with a +2 Racial Bonus).

    Temporally Stable (Su): Time Flies are immune to temporal effects and spells, such as Time Stop.

    Skills: Time Flies get a +8 Racial Bonus to Climb checks, and can always take 10 on climb checks even if rushed or threatened.

    Combat: Nervous flies yeet anyone who gets close enough. They usually don't have to make their point twice.


    Time Fly Swarm
    Fine Magical Beast (Air)
    Hit Dice: 12d10 (66 hp)
    Initiative: +4
    Speed: 5 ft. (1 square), Climb 5 ft., Fly 40 Ft. (Good)
    Armor Class: 18 (+8 Size), touch 18, flat-footed 18
    Base Attack/Grapple: +12/-
    Attack: -
    Full Attack: -
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction, Time Storm
    Special Qualities: Dark Vision 60 ft., Scent, Immune to Weapon damage, Swarm traits, Temporally Stable
    Saves: Fort +10, Ref +10, Will +6
    Abilities: Str 1, Dex 10, Con 10, Int 1, Wis 11, Cha 10
    Skills: Climb+7, Hide +16, Listen +7, Spot +7
    Feats: Alertness, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes
    Environment: Any
    Organization: Solitary
    Challenge Rating: 6
    Treasure: None
    Alignment: Neutral
    Advancement: -
    Level Adjustment: ----

    Time Storm (Su): Anything entering the swarms area is subject to a storm of temporal energies if it fails a DC 18 Willpower Save (Save DC is Wisdom based, with a +2 Racial Bonus). If it fails, roll on the following table:

    01-10: The target gains a -1 Penalty on all rolls for the round.
    11-20: The Swarm gains a +1 Bonus on all rolls for the round.
    21-50: Target is sent 1d4+1 rounds into the future.
    51-70: Time stops for everything in the swarms area for 1d4+1 rounds (the swarm is immune to this).
    71-00: Target goes out of synch and merges with something occupying the same space at a different period of time. Both target and the occupying something take 4d6 untyped damage.

    Temporally Stable (Su): Time Flies are immune to temporal effects and spells, such as Time Stop.

    Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 16 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

    Skills: Time Flies get a +8 Racial Bonus to Climb checks, and can always take 10 on climb checks even if rushed or threatened.

    Combat: Time Fly swarms are a tad more aggressive and smug than lone members of their kind.




    Time Fly
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom we'll be taking a look at the Time Fly, also known as Hebecnema temporalis. As usual, my temporally stable assistant Jim will be doing the honors!"

    Magical Hazard
    "The Time Fly is the unfortunate result of temporal research. They are monstrously efficient pests causing massive temporal disturbances in their wake."

    "Have you found more on their creator Jim?"

    "Afraid not Harlan. Rumor has it some particularly angry Gawds 'had a word or two' with him. Current whereabouts unknown."

    Desperate Experiment
    "Viewers are of course familiar with the origin of the flies as byproducts of attempts to create a temporal passageway through this Demiplane."

    "Can we leave before the spells protecting us wear off?."
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  28. - Top - End - #58
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    Default Re: Critters III! Now also in 5e!

    Pterotaurs for the win!

    Molothrus bos
    Might I suggest boviceps ('cattle-headed') instead of bos?

    Quote Originally Posted by Bhu View Post
    Hero Shrew

    (…)

    Special Qualities: Darkvision 60 ft., DR 5/-, Immune to Fear, Superhero, Energy Resistance 5
    Saves: Fort +5, Ref +7, Will +1
    Abilities: Str 10, Dex 18, Con 12, Int 6, Wis 12, Cha 8

    (…)

    Superhero (Ex): Hero Shrews take no Size Penalties to opposed Combat Checks.
    Hm. No STR penalty and no size penalties in combat on a diminutive creature paired with that DR kind of hammers the point home, but given the crazy real life version, this could arguably use more weird stuff. I don't know, something like being considered two size categories larger when calculating encumbrance or immunity to damage from falling objects.

    Quote Originally Posted by Bhu View Post
    Time Flies

    (…)

    Blowfly swarms
    Those might not be the droids words you're looking for.

    Hebecnema tempus
    I'd go with temporalis (the adjective) or at least temporis (the genetive).

  29. - Top - End - #59
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    Quote Originally Posted by Metastachydium View Post
    Pterotaurs for the win!

    Hm. No STR penalty and no size penalties in combat on a diminutive creature paired with that DR kind of hammers the point home, but given the crazy real life version, this could arguably use more weird stuff. I don't know, something like being considered two size categories larger when calculating encumbrance or immunity to damage from falling objects.
    I was considering something, but figuring out the CR was wonky as it was so I posted it as it was. Fixed the other two. My thanks again for the latin.
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  30. - Top - End - #60
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    Turkey
    Small Magical Beast
    Hit Dice: 2d10+4 (15 hp)
    Initiative: +1
    Speed: 20 ft. (4 squares), Climb 20 ft.
    Armor Class: 16 (+1 Size, +1 Dex, +4 Natural), touch 12, flat-footed 15
    Base Attack/Grapple: +2/-2
    Attack: Bite +3 melee (1d4)
    Full Attack: Bite +3 melee (1d4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities: Low-light Vision, Darkvision 60 ft., Scent, Conspiracy
    Saves: Fort +4, Ref +4, Will +3
    Abilities: Str 10, Dex 12, Con 12, Int 2, Wis 12, Cha 5
    Skills: Balance +5, Climb +5, Hide +6, Listen +2, Spot +2, Swim +5
    Feats: Improved Toughness, Iron Will
    Environment: Temperate or Warm Swamp or Forests
    Organization: Solitary or Troop (5-10)
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral
    Advancement: 3-4 HD (Small); 5-8 HD (Medium)
    Level Adjustment: ---

    "That ain't no bird..."

    Turkeys are an unholy combination of Turtle and Monkey, and resemble scaly monkeys with a somewhat reptilian face and hard shell. Not particularly strong or fast, few people find them threatening, and their existence is contributed to a combination of whiskey and access to the same magics that created the Owlbear. They have found a niche in Durian, where rampant superstition has led to all sorts of weird stories about them. They're vampires. They can pull your soul out from your navel. They are raging cucumber addicts with supernatural kung-fu powers. The list goes on.

    It's so bad that people making Knowledge Checks abut them are bombarded with misinformation.

    Conspiracy (Ex): Myths and rumors about Turkeys have become so obfuscated in the retelling, that all Knowledge skill checks made to gain information about them take a -8 Penalty.

    Skills: Turkeys have a +4 Racial Bonus on Balance, Climb, and Swim Checks.

    Combat: Turkeys are fairly non-aggressive, unless you approach them suddenly or go near their eggs. Or live in Durian. They love messin' with people in Durian.



    Turkey
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim and I will be taking a look at the common Turkey.

    That Ain't No Bird

    "I don't know what the hell that is, but it's not a Turkey..."

    "CORRECT YOUNG JIM!"

    "Who might you be?"

    "I'm Big Daddy Jones, purveyor of rare and wondrous animals hereabouts!"

    "That is clearly an abomination of magic, not an animal."

    It Does What?

    "Let's not anger the locals Jim."

    "No anger here sir! Careful about approaching the Turkey! They are signs of ill omen."

    "And yet you travel with a cage full of them..."

    "They come in handy good sir! Alcohol made from their liver cures gout! Just don't feed them after midnight or they become vampires!"

    "Er...what?"

    "Also, never feed them powdered bone, or they gain the power to disguise themselves as goats!"

    "Are you high?"
    Last edited by Bhu; 2022-05-29 at 02:58 PM.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

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