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  1. - Top - End - #571
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    Default Re: Critters III! Now also in 5e!

    The Dethpig
    Tiny Outsider (Extraplanar)
    Hit Dice: 48d8+624 (840 hp)
    Initiative: +14
    Speed: 60 ft. (12 squares)
    Armor Class: 35 (+2 Size, +6 Dex, +17 Natural), touch 18, flat-footed 29
    Base Attack/Grapple: +48/+61
    Attack: Bite +63 melee (4d8+19/18-20/x3)
    Full Attack: 3 Bites +63 melee (4d8+19/18-20/x3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Augmented Critical, Improved Grab, Swallow Whole, Charge, Alter Reality
    Special Qualities: Invulnerability 15/-, Immunities, Regeneration 40, Scent, Stubborn Defender
    Saves: Fort +39, Ref +32, Will +34
    Abilities: Str 36, Dex 22, Con 36, Int 3, Wis 14, Cha 16
    Skills: Balance +20, Climb +30, Hide +30, Intimidate +20, Jump +30, Listen +20, Move Silently +20, Search +13, Sense Motive +19, Spot +20, Survival +19, Swim +30, Tumble +21
    Feats: Alertness, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Mobility, Power Attack, Run, Spring Attack. Epic Feats: Epic Dodge, Epic Will, Improved Combat Reflexes, Superior Initiative.
    Environment: Any
    Organization: Unique
    Challenge Rating: 20
    Treasure: None
    Alignment: Neutral Good
    Advancement: 49+ HD (Tiny)
    Level Adjustment: ---

    The Dethpig is a so called 'living artifact', a being endowed with divine power, and sacred to the Gawds. In this case Benny (Gawd of Fear) and Natasha (Gawdess of Death). When first married, they had a 'master plan' for universal domination. Which they decided to pursue after a weeks long, booze fueled rager. Waking up, they had no memory of the previous week, and a fussy, tiny black micropig. They let the pig go before they remembered what it was, but not what it was for. Benny eventually divorced Natasha after drifting out of Evil, and adopted the pig to prevent it's misuse. Unfortunately, it keeps getting bored and escaping. Even more unfortunately it figures prominently in every major prophecy, real or fake, of the last thousand years. Usually in the vaguest of terms. This has led every cult, religion, revolutionary, madman, etc. to want to possess the pig. It never works out well for them. The pig appears to understand all languages, but has never spoke. It mostly appears concerned with indulging it's hungers for food and curiosity. It has, however, set this aside to protect innocents. To the point many street urchins have pet pigs to keep the bad guys away.

    Augmented Critical (Ex): The Dethpig’s bite threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.

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

    Swallow Whole (Ex): The Dethpig can try to swallow a grabbed opponent of any size by making a successful grapple check. Once inside, the opponent takes 2d8+6 points of crushing damage plus 2d8+6 points of acid damage per round from the Dethpig’s digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the Dethpig’s digestive tract (AC 18). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The Dethpig’s gullet can hold infinite creatures.

    Charge (Su): 1/Day the Dethpig's can move to any position it can see.

    Alter Reality (Su): 1/week the Dethpig can cast Wish as a Supernatural Ability.

    Immunities: The Dethpig is immune to poison, disease, energy drain, mind-affecting effects, and ability drain/damage. The Dethpig is immune to any spell or spell-like ability that allows spell resistance.

    Regeneration (Ex): No form of attack deals lethal damage to the Dethpig. The Dethpig regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the Dethpig fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10 (or 850 hp). The Dethpig is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability.

    The Dethpig can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 850 hit points) and using a wish or miracle spell to keep it dead.

    If the Dethpig loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.

    Stubborn Defender (Ex): The Dethpig takes no Size Penalties to opposed Combat Checks, and can make an opposed combat check against a creature of any size. Additionally it has the reach/space of a Small creature.

    Combat: It's very rare that the Dethpig uses it's full power, as it knows it's very difficult to kill. Usually it bites an opponent to get them to go away, but it will Swallow them or worse if they persist.



    The Dethpig
    "Look at that pig go."

    The World's Most Fought Over Pig

    "I can't believe he inhaled the Queen."

    "REEEEEEEEEK REEEK REEEEEEEEEK!"

    "And set the place on fire."

    "REEEEEEK!"

    "Hey, where'd the cheek go?"

    Don't Hurt People Near The Pig

    "REEEEEEK!"

    "Clucky ran off with it. Probably taking it back to Big Bawb."

    "We should probably leave before anyone else notices this."

    "I think the entire city has noticed this, but I take your point."
    Last edited by Bhu; 2023-07-07 at 09:54 PM.
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  2. - Top - End - #572
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    Default Re: Critters III! Now also in 5e!

    running behind, so todays critter posts may bleed into tomorrow

    Paralegal Imp
    Small Outsider (Evil, Extraplanar, Lawful, Baatezu)
    Hit Dice: 3d8 (13 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: 19 (+1 Size, +3 Dex, +5 Natural), touch 14, flat-footed 16
    Base Attack/Grapple: +3/-2
    Attack: Sting +7 melee (1d4-1 plus poison)
    Full Attack: Sting +7 melee (1d4-1 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison, Spell Like Abilities
    Special Qualities: DR 5/ Good or Silver, Dark Vision 60 ft., Fast Healing 2, Immune to Poison, Fire Resistance 5, Lawyer
    Saves: Fort +3, Ref +6, Will +4
    Abilities: Str 8, Dex 17, Con 10, Int 12, Wis 12, Cha 14
    Skills: Bluff +7, Diplomacy +8, Gather Information +9, Hide +13, Knowledge (Local) +7, Listen +7, Move Silently +9, Profession (Lawyer) +4, Search +7, Sense Motive +3, Spellcraft +7
    Feats: Dodge, Weapon Finesse
    Environment: Nine Hells
    Organization: Solitary or Team (3-6)
    Challenge Rating: 2
    Treasure: None
    Alignment: Always Lawful Evil
    Advancement: 4-6 HD (Small)
    Level Adjustment: ---

    "Why no your honor my client is not a goat sacrificer, he is a veterinarian, and that goat required certain surgical procedures, which to the untrained might seem blasphemous, but which were absolutely necessary to save that poor animals life."

    "My client was acting purely in self defense when she repeatedly clubbed that Paladin. How did she know he was there to save people? He was a screaming, armored maniac covered in blood and fleshy bits."

    "My client did NOT have relations with that woman."

    Paralegal Imps may be contracted with to serve as an attorney for mortals and Devils alike. Some other Outsiders use them as well, as they are known for getting the job done (if not always honestly).

    Poison (Ex): Injury, Fortitude DC 13, Initial damage 1d4 Wisdom, Secondary Damage 2d4 Wisdom. Save DC is Con based and includes a +2 Racial Bonus.

    Spell Like Abilities (Sp): At Will: Detect Good, Detect Magic, Delusions of Grandeur (see Spell Compendium) (DC 14)
    1/day: Suggestion (DC 15)
    1/week: Commune
    Caster Level 6, Save DC's are Charisma Based.

    Lawyer (Su): You have become pretty good at assessing people's guilt. Gaze, 30 ft., Will Save DC 13 negates, targets who fail the Save are affected as if by a Discern Lies spell as long as they can see the Imp. Save DC is Charisma Based.

    Skills: Paralegal Imps are extensively trained in the Laws of various peoples and may always Take 10 on a Knowledge: Local check when it deals with the laws.

    Combat: A Paralegal Imp is made for intellectual combat, not physical, It will use it's powers to cheat on court cases if it can, but most will flee from combat.



    Paralegal Imp
    "And now with a little luck we can get back to doing our show."

    Sneaky Little...

    "Don't look now, but we have company."

    "Greetings. Are you the mortal entities known as Harlan Jurgens and Jim?"

    "Who's asking?"

    "I'm Filthy Ratman, from the High Court of the Pit."

    "You're a lawyer?"

    Surprisingly 'Good' Lawyers

    "No, I'm a process server. You are hereby served."

    "Who could be suing us?"

    "We did just participate in a massive inter-cult brawl, and unleashed a being of nigh infinite cosmic power."

    "Lord Beelzebub is having you prosecuted for interfering in the lawful actions of a registered Gawd's religion. Please report to the court with your attorney within the next 7 days."
    Last edited by Bhu; 2023-07-16 at 04:42 PM.
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  3. - Top - End - #573
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    Default Re: Critters III! Now also in 5e!

    Conventusloth
    Medium Outsider (Evil, Extraplanar, Yugoloth)
    Hit Dice: 12d8 (54 hp)
    Initiative: +7
    Speed: 30 ft. (6 squares), Fly 30 ft. (Perfect)
    Armor Class: 28 (+3 Dex, +15 Natural), touch 13, flat-footed 25
    Base Attack/Grapple: +12/+12
    Attack: Slam +12 melee (1d4 plus Loathsome Touch)
    Full Attack: 2 Slams +12 melee (1d4 plus Loathsome Touch)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities, Spells, Summon Yugoloth, Loathsome Touch
    Special Qualities: DR 15/Magic, Immunities, Energy Resistance 20 (Cold, Fire, Electricity), Yugoloth traits, Favors, SR 28, Polyglot
    Saves: Fort +8, Ref +11, Will +14
    Abilities: Str 11, Dex 16, Con 11, Int 20, Wis 18, Cha 17
    Skills: Bluff +18, Concentration +15, Diplomacy +18, Gather Information +18, Hide +7, Intimidate +18, Knowledge (Arcana, Local, Nobility) +20, Knowledge (History) +11, Perform (Oratory) +18, Profession (any 2, 1 is usually usually Lawyer) +18, Sense Motive +19, Spellcraft +20
    Feats: Combat Casting, Greater Spell Focus (Enchantment), Improved Initiative, Iron Will, Spell Focus (Enchantment)
    Environment: Any
    Organization: Solitary, Pair, or Law Firm (5-10)
    Challenge Rating: 17
    Treasure: Standard
    Alignment: Always Neutral Evil
    Advancement: 13-24 HD (Medium)
    Level Adjustment: ---

    The Conventusloth are Arcanaloths that have retired from the Yugoloth armies and are now Union stewards, Guild bureaucrats, and politicians. Many also serve as lawyers. Most appear as the classic tall, muscular red skinned human with brow horns commonly associated with Fiends. They're eyes usually glow red. Able to read and write all known languages they make perfect office workers, and are hired as translators almost as often as they are lawyers (though they usually charge extra for complete accuracy). Their goal is to fulfill as many contracts as possible and slowly become local powers by becoming increasingly invulnerable to the elite of society (who of course hire outsiders to kill the Conventusloth). Once they are sufficiently set up, they begin to travel to spread their influence (and by doing so their own invulnerability).

    Spell-Like Abilities (Sp): At Will: Augury, Detect Thoughts, Eye of Power (Player's Guide to Faerun), Fly, Invisibility (Self Only), Know Motivation (Oriental Adventures), Spymaster's Coin (Complete Scoundrel), True Seeing. 1/day: Freedom of Movement, Magic Circle Against Good. Caster level 12th. The save DCs are Charisma-based.

    Spells: A Conventusloth casts spells as a 12th Level Beguiler.

    Summon Yugoloth (Sp): Once per day a Conventusloth can attempt to summon another Conventusloth with a 40% chance of success. This ability is the equivalent of a 4th-level spell.

    Loathsome Touch (Su): Anything the Conventusloth touches must make a DC 21 Willpower Saye (Save DC is Int based) or be Sickened for 1 Minute.

    Immunities (Ex): The Conventusloth are immune to Acid and Poison, as well as any powers, spells or effects dependent on language.

    Favors (Su): Anyone who seeks the aid of a Conventusloth must sign a legally binding contract. If the Conventusloth fulfills the contract to the letter (or the signee willingly violates the agreement), the Conventusloth gains a small measure of invulnerability against that person. The Conventusloth subtracts 10 points from all damage rolls made against it by a contractee, and has a Profane Bonus on all Saving Throws against the contractee equal to the Conventusloth's Intelligence Bonus.

    Polyglot (Su): THe COnventusloth can speak and read all known languages.

    Combat: The Conventusloth avoid combat, or bribe their way out of it. They prefer to take the long term view, knowing that if they can do enough contracts there will eventually be only a very small percentage of the populace that can harm them.



    Conventusloth
    "Harlan Jurgens and Jim. We're Case Number 664."

    Even The Other Yugoloths Hate Them

    "This is some utter foolishness. Harlan."

    "Welcome to the Pit. We have a list of local hotels you can stay in, and law firms you can hire. I'd advise you to pick one by the weeks end."

    "Were looking for a defense attorney."

    "They always are."

    "lawsuits are popular among Fiends...who'd have guessed."

    Betrayers To The Bitter End

    "Your sarcasm will get you far here."

    "We won't be here long."

    "We have several hundred witnesses."

    [color=blue]"They all say that."
    Last edited by Bhu; 2023-07-16 at 03:36 PM.
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  4. - Top - End - #574
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    Default Re: Critters III! Now also in 5e!

    Torqueoloth
    Medium Outsider (Evil, Extraplanar, Yugoloth)
    Hit Dice: 12d8 (54 hp)
    Initiative: +7
    Speed: 30 ft. (6 squares)
    Armor Class: 28 (+3 Dex, +15 Natural), touch 13, flat-footed 25
    Base Attack/Grapple: +12/+12
    Attack: Slam +12 melee (1d4 plus Pain)
    Full Attack: 2 Slams +12 melee (1d4 plus Pain)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities, Spells, Summon Yugoloth, Pain Touch
    Special Qualities: DR 15/Magic, Immunities, Energy Resistance 20 (Cold, Fire, Electricity), Yugoloth traits, SR 28
    Saves: Fort +8, Ref +11, Will +14
    Abilities: Str 11, Dex 16, Con 11, Int 17, Wis 18, Cha 20
    Skills: Bluff +15, Concentration +15, Diplomacy +21, Gather Information +17, Heal +18, Intimidate +22, Knowledge (Arcana, Local, Nobility) +18, Profession (Torturer) +15, Sense Motive +15, Spellcraft +17, Use Rope +15
    Feats: Combat Casting, Greater Spell Focus (Necromancy), Improved Initiative, Iron Will, Spell Focus (Necromancy)
    Environment: Any
    Organization: Solitary, Pair, or House (5-10)
    Challenge Rating: 17
    Treasure: Standard
    Alignment: Always Neutral Evil
    Advancement: 13-24 HD (Medium)
    Level Adjustment: ---

    The Torqueoloth are tall, thin humanoid figures completely wrapped in black leather. Even their heads are covered making them appear completely faceless. Sadists to the core the Torqueoloth have become torturers and interrogators for hire since leaving their home plane. They are also odd pranksters, goosing unsuspecting people with their pain touch, raiding their food pantries, and dying their pets a bright pink color. Even the other Yugoloths find them to be odd ducks. Potential customers should be aware that having them around is problematic as they like to get into a lot of trouble, plus they tend to go off on tangents when interrogating subjects because they get bored asking the same questions over and over.

    Spell-Like Abilities (Sp): At Will: Bonefiddle (spell compendium), Mark of the Outcast (Spell Compendium), Binding Chain of Fate (City of Splendors: Waterdeep), Infestation of Maggots (Spell Compendium), Stolen Breath (spell compendium), Deathwatch, Boiling Blood (Complete Mage), Wave of Pain (Book of Vile Darkness). 1/day: Finger of Agony (Complete Mage), Magic Circle Against Good. Caster level 12th. The save DCs are Charisma-based.

    Spells: A Torqueoloth casts spells as a 12th Level Dread Necromancer.

    Summon Yugoloth (Sp): Once per day a Torqueoloth can attempt to summon another Torqueoloth with a 40% chance of success. This ability is the equivalent of a 4th-level spell.

    Pain Touch (Su): At will the Torqueoloth can make a melee touch attack. If the opponent fails a DC 21 Willpower Save (Save DC is Cha based) it takes a -4 penalty on attack rolls, skill checks, willpower saves, and ability checks for 1d4 rounds. The Torqueoloth may also use this ability with a successful Slam attack.

    Immunities (Ex): The Torqueoloth are immune to Acid and Poison, as well as any powers, spells or effects that simulate pain such as Symbol of Pain, Wracking Touch, etc.

    Combat: Torqueoloth are surprisingly willing to fight despite not being traditional combatants. They generally rely on their spells and SLA's, and using Pain Touch to disable anyone getting up close.



    Torqueoloth
    "Okay Jim, I've been here before. Forget the official lists, they're traps. We're staying at an inn called The Dead Sparrow, and our first order of business is to contact the law firm of 'Just Try Suing Us You Bastards'."

    Cuckoo For Cocoa Puffs

    "Heads up, Fiend approaching."

    "Welcome to the Pit. My name is Horny Jim, and I'll be assisting your prosecutor. Sure you don't want to confess now and save us all the time and trouble?"

    "No such luck I'm afraid."

    "Goodie goodie gum drops!"

    "Is it elgal to discuss the case with us before we choose an attorney?"

    May Enjoy Pain A Little Too Much

    "Yes."

    "We decline the right to cooperate."

    "The right to what?"

    "You Gnomes are never any fun."


    Boiling Blood
    2nd Level Transmutation
    Casting Time: 1 Action
    Range: 120 feet
    Components: V, S
    Duration: Concentration, up to 1 Minute
    Choose one living creature within the spells range (it must be a creature that has blood), and it must make a Constitution Save each round at the beginning of your turn or take 2d4 Fire damage that ignores Damage Resistance. If the target rolls a 1 on the Saving Throw, it is also Poisoned for 1 round.


    Bonefiddle
    2nd Level Necromancy
    Casting Time: 1 Action
    Range: 60 feet
    Components: V, S, M (miniature fiddle)
    Duration: Concentration, up to 1 Minute
    A ghostly fiddle sinks into the body of one target within range, which must have a skeleton. It must make a Constitution Save each round at the beginning of your turn or take 2d4 Thunder damage that ignores Damage Resistance. The target also has Disadvantage on Dexterity (Stealth) Checks any round it fails it's Save.


    Mark of the Outcast
    2nd Level Necromancy (Ritual)
    Casting Time: 1 Action
    Range: 30 feet
    Components: V, S, M (wax seal)
    Duration: Instantaneous
    This spell creates an indelible mark on the subject's face (or other upper body part, if the subject doesn't have a head). The mark is visible to normal vision, and darkvision. The wearer of such a mark takes Disadvantage on Charisma (Deception or Persuasion) checks and a -2 penalty to Armor Class.

    The mark cannot be dispelled, but it can be removed with a dispel evil or good, remove curse, or wish spell.


    Deathwatch
    1st Level Necromancy
    Casting Time: 1 Action
    Range: Self (30 foot Cone)
    Components: V, S
    Duration: Concentration, up to 10 Minutes
    For the duration, you can sense life within 30 feet of you. You can tell whether each creature in the spells area is alive, fragile (at 0 hp), wounded (alive, but below max hp), undead, or neither alive or dead (Constructs).


    Stolen Breath
    2nd Level Necromancy
    Casting Time: 1 Action
    Range: 120 feet
    Components: V, S, M (stoppered glass vial)
    Duration: instantaneous
    The target of the spell has the air sucked out of it's lungs, and gains 2 Levels of Exhaustion, until it takes an Action to regain it's breath (i.e. does nothing for a turn). These levels do not stack with any Levels of Exhaustion the target may already have, and the spell has no effect on creatures who do not breathe.
    Last edited by Bhu; 2023-07-16 at 03:47 PM.
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  5. - Top - End - #575
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    Default Re: Critters III! Now also in 5e!

    Patraloth
    Medium Outsider (Evil, Extraplanar, Yugoloth)
    Hit Dice: 5d8+35 (57 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 18 (+8 Natural), touch 10, flat-footed 18
    Base Attack/Grapple: +5/+10
    Attack: Massive Tool +10 melee (2d6+7)
    Full Attack: Massive Tool +10 melee (2d6+7)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities, Massive Tool, Professional Builder, Summon Yugoloth, Infernal Cigar
    Special Qualities: Darkvision 60 ft., DR 10/Magic, SR 16, Immunities, Yugoloth traits, Accident Insurance, Untiring
    Saves: Fort +11, Ref +8, Will +6
    Abilities: Str 20, Dex 10, Con 25, Int 14, Wis 14, Cha 14
    Skills: Appraise +6, Balance +4, Bluff +6, Climb +9, Craft (any 3) +14, Diplomacy +4, Disable Device +10, Forgery +8, Intimidate +8, Knowledge (Architecture & Engineering) +14, Knowledge (Geography, Local) +6, Open Locks +2, Profession (any 3) +6, Sense Motive +4, Use Magic Device +8, Use Rope +4
    Feats: Negotiator, Nimble Fingers
    Environment: Any
    Organization: Solitary, Work Group (2-8), Major Project (30-100)
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Always Neutral Evil
    Advancement: By Character Class
    Level Adjustment: ---

    Upon coming to the Jester's Realm (i.e. being kidnapped) many Yugoloths found themselves no longer bound to the plane that created them and able to choose their own future. The Patraloths chose to be builders rather than warriors but that makes them no less Evil. They stall on projects to drive up costs, use cheap materials, forge incredibly draconian contracts, etc. Sort of a combination of the worst stereotypes of shoddy construction worker/mechanics/plumbers etc. If paid and treated well though they can be a boon, putting up a fairly massive structure in little time. Occasionally they take enough pride in themselves to build an entire Lair for a BBEG in 24 hours just to show they can. Patraloths can also be bribed to slow down construction on projects they're building for your rivals, build in structural weaknesses, create secret back doors only you can use, etc. Their work is prized by Evil Masterminds, and their opponents. They mostly resemble human sized Yagnoloth without the oversized arm, though there is a great difference in details between individuals. Most are never seen without their ever present cigars or giant magical tools.

    Spell-Like Abilities (Sp): At Will: Fool's Gold (Power of Faerun), Grease, Make Whole, Obscure Object, Resinous Tar (Complete Mage
    2/day: Create Fetch (Complete Scoundrel), Minor Creation

    Massive Tool: All Patraloths carry a huge two handed contraption that can shift into any tool of any size they need as a Swift Action, granting them a +2 Bonus to appropriate skill checks (usually Craft, Disable Device, or Open Lock). It may also be transformed into a two handed weapon doing 2d6+1.5 Str Modifier in bludgeoning, piercing, or slashing damage (you choose which, it's a Swift Action to change damage type).

    Professional Builder (Su): If you fail by 5 or more on a Craft Check you do not ruin half the raw materials. You may always Take 10 on a Craft Check. Your work looks exemplary, however it is shoddy and has half the normal Hit Points and Hardness.

    Summon Yugoloth (Ex): Once per day a Patraloth can attempt to Summon another Patraloth with a 40% chance of success.

    Infernal Cigar: No Patraloth worthy of the title is ever seen without their immortal, ever-burning cigar. In addition to giving the Patraloths their all important tobacco fix, it has some uses. The cigar never goes out, even underwater or in high wind. It may be used to start a fire if touched to any flammable material as a Swift Action. 3/day it may be used to blow acrid smoke in the face of an opponent adjacent to the Patraloth requiring them to make a DC 14 Fortitude Save (Save DC is 10 plus 1/2 HD plus Cha Modifier). If they succeed they are Dazzled 1 round. If they fail they are Blind for 1d4 rounds. The cigar may be lit or extinguished once per turn as a Swift Action.

    Immunities: Yugoloths are immune to Poison and Acid.

    Accident Insurance (Su): Due to working on projects others are eager to sabotage, or that the Patraloths themselves are actively sabotaging, or simply because they work among often incompetent Evil Minions, the Patraloths have (as a speies) cut some sort of deal with Fate (or whatever Deity is responsible for things like destiny or chance). As a result Patraloths gain a +4 Enhancement Bonus on Reflex Saves, and do not need to make Saves against non-magical traps.

    Untiring (Ex): Patraloths do not require sleep and are immune to Fatigue, Exhaustion, and Sleep Effects. They also need one quarter the normal amount of food/water per day to avoid problems with Starvation/Thirst.

    Skills (Ex): Patraloths gain a +8 Racial Bonus to Craft and Knowledge (Architecture and Engineering) Checks.

    Combat: Patraloths usually use Intimidation or Diplomacy to bluff until help arrives. They then use their cigar to blind their opponent and bludgeon him into unconsciousness or death depending on their preference.




    Patraloth
    "Jim, this is my old acquaintance Seamus. He built my Wizards towers when I lived here."

    Unionized Fiendery

    "Towers. Plural."

    "His wives kept burnin' em' down."

    "Not always on purpose though."

    "You gettin' divorced again?"

    "We're being sued."

    The Yugoloth Mafia

    "Same thing really."

    "We're being sued by a Gawd."

    "Well, at least you didn't marry them."

    "Harlan, how many wives have you had?"


    Fool's Gold
    1st Level Illusion
    Casting Time: 1 Action
    Range: Touch
    Components: V, S, M (a pinch of powdered pyrite)
    Duration: 8 Hours
    Any metal item of 5 pounds or less (this can include a pile of coins) appears to be converted to gold for the duration of the spell. Anyone interacting with the item can make an Investigation Check against your spell save DC to realize it's fake.


    Make Whole
    2nd Level Transmutation
    Casting Time: 1 Action
    Range: 30 feet
    Components: V, S, M (2 lodestones)
    Duration: Instantaneous
    This spell is like Mending, except it completely repairs any damaged object of 10 cubic feet or less, so long as the object isn't burned, disintegrated or in pieces.


    Resinous Tar
    2nd Level Conjuration
    Casting Time: 1 Action
    Range: 60 feet
    Components: V, S, M (a drop of pine resin)
    Duration: 1 Minute
    Sticky tar covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the tar appears, each creature standing in its area must succeed on a Strength saving throw or be Restrained 1 round. If any creature in the area of the spell falls Prone, it must make a Strength Saving Throw to stand up (and is also Restrained for a round if it fails). A creature that enters the area or ends its turn there must also succeed on a Strength saving throw or be Restrained for one round.


    Obscure Object
    2nd Level Abjuration
    Casting Time: 1 Action
    Range: Touch
    Components: 8 Hours
    Duration: Concentration, up to 10 Minutes
    For the duration of the spell, one object of up to 100 lbs. is Invisible to everyone but you.
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  6. - Top - End - #576
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    Prosedaloth
    Medium Outsider (Evil, Extraplanar, Yugoloth)
    Hit Dice: 6d8+18 (45 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares)
    Armor Class: 19 (+1 Dex, +8 Natural), touch 11, flat-footed 18
    Base Attack/Grapple: +6/+7
    Attack: Slam +7 melee (1d6+1)
    Full Attack: 2 Slams +7 melee (1d6+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities, Disease, Summon Yugoloth
    Special Qualities: Darkvision 60 ft., DR 10/Magic, SR 18, Immunities, Yugoloth traits, Energy Resistance 10 (Cold, Fire, Electricity), Tongues
    Saves: Fort +8, Ref +6, Will +7
    Abilities: Str 13, Dex 13, Con 16, Int 16, Wis 14, Cha 26
    Skills: Bluff +15, Concentration +11, Diplomacy +19, Disguise +15, Gather Information +15, Hide +11, Intimidate +13, Knowledge (Any two) +8, Listen +10, Move Silently +10, Search +8, Sense Motive +12, Spot +10, Survival +7 (+9 following tracks), Use Rope +6
    Feats: Dodge, Mobility, Negotiator
    Environment: Any
    Organization: Solitary, Group (3-6), Brothel (10-30)
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Always Neutral Evil
    Advancement: By Character Class
    Level Adjustment: +6

    Upon coming to the Jester's Realm, the Yugoloths came to a startling conclusion that should have been readily apparent to them millennia ago: They had no women. The Demons had their Succubi, and the Devils had the Brachina but what did the Yugoloth have? They were absolutely stunned that this lack of a Yugoloth devoted to this form of subterfuge had not been readily apparent to them.

    And so were born the Prosedaloths. Although they can resemble the fantasy of their target, or virtually any humanoid at will, their true form is that of a gray, faceless woman with ropy tendrils for hair. Lamprey like mouths occasionally open and close randomly upon her body. The Prosedaloths seduce targets for the Yugoloths (or whomever pays them) to either winnow favors from them, learn information, or simply blackmail them. They also spread rumors and disease, both of which are inevitably fatal to morale.

    Many consider them more trouble than they are worth. Being as they are relatively new, most Prosedaloths are at the bottom of seniority when it comes time for promotions, and many find their duties to be alien as they fundamentally do not understand humanoid courtship/mating behaviors (though they learn to fake said knowledge quickly). This has led to more than one truly disturbing encounter for adventurers who spend the evening attempting to explain to their paramour how certain aspects of mortal life work in order to escape demise at the hands of a depressed Yugoloth who assumed that maniacal laughter while spinning ones head 360 degrees is a form of human endearment prior to cuddling. Many get very frustrated trying to prove themselves, and often abandon the Yugoloth military (or get thrown out for rabble rousing).

    Spell-Like Abilities (Sp): At will—Charm Monster, Detect Good, Detect Thoughts, Hiss of Sleep (see Draconomicon), Suggestion, Greater Teleport (self plus 50 pounds of objects only). Caster level 12th. The save DCs are Charisma-based.

    Disease (Su): Debbil Cooties, Contact, DC 16 (Save DC is Constitution Based), Incubation 1d4 days, 1d6 Wisdom. Successful saves do not allow the character to recover. Only magical healing can save the character. Victims of Debbil Cooties become increasingly impulsive, immoral, and unwise as their mind begins to let go. The Prosedaloth can turn this ability on or off once per round as a Free Action.

    Summon Yugoloth (Sp): Once per day a Prosedaloth can attempt to summon 1 Mezzoloth with a 30% chance of success. This ability is the equivalent of a 3rd-level spell.

    Change Shape (Su): A Prosedaloth can assume the form of any Small or Medium humanoid as a Swift Action.

    Immunities (Ex): Prosedaloths are immune to Poison, Acid, and Disease.

    Tongues (Su):
    A Prosedaloth has a permanent tongues ability (as the spell, caster level 12th).

    Skills: Prosedaloths have a +4 Racial Bonus on Bluff and Gather Information Checks.

    Combat: Prosedaloths aren't fighters. They try to Bluff or seduce targets, only to flee at the earliest opportunity (or murder their would-be paramour while he is sleeping). If cornered they try to summon help, but rarely do they make an effort to truly fight.



    Prosedaloth
    "Why as I live and breathe! If it isn't Harlan Jurgens! Introduce me to your little friend."

    Masters Of Blackmail

    "I'm Jim the Ranger."

    "Really? How unfortunate for you."

    "Hello Morticia. Still ruining marriages?"

    "(beep) you Harlan. Hey why the (beep) am I being beeped?"

    "It's a magic censor that follows us courtesy of Mutual of Gnomeahaw."

    Also Masters Of The Sudden Midnight Stabbity Fest

    "That's (beep)."

    "Go away Morticia."

    "Who are you anyway?"

    "Trouble you'll never have."
    Last edited by Bhu; 2023-07-16 at 03:57 PM.
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  7. - Top - End - #577
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    Default Re: Critters III! Now also in 5e!

    Argentariusloth
    Medium Outsider (Evil, Extraplanar, Yugoloth)
    Hit Dice: 12d8 (54 hp)
    Initiative: +7
    Speed: 30 ft. (6 squares), Fly 50 ft. (Poor)
    Armor Class: 28 (+3 Dex, +15 Natural), touch 13, flat-footed 25
    Base Attack/Grapple: +12/+12
    Attack: Slam +12 melee (1d4)
    Full Attack: 2 Slams +12 melee (1d4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities, Spells, Summon Yugoloth, Midas Touch
    Special Qualities: DR 15/Magic, Immunities, Energy Resistance 20 (Cold, Fire, Electricity), Yugoloth traits, SR 28
    Saves: Fort +8, Ref +11, Will +14
    Abilities: Str 11, Dex 16, Con 11, Int 20, Wis 18, Cha 17
    Skills: Appraise +20, Bluff +18, Concentration +15, Diplomacy +24, Forgery +20, Gather Information +20 Intimidate +20, Knowledge (Arcana, Local, Nobility) +20, Profession (Banker) +18, Sense Motive +18, Spellcraft +22
    Feats: Combat Casting, Greater Spell Focus (Enchantment), Improved Initiative, Iron Will, Spell Focus (Enchantment)
    Environment: Any
    Organization: Solitary, Pair, or Bank Staff (5-10)
    Challenge Rating: 17
    Treasure: Standard
    Alignment: Always Neutral Evil
    Advancement: 13-24 HD (Medium)
    Level Adjustment: ---


    The Argentariusloth are mutant Arcanaloths in the Jester's realm who have retired to become bankers. They make a great deal of cash lending money and providing other services, along with murdering troublesome clients for their hoarded cash. The Argentariusloth will loan money to anyone, and if they cannot pay upon the agreed upon date the Argentariusloth turn them to gold and melt them down as payment of debt. If they aren't enough to recoup the loss, the bankers go after their friends and family as well. The Argentariusloth appear as purple skinned, wizened old men wearing clothing of the most expensive kinds.

    Spell-Like Abilities (Sp): At Will: Detect Metals and Minerals, Detect Thoughts, Fool's Gold, Guards and Wards, Invisibility (Self Only), Know Motivation, Spymaster's Coin, Summon Golem. 1/day: Force Chest, Magic Circle Against Good. Caster level 12th. The save DCs are Charisma-based.

    Spells: An Argentariusloth casts spells as a 12th Level Archivist.

    Summon Yugoloth (Sp): Once per day an Argentariusloth can attempt to summon another Argentariusloth with a 40% chance of success. This ability is the equivalent of a 4th-level spell.

    Immunities (Ex): The Argentariusloth are immune to Acid, Petrification and Poison.

    Midas Touch (Su): At will the Argentariusloth can make a melee touch attack as a Standard Action. It's opponent must make a DC 21 Fortitude Save or be turned into a golden statue (this is identical to a Flesh to Stone spell other than the victim becoming gold, Save DC is Int based). Melting down these statues and minting them into coin are how the Argentariusloth begin their fortunes and get rid of rivals.

    Combat: The Argentariusloth despise combat and believe it is for lesser minds. They usually employ constructs as guards, and back them up with arcane power.



    Argentariusloth
    "I can see you in the back licking your chops Meidas. We aren't interested."

    They Give Loan Sharks A Bad Rep

    "Friend of yours?"

    "Kind sir, I am a friend to everyone."

    "HA!"

    "Why Harlan, how can you scoff so when I helped finance your first divorce?"

    "What?"

    Often Die In Suspicious Ways

    "Without me you wouldn't have been able to afford that attorney."

    "You neglected to tell Jim said wife was divorcing me to marry you."

    "How'd that work out for you?"

    "She tried to kill me on our wedding night. We have 12 kids now. A finer woman I couldn't ask for."


    Detect Metals and Minerals
    1st Level Divination
    Casting Time: 1 Action
    Range: Self (60 foot Cone)
    Components: V, S, M (a pinch of powdered iron)
    Duration: Concentration, up to 10 Minutes
    For the duration, you sense the presence of metals or minerals of any kind you specify within 60 feet of you. If you sense metals/minerals in this way, you can use your action to determine where it is, whether it's worked or raw ore, and how much of it there is.

    The spell can penetrate non-magical barriers.


    Spymasters Coin
    2nd Level Divination
    Casting Time: 1 Action
    Range: Touch
    Components: V, S
    Duration: 8 Hours or until triggered, then up to 1 Minute
    This spell modifies a coin or coin sized item. If someone tries using Detect Magic, they must succeed on a Wisdom (Perception) Check versus your sell save DC to notice the coin. So long as the coin remains within 1000 feet of you, you may turn it into a sort of scrying device for 1 Minute, Activating this effect is a Bonus Action, and for the duration you may either see or hear (and may switch between ether as an Action) what is happening as if you were present instead of the coin. You cannot see or hear at your current location at the same time.
    Last edited by Bhu; 2023-07-16 at 04:06 PM.
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  8. - Top - End - #578
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    Default Re: Critters III! Now also in 5e!

    Devilish Attorney
    Medium Outsider (Evil, Extraplanar, Lawful, Baatezu)
    Hit Dice: 8d8+16 (52 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 18 (+2 Dex, +6 Profane), touch 18, flat-footed 16
    Base Attack/Grapple: +8/+10
    Attack: Slap +10 melee (1d3+2)
    Full Attack: 2 Slaps +10 melee (1d3+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities, Unnerving Gaze
    Special Qualities: Damage Reduction 5/Silver or Good, Dark Vision 60 ft., Spell Resistance 18, Lawyer, Immune to Poison, Fast Healing 2
    Saves: Fort +8, Ref +8, Will +8
    Abilities: Str 15, Dex 15, Con 15, Int 15, Wis 15, Cha 15
    Skills: Bluff +14, Diplomacy +12, Gather Information +14, Hide +12, Intimidate +14, Knowledge (Local) +12, Listen +12, Move Silently +12, Perform (Oratory) +12, Search +12, Spellcraft +12
    Feats: Irresistible Gaze, Narrowed Gaze, Pervasive Gaze (see Savage Species)
    Environment: Nine Hells of Baator
    Organization: Solitary, Team (2-4), Firm (11-20)
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Always Lawful Evil
    Advancement: 9-16 HD (Medium)
    Level Adjustment: ---

    "Yes your honor my client did burn down that orphanage, but we intend to show it was to save those poor orphans from destruction by the local Cleric of Pelor. He is...a vile man..."

    "Yes your honor my client was found naked, on horseback, sitting backwards, screaming obscenities and throwing filth at passers by while going the wrong way down a crowded street. Yes she was found to be drunk and possibly on every drug known to mankind subsequent to her arrest. And yes she did beat one of the arresting officers to death with a severed head. And we can explain this. It was the fault of THAT MAN OVER THERE!!!"

    If you find yourself in truly deep legal poopie, a Paralegal Imp may not do. In these cases a full blown Devilish Attorney is needed. If one of these guys can't get you out of trouble, your only option after that is to hire Asmodeus himself...at least until you learn of the existence of Solicitors. If you can afford them.

    Spell-Like Abilities (Sp): At will: Comprehend Languages, Detect Thoughts (DC 14), Suggestion (DC 15), Charm Monster (DC 16)
    1/day: Dominate Person (DC 17), Mind Fog (DC 17), Mass Suggestion (DC 18), Teleport
    Caster Level 12

    Unnerving Gaze (Su): Gaze, 30 ft, Will Save DC 18 negates, Devilish Attorney gains +4 Enhancement Bonus on all Charisma based skill checks against opponent for 1 hour. Save DC is Charisma Based.

    Lawyer (Su): Gaze, 30 ft., Will Save DC 18 negates, targets who fail the Save are affected as if by a Discern Lies spell as long as they can see the Devil. Save DC is Charisma based.

    Summon Baatezu (Sp): Once per day the Devilish Attorney can attempt to summon 2d10 Paralegal Imps with a 50% chance of success, or 1 Devilish Attorney with a 35% chance of success. This is the equivalent of a 3rd level spell.

    Combat: Devilish Attorneys are fond of saying that they're lovers, not fighters. If there's someone their Spell-Like Abilities wont put down, they'll flee.



    Devilish Attorney
    "Good to see you again Ralph. I wish it were under better circumstances."

    When Imps Won't Do

    "Your divorce attorney I presume?"

    "Indeed I was sir. What's up now Harlan?."

    "Being sued by Beelzebub."

    "The Beelzebub?"

    "The very same."

    They Reserve Their Worst For Paladins

    "That's a wee bit above my pay grade."

    "Yes, but you have people whose specialty is this sort of thing."

    "Gawds have sued people before?"

    "Happens all the time. Let me just see if the boss is busy right now."
    Last edited by Bhu; 2023-07-16 at 04:14 PM.
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  9. - Top - End - #579
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    Bee-Gurl, Scout
    Medium Monstrous Humanoid
    Hit Dice: 4d8 (18 hp)
    Initiative: +5
    Speed: 30 ft. (8 squares)
    6 squares.

    Quote Originally Posted by Bhu View Post
    Bee-Gurl, Soldier
    Base Attack/Grapple: +7/+8
    Grapple +12 (feat).

    Attack: Spear +8 melee (1d8+1/x3) 0r Spear +9 ranged (1d8+1/3), or Bite +8 melee (1d6+1 plus poison)
    Full Attack: Spear +8/+3 melee (1d8+1/x3) 0r Spear +9 ranged (1d8+1/3), or Bite +8 melee (1d6+1 plus poison)
    Bite should have a +9 to hit (Weapon Finesse).

    Skills: Concentration +11, Hide +12, Intimidate +14, Listen +16, Move Silently +12, Spot +16, Survival +7
    I count 4 too many skill points spent and Intimidate literally can't have a modifier this high.

    Sweat Venom (Su): Bee-Gurls can exude a venom from their bodies that coat it like honey. It gives a +2 Bonus to Grapple Checks.
    Is this always on? If so, Grapple's +14.

    Quote Originally Posted by Bhu View Post
    Bee-Gurl, Princess
    Base Attack/Grapple: +9/+15
    Grp.'s +19 (feat) or +21 (if Sweat Venom is always on).

    Attack: Spear +12 melee (2d6+2/x3) or Spear +12 ranged (2d6+2/x3) or Sting +12 melee (2d6+3 plus poison)
    Full Attack: Spear +12/+7 melee (2d6+2/x3) or Spear +12 ranged (2d6+2/x3) or Sting +12 melee (2d6+3 plus poison)
    Spears are two-handed. Melee should have a +10 to hit; melee and ranged +3 to damage.

    Skills: Bluff +15, Concentration +14, Diplomacy +15, Intimidate +14, Knowledge (any 2) +15, Listen +17, Spot +17
    4 skill points remain available (or the synergy bonus fro Bluff to Diplomacy and Initmidate hasn't been factored in).

    Feats: Ability Focus (Aversion), Dodge, Improved Initiative, Mobility, Weapon Finesse, Alertness (B), Improved Grapple (B)
    I see 1 more feat than it should get.

    Quote Originally Posted by Bhu View Post
    Evil Clown
    Damage: (…) If it gains Slams, they do 2d8+Str Modifier.
    Irrespective of size?

    Damage Reduction (Epic): Amount depends on base creatures Hit Dice: 1-7 HD (DR 5), 8-15 (DR 10), 16+ (DR 15). If the creature already has DR/Magic it becomes DR/Epic. If it had DR/Magic and Cold Iron it is now DR/Epic and Cold Iron.
    What if the base creature had no DR?

    Beewiged
    Damage: Headbutt does 2d4 Swarm damage for a Medium creature (adjust as necessary for size).
    Isn't scaling with HD rather than size the swarm damage thing? (Besides coming from no roll swarm attacks rather than hits with natural attacks?)

    Quote Originally Posted by Bhu View Post
    Bee-Gurl, Queen
    Base Attack/Grapple: +16/+33
    Insert the usual question with Sweat Venom.

    Full Attack: Bite +23 melee (2d6+9 plus poison) and 6 Claws +18 melee (1d8+4)
    +23/+23 (Improved Multiattack).

    Saves: Fort +17, Ref +13, Will + 20
    Ref +7 (or I'm missing something hard).

    Skills: Bluff +27, Climb +20, Concentration +31, Diplomacy +27, Hide +13, Intimidate +27, Knowledge (any 2) +18, Listen +29, Move Silently +21, Sense Motive +17, Spot +29, Survival +18, Use Magic Device +26
    I think the skill point budget was overspent by 5 points.

    Feats: Ability Focus (Mass Aversion, Sweat Venom), Heighten Spell-Like Ability, Improved Initiative, Improved Multiattack, Multiattack, Multigrab, Quicken Spell-Like Ability
    Isn't QSLA SLA-specific (i.e. it only works for the one SLA one takes it for)?

    Quote Originally Posted by Bhu View Post
    The Dethpig
    Enter the piggy of mass destruction! (Blood&Honey!Piglet has nothing on this guy!)

    Tiny Outsider (Extraplanar)
    Hit Dice: 48d10+624 (888 hp)
    48d8+624 (840 hp). (A leftover from Big T.?)

    Initiative: +6
    +10 (feat).

    Skills: Balance +23, Climb +30, Hide +31, Intimidate +20, Jump +30, Listen +21, Move Silently +23, Search +13, Sense Motive +19, Spot +21, Survival +19, Swim +30, Tumble +23
    Budget might be overspent by 11 points!

    Feats: Alertness, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Mobility, Power Attack, Run, Spring Attack. Epic Feats: Epic Dodge, Epic Will, Improved Combat Reflexes.
    Still, good news: it should have one more feat instead!

    Regeneration (Ex):
    damage equal to the creature’s full normal hit points +10 (or 868 hp)
    raising its nonlethal damage total to its full normal hit points +10 (or 868 hit points)
    850 hit points.

    "Look at that pig go."
    Go piggy!

    "Clucky ran off with it. Probably taking it back to Big Bawb."
    Go chicken!


    I've been away the last few days and will be again for the next to. Will probably get back to the 'loths sometimes after that.

  10. - Top - End - #580
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Metastachydium View Post




    Irrespective of size?
    It was intended to be absurdist.


    I has modified the rest.
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  11. - Top - End - #581
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    Default Re: Critters III! Now also in 5e!

    Counselor
    Large Outsider> (Baatezu, Evil, Extraplanar, Lawful)
    Hit Dice: 18d8+180 (261 hp)
    Initiative: +13
    Speed: 40 ft. (8 squares), Fly 90 ft. (Good)
    Armor Class: 40 (-1 Size, +9 Dex, +22 Natural), touch 18, flat-footed 31
    Base Attack/Grapple: +18/+34
    Attack: Slam +29 melee (2d8+12 plus 2d6 Hellfire)
    Full Attack: 2 Slams +29 melee (2d8+12 plus 2d6 Hellfire) and one Headbutt +27 melee (4d6+6 plus 2d6 Hellfire plus Stun)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Imposing Aura/Sympathetic Aura, Spell-Like Abilities, Summon Devil, Hellfire, Stun
    Special Qualities: DR 15/Silver and Good, Darkvision 60 ft., Immune to Fire and Poison, Energy Resistance 10 (Acid, Cold), Regeneration 5, See in Darkness, SR 32, Telepathy 100 feet, Lawyer
    Saves: Fort +21, Ref +20, Will +21
    Abilities: Str 34, Dex 28, Con 30, Int 26, Wis 26, Cha 26
    Skills: Bluff +24, Concentration +26, Diplomacy +24, Forgery +24, Gather Information +26, Hide +21, Intimidate +24, Knowledge (Arcana) +24, Knowledge (Local) +26, Knowledge (The Planes) +24, Knowledge (Religion) +24, Knowledge (any 1) +24, Listen +26, Move Silently +25, Perform (Oratory) +26, Profession (Attorney) +26, Search +26, Sense Motive +26, Spellcraft +24, Spot +26
    Feats: Ability Focus (Aura), Cleave, Great Cleave, Improved Initiative, Iron Will, Multiattack, Power Attack
    Environment: Any
    Organization: Solitary, pair, team (3-4), or Firm (5-8 Counselors, 10-20 Devilish Attorneys, and 10-20 Paralegal Imps)
    Challenge Rating: 20
    Treasure: Double Standard
    Alignment: Lawful Evil
    Advancement: 19-36 HD (Large); 37-54 HD (Huge)
    Level Adjustment: ---

    "Right. Here's how it's going to go. I will do all the talking. Keep this pill in your mouth, and bite down on it when I give you the nod. It'll look like blood and foam is geysering from your mouth and nose. After you bite the pill, scream as best you can and fall down. We need to stall this thing."

    Counselors are mutant Pit Fiends who have retired from the Blood War to practice Law, and are usually the senior partners of Hellish law firms. If you need their services, you have ticked off a Gawd, Arch-Devil, or some other manner of powerful entity. It shocks people that such entities sue, but given their busy schedules it's sometimes easier to put their vengeance in the hands of a third party they can just pay to make someone's life hell.

    Imposing Aura/Sympathetic Aura (Su): The Counselor can radiate one of two emotions within a 20 foot radius as a Free Action. A creature in the area must succeed on a DC 29 Will save or be affected as though by an Emotion spell (caster level 18th, can only use the Fear or Friendship options). A creature that successfully saves cannot be affected again by the same Counselor’s aura for 24 hours. The save DC is Charisma-based.

    Spell-Like Abilities (Sp): At Will: Blasphemy, Geas/Quest, Fireball, Greater Dispel Magic, Greater Teleport (self plus 50 pounds of objects only), Invisibility, Magic Circle Against Good, Mass Charm Monster, Mass Suggestion, Mind Blank, Power Word Stun. 1/Day: Programmed Amnesia

    Summon Devil (Sp): Twice per day the Counselor can summon 2 Paralegal Imps or Devilish Attorneys; or 1 Erinyes, Horned Devil or Ice Devil.

    Hellfire (Su): The Counselors Slam and Headbutt attacks do an additional +2d6 Hellfire damage.

    Stun (Ex): Opponents struck by the Counselor's Headbutt attack must make a DC 31 Fortitude Save (Save DC is Str based) or be Stunned 1d4 rounds.

    Regeneration A Counselor takes normal damage from chaos-aligned silvered weapons, and from spells or effects with the chaos descriptor.

    Lawyer (Ex): Gaze, 30 ft., Will Save DC 27 negates, targets who fail the Save are affected as if by a Discern Lies spell as long as they can see the Counselor. Save DC is Charisma based.

    Combat: If it has time to prepare, a Counselor will summon as much help as it can and cast as many spells as it can have up. Otherwise it uses multi target spells to disable as many as it can, and then moves into melee with the target that looks weakest.



    Counselor
    "Good evening Mr. Maleficarius. I understand you're willing to take our case.."

    If You Need Them, You Must Be In Pretty Deep

    "Not that we should need an attorney.."

    "I've reviewed your case. It seems like a miscommunication between Mr. Beelzebub, his lieutenant, and his cult. It happens more often than you'd think."

    "How good are our odds?"

    "Pretty good actually. Beelzebub and his cult poach from other fiendish organizations, so they're persona non grata at the moment. So we can make it go away for a favor."

    "And that would be?"

    The Best Lawyer Is A Crooked Lawyer

    "We understand you two have a palantir show about nature. We'd like you to cover The Pit. We're opening ourselves to tourism, and we need all the exposure we can get.!"

    "You want us to do a show on wildlife? Isn't the flora and fauna here...troublesome?"

    "It might turn people away."

    "People love danger. They'll flock to any chance for a thrill."
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  12. - Top - End - #582
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    Default Re: Critters III! Now also in 5e!

    Beeflings
    Large Outsider (Chaotic, Evil, Native, Tanar'ri)
    Hit Dice: 12d8+72 (126 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares), Fly 40 ft. (Good)
    Armor Class: 22 (-1 Size, +2 Dex, +11 Natural), touch 11, flat-footed 20
    Base Attack/Grapple: +12/+24
    Attack: Gore +19 melee (2d6+12 plus 1d6 Fire)
    Full Attack: Gore +19 melee (2d6+12 plus 1d6 Fire)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Death Fart, Unholy Moo, Burner Charge, Headbutt of Doom!
    Special Qualities: DR 10/Cold Iron and Good, Darkvision 60 ft., Immunities (Electricity, poison), Fire Resistance 20, Cold and Acid Resistance 10, SR 21, Telepathy 100 ft., True Seeing, It Tastes Like Burning!
    Saves: Fort +14, Ref +10, Will +10
    Abilities: Str 26, Dex 14, Con 22, Int 6, Wis 14, Cha 14
    Skills: Bluff +17, Intimidate +19, Listen +17, Sense Motive +17, Spot +17, Survival +17
    Feats: Diehard, Endurance, Improved Bull Rush, Improved Overrun, Power Attack
    Environment: Any Plains
    Organization: Solitary or herd (6-30)
    Challenge Rating: 14
    Treasure: None
    Alignment: Always Chaotic Evil
    Advancement: 13-18 HD (Large), 19-36 HD (Huge)
    Level Adjustment: ---

    Beeflings are great, fiendish Bison, the result of a weapons research/drunken mistake involving a herd of Bison, some mages, and some Balors who were remarkably unscrupulous (even for their kind). The result are large, sulfurous, fiery tempered buffalo-like beings who are disturbingly difficult to farm (and that's without going into the ethics of farming sentient beings for food, even if they are demonic). Well sought after as components for magic items and gourmet food, using them for either risks gaining the attention of their creators, who will pursue the offenders until the end of time if need be. The Balors thought they'd have a new weapon in the Blood War. The mages merging demonic essence with wildlife thought they would have more powerful minions. The newly created Beeflings wanted grass. These competing ideals did not mesh well.

    Death Fart (Ex): If killed improperly (only Beefling farmers know the proper way, and they ain't sayin') a Beefling explodes in fire and stench. Everything adjacent to, and up to 25 ft. behind the Beefling takes 12d6 fire damage. Everything in that area, plus an additional 5 ft. outwards in each direction suffers the effects of a Stinking Cloud spell if they fail a DC 22 Fortitude Save (Save DC is Con based). Victims can make a DC 22 Reflex Save to take half damage (Save DC is Con based).

    Unholy Moo (Sp): Beeflings may cast Blasphemy (DC 18) 3/day as a Spell-Like Ability.

    Burner Charge (Ex): Once per day when charging the Beefling may unleash an unholy, flaming fart that propels it headlong across the field. It's Movement doubles for that round, and it scorches everything up to 5 squares behind it doing 12d6 fire damage (Victims can make a DC 22 Reflex Save to take half damage. Save DC is Con based. It's Gore attack this round, if successful, does an additional +1d6 damage for every 10 ft. of distance the Beefling travels. In addition anything within 10 ft. of the Beefling at any point in the round must make a DC 22 Fortitude Save (Save DC is Con based) or suffer the effects of a Stinking Cloud for 1d3 rounds.

    Headbutt of Doom! (Su): 1/day the Beefling can unleash the Headbutt of Doom! If the Beeflings Gore attack is successful the Beefling gets a Bull Rush as a Free Action without provoking an attack of opportunity. If the Bull Rush is successful the Beefling's opponent is also knocked Prone and Dazed for 1d3 rounds.

    True Seeing (Su): Beeflings have a continuous True Seeing ability, as the spell (caster level 12th).

    It Tastes Like Burning! (Ex): Anyone grappling, touching, or attacking a Beefling in melee with a natural weapon a Beefling takes 1d6 points of fire damage each round. In addition they do +1d6 fire damage with any successful melee attacks.

    Combat: Beeflings hate the world. Seriously, they're pissed at everything. They've been known to go out of their way to head butt trees just to kill a butterfly that's landed on one.



    Beefling
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! I'm your host Harlan Jergens, and this is my properly stupefied assistant Jim! Today on Wild Kingdom we'll be taking a look at Bos Daemonium, more popularly known as the Beefling. Fairly similar looking to modern bison, they have been infused with 'demonic essence'. Jim has been discussing them with local Farmer Ezekiel. Jim?"

    Sentient Bison
    "Good evening Harlan. Farmer Ezekiel here tells me the Beeflings are intelligent beings..."

    "WHAT?"

    "We calls 'em Beeflings, cause it's a portmanteau of beef and Tiefling. That's just damn funny."

    Born of War
    "Sir, are you saying you raise self aware beasts for meat?"

    "Naw, we raise 'em for other things too."

    "WILL YOU (BEEP) GET OFF THE DARN LAWN? WE'RE TRYING TO EAT HERE!"
    Last edited by Bhu; 2023-07-16 at 04:24 PM.
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  13. - Top - End - #583
    Titan in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    Dire Nymph
    Medium Fey
    Hit Dice: 8d6+32 (60 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares), swim 15 ft.
    Armor Class: 15 (+1 Dex, +2 Deflection, +2 natural armor), touch 13, flat-footed 14
    Base Attack/Grapple: +4/+12
    Attack: Greatclub +8 melee (2d8+6)
    Full Attack: Greatclub +8 melee (2d8+6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Fury, Spell-like abilities, Spells, Stunning Glance
    Special Qualities: Damage Reduction 10/ cold iron, low-light vision, powerful build, Unearthly grace, wild empathy
    Saves: Fort + 8, Ref + 9, Will + 11
    Abilities: Str 18, Dex 12, Con 18, Int 16, Wis 17, Cha 15
    Skills: Concentration +11, Climb +10, Diplomacy +10, Handle Animal +11, Heal +12, Hide + 10, Intimidate +7, Listen +12, Move Silently +10, Ride +8, Sense Motive +12, Spot, +12, Swim +12, Use Rope +6
    Feats: Combat Casting, Power Attack, Cleave
    Environment: Temperate Forests
    Organization: Solitary
    Challenge Rating: 9
    Treasure: Standard
    Alignment: Usually Chaotic Neutral
    Advancement: 9-13 HD (Medium), 14-18 HD (Large)
    Level Adjustment: ---

    "WHAT DID YOU JUST CALL ME!?!?!?!"

    Dire Nymphs were formerly Nymph's of exceptional beauty (and vanity). Eventually some ticked off a Gawd or some other powerful entity who cursed them to become more....thickly muscled (for lack of a better term). They were also stripped of their ability to blind voyeurs, giving them an ever building sense of rage. The Nymph ideal of hawtness does not involve being anything less than petite, and it is wise not to point out their new condition. In any event, most Dire Nymphs left their seclusion and headed for more urban areas. They were quickly nicknamed "Dire" Nymphs by the less wise (who were promptly beaten within an inch of their lives). Nowadays they are rarely referred to as Nymphs in their presence (many going out of their way to find as polite as euphemism as they can). Many now find occupations as cheap muscle for hire. Or as backup for the Rangers. They speak Common and Sylvan.

    Fury(Ex): If a Dire Nymph is in any way insulted or angry (and they insult easily) or is hurt or in combat, she goes into a Fury. This is similar to the Barbarian Rage ability and lasts as long and has the same restrictions. But instead of the standard ability adjustments the Nymph gains immunity to the following: Confused, Dazed, Dazzled, Fatigued, Fear, Nauseated, Paralysis, Sickened, Staggered, Stunned, and all Mind Affecting effects. She also is immune to pain and takes no penalties from spells like Symbol of Pain.

    Stunning Glance (Su):An angry Dire Nymph may stun a creature within 30 feet with a look as a Swift Action. It must make a DC 16 Fort save or be Stunned for 2d4 rounds. Save DC is Charisma based.

    Spells: A Dire Nymph casts spells as a 9th level Druid. Typical Druid spells prepared (6/5/5/4/2/1, Save DC is 13 plus spell level). 0=Detect Magic, Guidance x3, Resistance x2. 1=Jump, Foundation of Stone (Spell Compendium), Longstrider, Ram's Might (Spell Compendium), Shillelagh. 2=Barkskin, Bear's Strength, Bull's Endurance, Mountain Stance (Spell Compendium), Spider Climb. 3=Lion's Charge (Spell Compendium), Thunderous Roar (Spell Compendium), Tremor (Spell Compendium). 4=Essence of the Raptor (Spell Compendium), Spark of Vitality (Spell Compendium). 5=Stoneskin.

    Spell-Like Abilities (Sp): Dimension Door 1/day, caster Level 9th.

    Powerful Build (Ex): Whenever a Dire Nymph 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 Dire Nymph is treated as one size larger if doing so is advantageous to her.

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

    Unearthly Grace (Su):A Dire Nymph adds her Charisma bonus to her Saves and as a Deflection Bonus to her Armor Class.

    Wild Empathy(Ex): This works like the Druids class feature except the Dire Nymph has a +6 racial bonus on the check.

    Skills: A Dire Nymph 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: Dire Nymph's usually buff themselves as much as possible before combat if they know it's coming. Unless the Fury takes them. Then they tend to simply go berserk and wade into the fight.



    Dire Nymph
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! I'm your host Harlan Jergens, and this is my poor assistant Jim! Today on Wild Kingdom we'll be talking to 'Titan' Jethica, Headmistress of the local Royal Gardens. Jim has been trying to avoid giving offense in conversation.. Jim?"

    Often Mistaken for Half Giants
    "Need a little help here Harlan."

    "Nonsense Jim, you've been doing fine."

    "I WILL KILL YOU! I WILL EAT YOUR CHILDREN!"

    Don't Mention 'The Incident'

    "Clearly Harlan, we have differing standards of 'fine'."

    "Madam, what can Jim have said to vex you so?"

    "HE ASKED IF I WAS A NEW SUBSPECIES OF MY KIND!."

    "Ah. Yes. Uh...Jim, there are certain things you can't say to the local Nymphs."

    "In my defense, I didn't know she was one. I didn't go blind after all. My sincerest apologies miss, I meant no offense."

    "I still might eat your children."

    "I can assure you, I have none."

    "So you're available for shenanigans then?"

    "I swear, I simply do not know how things work here..."
    Last edited by Bhu; 2023-07-16 at 04:28 PM.
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  14. - Top - End - #584
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    Default Re: Critters III! Now also in 5e!

    Blood Daisy
    Small Plant (Chaos, Evil, Extraplanar, Tanar'ri)
    Hit Dice: 2d8+2 (11 hp)
    Initiative: +2
    Speed: 5 ft. (1 square)
    Armor Class: 16 (+1 Size, +2 Dex, +1 Natural, +2 Profane), touch 15, flat-footed 14
    Base Attack/Grapple: +1/-6
    Attack: Leaf of Fury +4 melee (1d3-3)
    Full Attack: Leaf of Fury +4 melee (1d3-3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Summon, Warp Soul, A Moment of Fury
    Special Qualities: Low Light Vision, Plant traits, Energy Resistance 10 (Acid, Cold, Fire), Immunities (Electricity, Poison). Telepathy 100 ft., Profane Beauty, Tanar'ri Blood, Slight Build
    Saves: Fort +6, Ref +4, Will +4
    Abilities: Str 4, Dex 15, Con 12, Int 8, Wis 14, Cha 14
    Skills: Bluff +6, Disguise +3 (+11 to appear to be a flower), Hide +6, Listen +6, Move Silently +6, Spot +6
    Feats: Ability Focus (Warp Soul), Weapon Finesse (B)
    Environment: Any
    Organization: Solitary, Group (3-6), or Colony (10-100)
    Challenge Rating: 2
    Treasure: Standard
    Alignment: Always Chaotic Evil
    Advancement: 3-4 HD (Small)
    Level Adjustment: ---

    "La La La La La La La..."

    Blood Daisies are vile plants infused with demonic essence and returned to the Material Plane. There they corrupt and destroy all in their path while smiling mindlessly. They appear to be bright red glowing sunflower like plants. Everything in the square they encounter is bathed in red light (this doesn't affect vision really, it's just the whole world appears red).

    Summon (Su): Once per day a Blood Daisy can summon another Blood Daisy with a 35% chance of success. This is the equivalent of a 1st level spell.

    Warp Soul (Su): Blood Daisies bathe the square they are in with a blood red light. Anyone sharing this area (which is possible due to their Slight Build, but only if the Blood Daisy allows it) sees everything in a rose colored light and feels peaceful and happy. They must make a DC 15 Willpower Save (Save DC is Wisdom Based) each round they remain in this area or take 1 point of Temporary Wisdom damage. If their Wisdom falls to 0, they permanently switch Alignment to Chaotic Evil and become loyal to the Tanar'ri cause.

    A Moment of Fury (Su): The Blood Daisy can use this ability as a Standard Action on any opponent within 60 ft. who is either Chaotic or Evil. That victim must make a DC 13 Willpower Check or immediately go into Frenzy (see Complete Warrior page 34), with the exception that the victim will attack it's former Allies first, and never attacks the Blood Daisies. This is a Mind-Affecting Effect.

    Profane Beauty (Su): The Blood Daisy gets a Profane Bonus to it's Armor Class and Saving Throws equal to it's Charisma Modifier.

    Tanar'ri Blood (Ex): Blood Daisies have Tanar'ri blood (or whatever) running through their veins (or whatever). As such despite being a plant they are Tanar'ri for purposes of spells, Feats, Abilities, etc.

    Slight Build (Ex): Whenever a Blood Daisy is subject to a size modifier or special size modifier for an opposed check (such as Hide), the Daisy is treated as one size smaller if doing so is advantageous to the monster. A Daisy is also considered to be one size smaller when "squeezing" through a restrictive space. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

    Skills: Daisies get a +4 Racial Bonus on Bluff, Listen, and Spot Checks. They also have a +8 Racial Bonus on Disguise checks to appear to be a flower.

    Combat: Daisies don't fight. They passively allow opponents to hang around long enough for their Warp Soul ability to take effect. Then they inspire their victims to frenzy and set back to watch the fun.



    Blood Daisy
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! I'm your host Harlan Jergens, and this is my assistant Jim! Today on Wild Kingdom we'll continue talking to 'Titan' Jethica, about her research on Bellis sanguinea, better known as the Blood Daisy. Jim?"

    Yet Again, A Product of the Blood War
    "So, you were saying these plants are kept from the public for the better good."

    "Are they dangerous?"

    "They aren't predators. 'Mischievous' is more how I'd describe them."

    DON'T GET TOO CLOSE

    "Define mischievous."

    "They're flowers, how bad can it be?"

    "RAGE!"

    "Uh...ma'am?"

    "I thought we'd patched things up?"

    "RAGE!"

    "I think it's the flowers Harlan. They are clearly giggling."

    "And now a word from our sponsors!"
    Last edited by Bhu; 2023-07-16 at 05:00 PM.
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  15. - Top - End - #585
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    Conventusloth
    (If this and the other instances of the name are not just about 2e being bad at names, I'd recommend using Conventuloth, without the s instead. Conventus is fourth declination, with a root in u-.)

    Skills: Bluff +18, Concentration +15, Diplomacy +18, Gather Information +18, Hide +7, Intimidate +18, Knowledge (Arcana, Local, Nobility) +20, Perform (Oratory) +18, Profession (any 2, 1 is usually usually Lawyer) +18, Sense Motive +19, Spellcraft +20
    I'm counting some 8 skill points unspent.

    Able to read and write all known languages they make perfect office workers, and are hired as translators almost as often as they are lawyers (though they usually charge extra for complete accuracy).
    Shouldn't this be an SQ or SLA or something?

    Spells: A Conventusloth casts spells as a 12th Level Beguiler.
    Beguiler? Nice!

    Favors (Su): Anyone who seeks the aid of a Conventusloth must sign a legally binding contract. If the Conventusloth fulfills the contract to the letter (or the signee willingly violates the agreement), the Conventusloth gains a small measure of invulnerability against that person. The Conventusloth subtracts 10 points from all damage rolls made against it by a contractee, and has a Profane Bonus on all Saving Throws against him or her equal to his Intelligence Bonus.

    I'm confused. Whose INT bonus is that?

    Quote Originally Posted by Bhu View Post
    Torqueoloth
    Skills: Bluff +15, Concentration +15, Diplomacy +15, Gather Information +15, Heal +18, Intimidate +20, Knowledge (Arcana, Local, Nobility) +18, Profession (Torturer) +15, Sense Motive +15, Spellcraft +15, Use Rope +15
    I see some 12 unspent skill points. (Probably something about synergy bonuses.)

    They are also odd pranksters, goosing unsuspecting people with their pain touch, raiding their food pantries, and dying their pets a bright pink color. Even the other Yugoloths find them to be odd ducks. Potential customers should be aware that having them around is problematic as they like to get into a lot of trouble, plus they tend to go off on tangents when interrogating subjects because they get bored asking the same questions over and over.
    HOW ARE THESE LESS CHAOTIC THAN DEMODANDS?!

    Spells: A Torqueoloth casts spells as a 12th Level Dread Necromancer.
    Dread Necro? Still nice!

    Pain Touch (Su): At will the Torqueoloth can make a melee touch attack. If the opponent fails a DC 19 Willpower Save (Save DC is Cha based) it takes a -4 penalty on attack rolls, skill checks, willpower saves, and ability checks for 1d4 rounds. The Torqueoloth may also use this ability with a successful Slam attack.
    DC should be 21.


    Quote Originally Posted by Bhu View Post
    Patraloth
    Good one! (Construction firms are fiendish business ventures!)

    Quote Originally Posted by Bhu View Post
    Prosedaloth
    Skills: Bluff +15, Concentration +8, Diplomacy +15, Disguise +13, Gather Information +15, Hide +11, Intimidate +11, Knowledge (Any one) +8, Listen +10, Move Silently +10, Search +8, Sense Motive +12, Spot +10, Survival +7, Use Rope +6
    Some 16 skill points seem still available.

    Quote Originally Posted by Bhu View Post
    Argentariusloth
    (As with the C.-loths, I'd suggest you go Argentarioloth instead, if possible.)

    Skills: Appraise +20, Bluff +18, Concentration +15, Diplomacy +18, Forgery +20, Gather Information +18, Intimidate +18, Knowledge (Arcana, Local, Nobility) +20, Profession (Banker) +18, Sense Motive +18, Spellcraft +20
    Up to 14 skill points remain available.

    Spells: An Argentariusloth casts spells as a 12th Level Archivist.
    Archivist? Very nice!

    Midas Touch (Su): At will the Argentariusloth can make a melee touch attack as a Standard Action. It's opponent must make a DC 19 Fortitude Save or be turned into a golden statue (this is identical to a Flesh to Stone spell other than the victim becoming gold, Save DC is Int based). Melting down these statues and minting them into coin are how the Argentariusloth begin their fortunes and get rid of rivals.
    DC's 21. (Also, that's very c-r-e-e-p-y and I like it.)

    Quote Originally Posted by Bhu View Post
    Devilish Attorney
    Skills: Bluff +12, Diplomacy +12, Gather Information +12, Hide +12, Intimidate +12, Knowledge (Local) +12, Listen +12, Move Silently +12, Perform (Oratory) +12, Search +12, Spellcraft +12
    6 skill points remain unspent (and at this point, I'm almost absolutely certain it's the synergies to Diplomacy, Gather Information and Intimidate at work.) Also: no Sense Motive (Lawyer doesn't entirely negate the need, I'd argue) or Profession?

    Lawyer (Su): Gaze, 30 ft., Will Save DC 18 negates, targets who fail the Save are affected as if by a Discern Lies spell as long as they can see the Imp. Save DC is Charisma based.
    Imp? What Imp?

    Quote Originally Posted by Bhu View Post
    Counselor
    Imposing Aura/Sympathetic Aura (Su): The Counselor can radiate one of two emotions within a 20 foot radius as a Free Action. A creature in the area must succeed on a DC 27 Will save or be affected as though by an Emotion spell (caster level 18th, can only use the Fear or Friendship options). A creature that successfully saves cannot be affected again by the same CounselorÂ’s aura for 24 hours. The save DC is Charisma-based.
    DC 29 (Ability Focus).

    Lawyer (Ex): Gaze, 30 ft., Will Save DC 27 negates, targets who fail the Save are affected as if by a Discern Lies spell as long as they can see the Imp. Save DC is Charisma based.
    I don't see any Imp!

    Quote Originally Posted by Bhu View Post
    Beeflings
    Fly 40 ft. (Good)
    Heh. Buffalo wings?

    Skills: Bluff +17, Intimidate +17, Listen +17, Sense Motive +17, Spot +17, Survival +17
    Mind the synergy to Intimidate!

    Death Fart (Ex): If killed improperly (only Beefling farmers know the proper way, and they ain't sayin') a Beefling explodes in fire and stench. Everything adjacent to, and up to 25 ft. behind the Beefling takes 12d6 fire damage. Everything in that area, plus an additional 5 ft. outwards in each direction suffers the effects of a Stinking Cloud spell if they fail a DC 22 Fortitude Save (Save DC is Con based). Victims can make a DC 22 Reflex Save to take half damage (Save DC is Con based).
    Burner Charge (Ex): Once per day when charging the Beefling may unleash an unholy, flaming fart that propels it headlong across the field. It's Movement doubles for that round, and it scorches everything up to 5 squares behind it doing 12d6 fire damage (Victims can make a DC 22 Reflex Save to take half damage. Save DC is Con based. It's Gore attack this round, if successful, does an additional +1d6 damage for every 10 ft. of distance the Beefling travels. In addition anything within 10 ft. of the Beefling at any point in the round must make a DC 22 Fortitude Save (Save DC is Con based) or suffer the effects of a Stinking Cloud for 1d3 rounds.
    So gross! (Well played, in other words.)

    It Tastes Like Burning! (Ex):
    See? Buffalo wings!

    Quote Originally Posted by Bhu View Post
    Dire Nymph
    Skills: Concentration +11, Climb +10, Diplomacy +8, Handle Animal +11, Heal +12, Hide + 10, Intimidate +7, Listen +12, Move Silently +10, Ride +8, Sense Motive +12, Spot, +12, Swim +12, Use Rope +6
    Mind the synergy bonus to Diplomacy! Also, the description could use a Skills section for the usual swim speed stuff.

    "I WILL KILL YOU! I WILL EAT YOUR CHILDREN!"
    I need to use this line more often.

    Quote Originally Posted by Bhu View Post
    Blood Daisy
    AWWWWWWWWWWWWWW. There comes my new most favourite homebrewngrown monster!

    Attack: Leaf of Fury +3 melee (1d3-3)
    Full Attack: Leaf of Fury +3 melee (1d3-3)
    +4 to hit. They are so SMALL.

    Skills: Bluff +6, Disguise +3 (+8 to appear to be a flower), Hide +6, Listen +6, Move Silently +5, Spot +6
    The little flower has one more skill point to spend! Give it to the little flower. (Also, that's a conditional +11 to Disguise.)

    "La La La La La La La..."

    Blood Daisies are vile plants infused with demonic essence and returned to the Material Plane. There they corrupt and destroy all in their path while smiling mindlessly. They appear to be bright red glowing sunflower like plants.
    [The squeeing continues.]

    Summon (Su): Once per day a Blood Daisy can summon another Blood Daisy with a 35% chance of success. This is the equivalent of a 1st level spell.
    More flowers! I approve.

    Warp Soul (Su): Blood Daisies bathe the square they are in with a blood red light. Anyone sharing this area (which is possible due to their Slight Build, but only if the Blood Daisy allows it) sees everything in a rose colored light and feels peaceful and happy.
    Reading this alone makes me happy, and I'm immune to mind-affecting!

    A Moment of Fury (Su): The Blood Daisy can use this ability as a Standard Action on any opponent within 60 ft. who is either Chaotic or Evil. That victim must make a DC 13 Willpower Check or immediately go into Frenzy (see Complete Warrior page 34), with the exception that the victim will attack it's former Allies first, and never attacks the Blood Daisies.
    [EVIL laughter.] YES.

    Skills: Daisies get a +4 Racial Bonus on Bluff, Listen, and Spot Checks. They also have a +8 Racial Bonus on Disguise checks to appear to be a flower.
    But… They are already FLOWERS!

    Blood Daisy
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! I'm your host Harlan Jergens, and this is my assistant Jim! Today on Wild Kingdom we'll continue talking to 'Titan' Jethica, about her research on Bellis sanguis, better known as the Blood Daisy. Jim?"
    Sanguis is the noun; how do you feel about Bellis sanguinea?

    EDIT: Oh, and I somehow skipped the Paralegal Imp. It has 4 more skill points available, and I kind of miss Perform, Profession and Sense Motive (the overlap with Lawyer is, again, only partial).
    Last edited by Metastachydium; 2023-07-10 at 03:20 PM.

  16. - Top - End - #586
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    Default Re: Critters III! Now also in 5e!

    Did as many edits as I could, I still need to post today.



    Hell Giraffe
    Huge Magical Beast (Extraplanar)
    Hit Dice: 10d10+50 (105 hp)
    Initiative: +1
    Speed: 40 ft. (8 squares)
    Armor Class: 19 (-2 Size, +1 Dex, +10 Natural), touch 9, flat-footed 18
    Base Attack/Grapple: +10/+28
    Attack: Headbutt +18 melee (2d8+10)
    Full Attack: 1 Headbutt +18 melee (2d8+10) and 2 Stamps +16 melee (2d6+5)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Trample (2d8+10), Increased Reach, Lawnmower, Death Fiesta
    Special Qualities: Low-light Vision, Darkvision 60 ft., Scent, Immunity to Fire, Mind-affecting Effects and Poison, Energy Resistance 10 (acid, cold), DR 10/Silver
    Saves: Fort +12, Ref +8, Will +5
    Abilities: Str 30, Dex 12, Con 20, Int 6, Wis 14, Cha 14
    Skills: Listen +11, Spot +10
    Feats: Alertness, Multiattack, Power Attack, Run
    Environment: Avernus
    Organization: Solitary, Pair or Loose Association (10-90)
    Challenge Rating: 8
    Treasure: None
    Alignment: Usually Lawful Neutral
    Advancement: 11-15 HD (Huge), 16-30 HD (Gargantuan)
    Level Adjustment: ---


    Hell Giraffes seem to be sharp-toothed, randomly colored, slightly beefy Giraffes. Unlike normal Giraffes, they hail from Avernus, where they devour the Blood Daisies the Tanar'ri keep trying to send in.

    Trample (Ex): DC 25 Reflex Save for half damage (Save DC is Str based).

    Increased Reach (Ex): Due to the length of it's neck and legs, the Hell Giraffe has a reach of 15 feet.

    Lawnmower (Ex): Hell Giraffes do double damage with their Bite attack which they use on plants only. Their bits is used instead of their Headbutt, and does the same amount of damage (and it does piercing damage).

    Death Fiesta (Ex): Once every 1d4 rounds the Hell Giraffe may attack everything within range.

    Combat: Hell Giraffes seem content with running their would be opponent over. But every so often they go on a headbutting spree the locals refer to as "the Death Fiesta."



    Hell Giraffe
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! I'm your host Harlan Jergens, and this is my assistant Jim! Today on Wild Kingdom we'll be visiting the Infernal Zoological Gardens with our tour guide Dark Zanzibar!"

    Yet Again, A Product of the Blood War
    "So, you were saying these used to defend Avernus from the Blood Daisies?"

    "They're very colorful."

    "Careful now, they can be frisky."

    BEHOLD THE DEATH FIESTA!

    "How frisky?"

    "Careful Jim, they're running our way."

    "This is how Light Zanzibar died..."

    "Light Zanzibar?"

    "Cube of Force coming on line."

    "He's my angelical cousin. It's a long story."

    "Why are their heads spinning like that?"

    "And now a word from our sponsors!"
    Last edited by Bhu; 2023-07-22 at 07:00 PM.
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  17. - Top - End - #587
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    Default Re: Critters III! Now also in 5e!

    Pet Tentacle Monster
    Huge Aberration (Amphibious, Aquatic)
    Hit Dice: 8d8+40 (76 hp)
    Initiative: +3
    Speed: 10 ft. (2 squares), Fly 60 ft. (Good), Swim 60 ft.
    Armor Class: 19 (-2 Size, +3 Dex, +8 Natural), touch 11, flat-footed 16
    Base Attack/Grapple: +6/+24
    Attack: Tentacle +14 melee (1d8+10)
    Full Attack: 4 Tentacles +14 melee (1d8+10)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Improved Grab, Constrict, Frightful Presence
    Special Qualities: Dark Vision 60 ft., Fast Healing 3
    Saves: Fort +7, Ref +5, Will +9
    Abilities: Str 30, Dex 16, Con 20, Int 8, Wis 16, Cha 16
    Skills: Hide +4, Listen +5, Search +5, Spot +5, Swim +18
    Feats: Flyby Attack, Hover, Swim-By Attack
    Environment: Any
    Organization: Solitary
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Any, but usually Chaotic, and usually not Good
    Advancement: 9-16 HD (Huge)
    Level Adjustment: ---


    "Bert, do we have to ride these?"

    "Ah know what you mean. If one'a these things grabs the wimmen we're gonna have some explainin' to do."

    "Listen up you racist bastards..."

    The unfortunately named pet tentacle monsters (real name Tentamenta) resemble huge green octopi with two sets of eyes (one of which is on stalks), varying amounts of tentacles, and usually different sorts of horns or spikes in their skin. Most people assume they mean bad news for the local women due to certain popular fictions, and the Tentacle Monsters are intelligent enough to realize this and be mightily offended thereby.

    Easily domesticated (bribed), they often serve as mounts (hired taxis) for people. They submit to this out of curiosity regarding the weird human critters, and many a rider has been surprised when his mistreated 'pet' grabs him and throws him off at five thousand feet in the air. Or flies into an ocean deliberately. They're even more shocked when they realize their 'pet' can talk, and has understood all their racist jokes at it's expense.

    Improved Grab (Ex): If a Pet Tentacle Monster successfully hits with it's Tentacle 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): The Pet Tentacle Monster does 1d6+10 damage with a successful Grapple Check.

    Frightful Presence (Ex): Due to their undeserved reputation, any corporeal intelligent creature within 30 feet of a Tentacle Monster whose HD is less than the monsters must make a DC 17 Willpower Check (Save DC is Charisma Based) or be Shaken for the duration of the encounter (if the monster can make a Grapple Check in a surprise attack before this ability is triggered they are Frightened instead). If the Save is successful the opponent is immune to this Pet Tentacle Monsters Frightful Presence for 24 hours.

    Skills: Pet Tentacle Monsters gain a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check. They may use the Run Action while swimming in a straight line. PTM's also gain a +4 Racial Bonus to Hide and Search Checks.

    Combat: PTM's generally fight by making Flyby Attacks. Experienced ones are good at snatching opponents on the fly. Then they are crushed or dropped somewhere hurty, or drowned casually. The PTM's may not be evil for the most part, but it's still a really good idea not to make them angry.



    Pet Tentacle Monster
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! I'm your host Harlan Jergens, and this is my assistant Jim! Today on Wild Kingdom we're fleeing a congregation of Hell Giraffes on flying critters."

    Victims of Unspeakable Rumors
    "What are these Mr. Zanzibar?"

    "They're very colorful."

    "Not sure, we just call 'em tentacle monsters."

    Up And Coming Political Activists

    "The Zoological Society is unsure? But you use them to convey people around the park"

    "This is most unusual."

    "Sorry, I'm just a guide, I don't know the inner workings."

    "You could always ask us."

    "This does not sound like domesticated wildlife..."

    "Yeah, they talk sometimes."

    "DEATH TO THE BOURGEOISIE!"

    "And now a word from our sponsors!"
    Last edited by Bhu; 2023-07-22 at 07:07 PM.
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  18. - Top - End - #588
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    Default Re: Critters III! Now also in 5e!

    Rainbow Butt Monkey
    Medium Magical Beast
    Hit Dice: 5d10+10 (37 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares), Climb 20 ft.
    Armor Class: 15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
    Base Attack/Grapple: +5/+7
    Attack: Slam +8 melee (1d4+2)
    Full Attack: 2 Slams +8 melee (1d4+2) and 1 Bite +3 melee (1d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Rainbows, Improved Grapple
    Special Qualities: Darkvision 60 ft., Immunities
    Saves: Fort +6, Ref +7, Will +3
    Abilities: Str 15, Dex 16, Con 14, Int 3, Wis 14, Cha 12
    Skills: Balance +7, Climb +10, Listen +4, Spot +4
    Feats: Ability Focus (Rainbows), Weapon Finesse
    Environment: Warm Plains
    Organization: Solitary, Pair, or Troupe (4-8)
    Challenge Rating: 3
    Treasure: None
    Alignment: Usually Chaotic Neutral
    Advancement: 6-10 HD (Medium)
    Level Adjustment: ---

    "Bert...am I imagining things...or are there lights shining from that monkeys nether regions?"

    "Best we not think too much about it and just keep moving Abner..."

    Rainbow Butt Monkeys appear to be normal Mandrills, however their nether regions are a reflective mother of pearl color. At will they can cause them to sparkle with all the colors of the rainbow, fascinating potential victims while their brother monkeys sneak up on them from behind. No one's sure if the effect is magical or people just tend to stare thinking "wtf?". Currently Sages have no explanation for their existence, as they one day simply began overrunning the nearby savannahs.

    Rainbows (Su): The Rainbow Butt Monkeys can cast Color Spray at will, and Rainbow Pattern 3 times a day as Supernatural Abilities.

    Improved Grapple (Ex): Rainbow Butt Monkeys can make Grapple Checks without provoking Attacks of Opportunity.

    Immunities: Rainbow Butt Monkeys are immune to being Dazed, Stunned, Confused, and to Mind-Affecting Effects. They also receive a +4 Racial Bonus on Saving Throws against all spells from the Enchantment or Illusion schools that they aren't already immune to.

    Skills: Rainbow Butt Monkeys get a +8 Racial Bonus on Climb Checks, and may Always Take 10 on a Climb Check.

    Combat: Rainbow Butt Monkeys tend to have one or two of their number distract prey with their radiant cheeks while the rest ambush them after they become blinded or fascinated.




    Rainbow Butt Monkeys
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! I'm your host Harlan Jergens, and this is my assistant Jim! Today on Wild Kingdom we've bee stranded by alien revolutionaries somewhere in the Gardens!"

    Shiny...
    "So, do you have any idea where we are?"

    "Lots of grassland hereabouts."

    "Oh crap, this is the monkey enclosure!"

    Do Not Go Into The Light

    "What kind of monkeys??"

    "There's a pack of Mandrills over by that stand of trees."

    "Okay, this is gonna sound weird, but they're gonna moon you. When they do, don't look."

    "Why would we look?"

    "These aren't normal mandrills are they?"

    "No. Everything in the Gardens comes from other Planes of Existence. Nothing here is normal."

    "Mayb we should go to commercial again?"

    "And now a word from our sponsors!"
    Last edited by Bhu; 2023-07-22 at 07:09 PM.
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  19. - Top - End - #589
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    Default Re: Critters III! Now also in 5e!

    Idiot Box
    Small Construct
    Hit Dice: 6d10+10 (43 hp)
    Initiative: +0
    Speed: 0 ft. (0 squares)
    Armor Class: 17 (+1 Size, +6 Natural), touch 11, flat-footed 17
    Base Attack/Grapple: +4/+0
    Attack: -
    Full Attack: -
    Space/Reach: 5 ft./5 ft.
    Special Attacks: OBEY ME!, Fascinate Viewers
    Special Qualities: Dark Vision 60 ft., Construct traits
    Saves: Fort +2, Ref +2, Will +7
    Abilities: Str -, Dex -, Con -, Int 16, Wis 16, Cha 24
    Skills: Bluff +13, Diplomacy +17, Gather Information +15, Intimidate +14, Knowledge (Local) +8, Listen +8, Sense Motive +9, Spot +9
    Feats: Ability Focus (OBEY ME!, Fascinate Viewers), Iron Will
    Environment: Any
    Organization: Solitary
    Challenge Rating: 5
    Treasure: Standard
    Alignment: Usually Lawful Evil
    Advancement: 7-12 HD (Medium)
    Level Adjustment: ---

    "Bert...why the hell is everyone staring at that box?"

    "Ah dunno...but it creeps me out."

    Idiot Boxes are metal cubes with glass screens on one or more sides. They project various odd scenes onto the glass to attract the attention of nearby victims. Once they have their attention they slowly creep into their minds leaving them ever more Fascinated. Eventually they become enslaved to the box, and it begins issuing them commands. The Devils use it to gain slaves for the Blood Wars, and of course a few souls along the way. Idiot Boxes speak Common, Infernal, and two other languages.

    OBEY ME!(Su): Once per minute the Idiot Box can force any one being that has failed a Saving Throw against it's Fascinate ability to make a DC 22 Willpower Save (Save DC is Charisma based) or be affected as if by a Dominate Person spell (Caster Level is equal to double Hit Dice).

    Fascinate Viewers (Su): Any being within 60 ft. that can see the Idiot Box must make a DC 22 Willpower Save (Save DC is Charisma based) or be Fascinated until they make a successful Will Save (they get another Save each minute) or they take damage or have a spell/power/ability successfully used on them.

    Combat Idiot Boxes rarely fight. They just kind of sit there fascinating people and mind controlling them. Usually they have a few demonic servants to ensure they aren't attacked.



    Idiot Boxes
    "Whats that they're staring at?"

    Masters Of Propaganda.
    "It's a metal box with a glass screen on one side, and antennae on top."

    "Is that an Idiot Box?"

    "YES! Yes, we can use this to get rescued!"

    Do Not Listen To The an In The Box

    "What's an Idiot Box?"

    "It used to be a competitor to the Palantir format that was predominantly used by Fiends for propaganda."

    "Clearly it's using the monkeys as guards. We just need to make peaceful contact."

    "Promise to take it with us."

    "Won't the monkeys be upset we took their God?"

    "Everything always has to be so complicated."

    "Wait, can't people still see us o the Palantir?"

    "Viewers! If you're out there...!"
    Last edited by Bhu; 2023-07-22 at 07:14 PM.
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  20. - Top - End - #590
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    Hell Giraffe
    Huge Magical Beast (Extraplanar)
    Hit Dice: 10d8+50 (95 hp)
    10d10+50 (105 hp).

    Space/Reach: 15 ft./14 ft.
    14 ft. reach? That's a new one.

    Feats: Alertness, Power Attack, Run
    I see room for one more feat. Multiattack, perhaps?

    Organization: Solitary, Pair or Loose Association (10-90)
    Okay, this is beautiful.

    Hell Giraffes seem to be sharp-toothed, randomly colored, slightly beefy Giraffes. Unlike normal Giraffes, they hail from Avernus, where they devour the Blood Daisies the Tanar'ri keep trying to send in.
    Lawnmower (Ex): Hell Giraffes do double damage with their Bite attack which they use on plants only. Their bits is used instead of their Headbutt, and does the same amount of damage (and it does piercing damage).
    NO! Not the FLOWERS!! Bad Giraffe! BAD!!

    Quote Originally Posted by Bhu View Post
    Pet Tentacle Monster
    Saves: Fort +7, Ref +5, Will +8
    Will +9.

    Skills: Hide +3, Listen +5, Search +4, Spot +5, Swim +18
    I count 2 skill points still available.

    Challenge Rating: 9
    Okay, what am I missing? 4 attacks and good stats are nice, but not HD+1 CR nice.

    "DEATH TO THE BOURGEOISIE!"
    I thought you said they were green, not red!

    Quote Originally Posted by Bhu View Post
    Rainbow Butt Monkey
    Attack: Slam +7 melee (1d4+2)
    Full Attack: 2 Slams +7 melee (1d4+2) and 1 Bite +2 melee (1d4+1)
    +8 and +8/+3 to hit (Weapon Finesse).

    Rainbows (Su): The Rainbow Butt Monkeys can cast Color Spray at will, and Rainbow Pattern 3 times a day as Supernatural Abilities.
    At-will Su Color spray? That's pretty nice, actually. (Now I'll have to check what type the Corollax's version is.)

    Improved Grab (Ex): Rainbow Butt Monkeys can make Grapple Checks without provoking Attacks of Opportunity.
    No need to hit things first as normal?

    Quote Originally Posted by Bhu View Post
    Idiot Box
    Small Construct
    Hit Dice: 6d12+10 (49 hp)
    6d10+10 (43 hp).

    Base Attack/Grapple: +4/+4
    Grapple's +0 (because size), for what it's worth.

    Skills: Bluff +13, Diplomacy +13, Gather Information +13, Intimidate +12, Knowledge (Local) +8, Listen +8, Sense Motive +9, Spot +9
    8 skill points remain unspent (I'm guessing it's the synergies at work again).

    "Bert...why the hell is everyone staring at that box?"

    "Ah dunno...but it creeps me out."
    Also, these things are scary, so good job there!

  21. - Top - End - #591
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    Default Re: Critters III! Now also in 5e!

    Forever Moose
    Huge Magical Beast
    Hit Dice: 8d10+40 (84 hp)
    Initiative: +0
    Speed: 50 ft. (10 squares)
    Armor Class: 18 (-2 Size, +10 Natural), touch 8, flat-footed 18
    Base Attack/Grapple: +8/+24
    Attack: Gore +14 melee (2d6+12)
    Full Attack: Gore +14 melee (2d6+12)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Charge!, Vengeance Is Mine Sayeth The Moose!
    Special Qualities: Darkvision 60 ft., Invulnerability 10/-, Immortal, Scent, Revenge Tracking, Immune to Poison and Disease
    Saves: Fort +11, Ref +6, Will +6
    Abilities: Str 26, Dex 10, Con 20, Int 4, Wis 14, Cha 18
    Skills: Knowledge (Geography, Nature) +0, Listen +7, Spot +4, Survival +4, Swim +8
    Feats: Iron Will, Power Attack, Run
    Environment: Where ever it feels like going
    Organization: Unique
    Challenge Rating: <##>
    Treasure: None
    Alignment: Chaotic Neutral
    Advancement: 9+ HD (Huge)
    Level Adjustment: ---

    When Fiends taken by the Jester arrived at the Pit, they found the Moose waiting for them. It appears as a fairly normal, if incredibly well muscled moose. Other than it's bulk, it has no really distinguishing features. But it cannot die. No matter how many times the Moose is killed it stands up or reappears within the week. Worse yet, it has a perfect memory of whoever has wronged it, is extraordinarily vengeful, and appears to have some sort of magical means by which to locate those who have wronged it. So the Fiends have put it in a zoo enclosure, made sure it's well fed, and generally are hoping for the best.

    Charge! (Ex): The Forever Moose does 4d6+24 damage with successful Charge. Additionally, it gets a Trip attempt as a Free Action without provoking an Attack of Opportunity, and if it fails the opponent cannot attempt to Trip it back.

    Vengeance Is Mine Sayeth The Moose! (Su): The Moose ignores an opponents Damage Reduction (or other means of reducing damage) if the target has previously harmed or killed it.

    Invulnerability (Ex): Invulnerability is similar to Damage Reduction, but it also blocks damage from energy attacks, spells, spell-like abilities, and supernatural abilities. For example the Forever Moose has Invulnerability 10. That means it negates the first 10 points of damage from any attack (this includes untyped damage).

    Immortal (Su): It's impossible to destroy the Moose through simple combat: The "destroyed" Moose will restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. The Moose that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + Moose’s HD) against DC 16. It gets a new roll every 2d4 days if the roll fails. There is no known way to permanently dispose of the Moose.

    Revenge Tracking (Su): The Forever Moose permanently has the benefits of the Locate Creature spell, but only against those who have harmed or killed it.

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

    Combat: The Forever Moose just charges headlong. It has no (beeps) left to give.




    The Forever Moose
    "Thank goodness our viewers are loyal. Hopefully we should have a rescue team soon."

    Immortality The Name Is Moose
    "What's that wondering in the distance over there?"

    "It looks like a moose."

    "Oh crap! That is the Moose!"

    The Moose Never Forgets

    "The Moose?"

    "Is there something special about this moose?."

    "We call it the Forever Moose. It can't die. No matter how many times it's been killed, it always comes back."

    "So it's here for study?"

    "Have there been any findings?"

    "We study it from afar. It's too dangerous to get close to. Also, it's very vengeful, and it's taken out anyone who's ever harmed it."

    "Maybe we should move out of sight then."

    "No worries, it appears to be engaged on taking vengeance on that tree over there."
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  22. - Top - End - #592
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    Default Re: Critters III! Now also in 5e!

    The Landsquid
    Huge Aberration (Amphibious, Aquatic)
    Hit Dice: 18d8+180 (261 hp)
    Initiative: +6
    Speed: 40 ft. (8 squares), Swim 30 ft.
    Armor Class: 22 (-2 Size, +2 Dex, +12 Natural), touch 10, flat-footed 20
    Base Attack/Grapple: +13/+31
    Attack: Tentacle +22 melee (2d6+10/19-20)
    Full Attack: 2 Tentacles +22 melee (2d6+10/19-20)
    Space/Reach: 15 ft./10 ft. (15 ft. w/Tentacles)
    Special Attacks: Ominous Droning, Constrict (2d6+10), Improved Grab, Trample (2d8+15)
    Special Qualities: Darkvision 120 ft., All-around Vision, Ink Jet, Regeneration 5, Blindsight 30 ft.
    Saves: Fort +16, Ref +8, Will +14
    Abilities: Str 30, Dex 14, Con 30, Int 3, Wis 12, Cha 12
    Skills: Intimidate +9, Listen +5, Search +7, Spot +9, Survival +3, Swim +18
    Feats: Ability Focus (Ominous Droning), Alertness, Improved Critical (Tentacle), Improved Initiative, Iron Will, Power Attack, Weapon Focus (Tentacle)
    Environment: Any, except Cold or Desert
    Organization: Unique
    Challenge Rating: 11
    Treasure: None
    Alignment: Neutral
    Advancement: 19-27 HD (Huge), 28-54 HD (Gargantuan)
    Level Adjustment: ---

    The Landsquid is effectively a squidlike creature modified to be amphibious. It's a fat, fleshy cone with warty, wrinkled brown flesh, and ringed with dozens of simple, black eyes. It stands on 8 thick arms designed to serve as legs on land, and uses it's two tentacles as prey grabbers. It just sort of wandered out of a small sea within the Pit, and began Kaijuing it's way through a local village. It's since found it's way to a zoo while the local Fiends try to figure out what it is, and where it came from.

    Ominous Droning (Su): The Landsquid emits a constant droning sound. Anything within 30 feet of it must make a DC 22 Willpower Save (Save DC is Cha based), or take a -2 penalty to all skill and ability checks (-4 to Concentration Checks) for as long as it remains within the area of effect. They must save again upon re-entering the area.

    Constrict (Ex): The Landsquid deals 2d6+10 points of damage with a successful grapple check.

    Improved Grab (Ex): To use this ability, a Landsquid must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

    Trample (Ex): Reflex half DC 29. The save DC is Strength-based.

    All-around Vision (Ex): It's many eyes give it a +4 racial bonus to Spot and Search checks and they can't be flanked.

    Ink Jet (Ex): A Landsquid can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the Landsquid normally uses to escape a losing fight. All vision within the cloud is obscured. On land it sprays this as jet. This is a ranged touch attack with +13 to hit, and a range of 40 feet. If it hits successfully, the target is Blinded for 1d6 rounds.

    Regeneration (Ex): Electricity and acid deal normal damage to a Landsquid. If a Landsquid loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

    Skills: A Landsquid 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: The Landsquid is a curious creature, and will often play with opponents while trying to decide if they are food. If it decides that they are, it crushes them with it's tentacles. If not, it blinds them with it's ink, and skitters away. The zookeepers swear it makes giggling noises as it does this.



    The Landsquid
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! I'm your host Harlan Jergens, and this is my assistant Jim! Today on Wild Kingdom we'll be looking at a local anomaly known as the Landsquid."

    Rampages For Fun
    "So we understand it appeared one day, and began wrecking a small town?"

    "For funsies no less.."

    "Yeah. We could swear it was laughing all the while."

    A Total Mystery

    "Has anything been discovered about it's nature?"

    "Or about that horrific noise coming from it?"

    "The noise is semi-telepathic in nature, but we're not sure if the squid is making it deliberately, or if it just emanates from it."

    "That's all?"

    "Hasn't it been here for a few hundred years?"

    "You have to understand. The squid is...a prankster."

    "Harlan, duck!"

    "phwepth"
    Last edited by Bhu; 2023-07-30 at 04:48 PM.
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  23. - Top - End - #593
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    Default Re: Critters III! Now also in 5e!

    The Feisty
    Medium Outsider (Chaos, Native)
    Hit Dice: 15d8+60 (127 hp)
    Initiative: +11
    Speed: 60 ft. (12 squares)
    Armor Class: 25 (+7 Dex, +5 Deflection, +3 Natural), touch 22, flat-footed 18
    Base Attack/Grapple: +15/+19
    Attack: Claw +22 melee (1d6+4)
    Full Attack: 1d6 Claws +22 melee (1d6+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Fury
    Special Qualities: All-around Vision, True Seeing, Personal Hurricane, DR 5/-, Energy Resistance 10 (Cold, Electricity, Fire, Sonic), SR 19
    Saves: Fort +13, Ref +16, Will +13
    Abilities: Str 18, Dex 24, Con 18, Int 14, Wis 18, Cha 20
    Skills: Balance +19, Climb +19, Hide +17, Jump +21, Knowledge (Arcana, Geography, History, Nature) +12, Listen +19, Move Silently +17, Search +21, Spot +23, Survival +14, Swim +19, Tumble +19
    Feats: Combat Reflexes, Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse
    Environment: Any
    Organization: Unique
    Challenge Rating: 8
    Treasure: None
    Alignment: Chaotic Neutral
    Advancement: 16-23 HD (Medium), 24-45 HD (Large)
    Level Adjustment: ---

    The Feisty is said to predate the Pit itself. It usually travels in it's own personal vortex, which obscures it completely. On the rare times it has been seen outside this vortex, it has been far away, usually with it's back to the observer. Descriptions vary in details, but they all generally agree it is semi-humanoid in form, covered in patchy hair, and has claws. Many who have gotten close also claim they have seen a single staring eye looking at them from out of the vortex. It's currently kept in a zoo due to it's chaotic nature, from which it keeps escaping.

    Fury (Ex): While it's vortex is on, the Feisty gets one attack against any creature within it's reach with a standard attack (1d6 Claws against each with a Full attack)

    All-around Vision (Ex): It's many eyes give it a +4 racial bonus to Spot and Search checks and they can't be flanked.

    True Seeing (Su): The Feisty has a continuous true seeing ability, as the spell (caster level 20th).

    Personal Hurricane (Su): The Feisty travels in it's own personal vortex. This gives it several powers. It gains a Deflection Bonus to AC equal to it's Charisma modifier. Normal ranged attacks through the vortexes windy area are impossible, and even heavier projectiles such as siege weapons and giant boulders take a -8 penalty on the attack roll. Creatures who move inside the Feisty's area (while performing a Grapple for example) suffer effects depending on their size and whether they're airborne. Each creature must make a DC 21 Fortitude saving throw at the beginning of its turn or when in enters the Feisty's area.

    Medium or smaller creatures mus succeed on a Fortitude save or be knocked 1d4×10 feet away from the Feisty and take 1d4 points of nonlethal damage per10 feet traveled in this manner. Creatures blown away are knocked prone as well. Flying creatures are blown back 2d6×10 feet and take 2d6 points of nonlethal damage.

    Large creatures must succeed on a Fortitude save or be knocked prone by the force of the wind. Flying creatures are instead blown back 1d6×10 feet.

    Huge creatures must succeed on a Fortitude save or be checked. Flying creatures are instead blown back 1d6×5 feet.

    Gargantuan and Colossal creatures can move through the Feisty's area without adverse consequences.

    Even creatures that succeed on their saving throws must attempt them again whenever they start a turn inside the Feisty's area or whenever they move back into it.

    The vortex automatically blows away all mists, fogs and gases in the Feisty's square, and all adjacent squares. As long as it moves at full speed, it can walk on water. It permanently grants the benefits of the Feather Fall and Freedom of Movement spells. It can be shut off or resumed as a Free Action once per round. The Feisty automatically fails all Move Silently Checks while the vortex is on.

    Combat: The Feisty tends to charge directly into the fray. It is not by any means a subtle critter. Fierceley territorial, it will barrel straight towards anything within sight.



    The Feisty
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! I'm your host Harlan Jergens, and this is my assistant Jim! Today on Wild Kingdom we'll be finishing our tour of the zoo via airship."

    An Agent of Chaos
    "Look Harlan, there's a dust devil moving towards that herd of wild pigs."

    "That dust devil appears to have a bit of a purpose."

    "That's no dust devil, that's the Feisty."

    A Traveling Buzzsaw

    "What's the Feisty?"

    "Whatever it is, it just painted the field with the insides of three of those pigs"

    "It's not really a dumb monster, and it doesn't seem to be a Fiend. it definitely doesn't like company though, and it rips apart whatever it sees."

    "That's disturbing. Tell me it can't fly."

    "And has no ranged attacks."

    "Not that we're aware of."

    "Thank Jebus for that"

    "It's not even eating those pigs..."
    Last edited by Bhu; 2023-07-30 at 04:52 PM.
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  24. - Top - End - #594
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    Astral Panda
    Medium Outsider (Extraplanar)
    Hit Dice: 5d8+20 (42 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares), Climb 20 ft., Swim 20 ft.
    Armor Class: 17 (+2 Dex, +2 Natural, +3 Deflection), touch 15, flat-footed 15
    Base Attack/Grapple: +5/+10
    Attack: Claw +10 melee (1d6+5)
    Full Attack: 2 Claws +10 melee (1d6+5) and 1 Bite +5 melee (1d6+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Improved Grab
    Special Qualities: Darkvision 60 ft., Scent, SR 15, DR 10/Magic
    Saves: Fort +8, Ref +6, Will +6
    Abilities: Str 20, Dex 15, Con 18, Int 6, Wis 14, Cha 16
    Skills: Balance +9, Climb +14, Listen +9, Search +5, Spot +9, Survival +9, Swim +14, Tumble +7
    Feats: Cleave, Power Attack
    Environment: Astral Plane
    Organization: Solitary, Pair or Family (3-6)
    Challenge Rating: 4
    Treasure: None
    Alignment: Neutral
    Advancement: 6-7 HD (Medium), 8-15 HD (Large)
    Level Adjustment: ---

    Th Astral Pandas appear to be cute, squat little bears in pastel colors that glow slightly from within. They appear fairly inoffensive, and are often quite affectionate towards those who treat them well, and disturbingly vicious to those who don't. People love them, and a small population somehow ended up in the Pit. The Fiends found them adorable, and kept them in protective custody in the local zoo.

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

    Skills: Astral Pandas have a +4 Racial Bonus on Climb and Swim checks.

    Combat: Astral Pandas are uncommonly mellow, and rarely initiate combat. That said, if combat is forced upon them, they can be quite savage.



    Astral Panda
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! I'm your host Harlan Jergens, and this is my assistant Jim! Today on Wild Kingdom we'll be showing you the high point of our trip!"

    Former Tenants Of The Astral plane
    "Pastel colored bears. Sweet Jebus, why didn't you lead with this."

    "This is your ticket to increased tourism."

    "Really? Humanoids like fluffy critters?"

    Adorable

    "of course they do."

    "What makes you think they wouldn't?"

    "Well, the Succubi say that Humanoids..."

    "There's your mistake."

    "Succubi likely have a fairly negative view of Humanoids given their profession."

    "So we're sitting on a cuddly gold mine?"

    "Oh goodness, yes."

    Some days later...

    "Thank goodness that's over."

    "Heads up, here comes Delbert with our new assignment."

    "Guys, those Pandas were awesome! You did such a good job in the Pit we have a new set of clients who want you to work your magic for them."

    "They had Pandas Delbert. No magic needed. Who's the new client?"

    "The Beholder Kingdoms!"

    *spit take*
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  25. - Top - End - #595
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    Forever Moose
    This one kills! I approve.

    "No worries, it appears to be engaged on taking vengeance on that tree over there."
    …unfortunately, it kills trees. Of that, I do not approve.

    Quote Originally Posted by Bhu View Post
    The Landsquid
    Huge Aberration (Amphibious, Aquatic)
    Hit Dice: 18d8+180 (261 hp)
    [
    B]Base Attack/Grapple:[/B] +18/+36
    +13/+31.

    Attack: Tentacle +27 melee (2d6+10/19-20)
    Full Attack: 2 Tentacles +27 melee (2d6+10/19-20)
    +22 to hit. (Can it use its arms when it fights in the water?)

    Ink Jet (Ex): A Landsquid can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the Landsquid normally uses to escape a losing fight. All vision within the cloud is obscured. On land it sprays this as jet. This is a ranged touch attack with +18 to hit,
    +13.

    and a range of 40 feet
    No increments, right?

    Quote Originally Posted by Bhu View Post
    The Feisty
    Medium Outsider (Chaos, Native)
    Hit Dice: 15d8+60 (127 hp)
    Base Attack/Grapple: +11/+15
    +15/+19.

    Attack: Claw +18 melee (1d6+4)
    Full Attack: 1d6 Claws +18 melee (1d6+4)
    +22 to hit. (Also, 1d6 claws? Wild. I like it.)

    Saves: Fort +9, Ref +12, Will +13
    Fort +13, Ref +16. (I'm beginning to suspect this guy started out as an Aberration.)

    Skills: Balance +17, Climb +19, Hide +17, Jump +19, Knowledge (Arcana, Geography, History, Nature) +12, Listen +19, Move Silently +17, Search +21, Spot +23, Survival +14, Swim +19, Tumble +17
    Balance +19; Jump +21; Tumble +19 (synergy).

    Personal Hurricane (Su): (…) It can be shut off or resumed as a Free Action once per round. The Feisty automatically fails all Move Silently Checks while the vortex is on.
    What's the thing's speed without the hurricane on? The same?

    Quote Originally Posted by Bhu View Post
    Astral Panda
    Cute, if a tad bland. I like the movement speeds, naturally.

    Skills: Balance +7, Climb +14, Listen +9, Search +5, Spot +9, Survival +9, Swim +14, Tumble +7
    Balance +9 (synergy).

    Skills: Astral Pandas have a +4 Racial Bonus on Climb and Swim checks.
    Hm. Why not the usual +8, always take 10? As is, it kind of make having the speeds… Not really a thing. Especially climb.

  26. - Top - End - #596
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Metastachydium View Post
    This one kills! I approve.
    (Can it use its arms when it fights in the water?)
    It uses them to swim.



    No increments, right?
    yup


    (I'm beginning to suspect this guy started out as an Aberration.)
    yup



    What's the thing's speed without the hurricane on? The same?
    weirdly, yes


    Hm. Why not the usual +8, always take 10? As is, it kind of make having the speeds… Not really a thing. Especially climb.
    They're based on bears, which are one of the few exceptions to the +8 rule. Also pandas are, well..
    https://www.youtube.com/watch?v=TBTKuhblD1U
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  27. - Top - End - #597
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    The Voyeur
    Medium Aberration
    Hit Dice: 4d8 +8 ( 26 hp)
    Initiative: +5
    Speed: 5 ft. (1 square), fly 30 ft. (good)
    Armor Class: 16 ( +1 Dex, +5 Natural) touch 11, flat-footed 15
    Base Attack/Grapple: +3/+3
    Attack: Bite +3 melee ( 1d6) or Eye Rays +4 ranged touch attack
    Full Attack: Bite +3 melee ( 1d6) or Eye Rays +4 ranged touch attack
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Eye Rays
    Special Qualities: All-Around Vision, flight, Darkvision 60 ft., Revealing Gaze, Retractable Eyes
    Saves: Fort +3, Ref +2, Will +6
    Abilities: Str 10, Dex 13, Con 14, Int 12, Wis 14, Cha 12
    Skills: Bluff +4, Hide +11, Knowledge (Local)+4, Knowledge (any 2 other) +4, Listen +4, Move Silently +5, Search +7, Spot +9
    Feats: Alertness, Improved Initiative
    Environment: Any
    Organization: Solitary or Pair
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: 5-8 HD (Medium)
    Level Adjustment: ----


    "Before you floats a sphere so black it almost fades into the shadows behind it. You barely make out a mouth with needle like fangs, and a great staring eye before it flees into the distance. The fact that it's a horrifying monster that could have attacked isn't as disturbing to you as the realization that it's spent the last several moments watching you poop."

    The Voyeur is a mutated Beholder-kin raised in the city of Koziol by the Eye Tyrants as personal spies. The Beholders find them to be something of a double edged sword as they seem to get into everyone's business, set up shop as independent information brokers, let slip embarrassing personal information at the worst times, etc. Some even become bartenders. If their abilities didn't make them so useful the Eye Tyrants would probably squash them all like bugs. Plus their alignment makes them an embarrassment to the Beholder race in general. Voyeurs are about 4' in diameter, and weigh about 185 pounds. They speak Beholder and Common.

    Eye Rays (Su): The Voyeur has 3 eyes on retractable stalks that it can use to fire rays up to 100 ft. The rays resemble spells cast by an 6th level caster and have a Save DC of 13 (Save DC is Charisma Based). The rays follow the rules for spell rays (see Aiming A Spell, page 175 of PHB). The 3 rays include:

    Paralysis: The target must succeed on a Fortitude Save or be paralyzed for 1d4+1 rounds.

    Charm Person : The target must succeed on a Will saving throw or be affected as though by the spell of the same name.

    Telekinesis: The target may be moved about as per the spell of the same name if it is no more than 200 pounds.

    All-Around Vision (Ex): The Voyeurs eyes give it a +4 racial bonus on Spot and Search checks, and they cannot be flanked.

    Flight (Ex): A Voyeurs body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.

    Revealing Gaze (Su): The Voyeurs central eye casts a beam in a 60 ft. cone. The Voyeur is considered to have True Seeing (caster level 11th) permanently in effect in this cone as per the spell. Also, it may render any non-living matter in the cones area of effect invisible to itself, effectively allowing the voyeur to peer through walls. Other beings do not get the benefit of this effect, only the voyeur.

    Retractable Eyes (Ex): All of the Voyeur's eyes, other than the central eye, are on retractable 5 foot stalks. This means the Voyeur can angle the eye rays to fire in any direction it wants, and can even hide in complete concealment and snipe at opponents in range. It may fire all 3 rays at one opponent if it wishes.

    Skills: Voyeurs have a +8 Racial bonus on Hide checks as they can manipulate the color of their skin to some small effect.

    Combat: For the most part Voyeurs are utter cowards. Most will take a shot or two with their Paralysis eye from behind cover, and flee if the opponent resists its effects. Beholders often use them as guards, putting a pair behind a door or wall that guards something important. If something approaches on the other side they'll see it due to their Revealing Gaze, and alert their masters. Sometimes a Beholder guards with them, and the Voyeurs use their advance info to coordinate an ambush for whatever is coming through the door. In effect, since the Voyeurs will know what’s going on, and the invaders behind the door don’t, the Voyeur and its other Beholder companions get one surprise round to attack with their eyes as the party (or whatever) bursts in blindly. If they have a Beholder with them they will try to hide and snipe with their Paralysis eye ray to help set up opponents for their master. The Charm eye is usually to charm guards into letting them pass, or similar functions.



    Voyeur
    "Remember to let me do the talking. Beholders can be...delicate."

    Weirdoes
    "Is that you're way of reminding me they can be racist bastards?"

    "Indeed."

    "I'm tellin'!"

    Blackmail Experts

    "What the hell are you?"

    "That's a Voyeur beholder-kin. We must finally be near Koziol."

    "Your secrets kept for only tree fiddy!"

    "The Beholders xenophobia is well known by every other race."

    "And every other races disapproval of it is also well known."

    "Just tryin' to make a living!"

    "We have an opening for a palantir-man.."
    Last edited by Bhu; 2023-08-06 at 03:43 PM.
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  28. - Top - End - #598
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    The Speaker
    Large Aberration
    Hit Dice: 13d8+65 (123 hp)
    Initiative: +6
    Speed: 5 ft. (1 square), fly 20 ft. (good)
    Armor Class: 26 (-1 Size, +2 Dex, +15 Natural), touch 11, flat-footed
    24
    Base Attack/Grapple: +9/+13
    Attack: 12 Eye Rays +10 Ranged Touch and Bite +8 melee (2d4)
    Full Attack: 12 Eye Rays +10 Ranged Touch and Bite +8 melee (2d4)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Eye Rays, Fascination
    Special Qualities: All-Around Vision, Darkvision 60 ft., Flight
    Saves: Fort +9, Ref +6, Will +12
    Abilities: Str 10, Dex 14, Con 20, Int 14, Wis 15, Cha 18
    Skills: Bluff +16, Diplomacy +14, Intimidate +16, Knowledge (Religion) +13, Listen +9, Search +11, Sense Motive +12, Spot +11, Survival +4 (+6 when following tracks)
    Feats: Ability Focus (Fascination), Flyby Attack, Improved Initiative, Iron Will, Persuasive
    Environment: Any
    Organization: Solitary, pair, or coven (3-6)
    Challenge Rating: 13
    Treasure: Double Standard
    Alignment: Any (see text)
    Advancement: 14-16 (Large), 17-35 HD (Huge)
    Level Adjustment: ---

    "Floating before you in the road is the strangest Beholder you have ever seen. Dozens of eyestalks droop from its head wreathed with flowers looking like some obscene parody of a head full of hair. Instead of a fanged maw is a more human like mouth with full plump lips, and a vacant smile. It appears to be selling flowers and trinkets. The hippies have adopted the Beholders now apparently."

    Speakers are brought to you by the same foolish Beholders who created the Voyeurs. They were originally created to serve as spokesmen for the Beholder Cults. The idea was that their Fascination abilities would be put to the use of converting new people into the cults, and acting as ambassadors to the humanoid countries. Unfortunately there was a problem. Born absolute Neutral, the Speakers stayed Neutral until exposed to a Deity or idea that sparked their imagination. At which point their Alignment becomes that of the Deity whose cause they convert too, and they campaign tirelessly in his name. Being Beholders however, they tend to be somewhat...pushy in their campaigning. An example:

    "Would you like to donate money to the Church of Pelor? It will go to help needy orphans?"

    "I..uh...donated yesterday...."


    "Would you like to bribe the Church of Pelor to not light you up with Eye Rays? It'll go to help needy orphans?"

    "Uh....well when you put it that way..."



    Speakers are about 9 or 10 feet wide and have many more eyestalks than the average Beholder. They speak Beholder and Common.

    Eye Rays (Su): Each of a Speakers Eye Rays resembles a spell cast by a 15th level Caster. Each Eye Ray has a Range of 150 ft., and a Save DC of 20. Save is Charisma Based. The rays follow the rules for spell rays (see Aiming A Spell, page 175 of PHB). The Rays include (it has 6 of each ray):

    Charm Monster: The target must make a Will Save or be affected as though by the spell.

    Inflict Moderate Wounds: This works like the spell causing 2d8+10 points of damage (Will Save for half damage).

    While the Speaker has dozens of eyestalks it can effectively only manage to coordinate well enough to use 4 eye rays in each 90 degree arc (up, forward, backward, left, right, or down). It may use one type of eye ray for all 4 attacks or divide attacks between Charm and Inflict as it sees fit in each arc.

    Fascination (Su): The Speakers Central Eye continually produces a 150 ft. cone that may fascinate anyone in its area. This effect is identical to to the spell Hypnotism, except the area of effect is the cone, and there is no Hit Die limit. Save to avoid this effect is Willpower DC 22 (Save is Charisma Based).

    All-Around Vision (Ex): The Speakers eyes give it a +4 racial bonus on Spot and Search checks, and they cannot be flanked.

    Flight (Ex): A Speakers body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.

    Combat: Speakers generally try to use their Fascination ability first to its maximum advantage, usually to convince people to donate money to the cause or convert weak willed passers by. If angered or attacked it relies on its Charm Monster ability to get out of trouble, and the Inflict Wounds eyes if that fails. Most will flee if combat turns against them. However most will belong to a religion or cult of some kind, and will likely have plenty of backup nearby.



    Speaker
    "Oh Hells, it's a Speaker. Keep moving, and don't look it in the eyes."

    Evangelical Minions
    "Is that possible?"

    "Indeed."

    "BROTHERS! HAVE YOU HEARD THE WORD?"

    Scarier Than Some Other Beholders

    "We have not."

    "Didn't I say not to engage?"

    "BUT EVERYONE SHOULD HEAR THE WORD!"

    "Here's 5 gold, sod off."

    "And you were worried I'd insult the locals..."

    "DEATH TO THOSE WHO OPPOSE THE WORD!"

    "Here we go...."
    Last edited by Bhu; 2023-08-06 at 03:48 PM.
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  29. - Top - End - #599
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    Watcher
    Large Aberration
    Hit Dice: 3d8+9 (22 hp)
    Initiative: +3
    Speed: 5 ft. (1 square), Fly 40 ft. (Perfect)
    Armor Class: 16 (-1 Size, +3 Dex, +4 Natural), touch 12, flat-footed 13
    Base Attack/Grapple: +2/+7
    Attack: Tentacle +4 melee (2d6+1 plus 1d6 Electricity)
    Full Attack: Tentacle +4 melee (2d6+1 plus 1d6 Electricity)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Eye Powers, Shocking Tentacle
    Special Qualities: All-Around Vision, Darkvision 60 ft., Flight
    Saves: Fort +4, Ref +4, Will +6
    Abilities: Str 12, Dex 16, Con 16, Int 4, Wis 16, Cha 14
    Skills: Hide +0, Listen +4, Move Silently +4, Search +1, Spot +8, Survival +4
    Feats: Ability Focus (Shocking Tentacle), Weapon Finesse
    Environment: Cold Hills
    Organization: Solitary
    Challenge Rating: 3
    Treasure: None
    Alignment: Usually Neutral
    Advancement: 4-9 HD (Large)
    Level Adjustment: ---

    Watchers are 6' diameter spheres with 3 eyes spread evenly around it's sides. Atop the sphere is a huge compound eye and a ring of 6 lesser eyes, and trailing from the bottom is a prehensile tentacle with a barbed pad just in front of the Watchers mouth. They are among the lowest of Beholder-kin, and are sentries posted on watch.

    Eye Powers (Sp): The Watcher may cast the following as Spell-Like Abilities at will: Detect Thoughts, Major Image, Message, Shadow Evocation, Suggestion, Telekinesis, Teleport, True Seeing

    Shocking Tentacle (Su): Opponents hit by the Watcher's Tentacle take 1d6 Electricity damage and must make a DC 15 Fortitude Save (Save DC is Charisma based) or be Paralyzed for 1d4+1 rounds.

    Flight (Ex): A Beholders body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.

    All-Around Vision (Ex): The Beholders eyes give it a +4 racial bonus on Spot and Search checks, and they cannot be flanked.

    Combat: Watchers are not all that brave and will use their powers to interfere and delay with intruders while one of their number teleports back to give word of trouble.



    Watcher
    "Oh great, here come the Watchers."

    Not The Brightest Of Minions
    "Beholders have minions?"

    "Indeed."

    "What goes on here? Dammit Wally, haven't we told you no preachin'? Who are you two?"

    Unlike Most Beholders, Best To Keep Your Distance

    "We're here on invitation of your government."

    "Harlan and Jim."

    "Oh, you're the Palantir people! Please come with me!"

    "That went better than I would have supposed."

    "At least they had someone watching for us.."

    "NO PUNS!"

    "The Beholders find Humanoid humor painful."
    Last edited by Bhu; 2023-08-06 at 03:52 PM.
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  30. - Top - End - #600
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    Observer
    Medium Aberration (Psionic)
    Hit Dice: 8d8+24 (60 hp)
    Initiative: +7
    Speed: 5 ft. (1 square), Fly 40 ft. (Average)
    Armor Class: 31 (+3 Dex, +18 Natural), touch 13, flat-footed 28
    Base Attack/Grapple: +6/+6
    Attack: Bite +9 melee (2d4) plus Eye Rays +9 ranged touch
    Full Attack: 3 Bites +9 melee (2d4) plus Eye Rays +9 ranged touch
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Eye Rays, Main Eyes, Improved Grab, Blood Drain, Psionics
    Special Qualities: All-Around Vision, True Seeing, Darkvision 60 ft., Flight, SR 22
    Saves: Fort +5, Ref +5, Will +9
    Abilities: Str 10, Dex 16, Con 16, Int 18, Wis 16, Cha 16
    Skills: Hide +4, Knowledge (Arcana, Psionics, The Planes) +14, Listen +6, Psicraft +14, Search +16, Spot +17, Survival +9
    Feats: Flyby Attack, Improved Initiative, Weapon Finesse
    Environment: Mechanus, Acheron, and the Outlands
    Organization: Solitary
    Challenge Rating: 11
    Treasure: Standard
    Alignment: Lawful Neutral or Evil
    Advancement: 9-12 HD (Medium), 13-24 HD (Large)
    Level Adjustment: ---


    Observers are the descendants of a traveling species of Beholder that settled in Mechanus. They appear as chitinous shells roughly 6 ft. in diameter, with three large eyes spaced evenly around their equator. Equally spaced around it's lower hemisphere are three retractable mouths, with 6 eyestalks on the upper hemisphere. For the most part Observers are Neutral, but this doesn't stop them from carving out their own minor fiefdoms. Much like other Beholders they are loners who can't stand each others company, and usually have servants as companions.

    Main Eyes (Su): Each of the 3 main eyes can project a ray out to a range of 120 ft, with a Save DC 0f 17 (Saves are Charisma based). Each of the main eyes can produce one of the following effects (Caster Level is 10 is used to duplicate a spell): Bigby's Forceful Hand, Protection from Arrows, Orb of Force (see Spell Compendium).

    Eye Rays (Su): Each of a beholder’s ten eye rays resembles a spell cast by a 10th- level caster. Each eye ray has a range of 120 feet and a save DC of 17. The save DC's are Charisma- based. The ten eye rays include:

    Fear: This works like the spell, except that it targets one creature. The target must succeed on a Will save or be affected as though by
    the spell.

    Finger of Death: The target must succeed on a Fortitude save or be slain as though by the spell. The target takes 3d6+13 points of damage if its saving throw succeeds.

    Force Missiles: The target is hit with 2 Force Missiles, as per the spell (see Spell Compendium).

    Freezing Sphere: The target must succeed on a Reflex save or be affected as though by the Otiluke's Freezing Sphere spell.

    Enervation: The target struck is affected as though by the Enervation spell. As per the spell there is no Saving Throw.

    Domination: The target must succeed on a Willpower save or be affected as though by the Dominate Person spell.

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

    Blood Drain (Ex): An Observer drains 1d4 Constitution with a successful Grapple Check.

    Psionics: Observers may manifest powers as a Psion whose Level is equal to their Hit Dice, They have access to the Telepathy Discipline.

    All-Around Vision (Ex): Beholders are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Spot and Search checks, and they can’t be flanked.

    True Seeing (Su): Observer's have a permanent True Seeing ability (Caster Level 10th).

    Flight (Ex): A beholder’s body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.

    Combat: Unlike most Beholders, Observers will at least try negotiation. Though if that fails, their considerable psionic powers can easily be brought to bear.



    Observer
    "I am (unpronounceable gibberish), Lord of Koziol. State your name and business."

    Diplomatic For Beholders
    "You requested us."

    "We're from Mutual of Gnomeahaw."

    "Your minds have been read. I know who you are and why you are here."

    Spookity Psychic Powers

    "Then why did you ask?"

    "Jim..."

    "You must answer quickly, my telepathy is strong."

    "So where do we start?"

    "We mostly do flora and fauna..."

    "The Examiner will show you to your interviews. Third hall on the right. You are dismissed."

    "Let's get this over with."
    Last edited by Bhu; 2023-08-06 at 03:58 PM.
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