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  1. - Top - End - #151
    Titan in the Playground
     
    Bhu's Avatar

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

    Dragon Millipede
    Gargantuan Vermin
    Hit Dice: 15d8+45 (112 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares), Climb 40 ft., Burrow 20 ft.
    Armor Class: 20 (-4 Size, +2 Dex, +12 Natural), touch 8, flat-footed 18
    Base Attack/Grapple: +11/+31
    Attack: Bite +15 melee (2d8+8)
    Full Attack: Bite +15 melee (2d8+8)
    Space/Reach: 20 ft./15 ft.
    Special Attacks: Spit Cyanide
    Special Qualities: Darkvision 60 ft., Vermin traits
    Saves: Fort +12, Ref +7, Will +6
    Abilities: Str 26, Dex 15, Con 16, Int -, Wis 12, Cha 2
    Skills: Climb +16, Spot +5
    Feats: -
    Environment: Warm Forest
    Organization: Solitary
    Challenge Rating: 8
    Treasure: None
    Alignment: Always Neutral
    Advancement: 16-32 HD (Gargantuan)
    Level Adjustment: ---


    "Yo Mike, there's a huge pink bug critter outside."

    "Whut's it a'doin'?"

    "Meltin' the goats faces with it's spit."

    "I quit."

    Dragon Millipedes are bright pink, spiny millipedes almost 60 ft. long that can spit hydrogen cyanide. Theoretically it's a form of defense against predators according to Sages (Defense? From what, one asks?), but it's also pretty good for bringing down munchable prey.

    Spit Cyanide (Ex): The Dragon Millipede can spit Cyanide once every 1d4 rounds in a 120 ft. Line. Anything in the area of effect has to make a DC 20 Fortitude Save or be poisoned (Contact, Initial and Secondary damage 2d6 Constitution).

    Skills: Dragon Millipedes have a +4 Racial Bonus to Spot checks, and a +8 Racial Bonus to Climb Checks. They may always take 10 on a Climb Check.

    Combat: Dragon Millipedes open up with spitting cyanide, then move in to bite. Should this somehow fail they will blast their opponents with cyanide again and flee.



    Dragon Millipede
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom, we continue our tour of...you know I just can't bring myself to say it."

    Pink Is How Nature Says Do Not Touch
    "That is shockingly pink...I'm guessing it's quite toxic?"

    "Oh my yes. There's a reason we keep it well fed and make no sudden moves towards it."

    "What does it eat?"

    "Anything we've given it really."

    Very Little Lore On This Critter
    "So how toxic is the bite?"

    "Not at all. It expectorates it's venom out to a range of over a hundred feet."
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  2. - Top - End - #152
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    Bhu's Avatar

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

    Giant Banana Slug
    Small Vermin
    Hit Dice: 2d8+2 (11 hp)
    Initiative: -2
    Speed: 15 ft. (3 squares)
    Armor Class: 11 (+1 Size, -2 Dex, +2 Natural), touch 9, flat-footed 11
    Base Attack/Grapple: +1/-3
    Attack: Wrap +1 melee touch (grapple)
    Full Attack: Wrap +1 melee touch (grapple)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Radula, Slime, Wrap
    Special Qualities: Dark Vision 60 ft., Estivation, Weaknesses, Scent
    Saves: Fort +4, Ref -2, Will +1
    Abilities: Str 10, Dex 7, Con 12, Int -, Wis 12, Cha 2
    Skills: -
    Feats: -
    Environment: Warm or Temperate Forest or Mountains
    Organization: Solitary or Pair
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral
    Advancement: 3-4 HD (Medium)
    Level Adjustment: ---

    "So let me get this straight. We're climbin' 50 feet up thet tree, grabbin' slime critters hangin' from the thing, and wrasslin' them into a bag."

    "Ayuh,"

    "Screw that. JOE BOB! Joe Bob, burn thet tree down. We'll bag them critters when they fall off."

    "FIRE!! HAHAHAHAHAHAHA!!!"

    Yeeeaaah...yeah I'm gonna go on record again and say there's soemthin' wrong with thet boy..."

    These larger versions of the bright yellow molluscs will scavenge and eat just about anything. Usually little danger to adventurers, they're are most dangerous when they creep up on people in their sleep or drop on them from the tree they were setting in. And they just skeeve people out really.

    Wrap (Ex): If the Banana Slug successfully makes a touch attack it is considered to be grappling it's victim.

    Slime (Ex): Banana Slugs are covered in slime whose consistency they can alter to make sticky or slippery. While sticky the Slug gains a +8 Racial Bonus to Climb and Grapple Checks. While slippery it gains a +8 Racial Bonus to Escape Artist and a +2 Deflection Bonus to Armor Class. Switching between the two states is a Swift Action.

    Radula (Ex): When grappling a slug brings it's boring radula to bear, doing 1d6 slashing damage per round. If it's opponent rolls a natural one on the opposed Grapple Check it also does 1 point of temporary Constitution damage.

    Estivation (Ex): During the dry seasons the Banana Slug can hibernate, entering a stat of suspended animation. It takes a Full Round Action to enter or leave estivation. While the Slug is in estivation it does not require food or water for at least 5 months, and gains a +2 Racial Bonus on all Fortitude Saves against Starvation or Dehydration afterwards.

    Weaknesses (Ex): Slugs are exceptionally vulnerable to dehydration. They take a -4 Racial Penalty on any spell or effect that causes deydration or water loss. Throwing a 1/2 pound vial of salt on them does 1d6 damage per round until they wash it off.

    Combat: Slugs tend to grab hold and proceed to nibblin'. Lets face it they're slugs, they aren't tactical geniuses.



    Giant Banana Slug
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom, we get to see Farmer John's...giant banana trees?

    Not Normally Mistaken For Bananas
    "Those aren't bananas Harlan."

    "They're fairly interesting critters. We're very interested in possible industrial uses for it's slime."

    "Nature is a strange thing indeed."

    "Come now Harlan, surely you've seen worse."

    Would You Believe People Eat These?
    "So are they omnivorous?"

    "Quite. They're extreme detritivores, and we often use them to vacuum up 'accidents'."
    Last edited by Bhu; 2022-09-05 at 05:01 PM.
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  3. - Top - End - #153
    Titan in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    Giant Tarantula
    Large Vermin
    Hit Dice: 6d8+18 (45 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares), Climb 30 ft.
    Armor Class: 16 (-1 Size, +2 Dex, +5 Natural), touch 11, flat-footed 14
    Base Attack/Grapple: +4/+12
    Attack: Bite +7 melee (2d4+6 plus poison)
    Full Attack: Bite +7 melee (2d4+6 plus poison)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Poison, Urticating Hairs
    Special Qualities: Dark Vision 60 ft., Tremorsense 60 ft., Scent
    Saves: Fort +8, Ref +4, Will +4
    Abilities: Str 18, Dex 15, Con 16, Int -, Wis 14, Cha 2
    Skills: Climb +12, Hide +2, Move Silently +6, Spot +12
    Feats: Ability Focus (Urticating Hairs)
    Environment: Any
    Organization: Solitary or Group (2-4)
    Challenge Rating: 5
    Treasure: None
    Alignment: Always Neutral
    Advancement: 7-12 HD (Large)
    Level Adjustment: ---

    "Spiders freak me out man."

    "I uh...I'd avoid turning around..."

    Giant Tarantulas are feared jungle predators, vulnerable to only magical beings or the largest predators.

    Poison: Injury, DC 16 Fortitude Save negates, Initial damage is 1d6 Dexterity, Secondary damage is Paralysis for 2d6 rounds.

    Urticating Hairs: As a Standard Action the Tarantula can turn it's back to the enemy and rub its legs on its abdomen to loosen it's barbed urticating hairs in a 15'x15'x15' cloud towards it's opponents. Anything in the Area of Effect must make a DC 18 Fortitude Save (Save DC is COnstitution based) or suffer a -2 Circumstance Penalty to all rolls for 1d6 days. If they fail the Save by 5 or more they are also Blinded for 1d6 minutes. Urticating hairs stay in the air for 2d4 rounds, and are still active if a wind or some other activity stirs them up off the ground.

    Run (Ex): During a Charge, or when fleeing in a straight line, the Tarantula can move up to twice it's normal speed.

    Skills: Giant Tarantulas have a +8 Racial Bonus to Climb, and Spot Checks, and may always Take 10 on a Climb Check. They also have a +4 Racial Bonus on Hide and Move Silently Checks.

    Combat: Tarantulas are ambush predators, preferring to strike from hiding and letting their venom do the bulk of the work.



    Giant Tarantula
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom, we get to see...Good Gawds, doon't we have enough giant spiders?

    If They Turn Their Back, Run
    "What are all those frogs for? Food?"

    "No sir. Those are pets."

    "Your spider has pet frogs?"

    "Indeed. It trains them to guard the nest, and warn it if anything is coming."

    When Your Guard Predator Has It's Own Minions
    "Is it petting that frog?"

    "Bessie loves her little froggies."

    Froggie Minion
    Small Animal
    Hit Dice: 1d8+1 (5 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), Climb 10 ft., Swim 20 ft.
    Armor Class: 13 (+1 Size, +2 Dex), touch 13, flat-footed 12
    Base Attack/Grapple: +0/-6
    Attack: Bite +2 melee (1d3-2)
    Full Attack: Bite +2 melee (1d3-2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities: Amphibious, Lowlight vision
    Saves: Fort +3, Ref +4, Will +2
    Abilities: Str 7, Dex 14, Con 12, Int 2, Wis 14, Cha 6
    Skills: Climb +10, Hide +6, Jump +10, Listen +3, Move Silently +3, Search +1, Spot +3, Swim +10
    Feats: Weapon Finesse
    Environment: Warm Forest or Marsh
    Organization: Solitary or Pack (2-8)
    Challenge Rating: 1/6
    Treasure: None
    Alignment: Always Neutral
    Advancement: 2-3 HD (Medium)
    Level Adjustment: ---

    Some Tarantulas have a symbiotic relationships with microhylid frogs. They protect the frogs from predators, and the frogs guard it's nest from egg stealing insects.

    Skills: Frogs have a +8 Racial bonus on Climb, Jump and Swim checks. Frogs can always choose to take 10 on a Climb, Jump, or Swim check, even if rushed or threatened. They may choose to use their Dexterity or Strength Bonus for Climb, Jump and Swim Checks. They also have a +4 Racial Bonus on Search Checks.

    Combat: Froggies generally rely on their massive neighbor, but they will fight if cornered.

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  4. - Top - End - #154
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    Default Re: Critters III! Now also in 5e!

    [simulpost]

    Oh good, you're already thinking on these lines. Dire and giant animals are kind of obvious,
    so churning them out must be a chore. I know GMs lap them up though :-)

    Couple of points I'd like to expand on:

    disenchanting I would agree that when disenchanting shows up in combat it's a pain.
    However I was also thinking about magical analogs to termites, and nuisance animals that
    might for example be attracted to magic.

    breath weapons Just as oozes tend to be the corrosion specialists, it's a relatively
    predictable pool of critters that get breath weapons. And of course, the game terms are
    'breath' and 'weapon' which work very well to distract from, ahem, the many other possible
    forms of emission, and their non-weapon applications, as well as applications over
    timescales of hours, days, centuries.

    venom It seems to me that only critter variants that would be expected to have venom
    tend to get venom. This is a different way to make a critter dangerous rather than making
    them bigger. I also like seeing cases where animals become more dangerous because they're
    cleverer or stupider, trained, diseased, cursed, ridiculously fecund, or even friendlier. Gigantic
    plus friendly can be hard to handle, for example. It always amuses me to take anything to such
    an extreme that it starts becoming a problem.
    Last edited by Simons Mith; 2022-09-05 at 05:06 PM. Reason: formatting, addded couple more ways critters can be more dangerous
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  5. - Top - End - #155
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    Default Re: Critters III! Now also in 5e!

    Leech, Biggie Sized
    Tiny Vermin (Aquatic)
    Hit Dice: 1d8+1 (5 hp)
    Initiative: -1
    Speed: 10 ft. (2 squares), Climb 10 ft., Swim 15 ft.
    Armor Class: 12 (+2 Size, -1 Dex, +1 Natural), touch 11, flat-footed 12
    Base Attack/Grapple: +0/-10 (+2 when Attached)
    Attack: Attach -1 melee (Attach)
    Full Attack: Attach -1 melee (Attach)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Attach, Anesthetic Bite, Blood Drain, Disease
    Special Qualities: Blind, Amphibious, Tremorsense 30'
    Saves: Fort +3, Ref -1, Will +1
    Abilities: Str 6, Dex 8, Con 12, Int -, Wis 12, Cha 1
    Skills: Hide +15, Swim +6
    Feats: Weapon Finesse (B)
    Environment: Warm Aquatic, Marsh, or Forest
    Organization: Solitary
    Challenge Rating: 1/2
    Treasure: None
    Alignment: Always Neutral
    Advancement: 2 HD (Small)
    Level Adjustment: ---

    "Bert...this job sucked before the Leeches...now Ah just have a powerful need to do bad things..."

    Giant Leeches are the best for ruining an adventurers day. Especially if they're sleeping. Hehehehehehe...

    Attach (Ex): A Leech can Attach itself with a successful Melee Touch Attack, effectively Grappling it's opponent. While Attached it loses it's Dexterity Bonus to AC (not that it has one), but gains a +12 Racial Bonus to Grappling Checks. It can be attacked with a weapon, or removed if it's opponent can successfully Pin it in a Grapple.

    Anesthetic Bite (Ex): If potential victims do not make a successful Spot vs Hide Check, they do not notice the Leech make an Attach attempt. They may make another Spot vs Hide Check each round with a cumulative +2 Bonus to notice the Leech has attached itself.

    Blood Drain (Ex): Leeches do 1d4 temporary Constitution damage each round they remain attached, falling off when they've eaten at least 4 Con.

    Disease (Ex): Any opponent the Leech successfully Attaches itself to must make a DC 13 (Save DC is Con based with a +2 Racial Bonus) or be infected with Red Ache (see page 292 of the DMG).

    Blind (Ex): Leeches are Blind, and therefore immune to any attack or effect relying on sight.

    Skills: Leeches get a +8 Racial Bonus on Hide and Swim Checks, and may always Take 10 on a Swim Check.

    Combat: Leeches hide in ambush, and make an Attach attempt whether their opponent notices them or not.



    Giant Leech
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom, we get to see Farmer John violating another rule: Never use leeches as minions."

    Their Bite Has A Numbing Agent
    "Weren't the piranha and shrews bad enough?"

    "Relax, they're tame. They realize humanoids give them food."

    "I think you're vastly overestimating the intellectual capacity of invertebrates."

    "Surely recognizing the people who feed you doesn't require much."

    A Sleeping Murderhobo's Worst Nightmare
    "Wait, what do you feed them?"

    "Er...that's classified."
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  6. - Top - End - #156
    Titan in the Playground
     
    Bhu's Avatar

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

    Quote Originally Posted by Simons Mith View Post
    [simulpost]

    Oh good, you're already thinking on these lines. Dire and giant animals are kind of obvious,
    so churning them out must be a chore. I know GMs lap them up though :-)

    Couple of points I'd like to expand on:

    disenchanting I would agree that when disenchanting shows up in combat it's a pain.
    However I was also thinking about magical analogs to termites, and nuisance animals that
    might for example be attracted to magic.

    breath weapons Just as oozes tend to be the corrosion specialists, it's a relatively
    predictable pool of critters that get breath weapons. And of course, the game terms are
    'breath' and 'weapon' which work very well to distract from, ahem, the many other possible
    forms of emission, and their non-weapon applications, as well as applications over
    timescales of hours, days, centuries.

    venom It seems to me that only critter variants that would be expected to have venom
    tend to get venom. This is a different way to make a critter dangerous rather than making
    them bigger. I also like seeing cases where animals become more dangerous because they're
    cleverer or stupider, or friendlier. Gigantic plus friendly can be hard to handle, for example.
    It always amuses me to take anything to such an extreme that it starts becoming a problem.
    I was gonna switch to D&D cryptids next week (not 'real' cryptids, ones within the D&D universe) before going over to spooky critters in october. Let me think on what I can add.
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  7. - Top - End - #157
    Titan in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    Exploding Ant: Stats for these ant are the same as normal giant ants from the Monster Manual with the following addition:

    Explosive Defense (Ex): When successfully attacked, or during a Grapple the Exploding Ant can sacrifice it's own life as a Swift Action, spraying itself and everything within adjacent squares with a sticky, caustic chemical goo. This has several effects:

    First, the Exploding Ant is fused to it's opponent. Until the adhesive is removed via alchemical process, the victim is encumbered by the weight of the ant corpse. It can make a Str Check to remove the Ant on the same or next round before the adhesive hardens. DC is 10 plus 1/2 the Ant's Hit Dice plus it's Con Modifier with a +4 Racial Modifier.

    Second, the chemical is a severe irritant, causing a -2 penalty on attack rolls, saves, ability checks, and skill checks for 24 hours.

    Third, anything within the area of effect takes 1d6 acid damage for 1d6 rounds (Reflex Save for half, DC is 10 plus 1/2 Hit Dice plus Con modifier).



    Giant Exploding Ant
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom, we get to see Farmer John's ant farm."

    Yes, This Is Really A Thing
    "Ant's too? You like living dangerously don't you?"

    "Relax, they're more capable of recognizing their food source than the leeches."

    "Wait, something looks odd about these ants..."

    "They are unusually loyal."

    Self Sacrificing
    "What aren't you telling us?"

    BOOOM!

    "Why Jim, whatever do you mean?"
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  8. - Top - End - #158
    Titan in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    Dire Poison Arrow Frog
    Small Animal
    Hit Dice: 1d8 (4 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares), Climb 20 ft.
    Armor Class: 14 (+1 Size, +3 Dex), touch 14, flat-footed 11
    Base Attack/Grapple: +0/-6
    Attack: Bite +3 melee (1d3-2)
    Full Attack: Bite +3 melee (1d3-2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Toxic Skin
    Special Qualities: Low Light Vision
    Saves: Fort +2, Ref +5, Will +1
    Abilities: Str 7, Dex 17, Con 10, Int 1, Wis 12, Cha 2
    Skills: Climb +11, Jump +11, Listen +3, Spot +3, Swim +9
    Feats: Weapon Finesse
    Environment: Warm Forest
    Organization: Solitary, Pair, or Group (3-5)
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral
    Advancement: -
    Level Adjustment: ---

    "BURT!! DON'T TOUCH THAT FROG!!"

    Dire Poison Arrow Frogs are about the size of baboons.

    Toxic Skin (Ex): The toxins in the Dire Poison Arrow Frogs skin are incredibly poisonous. Anything touching it with bare skin, grappling, or attacking with an unarmed strike or natural weapon risks being poisoned (Contact, Fortitude Save DC 16, Initial and Secondary Damage 3d6 Constitution). Save DC is Con based, the Frog has a +6 Racial Bonus to the Save DC. Anything stupid enough to swallow one whole must make a DC 16 Fortitude Save (Save DC is Con based, the Frog has a +6 Racial Bonus to the Save DC) or violently retch it back up next round taking 1d6 damage in the process.]

    Skills: Dire Poison Arrow Frogs have a +8 Racial Bonus on Climb, Jump, and Swim checks. They may always take 10 on a climb or swim check even if rushed or endangered. They may use their Dexterity or Strength Bonus for Climb and Jump checks, whichever is better.

    Combat: Dire Poison Arrow Frogs rarely initiate combat. They rely on their markings to warn predators of their nature.




    Giant Poison Arrow Frog
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom, we finally leave behind the arthropods."

    Bright Colors Are Bad
    "You, uh...you know how dangerous these things are right?"

    "We do, but they're only toxic in nature, not captivity. We think it's something they eat."

    "So you aren't raising them as poison factories?"

    "I can neither confirm , nor deny that."

    Toxic To An Extreme
    "So what is it hey eat that makes them toxic?"

    "Don't know. Honestly speaking, we've never seen them eat..."
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  9. - Top - End - #159
    Titan in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    Dire Spitting Cobra
    Huge Animal
    Hit Dice: 9d8+45 (85 hp)
    Initiative: +6
    Speed: 30 ft. (6 squares), Climb 30 ft., Swim 30 ft.
    Armor Class: 18 (-2 Size, +2 Dex, +8 Natural), touch 10, flat-footed 16
    Base Attack/Grapple: +6/+21
    Attack: Bite +11 melee (1d8+10 plus poison) or Spit +6 ranged touch (Blindness)
    Full Attack: Bite +11 melee (1d8+10 plus poison) or Spit +6 ranged touch (Blindness)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Spit Venom, Poison
    Special Qualities: Low Light Vision, Scent
    Saves: Fort +11, Ref +10, Will +5
    Abilities: Str 24, Dex 15, Con 20, Int 2, Wis 14, Cha 2
    Skills: Balance +12, Climb +17, Hide +2, Listen +8, Spot +8, Swim +15
    Feats: Ability Focus (Poison, Spit Venom), Improved Initiative, Lightning Reflexes
    Environment: Warm Forest or Underground
    Organization: Solitary
    Challenge Rating: 7
    Treasure: None
    Alignment: Always Neutral
    Advancement: 10-18 HD (Huge), 19-36 HD (Gargantuan)
    Level Adjustment: ---


    "Honey!! Honey git the wand! Them snakes is back a' spittin' on the cows agin!"

    Dire Spitting Cobras are an unfortunate problem in jungles about the world. Their ability to permanently blind opponents with their venom makes them much worse opponents than the average giant snake.

    Spit Venom (Ex): If the Dire Spitting Cobra can hit with a ranged touch attack, it's opponent must make a DC 21 Fortitude Save or be permanently blinded. If the Cobra succeeds in making a critical hit some of the venom seeps into the victims bloodstream (Contact, Fortitude Save DC 21, Initial and Secondary damage 1d6 Constitution). Range is 30 feet.

    Poison (Ex): Injury, Fortitude Save DC 21, Initial and Secondary Damage 2d6 Constitution. Save DC is Constitution based.

    Skills: Dire Spitting Cobras have a +4 Racial Bonus to Hide, Listen and Spot checks, and a +8 Racial Bonus to Balance, Climb and Swim checks. They may always take 10 on a Climb or Swim check, and may use the Run action while swimming in a straight line. They may use their Dexterity or Strength Modifier for Climb checks, whichever is better.

    Combat: Dire Spitting Cobras usually blind opponents with venom before moving in for the bite. Usually the poison is enough to finish off most opponents.



    Giant Spitting Cobra
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom, we're betting Jim thanks the Gawds for that cube of force."

    They Spit Defensively
    "Indeed I do Harlan."

    "After all I've seen on you program, I'm amazed you two are such worry-warts."

    "Maybe we've had enough things go wrong to keep certain possibilities within mind..."

    "It's just a cobra!"

    The Spit Is Usually Only Bad If It Hits The Face
    "It's a giant cobra with range capable venom."

    "You act like it's killed more than seven people..."

    "That was distressingly specific..."
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  10. - Top - End - #160
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    Dire Komodo Dragon
    Large Animal
    Hit Dice: 6d8+24 (51 hp)
    Initiative: +5
    Speed: 30 ft. (6 squares)
    Armor Class: 17 (-1 Size, +1 Dex, +7 Natural), touch 10, flat-footed 16
    Base Attack/Grapple: +4/+14
    Attack: Bite +9 melee (2d6+6 plus poison) or Tail Slap +9 melee (2d6+6 plus trip)
    Full Attack: Bite +9 melee (2d6+6 plus poison) or Tail Slap +9 melee (2d6+6 plus trip)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Poison, Tail Sweep
    Special Qualities: Enhanced Scent, Running Spurt, Low Metabolism, Disease Resistant
    Saves: Fort +9, Ref +6, Will +3
    Abilities: Str 23, Dex 12, Con 18, Int 1, Wis 12, Cha 2
    Skills: Hide +1, Listen +1, Move Silently +6, Spot +1
    Feats: Ability Focus (Poison), improved Initiative, Run
    Environment: Warm Forest
    Organization: Solitary, Pair, or Cluster (3-6)
    Challenge Rating: 5
    Treasure: None
    Alignment: Always Neutral
    Advancement: 7-12 HD (Large), 13-24 HD (Huge)
    Level Adjustment: ---

    "LIIIIIIIIIIIIIIIIIZAAAAAAAAAAAAAAAAAAAAAAAAAAARRR RRRRDSSSSSSSS!"

    Dire Komodos are larger, meaner versions of their regular cousins.

    Poison (Ex): Injury, DC 19 Fort Save, Initial Damage is 1d4 Strength and opponent continues to lose 1 hp per round until the victim takes 1 hp of magical healing or a DC 15 heal Check is made due to continual blood loss. Secondary damage is 2d4 Strength.

    Tail Sweep (Ex): If the Dire Komodo successfully hits with it's Tail Slap, it may immediately make a Trip Attempt as a Free Action without provoking an Attack of Opportunity. If it fails it's opponent does not get a Trip attack in return.

    Enhanced Scent (Ex): This works like the regular Scent ability, except that it can smell blood/carrion up to 2 miles away.

    Running Spurt (Ex): The Komodo can increase it's base land speed by +30 feet for 1 round per point of Constitution modifier. Once used it must rest for 1 hour before it can use the Running Spurt again.

    Low Metabolism (Ex): Dire Komodos can go up to a month without food before needing to make Fortitude checks against starvation.

    Disease Resistant (Ex): Dire Komodos gain a +2 Resistance Bonus on Fortitude Saves against disease.

    Combat: Komodos usually attack by ambush, and then let the prey run, confident it will bleed out, and that it's Improved Scent will let it track the animal to it's location of demise. Stubborn foes are bitten relentlessly.



    Giant Spitting Cobra
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom, we see the last of Farmer John's few reptiles."

    Their Venom Prevents Clotting
    "I'm surprised youdon't have more."

    "I am not by nature, a herpetologist."

    "That would explain you're having these things."

    "We have them because their venom may have medicinal value."

    They Can Reproduce By Cloning
    "Medicinal Value?."

    "Yes, it's an excellent sleeping aid for my enemies..."
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  11. - Top - End - #161
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    Default Re: Critters III! Now also in 5e!

    Work sort of imploded, so I'm running too far behind to post today. Will have it up as soon as I can.
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  12. - Top - End - #162
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    Dire Monkey
    Medium Animal
    Hit Dice: 3d8+6 (19 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares), Climb 40 ft.
    Armor Class: 14 (+2 Dex, +2 Natural), touch 12, flat-footed 12
    Base Attack/Grapple: +2/+4
    Attack: Bite +4 melee (1d6+2) or Poop +4 ranged (see below) or Branch +4 ranged (1d6)
    Full Attack: 1 Bite +4 melee (1d6+2) and 2 Slams -1 melee (1d3+1) or Poop +4 ranged (see below) or Branch +4 ranged (1d6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: We Fling Our Own, Hooting Frenzy
    Special Qualities: Low Light Vision
    Saves: Fort +5, Ref +5, Will +2
    Abilities: Str 14, Dex 15, Con 14, Int 2, Wis 12, Cha 7
    Skills: Balance +10, Climb +11, Hide +3, Listen +3, Spot +3
    Feats: Point Blank Shot, Weapon Finesse, Brachiation (B)
    Environment: Warm Forests
    Organization: Solitary, Pair, Troupe (10-40)
    Challenge Rating: 2
    Treasure: None
    Alignment: Usually Neutral
    Advancement: 4-6 HD (Large)
    Level Adjustment: ---


    "Bert...tell me that ain't poop that just hit the back o' mah head..."

    Dire Monkeys are man sized monkeys, with all the prerequisite monkey nastiness you see in zoos multiplied tenfold.

    We Fling Our Own: As a Full Round action a Dire Monkey can poop in it's hand and fling it at an opponent. Considering the grubs, dead things, and god knows what other foulness they eat, this is an excellent defense. Dire Monkey poop is widely considered to be one of the most foul substances in the known world, and no one wants it on them. Anyone hit by it must make a DC 13 Fortitude Save or be Nauseated for 2 rounds (along with screaming" What, Oh Lord, have I done to deserve this??"). Save DC is Constitution based. In addition, if it isn't washed of within 5 minutes, the smell will remain for 1d6 days giving creatures tracking you by scent a +4 circumstance bonus to their rolls.

    Hooting Frenzy: When on the attack Dire Monkeys go totally insane, flinging leaves, dirt, twigs, and god knows what else. They constantly hop around screaming, waving their arms, urinating freely on opponents. Which is a nice way of saying they're one hell of a distraction. If a Dire Monkey is in at least 2 adjoining spaces an opponent must make a DC 11 Willpower Save or be Shaken for the remainder of the encounter. Save DC is Charisma Based, with a +2 Racial Bonus.

    Skills: Dire Monkeys have a +8 Racial Bonus to Balance and Climb Checks. They may always take 10 on a Climb Check. They may use their Strength or Dexterity Modifier for Climb checks, whichever is better.

    Combat: Dire Monkeys usually fling poop, or branches if that doesn't drive someone off. If the opponent still persists they go into a frenzy and charge en masse in an attempt to scare opponents off or beat them senseless otherwise.



    Giant Monkeys
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom we've apparently joined some sort of nightmarish circus."

    See No Evil My Fanny
    "Monkeys? Really?"

    "I'd take offense, but after dealing with them the last year I agree."

    "What are the umbrellas for?"

    "They fling their own."

    Not Meant To Be Pets

    "I know I keep saying it, but never have I been happier to have a forcewall."

    "Trust me you'll need it. They're sneaky. Even the giant bugs leave them alone.."
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  13. - Top - End - #163
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    Dire Armadillo
    Gargantuan Animal
    Hit Dice: 36d8+324 (486 hp)
    Initiative: -1
    Speed: 40 ft. (8 squares), Burrow 30 ft.
    Armor Class: 35 (-4 Size, -1 Dex, +30 Natural), touch 5, flat-footed 35
    Base Attack/Grapple: +27/+41
    Attack: Claw +36 melee (4d6+12/19-20)
    Full Attack: 2 Claws +36 melee (4d6+12/19-20)
    Space/Reach: 20 ft./15 ft.
    Special Attacks: Sticky Tongue
    Special Qualities: Scent, Low Light Vision, Rollup, Damage Reduction 10/-
    Saves: Fort +34, Ref +19, Will +14
    Abilities: Str 35, Dex 8, Con 26, Int 2, Wis 14, Cha 12
    Skills: Climb +20, Listen +10, Search +5, Spot +10, Survival +9
    Feats: Awesome Blow, Cleave, Devastating Critical (Claws), Epic Fortitude, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (Claws), Improved Toughness, Overwhelming Critical (Claws), Power Attack, Power Critical, Weapon Focus (Claws)
    Environment: Warm Forests
    Organization: Solitary, Pair
    Challenge Rating: 20
    Treasure: None
    Alignment: Always Neutral
    Advancement: 37-54 HD (Gargantuan), 55-72 HD (Colossal)
    Level Adjustment: ---

    "Bob...Bob that's not a hill..."

    Dire Armadillos are armored tanks the size of small houses that feed on giant ants. They pretty much ignore everything else, but they are skittish, and spooking them isn't wise. They let out a sound like steam escaping and pound everything in the area to dust if frightened.

    Sticky Tongue (Ex): This is a Melee Touch Attack with a Range of 15 feet. If used on an opponent at least 3 Size classes smaller than the Armadillo (and it hits successfully) the Armadillo immediately gets a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful, it may reel that opponent in the next round, and Swallow him the round after if the Grapple is maintained.

    Swallow Whole (Ex): The Dire Armadillo may Swallow any creature 3 sizes smaller than itself with a successful Grapple check. The Swallowed Creature takes 3d6+12 points of bludgeoning damage and 12 points of acid damage each round it is inside the Dire Armadillo's stomach. A swallowed creature may cut it's way out by doing 35 points of damage to the stomach (AC 25) with a light slashing or piercing weapon. Once it exits muscular action closes the hole, and other swallowed opponents must cut their own way out.

    Rollup (Ex): As a standard action a Dire Armadillo can rollup. It is immobile in this form and can take no action, but it gains a +5 Circumstance Bonus to AC and Fortitude Saves. In addition it is immune to Swarm damage in this form, and it may substitute it's Fortitude Save for it's Reflex Save when attacked by Area of Effect spells, abilities, or effects.

    Combat: Dire Armadillo's are more interested in food than fighting, but they spook easily. Anything surprising them provokes an assault, as well as anything stupid enough to run at it with a sword (and you'd be surprised how many people do it).



    Giant Armadillo
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom we'll be looking at brute excess."

    Surprisingly Strong Sense of Smell
    "What was the idea behind this?"

    "To take care of the ant problem."

    "Didn't you make the Echidnas for that?"

    "Well...yes. But the ant problem got 'bigger' than they could deal with"

    Very Playful For Armored Tanks

    "How big?"

    "Well, he hasn't run out of food..."
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  14. - Top - End - #164
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    Dire Tamandua
    Medium Animal
    Hit Dice: 4d8+12 (30 hp)
    Initiative: +0
    Speed: 20 ft. (4 squares), Climb 20 ft.
    Armor Class: 14 (+4 Natural), touch 10, flat-footed 14
    Base Attack/Grapple: +3/+7
    Attack: Claw +7 melee (2d4+4)
    Full Attack: 2 Claws +7 melee (2d4+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Musk
    Special Qualities: Low Light Vision, Scent
    Saves: Fort +7, Ref +4, Will +2
    Abilities: Str 18, Dex 10, Con 16, Int 2, Wis 12, Cha 6
    Skills: Climb +12, Listen +2, Search +5
    Feats: Blind-Fight, Skill Focus (Search)
    Environment: Warm Forest
    Organization: Solitary
    Challenge Rating: 3
    Treasure: None
    Alignment: Always Neutral
    Advancement: 5-8 HD (Medium)
    Level Adjustment: ---

    "Uuuh...Burt...there's a uh...there's a weird critter thingie in the tree starin' at us.."

    Dire Tamandua's are large tree climbing anteaters. Fairly inoffensive, their claws are still quite nasty if they are frightened. If pressed they spray a foul smelling musk they use to mark territory that is said to be 4 times as powerful as a skunks.

    Musk (Ex): Once per round and no more than three times per day, a Dire Tamandua can emit a horrific smell to a range of a 160 feet radius from itself. A creature in the area must make a successful Fortitude save (DC 17) or be nauseated for 1d4 rounds. The save DC is Constitution-based and includes a +2 racial bonus. A delay poison or neutralize poison spell removes the effects from a nauseated creature.

    Creatures with immunity to poison are unaffected by the nauseating effects of Tamandua musk. Additionally, the target suffers a -10 circumstance penalty to Hide checks while wearing clothes or armor contaminated with Tamandua musk. The creature also suffers a -4 circumstance penalty to all Charisma-based skill checks while wearing contaminated clothes or carrying contaminated gear.

    Flesh, leather goods, metal goods (weapons, armor, and the like) must be washed in a concentrated mixture of vinegar over a period of three days in order to fully remove the stench of Tamandua musk. The prestidigitation spell cannot clean items stained by Tamandua musk. Tamandua's are immune to Tamandua musk.

    Skills: Tamandua have a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb check.

    Combat: Dire Tamandua's tend to flail at opponents with their claws in the hopes they will run away. They're too slow to run away themselves.



    Giant Tamandua
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom we'll be watching the total disintegration of a local industry."

    Even Skunks Don't Compare
    "What are those critters over there for?"

    "They were our answer to the ant problem befoe the Echidnas.."

    "Sweet Jebus, what is that smell?"

    "The reason we switched to Echidnas."

    That Pose Doesn't Mean It Wants a Hug

    "They spray like skunks, and you didn't know this before hand?"

    "In my defense they were too busy brutally murdering people to demonstrate their musk."
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  15. - Top - End - #165
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    Dire Rust Monster
    Huge Aberration
    Hit Dice: 42d8+336 (525 hp)
    Initiative: +5
    Speed: 40 ft. (8 squares)
    Armor Class: 30 (-2 Size, +1 Dex, +21 Natural), touch 9, flat-footed 29
    Base Attack/Grapple: +31/+49
    Attack: Antennae +30 melee touch (see below) or Bite +39 melee (2d6+10)
    Full Attack: Antennae +30 melee touch (see below) or Bite +39 melee (2d6+10)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Antennae, Trample (4d12+10)
    Special Qualities: Dark Vision 120 ft., Scent, DR 10/-, SR 28
    Saves: Fort +27, Ref +15, Will +24
    Abilities: Str 30, Dex 13, Con 24, Int 2, Wis 13, Cha 15
    Skills: Listen +25, Spot +26
    Feats: Ability Focus (Antennae, Trample), Alertness, Awesome Blow, Blind-Fight, Combat Reflexes, Defensive Sweep, Epic Fortitude, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Toughness, Large and In Charge, Power Attack, Track
    Environment: Any
    Organization: Solitary
    Challenge Rating: 17
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: 43-63 HD (Gargantuan), 86 HD (Colossal)
    Level Adjustment: ---

    "Ah'm sorry Bert I couldn't hear you over the sound of me poopin' mahself...could you repeat that last part?"

    It's uncertain if Dire Rust Monsters are naturally occurring mutations or magical in nature. it is well known that their occasional appearance leads to the brutal assassination of anyone nearby who could potentially have summoned or created one (i.e. anyone with connections to Aberrations or magic, regardless if they'd have the necessary power).

    Antennae (Su): If a Dire Rust Monster successfully makes a touch attack with it's antennae it instantly destroys and corrodes a 30 foot cube of metal. Magic items made of metal get a DC 40 Reflex Save to avoid destruction (Save DC is Constitution based). Any metal objects that touch the Rust Monster also dissolve immediately. Also, most life has some traces of metal within it. Corporeal beings struck by the Antennae must make a DC 40 Fortitude Save (Save DC is Constitution based) or take 1d4 temporary Strength damage and be Dazed 1 round.

    Trample (Ex): DC 43 Reflex Save for half damage (Save DC is Strength based).

    Combat: Dire Rust Monsters usually open up with their Antennae, then Trample and proceed to munch.



    Giant Rust Monster
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom we're taking our leave of Farmer Johns establishment."

    Highly Illegal
    "No offense, but you've had a series of disasters just in the time we were here."

    "The two of you are such worry warts."

    "SQUEE!"

    "What in the Nine Hells was that?"

    "Nothing...just a little side venture...I believe you were leaving."

    "SQUEE!"

    "Sweet Jebus, you didn't...

    "John...this is highly unusual...even the Guild of Evil Minions will want to see you hang for this."

    "Mind your business Harlan."


    Every Adventurers Worst Nightmare

    CRASH!

    "Farmer John, by the power invested in us by the local magistrate, you are now under arrest by the Order of Wood!"

    "SQUEE!"

    "Squeaky? Oh my Gawds, Squeaky what have they done to you? You Kaiju'd our little baby! YOU WILL FACE OUR WOODY VENGEANCE VILLAINS!"

    "Harlan, do you still have that teleport spell on contingency?"

    "Funny you should ask..."
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  16. - Top - End - #166
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    Default Re: Critters III! Now also in 5e!

    Devilfish
    Large Magical Beast (Aquatic)
    Hit Dice: 8d10+24 (68 hp)
    Initiative: +5
    Speed: Swim 30 ft. (6 squares)
    Armor Class: 18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 17
    Base Attack/Grapple: +8/+17
    Attack: Envelop +12 Melee Touch (Grapple)
    Full Attack: Envelop +12 Melee Touch (Grapple)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Envelop
    Special Qualities: Low Light Vision, Blindsight 60 ft.
    Saves: Fort +9, Ref +7, Will +4
    Abilities: Str 20, Dex 12, Con 16, Int 5, Wis 14, Cha 12
    Skills: Hide +0 (+8 in dimly lit waters), Listen +7, Spot +7, Swim +13
    Feats: Ability Focus (Envelop), Improved Initiative, Skill Focus (Hide)
    Environment: Warm Aquatic
    Organization: Solitary or Horde (12-60)
    Challenge Rating: 6
    Treasure: None
    Alignment: Always Neutral
    Advancement: 9-12 HD (Large), 13-16 HD (Huge)
    Level Adjustment: ---

    "We cannot dive in these waters. They are haunted by Devilfish."

    The harmless Manta Ray has long been the subject of myths, supposedly in league with Hell and drowning or suffocating divers. These folk tales have been proven wrong, but there are some truths to them. There is another species of giant ray in warm waters. It is a huge, black, rubbery thing and explanations for it's origin vary heavily (and none of them have any backing evidence). Unlike regular Rays it feeds on large prey. Devilfish appear to be able to somewhat alter the consistency of their flesh, being as malleable as some octopi. They silently stalk prey before pouncing, rapidly unfolding heir body like a large net and enveloping their prey. Unable to eat prey due to only having vestigial teeth they simply drain he life from them. This ability leads scholars to believe they may have been magically influenced instead of having evolved the trait naturally, but there are no records of them being uses as any sort of guard creature or Mages claiming responsibility for them.

    Envelop (Su): The Devilfish does not provoke an Attack of Opportunity when making a Grapple attempt. If it's opponent fails a DC 17 Willpower Save (Save DC is Charisma based), he gains 1 Negative Level in addition to regular Grapple Effects.

    Skills: Devilfish get a +8 Racial Bonus to Swim Checks, and can always Take 10 n a Swim Check, They can use the Rn Action while swimming in a straight line. They get a +8 Racial Bonus to Hide Checks in dimly lit areas.

    Combat: Devilfish typically hunt at dusk or night when their Blindsight lets them see victims who cannot see them. They tend to go directly for the Grapple, but will leave if an opponent can consistently break it's grip.



    Devilfish
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom, Jim and I begin a new mini series on Cryptozoology!"

    Not Actually A Denizen of Hell
    "Harlan, no. This is bull, and you know it."

    "But Jim, it's for the cause of knowledge."

    "You know as well as I do this is a spurious ploy for ratings. These cryptids never pan out. THey're never a heretofore undiscovered species. It's always a Gawd, or a spell caster, or magic gone bad. Hell, sometimes it's just plain old fraud."

    "Look it'll be an easy job, and we need a vacation after that farm. Looking for monsters that may or may not exist is better than dealing with madmen who create them."

    Still Not Advisable To Hug Them Though

    "Fair enough. What's up first?"

    "A shapeshifting fish from Hell that drains the life from people."

    "Lovely..."
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  17. - Top - End - #167
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    The Mother Of All Hummingbirds
    Medium Magical Beast
    Hit Dice: 12d10+60 (126 hp)
    Initiative: +9
    Speed: 5 ft. (1 square), Fly 240 ft. (Perfect)
    Armor Class: 20 (+5 Dex, +5 Deflection), touch 20, flat-footed 15
    Base Attack/Grapple: +12/+12
    Attack: Peck +17 melee (1d6)
    Full Attack: Peck +17 melee (1d6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities: Darkvision 60 ft., Hurricane Flight, Evasion, Improved Evasion, Uncanny Dodge, Improved Uncanny Dodge
    Saves: Fort +13, Ref +15, Will +7
    Abilities: Str 11, Dex 21, Con 20, Int 10, Wis 16, Cha 20
    Skills: Hide +10, Knowledge (Arcana, Nature) +5, Listen +8, Sense Motive +8, Spot +8
    Feats: Adroit Fly-By Attack (see Draconomicon), Fly-By Attack, Improved Initiative, Lightning Reflexes, Weapon Finesse, Wingover (B)
    Environment: Any (only appears when summoned or on business)
    Organization: Unique
    Challenge Rating: 8
    Treasure: None
    Alignment: Neutral
    Advancement: 13+ HD
    Level Adjustment: ---

    "What the hell is that humming sound?"

    The Mother of All Hummingbirds is a rather large rainbow colored hummingbird that is rarely seen unless summoned magically, or seeking vengeance on those who harm her kin. Her purpose and desires are otherwise unknown. She is, however, quite destructive, though she doesn't seem to intend to cause harm. The winds stirred up by her flight can destroy small villages. But people like her cause she's so pwetty. Darn weird them people. Despite being almost 6 ft. long the MoaH is only 80 pounds. While she cannot speak she does understand Common, Elven, Auran, and Sylvan. Note that she can be summoned via Summon Nature's Ally VII, but only if one has never harmed, or allowed to come to harm, a Hummingbird.

    Hurricane Flight (Ex): When flying the Mother of All Hummingbirds stirs up hurricane force winds around herself (it is impossible for her to make Hide or Move Silently Checks while flying). Anything within 10 feet of the Hummingbird is subject to a Whirlwind Spell (caster level is irrelevant as this spell has no level dependent benefits, the range is fixed, and it can only be dispelled by making the Hummingbird cease to fly). Ranged Attacks against the MoAH are impossible unless made with siege equipment (which still takes a -8 to the attack roll). Listen checks within the 10 ft. are impossible to make, and Spot checks to see inside the area are likewise impossible in dusty areas (the Hurricane Flight grants complete concealment in areas of sand, dust, loose dirt, etc.). The MoaH's vision is unimpaired. Hummingbirds (and other Birds of the MoaH's choice) are unaffected by this ability.

    Evasion: The MoaH can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. When helpless, she does not gain the benefit of evasion.

    Improved Evasion: This ability works like evasion, except that while the MoaH still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. If helpless, she does not gain the benefit of improved evasion.

    Uncanny Dodge: The MoaH can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

    Improved Uncanny Dodge: The MoaH can no longer be flanked.

    This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker is at least a 16th Level Rogue.

    Combat: The Mother of All Hummingbirds usually relies on Fly-By attacks and her Hurricane Flight to finish off foes. If neither of those work she simply flees.




    The Mother Of All Hummingbirds
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom, Jim and I lie in wait for a fantastic Hummingbird, said to be the patron spirit of her species!"

    Mess Not With The Hummingbirds, For Their Mom Is Vengeful
    "Harlan, we've done some odd things. But I can't believe we've trapped some small birds in the hopes a not so small bird will come to their rescue."

    "My plan is genius, and you know it."

    "May I ask what our end game is here? What are we doing if she actually shows?"

    "Why, capturing her image on this Cameleon of ocurse."

    A Living Storm

    [size=14pt]FWOOOOOOAAAAAAARRR[/size]

    "Well that was quick."

    "Please tell me got that on the Cam?"

    "Of course I did, I'm a professional. Shouldn't we be teleporting out before she turns around and comes back?"
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  18. - Top - End - #168
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    Lemming Swarm
    Fine Magical Beast
    Hit Dice: 12d10 (66 hp)
    Initiative: +2
    Speed: 15 ft. (3 squares), burrow 15 ft.
    Armor Class: 20 (+8 Size, +2 Dex), touch 20, flat-footed 18
    Base Attack/Grapple: +12/-
    Attack: Swarm (3d6+curse)
    Full Attack: Swarm (3d6+curse)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction
    Special Qualities: Swarm Traits, Dark Vision 60 ft., Immune to Weapon Damage, Lemming Curse, Scent
    Saves: Fort +8, Ref +10, Will +6
    Abilities: Str 1, Dex 15, Con 10, Int 4, Wis 14, Cha 10
    Skills: Hide +18, Listen +7, Spot +7, Swim +4
    Feats: Alertness, Ability Focus (Lemmings Curse), Endurance, Run, Cold Endurance
    Environment: Temperate or Cold Forest, Hills, Mountains, or Plains
    Organization: Solitary, Cluster (3-6 Swarms), or Hive (10-20 Swarms) plus converts (CR of converts should be equal to 1/2 total CR of the swarms)
    Challenge Rating: 7
    Treasure: None
    Alignment: Usually Neutral
    Advancement: -
    Level Adjustment: ----

    "Bert I don't like the way them critters is lookin' at us. Bert? Bert why you lookin' at me like them thangs over there?"

    These look pretty much like any other Lemming. Little fuzzy critters. WHo munch endlessly and occasionally swarm for no apparent reason. Surrounded by large, sometimes not so fuzzy critters with blank expressions on their faces... Dammit you're gonna have to have a talk with the local Wizards again.

    Lemmings Curse (Su): Anyone subjected to the Lemmings Swarm attack must make a DC 18 Willpower Save (Save DC is Charisma based) or also be subjected to the Lemmings Curse. If it makes the Save it is immune to this swarms curse for 24 hours. If it fails it's mental stats become the same as the Lemming Swarms, and it believes itself to be one of them. The victim will do it's absolute best to defend the swarm. However it will possibly lose some feats, spells, class abilities, etc due to it's new mental stats. Since it now has the mind of a Lemming it no longer understands any language, and cannot communicate. Nor does it remember it's old life or friends. The curse lasts until the poor fool is eaten, or some kind soul casts Remove Curse/Miracle/Wish, etc.

    Combat: The Lemmings aren't interested in wiping opponents out as having them join the horde. If something is immune to their Curse, they'll have the converts take him out back, so to speak...




    Lemming Swarm
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom, Jim and I visit an old foe!"

    Subject of Falsehoods
    "Aren't these the little rodents that you convince everyone would run off cliffs if panicked?"

    "In my defense we needed them to do something, anything, on Cameleon. We're here to investigate rumors though."

    "Are they rumors you didn't start personally?"

    "Why Jim, I feel wounded. Make sure your forcewall is up though."

    They Adopt What They Can't Kill

    "Why?"

    "Word has it their bite is mind altering, and if you get bitten you become one with the swarm."

    "Why that's not terrifying at all..."

    "Is that an Orc? What are you doing here sir? This is a dangerous place!"

    "Squeak Squeak Squeak SQUEAKEN!!!"
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  19. - Top - End - #169
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    The Mosquito
    Fine Magical Beast
    Hit Dice: 1d10 (5 hp)
    Initiative: +8
    Speed: 5 ft. (1 square), Fly 40 ft. (Good)
    Armor Class: 23 (+8 Size, +5 Dex), touch 23, flat-footed 18
    Base Attack/Grapple: +1/-20
    Attack: Proboscis +4 melee touch (see below)
    Full Attack: Proboscis +4 melee touch (see below)
    Space/Reach: 0 ft./0 ft.
    Special Attacks: Proboscis, Disease, Blood Drain
    Special Qualities: Improved Scent, Immunities, Early Warning System, Stubbornness, Mindless, Darkvision 60 ft.
    Saves: Fort +2, Ref +10, Will +3
    Abilities: Str -, Dex 20, Con 10, Int -, Wis 16, Cha 2
    Skills: Hide +21, Listen +5, Move Silently +5, Spot +5
    Feats: Alertness (B)
    Environment: Any non aquatic
    Organization: Unique
    Challenge Rating: 1
    Treasure: None
    Alignment: Neutral Evil
    Advancement: ---
    Level Adjustment: ---

    "DAMMIT!"

    Mosquitoes are an ever present hazard in the local marsh. One in particular seems bloody well invulnerable, always returning after being swatted. It appears to be a dark red mosquito with no other unusual features. Some people think it is the result of a divine curse upon the area. Others point to the high level of magical wastes in the area thanks to the local Potion Makers Guild.

    Proboscis (Ex): If the Mosquito succeeds with an Opposed Move Silently vs Listen Check it may stab it's victim with it's proboscis. Not only is the victim considered Flat-Footed, they do not know the proboscis attack has happened. Once it is successful, it maintains the proboscis attack as it is now attached to the victim. It must make an opposed Hide vs Spot Check each round it wishes to remain attached, and does not receive it's Dexterity Bonus to AC while attached.

    Disease (Ex): Any opponent the Mosquito successfully hits with it's Proboscis Attack must make an appropriate Fortitude Save or contract one of the following diseases: Encephalitis, West Nile, Malaria, Dengue Fever, Yellow Fever, or Rift Valley Fever. It must make an additional Save each round the attack is maintained.

    Blood Drain (Ex): If the Mosquito can maintain it's Proboscis Attack for 4 rounds it's opponent takes 1 point of temporary Strength damage.

    Improved Scent (Ex):
    Similar to the normal Scent Ability, but it can detect blood at a range of up to 1 mile.

    Immunities (Ex): The Mosquito is immune to poison and disease.

    Early Warning System (Ex): The Mosquito gets a Bonus to it's Initiative rolls and Reflex Saves equal to it's Wisdom Modifier.

    Stubbornness (Ex): If destroyed the Mosquito reappears 2d4 days later. To rid the world of it would require divine intervention such as a Miracle or Wish spell. Or just an angry Gawd.

    Combat: The Mosquito doesn't fight so much as steal blood and flee.

    Disease|Type|Incubation Period|Initial Damage|Secondary Damage
    Dengue Fever|Injury DC 12|1d3+3 days|1 Str|1d3 Str and 1d3 Con
    Encephalitis|Any* DC 13|1d4 days|1 Dex and 1 Wis|1d3 Dex and 1d3 Wis
    Malaria|Injury DC 14|2d6+6 days|1 Con|1d4 Con
    Rift Valley Fever|Any* DC 13|2d3 days|1 Str|1d3 Str
    Yellow Fever|Injury DC 15|1d4+2 days|1 Con|1d4 Con


    * Can be Inhaled, Ingested, Injury, or Contact




    The Mosquito
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom, Jim and I come to you live! From the Black Marsh!"

    A Local Legend
    "What flight of fancy are we observing today?"

    "Word has it this swamp is haunted by an immortal mosquito!"

    "A mosquito? That's it? How are we supposed to tell it from the other mosquitoes?"

    "It's red in color, and described as 'evil looking' by the locals."

    A Seething Cauldron of Hate and Disease

    "It's a mosquito, they can all be described as evil looking"

    "It's said this one won't stay dead no matter how many times you kill it."

    "So we'll be touring a monster infested swamp, killing mosquitoes, and waiting to see which of them gets back up?"
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  20. - Top - End - #170
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    Raccoons of Fire and Fury
    Small Magical Beast
    Hit Dice: 1d10+1 (6 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares), Climb 20 ft.
    Armor Class: 14 (+1 Size, +2 Dex, +1 Natural), touch 13, flat-footed 12
    Base Attack/Grapple: +1/-4
    Attack: Bite +4 melee (1d3-1)
    Full Attack: 1 Bite +4 melee (1d3-1) and 2 Claws -1 melee (1d2-1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Breath Weapon, Spell-Like Abilities, Fury
    Special Qualities: Darkvision 60 ft., Scent, Consume Anything, Merge, SR 13
    Saves: Fort +3, Ref +4, Will +2
    Abilities: Str 8, Dex 15, Con 13, Int 16, Wis 15, Cha 16
    Skills: Balance +10, Bluff +5, Climb+10, Concentration +1, Escape Artist +6, Hide +10, Listen +6, Move Silently +6, Search +3, Spot +6, Survival +6, Swim +5, Tumble +6
    Feats: Weapon Finesse
    Environment: Any non-Desert land (but usually Forest)
    Organization: Solitary, Pair or Family (3 to 12)
    Challenge Rating: 2
    Treasure: Standard
    Alignment: Chaotic Neutral
    Advancement: 2-3 HD (Small)
    Level Adjustment: ---

    "Abner...why are the lil forest critters eating my money?"

    The Raccoons of Fire and Fury appear to be normal Raccoons of Bad Critter Forest. Several things set them apart form non-magical raccoons: they have humanoid level intelligence, they can spit fire, and they can eat anything (even metal). They live among quite a good many Fey, and have adopted their whimsical nature. They can understand Common and Sylvan, but only rarely bother to speak it (they find pretending to be a normal animal is usually a pretty good defense). They do have a reputation for eating money, and often rob would be adventurers who pass through their territory.

    Breath Weapon (Su): Once every 1d4 rounds the Raccoon can breathe a 20 foot long Cone of Fire doing 1d8 damage (DC 11 Reflex Save for half damage, Save DC is Constitution based).

    Spell-Like Abilities (Sp): At Will: Prestidigitation. 1/day: Cause Fear, Detect Magic, Detect Thoughts, Dispel Magic, Entangle, Faerie Fire, Hideous Laughter, Mislead, Pass Without Trace, Speak With Animals. Caster level 8th.

    Fury (Ex): A Raccoon that takes damage in combat flies into a berserk fury on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a fury, the Raccoon may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the Raccoon might make before his next action. Fury is otherwise identical to the standard barbarian rage in all other ways.

    Consume Anything (Ex): Raccoons are immune to disease and poison, and can consume any material, organic or otherwise. Rumor has it their favorite food is gold coins.

    Merge (Su): 3 Raccoons standing adjacent to each other can merge into 3 Raccoons in a Human Suit (see statblock below) as a Standard Action.

    Skills: Raccoons have a +8 Racial Bonus on Balance and Climb Checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks, and can always choose to take 10 on a Climb check, even if rushed or threatened. They also have a +4 Racial Bonus on Escape Artist, Hide, Move Silently and Swim Checks.

    Combat: The Raccoons prefer to ambush by stealth, confusing opponents with their Spell-Like Abilities. If hurt, they make the most of their Fury.



    Raccoons of Fire and Fury
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom we're in Bad Critter Forest, home to many a rumored beast!"

    Mess Not With The Raccoon Federation
    "So what's todays rumored beast Harlan?"

    "Raccoons of an unusual disposition."

    "Are we sure it's not just one of Prak's creations? This has been his stomping ground many a time."

    "Prak has never been known to operate in this part of the forest. He always claimed it was infested."


    Bringing the Jiggle
    "So what do these Raccoons do?

    "Eat gold and spit fire."

    "That's a bit far fetched."


    3 Raccoons In A People Suit
    Medium Magical Beast
    Hit Dice: 3d10+9 (25 hp)
    Initiative: +6
    Speed: 30 ft. (6 squares)
    Armor Class: 13 (+2 Dex, +1 Natural), touch 12, flat-footed 11
    Base Attack/Grapple: +3/+5
    Attack: Slam +5 melee (1d3+2)
    Full Attack: 2 Slams +5 melee (1d3+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Breath Weapon, Spell-Like Abilities, Fury
    Special Qualities: Darkvision 60 ft., Scent, Consume Anything, SR
    Saves: Fort +6, Ref+5, Will +3
    Abilities: Str 15, Dex 15, Con 16, Int 16, Wis 15, Cha 16
    Skills: Balance +10, Bluff +7, Climb+10, Concentration +7, Escape Artist +6, Hide +6, Listen +8, Move Silently +6, Search +7, Spot +8, Survival +6, Swim +5, Tumble +6
    Feats: Alertness, Improved Initiative
    Environment: Any non-Desert land (but usually Forest)
    Organization: Usually Solitary
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Chaotic Neutral
    Advancement: 4-6 HD (Medium)
    Level Adjustment: ---

    "DO NOT BE ALARMED! WE AM A PERFECTLY NORMAL HUMAN MALE! WE FLOSS REGULARLY!"

    "We?"

    Occasionally the Raccoons need to venture among the civilized people of the world, and when that happens three of them merge into one humanoid body of any Medium sized race. They can decide details, like race, gender, hair and eye color, etc. They do this to find food or medicine, rescue their own, get revenge, play pranks, etc.

    Breath Weapon (Su): Once every 1d4 rounds the Raccoon can breathe a 20 foot long Cone of Fire doing 4d6 damage (DC 14 Reflex Save for half damage, Save DC is Constitution based).

    Spell-Like Abilities (Sp): The 3 Raccoons have the combined daily uses of their Spell-Like Abilities that they haven't already cast.

    Fury (Ex): A Raccoon that takes damage in combat flies into a berserk fury on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a fury, the Raccoon may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the Raccoon might make before his next action. Fury is otherwise identical to the standard barbarian rage in all other ways.

    Consume Anything (Ex): Raccoons are immune to disease and poison, and can consume any material, organic or otherwise. Rumor has it their favorite food is gold coins.

    Split (Ex): If the Raccoons take 6 or more damage in a single hit, they must make a DC 14 Fortitude Save or split into 3 raccoons (damage taken will be spread evenly among them). If they take 12 or more damage in a single hit, they split automatically, and one of the three raccoons is dead. They can voluntarily split as a Swift Action at any time.

    Skills: Raccoons have a +8 Racial Bonus on Balance and Climb Checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks, and can always choose to take 10 on a Climb check, even if rushed or threatened. They also have a +4 Racial Bonus on Escape Artist, Hide, Move Silently and Swim Checks.

    Combat: Raccoons merge into a humanoid form to walk unnoticed (ha!) among civilized people. They try to avoid combat while on these stealth missions, but their tactics aren't really any different from when they fight solo.



    3 Raccoons In A People Suit
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Jim and I are just about to interview one of the locals on the recent raccoon rumors."

    Totally Not Raccoons, No Sir
    "What's your name sir?"

    "I AM LORD HUMONGOUS! I AM ALL POWERFUL!"

    "Here we go..."

    "What can you tell us about the rumored raccoons sir?"

    "I LORD HUMONGOUS KNOW ALL! AND RACCOONS ARE FIBBERY!"

    "Harlan, are we done here?"



    Not a Perfect Disguise
    "Well, you have a nice day sir..."

    "GOODBYE HUMAN!"

    "Human?"

    "We're made, run for it!"

    "Did that man split into 3 raccoons?"

    "Guess, it's more than rumor."
    Last edited by Bhu; 2022-09-19 at 11:55 PM.
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  21. - Top - End - #171
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    Quote Originally Posted by Bhu View Post
    The Mother Of All Hummingbirds

    (…)

    The Mother of All Hummingbirds is a rather large rainbow colored hummingbird that is rarely seen unless summoned magically, or seeking vengeance on those who harm her kin. Her purpose and desires are otherwise unknown. She is, however, quite destructive, though she doesn't seem to intend to cause harm. The winds stirred up by her flight can destroy small villages. But people like her cause she's so pwetty. Darn weird them people. Despite being almost 6 ft. long the MoaH is only 80 pounds. While she cannot speak she does understand Common, Elven, Auran, and Sylvan.
    Let me preface things with this: I'm so absolutely loving everything about this BIRDY! And now, to business:

    Medium Magical Beast
    Hit Dice: 12d10+60 (138 hp)
    Looks like you calculated with d12s. The correct number (much as it may pain me) should be 126 hp.

    Speed: Fly 240 ft. ( 48 squares), Perfect
    She has no land speed at all? Not even a 5' one or something?

    Armor Class: 20 (+5 Dex, +5 Deflection), touch 20, flat-footed 15
    I assume the +5 deflection is derived from CHA, but I don't see Unearthly Grace (so pretty!) in the SQ line.

    Feats: Fly-By Attack, Hover, Improved Initiative, Lightning Reflexes, Weapon Finesse, Wingover (B)
    Okay, now I'm absolutely certain perfect flight comes with built-in Hover.

    Environment: Any (only appears when summoned or on business)
    Mysterious! (Is she extraplanar?)

    Hurricane Flight (Ex): When flying the Mother of All Hummingbirds stirs up hurricane force winds around herself (it is impossible for her to make Hide or Move Silently Checks while flying). Anything within 10 feet of the Hummingbird is subject to a Whirlwind Spell (caster level is irrelevant as this spell has no level dependent benefits, the range is fixed, and it can only be dispelled by making the Hummingbird cease to fly). Ranged Attacks against the MoAH are impossible unless made with siege equipment (which still takes a -8 to the attack roll). Listen checks within the 10 ft. are impossible to make, and Spot checks to see inside the area are likewise impossible in dusty areas (the Hurricane Flight grants complete concealment in areas of sand, dust, loose dirt, etc.). The MoaH's vision is unimpaired.
    I'm wondering here: could this somehow magically not affect little birds? I think that would make sense.

    "Harlan, we've done some odd things. But I can't believe we've trapped some small birds in the hopes a not so small bird will come to their rescue."

    "My plan is genius, and you know it."
    It's official, all gnomes are bad news!
    Last edited by Metastachydium; 2022-09-19 at 04:27 AM. Reason: Β.

  22. - Top - End - #172
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    Default Re: Critters III! Now also in 5e!

    Well crap, it looks like some of the edits i made before pasting it here didn't take!

    I'll have it fixed by the weekend.
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  23. - Top - End - #173
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Metastachydium View Post
    I assume the +5 deflection is derived from CHA, but I don't see Unearthly Grace (so pretty!) in the SQ line.
    She doesn't have Unearthly Grace, she merely hasa deflection bonus to AC (she's slowly evolving to become a Native Outsider). Fixed the problems that weren't saved off the first time. Also added how to summon her, and the stuff you requested).


    As of next weekend, it will officially be October, so we will be putting Mutual of Gnomeahaw on hiatus for the month to make way for Uncle Kitty's Halloween Special! Twill be horror critters only for the month of October.
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  24. - Top - End - #174
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    She doesn't have Unearthly Grace, she merely hasa deflection bonus to AC (she's slowly evolving to become a Native Outsider).
    The source of that should appear somewhere in the description, I'd say.

    Also added how to summon her, and the stuff you requested
    Gotta love the no-little-birds harmed clauses there!

  25. - Top - End - #175
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    Black Render
    Huge Magical Beast
    Hit Dice: 16d10+144 (232 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares)
    Armor Class: 22 (-2 Size, -1 Dex, +15 Natural), touch 7, flat-footed 22
    Base Attack/Grapple: +16/+34
    Attack: Bite+24 melee (3d6+10)
    Full Attack: 1 Bite +24 melee (3d6+10) and 2 Claws +19 melee (1d8+5)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Improved Grab, Rend (2d8+15)
    Special Qualities: Darkvision 60 feet, Low Light Vision, Scent, Determined Fury
    Saves: Fort +19, Ref +9, Will +6
    Abilities: Str 31, Dex 8, Con 28, Int 5, Wis 12, Cha 10
    Skills: Hide +3, Spot +10, Survival +5
    Feats: Cleave, Great Cleave, Improved Initiative, Power Attack, Improved Bull Rush, Track
    Environment: Warm Marshes
    Organization: Solitary
    Challenge Rating: 10
    Treasure: None
    Alignment: Usually Neutral
    Advancement: 17-32 HD (Huge), 33-64 HD (Gargantuan)
    Level Adjustment: ---

    "Looks like Harvey made it into the swamps. Poor bastard. He might've preferred the gallows to what's waiting for him out there."

    Black Renders are much much taller than the typical Gray Render, and inhabit warmer feeding areas as well. Unlike Gray Renders they don't appear to adopt companions, and attack virtually everything in sight large enough to gain their attention. Rarely spotted, it is currently unknown if this is a separate species or simply an occasional mutation as no specimen has ever been brought in for study, dead or otherwise.

    Improved Grab (Ex): If the Black Render successfully attacks with its Bite it may immediately attempt a Grapple Check as a Free Action without provoking an attack of opportunity.

    Rend (Ex): If the Render succeeds in grappling after a bite it automatically does 2d8+15 damage with its claws each round until the grapple is escaped by it's opponent.

    Determined Fury (Ex): 3 times per day, whenever the Black Render takes damage from any source or fails a Saving Throw, it can choose not to take the damage or suffer the effects of a Failed Save (or a successful one if there is an additional effect for successful Saves) until the beginning of the next round. It may fight normally even at 0 or negative hit points.

    Skills: Black Renders gain a +6 Racial Bonus to Spot checks.

    Combat: Black Renders are unsurprisingly not so different from Gray Renders when it comes down to the point of fighting and killing.



    Black Render
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim and I are looking for the fabled Black Render!"

    Twice As Tall, And A Hundred Times Meaner
    "With me is local man Mash 'gator bait' Johnson. You say the Black render is much bigger than the usual Gray Render?"

    "Darn tootin'. I've seen smaller Giants."

    "Did you try to bond with it?"
    [img]
    "Yes sir. Then it threw me into a mountain side."


    They Tend To Wipe Out All Other Life

    "There aren't any mountains near here..."

    "Yeah. He flung me a long ways."
    Last edited by Bhu; 2022-09-26 at 11:06 PM.
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  26. - Top - End - #176
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    Wooly Ettercap
    Medium Aberration
    Hit Dice: 6d8+12 (39 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares), Climb 30 ft.
    Armor Class: 14 (+1 Dex, +3 Natural), touch 11, flat-footed 13
    Base Attack/Grapple: +4/+7
    Attack: Bite +7 melee (1d8+3 plus poison)
    Full Attack: 1 Bite +7 melee (1d8+3 plus poison), and 2 Claws +5 melee (1d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison, Improved Grab
    Special Qualities: Low Light Vision
    Saves: Fort +6, Ref +3, Will +7
    Abilities: Str 17, Dex 13, Con 14, Int 6, Wis 15, Cha 8
    Skills: Climb +11, Hide +8, Listen +4, Spot +8, Survival +4
    Feats: Cold Endurance, Great Fortitude. Multiattack, Improved Cold Endurance (B)
    Environment: Cold Forest
    Organization: Solitary or Pair
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Usually Neutral Evil
    Advancement: 7-8 HD (Medium), 9-16 HD (Large)
    Level Adjustment: ---

    "Burt, for the last time the rumors 'bout giant spider people in the woods are just stories. It's too cold here."

    The Wooly Ettercaps are a bizarre offshoot of regular Ettercaps that have adapted to life in arctic forests. Their origin is unknown as the species is rare, and no one has as yet found a nest of them (or for that matter seen more than two at the same time). Woolies are still fond of spiders, but unless there are Snow Spiders in the area they have little in the way of luck finding any as companions. They appear much like regular Ettercaps except they are covered in thick hairs that are colored to blend in with the snowy forests.

    Poison (Ex): Injury, DC 15 Fortitude Save (Save DC is Con based), Initial and Secondary damage is 1d8 Strength.

    Improved Grab (Ex): If the Wooly Ettercap successfully hits with it's Bite attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it does it's bite damage each turn.

    Skills: Wooly Ettercaps get a +4 Racial Bonus on Hide and Spot Checks, and a +8 Racial Bonus to Climb Checks. They may always take 10 on a Climb Check.

    Combat: Wooly Ettercaps tend to just hide until suitable prey comes by before ambushing it. They usually bite and grapple, letting their poison do the work. If there are multiple foes, they bite one to poison him, and follow the group to attack again later, slowly trying to weaken them.



    Wooly Ettercap
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim and I are looking for the Great Northern Dire Ape!"

    Your Friendly Neighborhood Spider People
    "Harlan, spells are the only thing keeping me from freezing. There can't be any apes up here."

    "I agree. If there were we'd have seen them."

    ""HOLY (beeep)!

    "Howdy. Names Fizzy."


    What The Hell Do They Eat?

    "Sorry, you scared the life out of me."

    "Sorry bout that. By any chance might you have some coffee we can trade for?"
    Last edited by Bhu; 2022-09-26 at 11:08 PM.
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  27. - Top - End - #177
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    Default Re: Critters III! Now also in 5e!

    Mimic, Concubine
    Medium Aberration (Shapechanger)
    Hit Dice: 10d8+40 (85 hp)
    Initiative: +6
    Speed: 30 ft. (6 squares), Climb 30 ft.
    Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
    Base Attack/Grapple: +7/+11
    Attack: Slam or Bite +11 melee (1d8+4) or by weapon +11/+6
    Full Attack: 4 Slams or Bites +11 melee (1d8+4) or by weapon +11/+6
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Adhesive, Devour
    Special Qualities: Shapeshift, Malleable, Immunity to Acid
    Saves: Fort +7, Ref +5, Will +9
    Abilities: Str 18, Dex 14, Con 18, Int 14, Wis 14, Cha 14
    Skills: Bluff +7, Climb +12, Diplomacy +7, Disguise +15, Escape Artist +10, Gather Information +7, Hide +7, Knowledge (Local) +6, Listen +6, Move Silently +7, Sense Motive +7, Spot +6, Tumble +7
    Feats: Improved Initiative, Improved Multiattack, Multiattack, Multiweapon Fighting
    Environment: Any
    Organization: Solitary
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Usually Neutral or Chaotic Evil
    Advancement: By Character Class
    Level Adjustment: ---

    "I think the maid may be some sort of unholy shapeshifting abomination."

    "You sure you aren't just drunk?"

    "Oh no, I'm drunk. I'm drunk as hell. But her petticoat just ate Mr. Johnson's brain."

    As if Mimics weren't bad enough, Mages later decided to tinker with them. It's not as if their original design wasn't bad enough. No, these jerks decided they had to go a step further and make seductive ones who could mingle socially and assassinate important people. There are even rumors some of the Mages were devoured by them so the Mimics could gain their freedom. So now they're pretty much the perfect urban predator, and have even picked up fighting skills so they can get into combat without revealing themselves. They are proficient with all Simple weapons and Light Armor (though they usually don't wear it), and speak Common plus two other languages. As with other Mimics they appear to have no true natural forms, and are mostly inert blobs of matter. But their bodies have a sort of memory, and they remain in whatever shape they have taken if they are somehow rendered unconscious.

    Adhesive (Ex): Due to the Mimics sticky skin surface, it is considered to be Grappling anything successfully attacked by it's Slam/Bite attack. An opponent so Grappled cannot escape until 5 rounds after the Mimic dies, it willingly lets go, or the adhesive is dissolved by applying strong alcohol. Even without the adhesive the Mimic can Grapple normally. Weapons striking the Mimic stick to it unless the wielder makes a DC 16 Reflex Save (or a DC 16 Strength Check once it has become stuck).

    Devour (Ex): The Mimic does 2d6+4 bludgeoning, slashing or piercing damage with a successful Grapple Check.

    Shapeshift (Ex): The Mimic Concubine can imitate virtually any being of the same size as itself with a DC 25 Disguise Check. If it is familiar with that person the Check DC is -5, and if it knows them really well -10. It can even imitate their voice. Effectively you can cast Alter Self at Will, with a few differences. Equipment does not meld with your body, the new form must be the same Size Class as yourself, you do not lose the Extraordinary Abilities of your normal form, and you can mimic things like armor/clothing. Caster Level is effectively equal to Hit Dice. Since this ability allows the Mimic to manifest multiple limbs the Mimic qualifies for the Improved Multiattack, Multiattack, and Multiweapon Fighting Feats (just not all of the time, when it has two limbs treat this as Two Weapon Fighting).

    Malleable (Ex): Concubine Mimics are extremely malleable able to change their form, color, and texture at will. They are immune to poison, sleep, paralysis, polymorph, stunning, and critical hits. It also cannot be flanked. It may squeeze through any door or fence which has at least a one inch gap between the floor/fence bars.

    Skills: Concubine Mimics get a +8 Racial Bonus to Disguise and Escape Artist Checks.

    Combat: Concubine Mimics prefer to use their disguises to infiltrate balls and parties. Once they find sufficiently inebriated prey they try to seduce it away someplace quiet where they can't be interrupted and waits for it's prey to 'place itself in a vulnerable position'. Once the prey is sufficiently unarmored and weaponless, the Mimic shifts form, sticks to the target, and munches away. They are usually quite wealthy if they hire themselves out as assassins. If found out as a killer (but not a Mimic) they usually have a few weapons on their person to fight while hiding their true nature until escape is possible.




    Mimic, Concubine
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim and I are interviewing a very rare sort of Mimic!"

    The Anti Bard Mimic
    "So the runors about you being created by mad Wizards are true?"

    "Aren't most Wizards mad?"

    "Fair enough."

    "Hey now!"

    "Thankfully we were smart enough to eat them. Buncha perverts."


    Mercenary Mimics

    "So what do you do now?"

    "Most of us are killers for hire. Hot dresses are expensive dresses. Except my cousin Bedelia. She settled down, had 14 half mimic kids. Her husband is still clueless."
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  28. - Top - End - #178
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    Default Re: Critters III! Now also in 5e!

    The Beast of Blackwater Moors
    Large Monstrous Humanoid
    Hit Dice: 12d8+60 (114 hp)
    Initiative: +4
    Speed: 50 ft. (10 squares)
    Armor Class: 21 (-1 Size, +12 Natural Armor), touch 9, flat-footed 21
    Base Attack/Grapple: +12/+22
    Attack: Claw +17 melee (1d8+6/19-20)
    Full Attack: 2 Claws +17 melee (1d8+6/19-20) and 1 Bite + 12 melee (1d10 +3)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Assimilate, Living Juggernaut, Improved Grab, Constrict 2d8+6
    Special Qualities: Darkvision 60 ft., Low Light Vision, Scent, DR 5/Adamantine, Regeneration 5, Ferocity
    Saves: Fort +9, Ref +8, Will +10
    Abilities: Str 22, Dex 10, Con 20, Int 2, Wis 14, Cha 14
    Skills: Climb +12, Hide +2, Intimidate +4, Jump +12, Listen +7, Move Silently +6, Search +1, Spot +7, Survival +7, Swim +7
    Feats: Cleave, Improved Bull Rush, Improved Critical (Claw), Improved Initiative, Power Attack
    Environment: Temperate Marsh or Plains
    Organization: Unique
    Challenge Rating: 9
    Treasure: None
    Alignment: Chaotic Neutral
    Advancement: 13+ HD (Large)
    Level Adjustment: ---

    "Did you hear that?"

    The Beast of Blackwater Moor is a large hairy anthropoid with a mixture of various features of ape, goat, man, and other animals. It is said to have clawed hands and feet, fanged teeth with tusks jutting from its mouth, pointed ears, and long horns. Many dismiss it as simply a rogue minotaur that has escaped an underground maze and ended up on the moors. Others point out that Minotaurs are very obviously Bull men, and have cloven hooves for feet. Nor do they occasionally change in appearance. Some wonder if it's the creation of a dead Mage, a curse gone wrong, or a punishment by the Gods. Thankfully there only seems to be one.

    Assimilate (Su): Whenever the Beast of Blackwater Moor eats a creature it gains one Exceptional ability listed under either Special Attacks or Special Qualities for 1 week. It also temporarily changes appearance based on what this ability is. For example if it gains a poisonous Bite from eating giant spiders, it may take on a spiderlike face and mandibles. It may only absorb 1 ability at a time, but may switch out at will when it consumes a new opponent. If the victim has no Exceptional Abilities (or none that the Beast doesn't already possess), it may gain 1 of the following: A move type it doesn't currently have (use the eaten creatures speed), a Secondary Natural Attack it doesn't currently have (modify damage based on Size and Strength), a +4 Resistance Bonus to 1 Saving Throw, a +4 Enhancement Bonus to one Skill, a +2 Enhancement Bonus to 1 Ability Score, or it's Natural Armor Bonus increases by +4.

    Living Juggernaut (Ex): The Beast is immune to Feats (such as Large and in Charge) or Class Abilities that would interrupt or prevent its attack when it is Charging. It is immune to Slow or any similar effect that lowers it's movement when Charging. The Beast does 2d10+6 damage with a successful Charge Attack. Instead of the normal charge modifiers, it's bonus to hit is +4, and it receives no AC penalty. It does not need to move in a straight line when Charging, but it does still need to move at least 10 ft..

    Ferocity (Ex): The Beast may fight normally when at negative hit points.

    Improved Grab (Ex): If the Beast hits successfully with a claw attack it may make a Grapple check as a Free Action without provoking an attack of opportunity. If it succeeds it may Rend the next round.

    Constrict (Ex): The Beast does 2d8+6 with a successful Grapple check.

    Regeneration (Ex): Fire and acid deal normal damage to The Beast. If the Beast 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: The Beast has a +4 Racial Bonus to Climb, Hide, Jump, Listen, Move Silently, Search, Spot, and Survival checks.

    Combat: The Beast charges into the nearest opponent, and begins to tear it to pieces. It will concentrate on this opponent unless another proves itself to be more of a problem (i.e. does more damage). If reduced to half or less hit points it will flee and try to hide in the moors.



    The Beast of Blackwater Moors
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim and I are back in Florida!"

    Truly, The Gawds Must Be Crazy
    "Why are we here Harlan?"

    "Looking for a local urban legend."

    "And what does this one look like?"

    "RAAAAAAAAAAAAAAAAAAAAAAAAAARRR!"

    "Like that."


    Never Looks The Same Twice

    1 hour later

    "I can't believe it's still trying to chew it's way through that forcewall."

    "Hey, at least we're getting plenty of Cameleon footage."
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  29. - Top - End - #179
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    Default Re: Critters III! Now also in 5e!

    Chicken Lord, Hatchling
    Small Magical Beast (Evil)
    Hit Dice: 3d10+3 (19 hp)
    Initiative: +0
    Speed: 20 ft. (4 squares)
    Armor Class: 12 (+1 Size, +1 Natural), touch 11, flat-footed 11
    Base Attack/Grapple: +3/-3
    Attack: Peck +2 melee (1d3-2)
    Full Attack: Peck +2 melee (1d3-2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Lord of the Chikins, BAWK!,
    Special Qualities: Spontaneous Awakening, Low Light Vision, Darkvision 30 ft.
    Saves: Fort +4, Ref +3, Will +2
    Abilities: Str 6, Dex 10, Con 12, Int 12, Wis 12, Cha 12
    Skills: Bluff +3, Concentration +3, Hide +4, Knowledge (Local) +3, Listen +5, Move Silently +3, Search +4, Sense Motive +3, Spot +5
    Feats: Alertness, Weapon Focus (Peck)
    Environment: Warm Plains
    Organization: Solitary
    Challenge Rating: 2
    Treasure: None
    Alignment: Neutral Evil
    Advancement: 4-5 HD (Small)
    Level Adjustment: ---


    Chicken Lord, Young
    Medium Magical Beast (Evil)
    Hit Dice: 6d10+12 (45 hp)
    Initiative: +5
    Speed: 30 ft. (6 squares)
    Armor Class: 15 (+1 Dex, +4 Natural), touch 11, flat-footed 14
    Base Attack/Grapple: +6/+6
    Attack: Peck +7 melee (1d4) or Eye Ray +7 Ranged Touch (1d8)
    Full Attack: Peck +7 melee (1d4) or Eye Ray +7 Ranged Touch (1d8)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Lord of the Chikins, BAWK!, Eye Rays
    Special Qualities: Spontaneous Awakening, SR 15, Low Light Vision, Darkvision 60 ft., Damage Reduction 5/Magic, Fast Healing 3
    Saves: Fort +7, Ref +6, Will +4
    Abilities: Str 10, Dex 12, Con 14, Int 14, Wis 14, Cha 14
    Skills: Bluff +4, Concentration +4, Gather Information +4, Hide +3, Intimidate +4, Knowledge (Arcana, Local, Nature) +4, Listen +5, Move Silently +3, Search +4, Sense Motive +4, Spellcraft +5, Spot +5
    Feats: Alertness, Improved Initiative, Weapon Focus (Peck)
    Environment: Warm Plains
    Organization: Solitary
    Challenge Rating: 4
    Treasure: None
    Alignment: Neutral Evil
    Advancement: 7-11 HD (Medium)
    Level Adjustment: ---




    Chicken Lord, Adult
    Large Magical Beast (Evil)
    Hit Dice: 12d10+36 (102 hp)
    Initiative: +5
    Speed: 40 ft. (8 squares)
    Armor Class: 18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 17
    Base Attack/Grapple: +12/+18
    Attack: Peck +14 melee (1d6+2) or Eye Ray +12 Ranged Touch (2d6)
    Full Attack: Peck +14 melee (1d6+2) or Eye Ray +12 Ranged Touch (2d6)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Lord of the Chikins, BAWK!, Smite Non-Chikin, Eye Rays
    Special Qualities: Spontaneous Awakening, SR 18, Low Light Vision, Darkvision 90 ft., Damage Reduction 5/Magic, Fast Healing 5
    Saves: Fort +11, Ref +9, Will +7
    Abilities: Str 14, Dex 12, Con 16, Int 14, Wis 16, Cha 16
    Skills: Bluff +7, Concentration +7, Gather Information +5, Hide +1, Intimidate +5, Knowledge (Arcana, Local, Nature) +5, Listen +7, Move Silently +5, Search +6, Sense Motive +5, Spellcraft +6, Spot +7
    Feats: Alertness, Improved Initiative, Point Blank Shot, Precise Shot, Weapon Focus (Peck)
    Environment: Warm Plains
    Organization: Solitary
    Challenge Rating: 7
    Treasure: None
    Alignment: Neutral Evil
    Advancement: 13-23 HD (Large)
    Level Adjustment: ---




    Chicken Lord, Mature Adult
    Huge Magical Beast (Evil)
    Hit Dice: 24d10+120 (252 hp)
    Initiative: +4
    Speed: 40 ft. (8 squares)
    Armor Class: 24 (-2 Size, +12 Natural, +4 Profane), touch 12, flat-footed 24
    Base Attack/Grapple: +24/+38
    Attack: Peck +29 melee (1d8+6/19-20) or Eye Ray +22 Ranged Touch (3d6)
    Full Attack: Peck +29 melee (1d8+6/19-20) or Eye Ray +22 Ranged Touch (3d6)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Lord of the Chikins, BAWK!, Smite Non-Chikin, Eye Rays
    Special Qualities: Spontaneous Awakening, SR 27, Low Light Vision, Darkvision 120 ft., Damage Reduction 10/Magic, Fast Healing 5
    Saves: Fort +19, Ref +14, Will +12
    Abilities: Str 22, Dex 10, Con 20, Int 16, Wis 18, Cha 18
    Skills: Bluff +15, Concentration +15, Gather Information +15, Hide +1, Intimidate +15, Knowledge (Arcana, Local, Nature) +12, Listen +15, Move Silently +9, Search +14, Sense Motive +15, Spellcraft +12, Spot +15
    Feats: Alertness, Blind-Fight, Combat Reflexes, Improved Critical (Peck), Improved Initiative, Point Blank Shot, Power Critical (Peck), Precise Shot, Weapon Focus (Peck)
    Environment: Warm Plains
    Organization: Solitary
    Challenge Rating: 16
    Treasure: None
    Alignment: Neutral Evil
    Advancement: 25-47 HD (Huge)
    Level Adjustment: ---




    Chicken Lord, Lord
    Gargantuan Magical Beast (Evil)
    Hit Dice: 48d10+336 (600 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares)
    Armor Class: 28 (-4 Size, -1 Dex, +18 Natural, +5 Profane), touch 5, flat-footed 28
    Base Attack/Grapple: +48/+70
    Attack: Peck +55 melee (2d6+10/19-20) or Eye Ray +43 Ranged Touch (4d6)
    Full Attack: Peck +55 melee (2d6+10/19-20) or Eye Ray +43 Ranged Touch (4d6)
    Space/Reach: 20 ft./15 ft.
    Special Attacks: Lord of the Chikins, BAWK!, Smite Non-Chikin, Eye Rays
    Special Qualities: Spontaneous Awakening, SR 35, Low Light Vision, Darkvision 240 ft., Damage Reduction 15/Magic, Regeneration 5
    Saves: Fort +36, Ref +25, Will +23
    Abilities: Str 30, Dex 8, Con 24, Int 18, Wis 20, Cha 20
    Skills: Bluff +25, Concentration +27, Gather Information +25, Hide +14, Intimidate +44, Knowledge (Arcana, Local, Nature) +25, Listen +25, Move Silently +18, Search +25, Sense Motive +25, Spellcraft +25, Spot +25
    Feats: Alertness, Blind-Fight, Cleave, Combat Reflexes, Devastating Critical (Peck), Epic Fortitude, Epic Will, Great Cleave, Improved Critical (Peck), Improved Initiative, Overwhelming Critical (Peck), Point Blank Shot, Power Attack, Power Critical (Peck), Precise Shot, Spellcasting Harrier, Weapon Focus (Peck) *
    Environment: Warm Plains
    Organization: Solitary
    Challenge Rating: 24
    Treasure: None
    Alignment: Neutral Evil
    Advancement: 49+ HD (Gargantuan)
    Level Adjustment: ---

    *Power Critical is from Complete Warrior. Other Feats not in the PHB are from the Draconomicon.


    "Jeb...the chikins is revolting!"

    "You need ta clean them cages more oftin Abner."

    "No, goddangit!! I mean they're formin' a mob!"

    "MAW!! Maw git me mah mob wallopin' 2 by 4!"


    Every so often a demonic lord of evil is born to a humble chicken. Upon his hatching the sky darkens. The earth trembles. Cows spontaneously burst into flame. And all the chickens awaken to sapience and become evil. Evil birds hellbent on the murders of poor, innocent farmers. The newly born Chicken Lord must be killed quickly before it's powers get out of hand. Within 20 days it will have progressed from a Hatchling to a young Chicken Lord. At this point the range of their powers increase, and they can use their eye rays. Pretty much ensuring the ambush of the local farmer. In another 30 days they'll be a young adult, and they can change the local peasants into chickens under their control. By this time they may have taken over the local village. In 30 more days they will be a Mature Adult, and will only be stoppable by strong heroes. If they can avoid death for another year they become a full blown Chicken Lord. At this point stopping them is very difficult, and the world may all become chickens. Chicken Lords appear to be normal roosters, and can speak and understand Common, and Sylvan. Despite the description they are not actually demons. Nor does anyone know why they happen, or why they are hellbent on ruling the world. Common rumor has it that they are how the Gods screw with people.

    BAWK! (Su): As a Standard Action a Chicken Lord may crow loudly once every 1d4 rounds. The exact effects depend on age. The Radius of effect is 10 ft. for a Hatchling, 30 ft. for Young, 60 ft. for Adult, 120 ft. for Mature Adult, and 240 ft. for Lord. In all cases any opponent in Range must make a Fortitude Save (DC 12 for Hatchling, DC 15 for Young, DC 19 Adult, DC 27 Mature Adult, DC 40 Lord, Save DC is Constitution Based) or be Deafened permanently. They must also make a Willpower Save (DC 12 for Hatchling, DC 15 for Young, DC 19 Adult, DC 26 Mature Adult, DC 39 Lord, Save DC is Charisma Based) or be Frightened for 1d4 rounds (1d6 rounds as a Young Chicken Lord, 2d6 rounds once it is Adult or older). A creature that successfully saves cannot be affected again by the same Chicken Lord’s scare ability for 24 hours. The shriek does not affect other Chickens or Chicken Lord's. This is a supernatural, sonic mind-affecting fear effect. All opponents also take some amount of Sonic Damage (1d6 Hatchling, 2d6 Young, 4d6 Adult, 8d6 Mature Adult, 16d6 Lord) if they are in the Area of Effect. They get a Reflex Save (DC 12 for Hatchling, DC 15 for Young, DC 19 Adult, DC 26 Mature Adult, DC 39 Lord, Save DC is Charisma Based) for half damage. The BAWK! can be heard for miles.

    Smite Non-Chikin (Sp): The Chicken Lord may cast Baleful Polymorph 5 times per day as a Spell-Like Ability (DC 19 Adult, DC 26 Mature Adult, DC 39 Lord, Caster Level is equal to Hit Dice), but it only works on non-chickens, and only turns them into chickens. It does not gain this ability until it becomes an adult. Once a chicken, the victim of this ability immediately becomes vulnerable to Lord of the Chikins.

    Eye Rays (Su): Once it gets to Young age a Chicken Lord can shoot rays of Force from their eyes as a Ranged Touch Attack (this is considered a Ray Attack, see Aiming a Spell PHB page 175). Range is 50 ft. for Young, 100 ft. for Adult, 150 ft. for Mature Adult, and 250 ft. for Lord.

    Lord of the Chikins (Su): Chicken Lord can telepathically communicate and have absolute mental control (as per Dominate Monster, Caster Level is equal to Hit Dice) over all Chickens within a certain radius of themselves (Hatchling: 20 ft., Young: 100 ft., Adult: 500 ft., Mature Adult: 1000 ft., Lord: 1 mile).

    Spontaneous Awakening (Su): When a Chicken Lord hatches all chickens within 100 feet spontaneously Awaken (as per the spell), as do any chickens that come within range of the Chicken Lords 'Lord of the Chikins' power. They also become Neutral Evil.

    Combat: Chicken Lords generally just hide until they have their eye rays (and even then they hide against larger foes). Generally they try to fight from range until they get older. Then they just blast away with their Smite ability until all their foes are chickens, and therefore their subjects.












    Chicken Lord
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim and I are still in Florida, this time investigating rumors of a possessed chicken."

    One Chicken To Rule Them All
    "This is a new low..."

    "Hey, we may as well check it out while we're here."

    "How does one tell if a chicken is possessed?"

    BAWK!

    "There's a sign..."


    Can Quickly Take Over Small Villages

    "Do you notice how the other chickens are staring at us..."

    "Might be tie we teleport out again..."
    Last edited by Bhu; 2022-09-26 at 11:17 PM.
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  30. - Top - End - #180
    Firbolg in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    Black Render

    (…)

    Attack: Bite+24 melee (2d8+10)
    Any reason for it having a weaker bite than a sized-up gray would?

    Special Attacks: Improved Grab, Constrict (2d8+10)
    And I can't help but notice that it can't even rend. It's called a render and it can't rend stuff!

    Unlike Gray Renders they don't appear to adopt companions, and attack virtually everything in sight large enough to gain their attention.
    Now I'm sad. Gray render lore is one of the few pieces of official lore that I absolutely love.

    Determined Fury (Ex): 3 times per day, whenever the Black Render takes damage from any source or fails a Saving Throw, it can choose not to take the damage or suffer the effects of a Failed Save (or a successful one if there is an additional effect for successful Saves) until the beginning of the next round. It may fight normally even at 0 or negative hit points.
    Well, damn. That's crazy strong. And I like that.

    Quote Originally Posted by Bhu View Post
    Wooly Ettercap

    (…)

    Special Qualities: Low Light Vision

    (…)

    Feats: Cold Endurance, Great Fortitude, Multiattack
    The Wooly Ettercaps are a bizarre offshoot of regular Ettercaps that have adapted to life in arctic forests. Their origin is unknown as the species is rare, and no one has as yet found a nest of them (or for that matter seen more than two at the same time). (…) [T]hey are covered in thick hairs that are colored to blend in with the snowy forests.
    I think a little cold resistance or at least letting them have Cold Endurance as a bonus feat would look good on a hairy creature explicitly adapted to live in colder environments than its parent species normally could.

    Quote Originally Posted by Bhu View Post
    Mimic, Concubine

    (…)

    Skills: Bluff +7, Climb +8, Diplomacy +7, Disguise +15, Escape Artist +10, Gather Information +7, Hide +6, Knowledge (Local) +6, Listen +6, Move Silently +6, Sense Motive +6, Spot +6, Tumble +6
    If my calculations are correct, these have four skill points not yet allocated and their Climb modifier should be a +12. Either that or they don't actually have a climb speed (I don't see the Climb bonus listed unders Skills).

    Adhesive (Ex): Due to the Mimics sticky skin surface, it is considered to be Grappling anything successfully attacked by it's Slam/Bite attack. An opponent so Grappled cannot escape until 5 rounds after the Mimic dies, it willingly lets go, or the adhesive is dissolved by applying strong alcohol. Even without the adhesive the Mimic can Grapple normally. Weapons striking the Mimic stick to it unless the wielder makes a DC 16 Reflex Save (or a DC 16 Strength Check once it has become stuck).
    Are these static DCs?

    half mimic kids.
    (Hm. Is there an official template for that kind of thing?)

    Quote Originally Posted by Bhu View Post
    The Beast of Blackwater Moors

    (…)

    Alignment: Chaotic Neutral
    Non-sapient creatures with no weird alignment-granting subtypes don't tend to have actual alignment.

    Regeneration (Ex): Fire and acid deal normal damage to The Beast.
    Oh, come on! Fire and acid? That's way too mainstream! (I'd probably do cold&acid or fire&electricity (given they are marshdwellers) or something crazy and random.)

    Quote Originally Posted by Bhu View Post
    Chicken Lord
    I smell an Elder Evil! (I'll probably go through the numbers later, but no promises; age categories (fitting as they are in this instance) are a pain.)

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