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  1. - Top - End - #211
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    Default Re: Critters III! Now also in 5e!

    Face Eater
    Tiny Magical Beast
    Hit Dice: 5d10+10 (37 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares)
    Armor Class: 21 (+2 Size, +1 Dex, +8 Natural), touch 13, flat-footed 20
    Base Attack/Grapple: +5/+11
    Attack: Claw +9 melee (1d2+2) or Attach +11 (Grapple)
    Full Attack: Claw +9 melee (1d2+2) or Attach +11 (Grapple)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Anesthetic, Attach, Bore
    Special Qualities: Dark Vision 60 ft., Scent
    Saves: Fort +6, Ref +5, Will +2
    Abilities: Str 15, Dex 13, Con 15, Int 1, Wis 12, Cha 2
    Skills: Climb +4, Hide +9, Listen +3, Move Silently +3, Spot +3
    Feats: Dodge, Mobility
    Environment: Any Warm and Underground
    Organization: Solitary, Swarm 3-6
    Challenge Rating: 3
    Treasure: None
    Alignment: Always Neutral
    Advancement: 6-10 HD (Small)
    Level Adjustment: --

    "Some things are better left alone Derek. I think it's time I tell you why I never go into the swamps east of here. Forget your friend. He won't be there when you go in looking for him."

    Face Eaters are small Isopod like arthropods that have iron hard shells. They typically try to attack sleeping, wounded, or vulnerable prey by attaching themselves to the victims face and boring through it to eat his brain. They lay their eggs in what's left of the body. Left alone, they stay to their underground lairs. But if intruded upon, they will scent track escapees back to their home and set up new nests underground, provided there is a source of fresh water (or at least humid caves).

    Anaesthetic (Ex): If the Face Eater finds a sleeping victim it will make a Move Silently roll to approach it. If successful it will then spray anaesthetic into the victims face once it is adjacent. Creatures immune to poison are immune to this ability. Range of the spray is 5 feet. Sprayed creatures must make a DC 14 Fortitude Save (Save DC is Constitution based), or lose all sense of touch for 1d6 rounds. Effectively it means the victim is immune to pain based effects during this time (such as Symbol of Pain), and damaging or touching him has no chance of waking him up. He can still make a Listen check vs his opponents Move Silently roll to notice something is going on.

    Attach (Ex): Face Eaters have a +12 Racial Bonus to Grapple Checks. If they hit with a Grapple, they attach themselves to the victim. While attached it loses it's Dexterity Bonus to AC. To remove it it must be successfully Pinned in a Grapple or take damage that reduces it to less than half it's hp.

    Bore (Ex): Face Eaters have a drill like radula they use to bore into opponents they've attached themselves to. If it can maintain being attached to a victim for 4 rounds the victim dies as its brain is pierced (it takes 1d6 piercing damage the first 3 rounds). This is not instantly fatal to foes with multiple heads; and is useless against constructs, elementals, oozes, plants, and undead. Targets with DR against piercing attacks will prevent the death effect if the 1d6 damage is low enough for the DR to stop it.

    Combat: Face Eaters generally only fight unconscious victims. They will grapple with awake victims, but only as long as they aren't taking any real damage. If the opponent proves difficult they flee. If their anesthesia works on a sleeping victim, and it's allies wake up, it will let go and flee.

    Last edited by Bhu; 2022-10-25 at 09:55 PM.
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  2. - Top - End - #212
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    Default Re: Critters III! Now also in 5e!

    Jungle Ghost
    Small Ooze
    Hit Dice: 1d10+3 (8 hp)
    Initiative: +0
    Speed: Flight 30 ft. (6 squares)
    Armor Class: 11 (+1 Size), touch 11, flat-footed 11
    Base Attack/Grapple: +0/+4
    Attack: Grapple +1 melee touch (attach)
    Full Attack: Grapple +1 melee touch (attach)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Attach, Constrict (1d6 acid plus poison plus disease), Grappling
    Special Qualities: Mindless, Ooze traits, Blindsense 60 ft.
    Saves: Fort +3, Ref +0, Will +1
    Abilities: Str 5, Dex 10, Con 16, Int -, Wis 12, Cha 2
    Skills: -
    Feats: Weapon Finesse (B)
    Environment: Warm Forest
    Organization: Solitary, Pair, Group (3-5), Swarm (10-40)
    Challenge Rating: 1/2
    Treasure: None
    Alignment: Always Neutral
    Advancement: -
    Level Adjustment: ---

    "Wee do not go into that part of the jungle kind sir. if you wish to travel there we will not stop you, but we do not pass by these warning posts."

    In some jungles there are dark corners avoided by even the hardiest of warriors. Rumors abound of flying apparitions of the dead that devour the living. The truth is that they are simply large amoeba like predators. And unfortunately for anyone entering their domain, they tend to be brutally efficient. The semisolid substance making up their body is the perfect medium for bacterial and viral growth, and grappling one can be dangerous. Especially since it will start to bore tendrils into your body by sweating an acidic substance at the tips of cilia it extends. The means by which they fly is unknown at this time, but it doesn't appear to be magical.

    Attach (Ex): Jungle Ghosts can make a touch attack to attach themselves to opponents, effectively grappling them. It loses its Dexterity Bonus to AC while attached, and to remove it the opponent must Pin it in a Grapple or do enough damage to kill it (the opponent may Grapple with the Jungle Ghost or strike it with a Light Weapon).

    Constrict(Ex): Jungle Ghosts do 1d6 acid damage with a successful Grapple check plus the opponent must make 2 Fortitude Saves against Poison and Disease.

    Poison: Contact, Fortitude DC 13 (Save DC is Constitution based), initial and secondary damage 1d2 Con.

    Disease: Injury, Fortitude DC 13 (Save DC is Constitution based), incubation period 1 day, damage is 1d2 Str and 1d2 Dex.

    Grappling: Jungle Ghosts do not take Size penalties to Grapple checks, and have a +4 Racial Bonus to Grapple checks. They may use Dexterity instead of Strength for Grapple checks.

    Combat: Jungle Ghosts simply fly up and swarm opponents, grappling as soon as possible. They have little to no tactical ability, and will flee if damaged badly. It is thought that some post attack (i.e. infect victims, and wait for the disease/poison to wear them down before attacking again).

    Last edited by Bhu; 2022-10-25 at 09:59 PM.
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  3. - Top - End - #213
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    Default Re: Critters III! Now also in 5e!

    Jungle Ghost Mob
    Gargantuan Ooze
    Hit Dice: 30d10+90 (255 hp)
    Initiative: +0
    Speed: Flight 20 ft. (4 squares)
    Armor Class: 6 (-4 Size), touch 6, flat-footed 6
    Base Attack/Grapple: +22/+38
    Attack: Mob (5d6 and Attach)
    Full Attack: Mob (5d6 and Attach)
    Space/Reach: 20 ft./0 ft.
    Special Attacks: Attach, Constrict (1d6 acid plus poison plus disease), Grappling, Expert Grappler, Trample (2d6-3, DC 22)
    Special Qualities: Mindless, Ooze traits, Mob Anatomy, Blindsense 60 ft.
    Saves: Fort +12, Ref +9, Will +9
    Abilities: Str 5, Dex 10, Con 16, Int -, Wis 10, Cha 2
    Skills: -
    Feats: Improved Bull Rush (B), Improved Overrun (B)
    Environment: Warm Forest
    Organization: Solitary, Pair, or Gang (3-12 mobs)
    Challenge Rating: 8
    Treasure: None
    Alignment: Always Neutral
    Advancement: -
    Level Adjustment: ---

    See DMG 2, page 59 for Mob traits

    "You were fools to go into the jungle when we told you not to. And now you have led them back. We will be gone when they arrive, but as a reward for costing us all that we have, we will leave you here for them. With your limbs broken so you cannot lead them elsewhere."

    Attach (Ex): Jungle Ghosts can make a touch attack to attach themselves to opponents, effectively grappling them. In the case of Jungle Ghost Mobs, anything subjected to their Mob attack is also Attached. It loses its Dexterity Bonus to AC while attached, and to remove it the opponent must Pin it in a Grapple or do enough damage to kill it (the opponent may Grapple with the Jungle Ghost or strike it with a Light Weapon).

    Constrict(Ex): Jungle Ghosts do 1d6 acid damage with a successful Grapple check plus the opponent must make 2 Fortitude Saves against Poison and Disease.

    Poison: Contact, Fortitude DC 28 (Save DC is Constitution based), initial and secondary damage 1d2 Con.

    Disease: Injury, Fortitude DC 28 (Save DC is Constitution based), incubation period 1 day, damage is 1d2 Str and 1d2 Dex.

    Expert Grappler (Ex): A mob can maintain a grapple without penalty and still make attacks against other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks). A mob is never considered flat-footed while grappling.

    Trample (Ex): A mob that simply moves over a creature and doesn’t end its movement with that creature in one of its occupied squares can trample the creature. A trampled creature takes damage equal to 2d6 points + 1-1/2 times the mob’s Strength modifier. The victim can either make an attack of opportunity against the mob or make a Reflex save(DC 25 + the mob’s Str modifier) to take half damage.

    Grappling: Jungle Ghosts do not take Size penalties to Grapple checks, and have a +4 Racial Bonus to Grapple checks. They may use Dexterity instead of Strength for Grapple checks.

    Combat: Jungle Ghosts simply fly up and swarm opponents, grappling as soon as possible. They have little to no tactical ability, and will flee if damaged badly. It is thought that some post attack (i.e. infect victims, and wait for the disease/poison to wear them down before attacking again).

    Last edited by Bhu; 2022-10-25 at 10:04 PM.
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  4. - Top - End - #214
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    Default Re: Critters III! Now also in 5e!

    Mangai ("Mosquito Harlots") are vermin magically enhanced to be able to disguise themselves as humans well enough to infiltrate human society. Most are ambush predators who pose as attractive women, or infirm/vulnerable people long enough to get someone to approach close enough to ambush. They are often used by spellcasters who despise human society as minions. It's rumored that the first Mangai (which is where the name came from) were servants of a sorceress known as the Mother of Mosquitos. Whether minion or creation, it required several wars to exterminate the Mothers forces.


    MANGAI

    Template Type: Mangai is an Acquired Template that can be applied to any Vermin of Small to Large size.

    Size and Type: Size is unchanged, Type becomes Magical Beast.

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: Natural Armor Class Bonus increases by +2.

    Attacks: Recalculate BAB due to Type change.

    Damage: Unchanged.

    Special Attacks: Retains all attacks of the Base Creature.

    Special Qualities: Retains all Special Qualities (except Mindless) of the Base Creature, and gains the following:

    Mimicry (Su): The Mangai may cast Alter Self at will. Caster level is equal to Hit Dice or 5, whichever is greater. Unlike normal, this can only be used to become Humanoids, not Magical Beasts.

    Saves: Recalculate Saving Throws due to Type change.

    Abilities: +2 Str, +4 Dex, +2 Wis. Int and Cha become 2d6+6.

    Skills: Recalculate skills due to Type change and loss of Mindless. Class skills are Balance, Bluff, Climb, Disguise, Hide, Listen, Move Silently, Search, Spot, and Survival (along with any skills it has Racial bonuses in). Retains any Racial Bonuses from the Base Creature.

    Feats: Now that it is no longer mindless the Base Creature gains a number of Feats as normal per it's Hit Dice level.

    Environment: Unchanged.

    Organization: Solitary.

    Challenge Rating: +1

    Treasure: Standard.

    Alignment: Remains Neutral, but many eventually become either Neutral Evil, Lawful Neutral, or Chaotic Neutral.

    Advancement: Unchanged or By Character Class.

    Level Adjustment: ---


    "I was patrolling the docks with my partner when we came across a woman in rags who looked like had been savagely attacked. She was covered in blood and bruises. Or at least that's what we thought until we got closer. The blood she was covered in wasn't hers, and the bruises were some sort of skin disease or something. Her arms and face split open, and she tore Paul into ribbons. It was like she was a huge thing hiding in a human skin. Some kind of insect..."

    Despite the name, any giant arthropod (and most invertebrates really) can become a Mangai. How isn't known. They appear to be intelligent, and actively malicious. Besides food and finding a mate they don't seem to have many concerns or goals. Or at least none that anyone knows of. The Mangai "spin" or create a fleshy disguise meant to make them look human at a distance. Once they're close the disguise is shed, and they attack.


    The Mantis Woman
    Large Magical Beast (Mantis with Mangai Template)
    Hit Dice: 4d8+12 (30 hp)
    Initiative: +5
    Speed: 20 ft. (4 squares), Fly 40 ft. (poor)
    Armor Class: 18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 17
    Base Attack/Grapple: +4/+13
    Attack: Claw +8 melee (1d8+5)
    Full Attack: 2 Claws +8 melee (1d8+5) and 1 Bite +3 melee (1d6+2)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Improved Grab
    Special Qualities: Dark Vision 60', Mimicry
    Saves: Fort +6, Ref +5, Will +4
    Abilities: Str 21, Dex 12, Con 14, Int 12, Wis 16, Cha 12
    Skills: Bluff +5, Climb +5, Disguise +5, Hide +8, Listen +6, Move Silently +5, Spot +8, Survival +6
    Feats: Improved Initiative, Improved Toughness
    Environment: Temperate Forests
    Organization: Solitary
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Neutral Evil
    Advancement: By Character Class
    Level Adjustment: ---

    Improved Grab (Ex): If the Mantis Woman hits with her Claw attack she can immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful she does her Bite damage each round the Grapple is maintained.

    Mimcry (Su): The Mantis Woman may cast Alter Self at will. Caster level is 5.

    Skills: The Mantis Woman has a +4 Racial Bonus has a +4 Racial Bonus to Hide and Spot checks.

    Combat: The Mantis Woman tries to appear as a diseased beggar, or helpless woman who has been attacked to lure victims close. Then she grapples and tries to finish them off as quickly as possible, fleeing if the battle attracts attention.



    Xie Mangai are fairly greedy and lustful, and often forget they were crabs. They often appear as loud, drunken women of wealth.



    Wu Mangai are said to be powerful medicine after they have been killed, and ground into powder. They most often pretend to be children, or very small people to lure targets. It is said that adults killing them for their venom has led them to sympathize with human children, sometimes to the point of protecting them.



    Xie Mangai are eagerly sought for their venom, and this has made them brutal killers. If one even thinks it has been identified, it has no qualms about manifesting it's true form and murdering all present.



    Huangfeng Mangai are renowned for their cruelty, and even other Mangai do not care for them. They often appear to be women with an aggressive expression.



    Lang Zhu Mangai are opportunists who will gleefully hunt down other Mangai. If you can find them, make peaceful contact, and give them whatever unthinkable reward they require.



    Zhizhu Mangai are obsessed with eternal youth, beauty and wealth. They often target the rich. Some have lived long lives as a nobleman's wife.



    Tanglang Mangai are often serial killers who prey on men. Unlike other Mangai, they rarely pretend to be human and live with them. They are predators who disguise themselves as their prey until they get a meal. They usually appear as vulnerable women in order to attract their preferred food.



    Chan Mangai are sought out for their knowledge (and their rumored secret of immortality).
    Last edited by Bhu; 2022-10-25 at 10:08 PM.
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  5. - Top - End - #215
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    Default Re: Critters III! Now also in 5e!

    One Eyed One Horned Flying Purple People Eater
    Small Aberration
    Hit Dice: 5d8+15 (37 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), Fly 80 ft. (Good)
    Armor Class: 17 (+1 Size, +2 Dex, +4 Natural), touch 13, flat-footed 15
    Base Attack/Grapple: +3/+4
    Attack: Claw +9 melee (1d3+5)
    Full Attack: 2 Claws +9 melee (1d3+5) and 1 Bite +4 melee (1d4+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Bard Abilities
    Special Qualities: Dark Vision 60 ft.
    Saves: Fort +4, Ref +3, Will +6
    Abilities: Str 20, Dex 14, Con 16, Int 14, Wis 14, Cha 16
    Skills: Balance +10, Climb +10, Intimidate +10, Knowledge (Geography) +6, Perform (Horn) +11
    Feats: Fly-by Attack, Hover
    Environment: Any
    Organization: Solitary
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Usually Neutral Evil
    Advancement: By Character Class (usually Bard)
    Level Adjustment: ---

    "Bert...what the Hell are we doing here? What the hell is that thing? Why does no one else seem to be worried?"

    OEOHFPPE's are strange alien beings that have an affinity for music, and seem to be anthropophagous in regards to a race or purple skinned humanoids. Rarely seen, they are described as having a growth on their head similar to a horn like instrument, large fangs and claws, pointed nose and ears, and their feet are pigeon toed. Much of their culture that doesn't involve eating purple people revolves around music. They appear to understand and speak Common.

    Bard Abilities: OEOHFPPE's may use Bardic Music as if they had levels in Bard equal to their Hit Dice. If they later take levels in Bard these stack with their Hit Dice for purposes of determining their abilities.

    Combat: OEOHFPPE's tend to use their Bard abilities if they have the option. Otherwise they just fly in and use tooth and claw. They tend to be less spectacular tacticians and more crazed flailing types when it comes to melee.

    Last edited by Bhu; 2022-10-25 at 10:10 PM.
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  6. - Top - End - #216
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    Default Re: Critters III! Now also in 5e!

    The Martenses
    Small Humanoid
    Hit Dice: 2d8+2 (11 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares), Burrow 10 ft.
    Armor Class: 14 (+1 Size, +2 Dex, +1 Natural), touch 13, flat-footed 12
    Base Attack/Grapple: +1/-5
    Attack: Bite +4 melee (1d4-2)
    Full Attack: 1 Bite +4 melee (1d4-2) and 2 Claws -1 melee (1d3-2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Frightful Presence, Rage
    Special Qualities: Darkvision 60 ft., Low-light Vision, Scent
    Saves: Fort +1, Ref +5, Will +1
    Abilities: Str 7, Dex 14, Con 12, Int 6, Wis 12, Cha 9
    Skills: Climb +6, Hide +6, Jump +6, Listen +2, Move Silently +4, Spot +2, Survival +2
    Feats: Weapon Finesse
    Environment: Underground
    Organization: Solitary, Pair, Hunting Party (3-9), or Family 10-100)
    Challenge Rating: 1
    Treasure: None
    Alignment: Neutral, with some tendencies toward Chaos or Evil
    Advancement: 3 HD (Small), 4-6 HD (Medium)
    Level Adjustment: ---

    "God knows how many there were—there must have been thousands. To see the stream of them in that faint, intermittent lightning was shocking. When they had thinned out enough to be glimpsed as separate organisms, I saw that they were dwarfed, deformed hairy devils or apes—monstrous and diabolic caricatures of the monkey tribe. They were so hideously silent; there was hardly a squeal when one of the last stragglers turned with the skill of long practice to make a meal in accustomed fashion on a weaker companion. Others snapped up what it left and ate with slavering relish. Then, in spite of my daze of fright and disgust, my morbid curiosity triumphed; and as the last of the monstrosities oozed up alone from that nether world of unknown nightmare, I drew my automatic pistol and shot it under cover of the thunder." The Lurking Fear-H.P. Lovecraft

    "According to my ancestor, the Martense home was founded in 1670 by Gerrit Martense. He deliberately chose Tempest Mountain, in the Catskills, for it's remoteness, and it's 'unusual scenery.' The Martenses were well known for two things: Hatred of the British and all who accepted their rule, and having one blue and one brown eye. My great grandfather further reports that the Martenses began intermarrying with the local squatter population, which he describes in terms of the utmost bigotry. He ascribes to the Martenses rumors of degeneracy and incest, right up until their disappearance in 1816. He led several attempts to determine whether the rumors of monsters in the old Martense home were true, leading to the death of all who went with him, before he contacted the Federal government and had the top of the mountain dynamited."

    "FBI records show that they assumed this would be the end of things, but I am not so certain. Great grandfather described the creatures who used to be the Martense family as being 'in the thousands', and while I can allow that some of that is hyperbole due to fear, certain other things he mentions disturb me. He blithely assumes that inbreeding results in the Martenses gorilla-like appearance, but I doubt that such would be possible in just over a century, nor do I think they could 'devolve' in that time due to environmental factors. But my ancestor also mentions 'a blasphemous abnormality from hell’s nethermost craters; a nameless, shapeless abomination which no mind could fully grasp and no pen even partly describe' and 'mound-like tentacles groping from underground nuclei of polypous perversion'. He also describes many trees as being 'over-nourished' or in some ways fearsome. I believe something else lies beneath the surface of Tempest Mountain. The Old Ones are well known for corrupting life about their resting places, and it would explain the appearance of the surrounding woods, the lack of animal life, and the transformation of the Martense family. I believe the Martenses made contact with this theoretical entity, and received the usual cursed gifts offered by their kind: a form of biological immortality in exchange for shedding their humanity. I would also point out that despite their being graveyards on the mountain, and many small communities, they lack any sign of Ghouls, which are ubiquitous elsewhere. Despite their frenzy, the smaller Martenses would be no match for the Ghouls, which suggests something keeps them at bay. Furthermore, despite being described as cannibals, there is not enough biomass to feed such an army, and the Martenses only come forth during the summer storms. Even were there truly thousands of them, they would cannibalize each other into extinction. The murders ascribed to them mention bodies being gnawed on, but not devoured. I believe the Martenses feed out of habit, but no longer find it strictly necessary. I believe they are kept alive, and in thrall. to whatever being lives under the mountain and calls down the lightning."

    Frightful Presence (Ex): There are three ways to do this. In a traditional DnD campaign, when the Martense-kin attacks an opponent whose Hit Dice is equal to or less than it's own, that opponent must make a DC 12 Willpower Save (Save DC is Charisma Based with a +2 Racial Modifier) or be Shaken for the duration of the encounter. In a more horror oriented campaign he would make the same Save or be Frightened for 1d3 rounds. In a traditional cosmic horror campaign you would use some sort of Sanity rules (which I will have below, the Martense-kin causing a loss of 0/1d3 Sanity for an individual or 1/1d6+1 for the horde).

    Rage (Ex): A Martense exposed to thunder or lightning, or that is injured in combat, flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.

    Skills: The Martense-kin gain a +4 Racial Bonus on Climb and Jump Checks, and can use their Dexterity or Strength Modifier for Climb and Jump Checks.

    Combat: The Martenses rely heavily on stealth, and often make a game of killing individuals next to their sleeping companions. They are often driven into a frenzy by the summer storms, and will often destroy all in their path during this time.

    Last edited by Bhu; 2022-10-25 at 10:14 PM.
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  7. - Top - End - #217
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    Scorpionfly Swarm

    (…)

    Special Qualities: Half Damage from Slashing and Piercing, Dark Vision 60 ft. Swarm Traits, Vermin Traits

    (…)

    Skills: --
    Feats: --
    These should be either Mindless or have feats/skills.

    Quote Originally Posted by Bhu View Post
    Face Eater
    Tiny Magical Beast
    Hit Dice: 5d8+10 (32 hp)
    Okay. I can tell you were not sure whether you'd like to make these vermin or magical beasts (more on that later). If the latter, they should have d10s and 37 hp.

    Initiative: +2
    DEX is a 13; this should be a +1 unless I'm missing some key detail.

    Special Qualities: Mindless, Dark Vision 60 ft., Scent
    Here we go again. These are not Mindless (unless they are considered mindless for the purpose of interacting with stuff, but I don't see that noted anywhere).

    Skills: Climb +5, Hide +9, Listen +3, Move Silently +3, Spot +3
    I count 9 skill points spent out of 8. Also, I accidentally deleted that bit, but the Ref save should be +5 (I'm guessing that the poor Ref's also from a previous vermin version).

    Bore (Ex): Face Eaters have a drill like radula they use to bore into opponents they've attached themselves to. If it can maintain being attached to a victim for 3 rounds the victim dies as its brain is pierced (it takes 1d6 piercing damage the first 2 rounds). This is not instantly fatal to foes with multiple heads; and is useless against constructs, elementals, oozes, plants, and undead.
    3 rounds of undisturbed sleep and the brain's gone, no save, no nothing? That's a bit harsh on a CR 3 critter.

    Quote Originally Posted by Bhu View Post
    Jungle Ghost

    (…)

    Special Qualities: Mindless, Ooze traits

    (…)

    Abilities: Str 5, Dex 10, Con 16, Int 1, Wis 12, Cha 2
    Skills: -
    Feats: Weapon Finesse (B)
    I presume it's not supposed to have that INT score?


    Poison: Contact, Fortitude DC 14, initial and secondary damage 1d2 Con.

    Disease: Injury, Fortitude DC 14, incubation period 1 day, damage is 1d2 Str and 1d2 Dex.
    What are the DCs derived from? CON-based would give 13s.

    Skills: Jungle Ghosts do not take Size penalties to Grapple checks, and have a +4 Racial Bonus to Grapple checks. They may use Dexterity instead of Strength for Grapple checks.
    The way I see it, grappling is not a skill use. I'd relocate this stuff to under Attach.


    Quote Originally Posted by Bhu View Post
    Mangai

    (…)

    Mimicry (Su): The Mangai may cast Alter Self at will. Caster level is equal to Hit Dice or 5, whichever is greater.
    Hm. This sounds more Sp than Su to me and it doesn't account for "fleshy humanoid disguises shed before attacking" (Alter Self's typelocked and all that).

    Abilities: +2 Str, +4 Dex, +2 Wis. Int and Cha become 2d6+6.
    I get the part with CHA, but why do these things need 8+ INT?

    Quote Originally Posted by Bhu View Post
    One Eyed One Horned Flying Purple People Eater
    Man. I like these! (Are purple people just people who happen to be purple, by the way?)

    Skills: Balance +10, Climb +10, Intimidate +10, Knowledge (Geography) +5, Perform (Horn) +11
    I checked and double-checked; one skill point is unaccounted for.

    Quote Originally Posted by Bhu View Post
    The Martenses

    (…)

    Saves: Fort +2, Ref +5, Will +1
    Fort should be +1 (if poor) or +4 (if good).

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

    Quote Originally Posted by Metastachydium View Post
    These should be either Mindless or have feats/skills.
    I've really gotta be more careful when I change Types/ Hit Dice...I have altered the flawed statblocks.



    I get the part with CHA, but why do these things need 8+ INT?
    They're based loosely on the Jing from Chinese myth, and since they live among humans pretending to be one of us (to the extent of getting married to bolster their disguise) they needed a comparable Int. The Jing are generally pretty crafty.



    Man. I like these! (Are purple people just people who happen to be purple, by the way?)
    The song doesn't say, but I may make them anyway.
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    Quote Originally Posted by Bhu View Post
    They're based loosely on the Jing from Chinese myth, and since they live among humans pretending to be one of us (to the extent of getting married to bolster their disguise) they needed a comparable Int. The Jing are generally pretty crafty.
    Ah, I see. I'm still not sure how the fleshy disguise thing actually works, though. Like I said, Alter Self is unlikely to produce the desired effect.

    The song doesn't say, but I may make them anyway.
    You made me curious! Fire away if and when you have the time!

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

    Quote Originally Posted by Metastachydium View Post
    Ah, I see. I'm still not sure how the fleshy disguise thing actually works, though. Like I said, Alter Self is unlikely to produce the desired effect.
    I added the text 'Unlike normal, this can only be used to become Humanoids, not Magical Beasts.' In short the mechanics do exactly what I need them to do, I just needed to reskin them.
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    Quote Originally Posted by Bhu View Post
    I added the text 'Unlike normal, this can only be used to become Humanoids, not Magical Beasts.' In short the mechanics do exactly what I need them to do, I just needed to reskin them.
    Yeah, that works. A wording such as "Mangai are considered to be Humanoids rather than Magical Beasts for the purpose of determining what forms they can assume throught the use of this ability" would mayhaps be more elegant, but it works.

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    The Burning Dead

    The Burning Dead is an Inherited Template that can be applied to any corporeal Living Creature with an Intelligence of 2 or less. They are victims of a fiery death whose anger will not let them rest.

    Size and Type: Size is unchanged, Type changes to Undead with the Fire Subtype.

    Hit Dice: All current and future Hit Dice become d12's.

    Speed: Unchanged

    Armor Class: The Base Creatures Natural Armor Bonus increases by +3.

    Attacks: Unchanged, do not recalculate BAB due to type change.

    Damage: Unchanged.

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

    Burning Death (Su): All of the Base creatures natural attacks do an additional 1d6 fire damage. If they successfully critical with a natural attack it does an additional 2d6 fire damage. Anything the Burning Dead strikes must make a Reflex Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or catch fire and take 1d6 fire damage (see heat dangers and catching fire rules on page 303 of the DMG). The squares occupied by the Burning Dead are considered to be on fire, and will continue to burn even after the Burning Dead has left so long as there is fuel. In addition, roll 1d20 for each adjacent square. If it rolls less than 15, it catches fire also.

    Spawn (Su): Any living corporeal being with an Intelligence of 2 or less killed by a Burning Dead becomes one, and rises again 24 hours later.

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

    Healing Flame (Ex): Fire damage restores the Burning Deads hit points instead of doing damage. In other words if a Fireball would normally do 30 points of damage, the Burning Dead instead heals 30 points of damage.

    Immunities (Ex): Burning Dead are immune to Cold damage.

    DR 10/Good and Magic

    Saves: The Base Creature gains a +4 Profane Bonus to Fortitude Saves. Remember to recalculate Saves due to Type Change.

    Abilities: +2 Dex, +6 Cha. Being Undead the Burning Dead have no Constitution Score.

    Skills: Unchanged.

    Feats: Unchanged.

    Environment: unchanged.

    Organization: Solitary, Pair, or Group (3-6)

    Challenge Rating: +1

    Treasure: None.

    Alignment: Always Chaotic Evil.

    Advancement: Unchanged.

    Level Adjustment: ---



    Example of creature using template here:

    Smelting Horn Triceratops/Burning Dead Template
    Huge Undead (Fire)
    Hit Dice: 16d12+12 (116 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 22 (-2 Size, +14 Natural), touch 8, flat-footed 22
    Base Attack/Grapple: +12/+30
    Attack: Gore +20 melee (2d8+15 plus 2d6 Fire)
    Full Attack: Gore +20 melee (2d8+15 plus 2d6 Fire)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Powerful Charge, Trample 2d12+15 plus 1d6 Fire, Burning Death, Spawn
    Special Qualities: Low Light Vision, Scent, Healing Flame, Immune to Cold and Fire, DR 10/Good and Magic
    Saves: Fort +11, Ref +5, Will +11
    Abilities: Str 30, Dex 11, Con -, Int 1, Wis 12, Cha 13
    Skills: Listen +13, Spot +12
    Feats: Alertness, Great Fortitude, Toughness x4
    Environment: Any
    Organization: Solitary, Pair, or Group (3-6)
    Challenge Rating: 10
    Treasure: None
    Alignment: Always Chaotic Evil
    Advancement: 17-32 HD (Huge), 33-48 HD (Gargantuan)
    Level Adjustment: ---


    Burning Death (Su): All of Smelting Horns natural attacks do an additional 1d6 fire damage. If he successfully criticals with a natural attack it does an additional 2d6 fire damage. Anything Smelting Horn strikes must make a DC 19 Reflex Save or catch fire and take 1d6 fire damage (see heat dangers and catching fire rules on page 303 of the DMG). The squares occupied by Smelting Horn are considered to be on fire, and will continue to burn even after he has left so long as there is fuel. In addition, roll 1d20 for each adjacent square. If it rolls less than 15, it catches fire also.

    Spawn (Su): Any living corporeal being with an Intelligence of 2 or less killed by Smelting Horn becomes a Burning Dead within 24 hours.

    Healing Flame (Ex): Fire damage restores Smelting Horns hit points instead of doing damage. In other words if a Fireball would normally do 30 points of damage, Smelting Horn instead heals 30 points of damage.

    Immunities (Ex): Burning Dead are immune to Cold and Fire damage.

    Powerful Charge (Ex): On a successful charge Smelting Horns Gore Attack does 4d8+20 plus 1d6 Fire damage.

    Trample (Ex): DC 28 Reflex Save, Save DC is Str Based.

    "There was a three horned reptilian beast that used to haunt the woods at the edge of town. It suffered from some sort of fire in the brain, and would attack us on sight if we ventured into it's territory. Late one year, something fell from the sky, and lit the forest afire. It killed many animals, and the years after were lean for hunting. I was leading a party when we came across the body of the three horn. It had perished in the fire, or so we had thought. When we got close, it's blackened corpse rose and fire began to pour from within it. That is why we are preparing to leave, and found our village anew. It's taken too many people, and we don't seem to be able to stop it."

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    https://i0.wp.com/pigswithcrayons.co...pg?w=750&ssl=1

    Drei
    Huge Aberration
    Hit Dice: 15d8+150 (217 hp)
    Initiative: +4
    Speed: 60 ft. (12 squares)
    Armor Class: 23 (-2 Size, +15 Profane), touch 23, flat-footed 23
    Base Attack/Grapple: +11/+29
    Attack: Flense +19 melee (2d8+10/18-20)
    Full Attack: Flense +19 melee (2d8+10/18-20)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Flense, Disconcerting Appearance, Aura of Terror
    Special Qualities: Dark Vision 60', Immune to Gravity, Size is No Weakness, Regeneration 10, Energy Resistance 10 (Acid, Cold, Fire, Electricity, and Sonic), DR 15/Lawful and Magic, SR 20, Planar Adaptation
    Saves: Fort +15, Ref +5, Will +11
    Abilities: Str 30, Dex 10, Con 30, Int 6, Wis 15, Cha 18
    Skills: Concentrate +15, Intimidate +9, Listen +6, Spot +6
    Feats: Ability Focus (Aura of Terror), Greater Powerful Charge, Improved Initiative, Intimidating Strike, Powerful Charge, Reckless Charge,
    Environment: The Far Realms
    Organization: Unique
    Challenge Rating: 12
    Treasure: Standard
    Alignment: Always Chaotic Neutral
    Advancement: 16-30 HD (Huge)
    Level Adjustment: ---


    "What...is that thing...and why does that look like paw's scythe attached to it?"

    Originally the Drei was an animal of some sort from the Prime Material in it's dim infancy (obviously a ceratopsian is the likeliest possibility) that wandered through a Gate into the Realms outside our own. Against all odds it survived and flourished there, changing bit by bit as it traveled from place to place, eventually coming to the Far Realms. Once there it panicked blindly, and attacked what would later be known as one of the nascent Lords of that place.

    Enraged that a being from our Plane of existence had injured it (even if only temporarily and to no real effect) the Lord spent millenia crafting changes in the poor beast, and then spat it back out onto the Prime material to wreak it's revenge upon us by proxy.

    It is since become known as the Drei (though the origin of that term is lost to tme), and it travels back and forth as it pleases wreaking havok and terrorizing all in it's path as it goes.

    Flense (Ex): Attacks from the Drei's natural weapons do untyped damage, and threaten a critical on an 18-20.

    Disconcerting Appearance (Su): The Drei's appearance alters significantly from one moment to the next, and the alteration is different for each viewer, sometimes incorporating elements of their past. Perhaps they see objects they once knew composing parts of it, or see the flesh boil away to mimic wounds they once suffered or that were inflicted on someone they knew. All opponents fighting the Drei take a -2 penalty on all rolls while they can see it, regardless of distance (this includes viewing it by scrying or other Divination spells).

    Aura of Terror (Su): Any being within 60' of the Drei cannot use an ability or take an Action requiring Concentration unless it makes a DC 23 Will Save for each attempt (Save DC is Cha based).

    Immune to Gravity (Ex): The Drei may alter how gravity affects it at will as a Free Action, effectively being able to walk on any surface or even upside down as though it's current location had Subjective Directional Gravity (see Manual of the Planes).

    Size is no Weakness (Ex): At the beginning of each round as a Free Action the Drei may decide to change all Size Penalties into Bonuses and vice versa (it's actual Size Class does not change). It remains this way until the Drei changes it back as a Free Action.

    Regeneration (Ex) The Regeneration ability of the Drei does not work against damage done by weapons doing Axiomatic damage/spells with the Lawful descriptor.

    Planar Adaptation (Su): The Drei appears to adapt to the Traits of any Plane it encounters as if it were a Native. It permanently has the benefits of a Planar Tolerance spell.

    Combat: The Drei generally relies on it's sheer unnerving presence to distract it's enemies while it rushes in for the kill. Despite this apparant lack of tactics it is not quite a dumb brute any longer, and does sometimes employ simple tactics and ambushes.

    Last edited by Bhu; 2022-11-02 at 11:59 PM.
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    Default Re: Critters III! Now also in 5e!

    http://www.moddb.com/games/interstel...shark-creature

    Pale Shark
    Large Undead
    Hit Dice: 8d12+8 (60 hp)
    Initiative: +6
    Speed: 40 ft. (8 squares), Swim 40 ft.
    Armor Class: 21 (-1 Size, +2 Dex, +10 Natural), touch 11, flat-footed 19
    Base Attack/Grapple: +4/+12
    Attack: Bite +7 melee (1d8+6 plus wounding and toxin)
    Full Attack: Bite +7 melee (1d8+6 plus wounding and toxin)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Toxic Bite, Weakening Bite
    Special Qualities: Darkvision 60', Undead Traits, Dark Vitality, DR 5/Slashing, Blood Healing 5, Sense Living 60', Blind, Blood Scent
    Saves: Fort +5, Ref +4, Will +8
    Abilities: Str 18, Dex 15, Con -, Int 5, Wis 15, Cha 12
    Skills: Climb +11, Jump +12, Listen +8, Move Silently +6, Swim +12
    Feats: Alertness, Great Fortitude, Improved Initiative, Track (B)
    Environment: Any Aquatic and any coastal lands
    Organization: Solitary or Frenzy (6-10)
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: 9-16 HD (Large), 17-32 HD (Huge), 33-64 HD (Gargantuan)
    Level Adjustment: ---

    "The walking Dead aren't always former people Bobbie..."

    Pale Sharks are hideous mutants, corrupted by vile magics and alchemical processes into monstrosities that made them elite hunter-killers, able to track prey by land or sea. At least that's what everyone believes. And it may even be true. Rumors claim they were originally large sharks magically engineered to survive on land as well as the ocean for use as minions of some sort. And when a rift to the Far Realms opened near their creators castle, he sent them in as backup for a batch of mercenaries hired to find out what was up, and close the rift down. None of the mercs came back. But the sharks did, mutated worse than ever. They quickly dried out and died on returning to this plane.

    And if they had stayed dead that would've been the end of it. After a few days they simply got back up and decided to start eating again, this time without the controlling hand of their creator. More seem to be found every year, and it's wondered if they are an undead species capable of reproducing ...

    Toxic Bite (Su): The Pale Sharks Bite is incredibly toxic, riddled with poisonous micro-organisms. Injury, DC 18 Fortitude Save (Save DC is Constitution Based with a +4 Racial Bonus to the Save DC), Initial and Secondary Damage 1d6 Constitution. If the victim dies before the Constitution damage is healed, they rise again in 1d6 hours as a Zombie (presuming they haven't been eaten). These Zombies do not attack Pale Sharks and vice versa.

    Weakening Bite (Ex): If the Pale Shark successfully bites an opponent they take 1d4 Temporary Strength damage.

    Dark Vitality (Ex): The Pale Shark gains it's Charisma Modifier as Bonus hit points, and as a modifier to Fortitude Saves.

    Blood Healing (Ex): This works like Fast Healing, but only on rounds in which the Pale Shark has successfully bitten someone, or is bathing in/drinking blood (usually by eating the corpse of victims).

    Sense Living (Su): Pale Sharks can sense all living beings within 60' as if they had Blindsight.

    Blind: Pale Sharks are Blind, with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

    Blood Scent: Pale Sharks have the Scent ability listed in the MM, but in addition can Scent blood from up to 3 miles away.

    Skills: Pale Sharks have a +8 Racial Bonus to Jump and Swim Checks, and can always Take 10 on a Swim Check. They also have a +4 Racial Bonus to Climb Checks.

    Combat: Pale Sharks are ambush predators who try sneaking up behind victims they spot, before pouncing and biting away, often trying to eat prey before it has died. They are somewhat fearless and will fight to their destruction if necessary. They are sometimes accompanied by small bands of zombies as well, but for unknown reasons they only tolerate zombies they themselves have created.

    Last edited by Bhu; 2022-11-06 at 05:32 PM.
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    Pale Horse
    Large Magical Beast
    Hit Dice: 6d10+24 (57 hp)
    Initiative: +2
    Speed: 50 ft. (10 squares)
    Armor Class: 16 (-1 Size, +2 Dex, +5 Natural), touch 11, flat-footed 14
    Base Attack/Grapple: +6/+14
    Attack: Hoof +9 melee (1d6+4)
    Full Attack: 2 Hooves +9 melee (1d6+4) and 1 Bite +4 melee (1d4+2)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Aura of Death
    Special Qualities: Dark Vision 60 ft., Scent, Immune to Fear effects
    Saves: Fort +9, Ref +7, Will +4
    Abilities: Str 18, Dex 14, Con 18, Int 4, Wis 14, Cha 14
    Skills: Listen +7, Spot +6
    Feats: Ability Focus (Aura of Death), Endurance, Run
    Environment: Any Plains
    Organization: Solitary
    Challenge Rating: 5
    Treasure: None
    Alignment: Always Neutral
    Advancement: 7-12 HD (Large)
    Level Adjustment: ---

    "Always remember my son, if you see any horses in the forest that seems haggard and colorless, do not approach it. It does things to the mind."

    Pale Horses are an interesting case of magic driven evolution. With the prodigious amount of magical beasts that are predators, some horses adopted magical feat as a defense. Pale Horses appear as white horses large enough to be warhorses, at least until approached. The closer one gets to a Pale Horse, the more off it seems. Subtle things seem wrong about it, and the pulse begins to quicken. By the time a would be predator has gotten close to one (if he can), it's pulse is racing and it feels ill, and the horse seems like some hallucinatory nightmare. One would think this would be a boon, but few can use them as mounts as the supernatural terror they engender can cause heart failure if exposed to it long enough. Anyone brave enough to domesticate a Pale Horse will have to care for it himself, and live far from other people...

    Aura of Death: Each round, any creature within 60 ft. of a Pale Horse must make a DC 17 Willpower Save (the save DC is Charisma-based). Even if the opponent succeeds, he must still make another Save every subsequent round while he is within range of the Horse's Aura, and the Save DC increases by 1 with each 10 ft. closer the opponent moves towards the Horse thereafter. The effects depend on how badly the opponent fails the Save. If he fails the Save by one or so, he is Shaken for 1 round. If he fails the Save by 2-3, he is Nauseated 1 round. If he fails by 4-6 points, he is Frightened for 1d4 rounds. If he fails by 7-9 points he is Paralyzed in fear for 1d6 rounds. If he fails by 10 or more not only is he Paralyzed, but he takes 2d6 damage from heart problems. This is a Mind-Affecting Fear Effect.

    Combat: Pale Horses rarely have to fight, but like any herd mammal the males are quite territorial. Usually their Aura warns of anything other than other Pale Horses though.

    Last edited by Bhu; 2022-11-03 at 12:07 AM.
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    Default Re: Critters III! Now also in 5e!

    https://en.wikipedia.org/wiki/Penanggalan

    https://www.atlasobscura.com/article...gy-penanggalan

    http://www.theparanormalguide.com/blog/penanggalan

    https://medium.com/@madisonplantier1...n-be773475bbe7

    https://bogleech.com/blather-vampires.html

    Penanggalan

    Penanggalan is an Acquired Template that can be applied to any female Humanoid spellcaster. At night they separate their head and entrails from their body, and fly through the air to devour womens blood, newborn children, fetuses, and their mothers entrails with their long tongue (which in some stories is invisible). How exactly this happens varies from story to story. In one case it is said to be a woman practicing black magic who takes a ritual bath in vinegar up to her neck. Sometimes it's a curse. One story is of a woman being decapitated during a ritual bath in vinegar. It is most commonly said that a woman can undergo a magic ritual for either power or eternal beauty, but she must observe a vegetarian diet for 40 days. If she fails, she becomes a Penanggalan. Some stories say it's a woman who died in childbirth, but the Penanggalan doesn't appear to be Undead. In yet another story, an ugly young woman rejected by her village goes on a rampage, killing all the villages pregnant women. In revenge, the villagers tied her head to a tree, and her legs to a bull. When they coerced the bull to charge, it tore her apart, and she resurrected as a Demon.

    During the day they appear as beautiful women employed as midwives (they use the job to hunt for prey). At night their head separates from their neck, trailing their liver, lungs and intestines which twinkle like fireflies in the darkness. Her teeth change to sharp fangs, like those of a Rakshasa, and her eyes will glow red. They are always hungry, and despite their preferences, they'll eat anyone if desperate enough. Once they find prey via their job, they will attempt to snatch newborns through windows, or reach up through the floorboards with their intestines (Malaysian houses are raised off the ground commonly).

    Size and Type: Size is unchanged, Type changes to Monstrous Humanoid

    Hit Dice: All current and future Hit Dice become d8's, unless they are already higher.

    Speed: When undergoing it's Nightly Transformation, the creature gains a Fly speed of 70 (Average) and it's Land speed drops to 10 ft.

    Armor Class: The base creature’s natural armor bonus improves by +6.

    Attacks: When undergoing it's Nightly Transformation, the base creature gains a Primary Bite attack, and a Primary Engulf attack, of which it can only use one at a time.

    Damage: The creatures Bite attacks do 1d4 damage if Small, 1d6 if Medium and 1d8 if Large. The Engulf is a melee touch attack that Grapples the target if successful, and exposes them to Disease.

    Special Attacks: Retains all Special Attacks of the base creature, plus gains the following:

    Tongue (Ex): The Penanggalan has a long tongue that it uses to feed on sleeping victims while perched on their roof. It can extend 15 feet per round, to a total length of 40 feet. The creature can apparently see through this tongue effectively, as it always seems to know how to get to it's victim. When it attacks it's victim with the tongue (a melee touch attack) the victim gets an Opposed Level Check (1d20 plus 1/2 Hit Dice plus Charisma) to wake up, and another Check each round the Penanggalan feeds from it. If the victim awakes, it withdraws it's tongue at a rate of 15 feet per round. The Penanggalan's tongue is invisible, so if the rest if it is Concealed, the tongue cannot be seen.

    Devour Life (Ex): Each round the Penanggalan's tongue successfully attacks, the victim takes 1d4 Constitution Drain, and the Penanggalan gains 5 temporary hit points.

    Wasting Disease (Su): The Penanggalan hosts two supernatural diseases. The first is a wasting disease that affects those it attacks with it's tongue: Injury, Fortitude Save DC is 10 +1/2 Penanggalan's HD + her Constitution Modifier, Incubation: 1 day, Damage: 1d4 Str, successful saves do not allow the character to recover. Only magical healing can save the character. The second is a disease contacted by those grappled by the Penanggalan's entrails that causes them to break out in open sores: Contact, Fortitude Save DC is 10 +1/2 Penanggalan's HD + her Constitution Modifier, Incubation: 1 day, Damage: 1d4 Dex, successful saves do not allow the character to recover. Only magical healing can save the character.

    Improved Grapple (Ex): The Penanggalan does not provoke an attack of opportunity when it makes a touch attack to start a grapple. It also gain a +4 bonus on all grapple checks, regardless of whether it started the grapple.

    Special Qualities: Retains all Special Qualities of the base creature, plus gains the following:

    Damage Reduction (Su): The base creature gains DR 10/Slashing and Piercing.

    Fast Healing (Ex): The Penanggalan heals 5 points of damage each round so long as it has at least 1 hit point.

    Deceptive Appearance (Su): The Penanggalan appears perfectly human(oid) when not transformed, and spells that would normally reveal it's true nature must succeed in an Opposed Caster Level Check to work (the Penanggalan's Cater Level is equal to it's Hit Dice for purposes of this ability). Any creature with Scent will immediately detect the smell of vinegar on her. Those without scent can make a Wisdom Check (1d20 + 1/2 HD plus Wisdom) versus the Penanggalan's Charisma Check (1d20 + 1/2 HD plus Charisma). The smell of vinegar is a dead giveaway that the Penanggalan is a monster.

    Nightly Transformation (Ex): As a Full Round Action the Penanggalan splits at the neck, with it's top half becoming a flying monster. To re-insert itself, it must soak it's organs in vinegar for 15 minutes to shrink them.

    Amorphous (Ex): The Peanggalan can move through a space as narrow as 1 inch wide without slowing down.

    Darkvision 60 ft.

    Scent

    Vulnerabilities (Ex): Penanggalan recoil from scissors and betel nut cutters. A recoiling Penanggalan must stay at least 5 feet away from a creature holding the items and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a Penanggalan at bay takes a standard action.

    Reducing a Penanggalan's hit points to 0 or lower incapacitates it but does not kill it. To kill it, you must find it's bottom half after it has undergone it's Nightly Transformation, and fill it with broken glass. The Manananggal will be fatally injured when re-inserting itself. Optionally you may also hide the lower half, and it will still die at sunrise. You may also have the body sanctified and cremated. If you spin the body, the Penanggalan will be facing backwards after re-inserting, giving itself away. There is also oa story of bodies being switched, and the Penanggalan revealing themselves by inserting themselves into the wrong bodies.

    Saves: The Penanggalan gain a +2 Profane Bonus to all saving throws.

    Abilities: Str +4, Dex +4, Con +4, Int +2, Wis +4, Cha +4.

    Skills:
    Penanggalan have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

    Feats:
    Penanggalan gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats.

    Environment: Warm Forest or unchanged.

    Organization: Solitary

    Challenge Rating: +2

    Treasure: Unchanged

    Alignment: Usually Chaotic Evil, but can vary

    Advancement: By Character Class, usually Wizard

    Level Adjustment:+7

    Example of creature using template here:

    Muriah (Wizard 4/Penanggalan)
    Medium Monstrous Humanoid (Small when transformed)
    Hit Dice: 4d8+16 (34 hp)
    Initiative: +7
    Speed: 30 ft. (6 squares)
    Speed (transformed): 10 ft. (2 squares), Fly 70 ft. (Good)
    Armor Class: 19 (+3 Dex, +6 Natural), touch 13, flat-footed 16
    Base Attack/Grapple: +2/+3
    Attack: Club +3 melee (1d6+1)
    Full Attack: Club +3 melee (1d6+1)
    Attack (transformed): Bite +3melee (1d6+1) or Engulf +3 melee touch (grapple plus disease)
    Full Attack (transformed): Bite +3melee (1d6+1) or Engulf +3 melee touch (grapple plus disease)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Tongue, Devour Life, Wasting Disease, Improved Grapple, Spells
    Special Qualities: Snake Familiar, DR 10/Slashing and Piercing, Fast Healing 5, Deceptive Appearance, Nightly Transformation, Amorphous, Darkvision 60 ft., Vulnerabilities
    Saves: Fort +7, Ref +8, Will +8
    Abilities: Str 12, Dex 17, Con 18, Int 18, Wis 14, Cha 16
    Skills: Bluff +11, Concentration +9, Craft (any 2) +8, Decipher Script +8, Intimidate +6, Hide +11, Knowledge (Arcana, History, Local, Nature, Religion) +8, Listen +10, Move Silently +11, Search +12, Sense Motive +10, Spellcraft +8, Spot +10
    Feats: Silent Spell, Still Spell, , Alertness (B), Combat Reflexes (B), Dodge (B), Improved Initiative (B), Lightning Reflexes (B), Scribe Scroll (B)
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Chaotic Evil

    "Muriah was a wonderful girl, loved by us all. Well, almost all. There were petty, jealous people envious of her success, and that she would be chosen to be the towns new priestess when her mother passed. Her detractors framed her for her mothers murder, which they and committed. We cleared her, but not before she lost everything, her mind included. Once out she went to live with her cousins who were a dark blot on her families reputation. It was said they dabbled in black magic, and she wanted that knowledge to pursue her revenge. I confronted her along one night last week. She said the rumors were true, and she intended to repay her bullies in kind by destroying their lives. I asked of her who would be our priestess then? Who would carry our prayers to the Gods now? Would the Gods not abandon her for the sins she was about to commit?"

    "Her reply was: May the Gods give you blood to drink. That was enough for me. I'm leaving tomorrow, and I'm not coming back. I suggest you do the same."
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  17. - Top - End - #227
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    Quote Originally Posted by Bhu View Post
    Drei
    A DINOSAUR! (Kind of.) And a strong, tough, thoroughly crazy one at that. It truly is what a Chaotic beast touched by the Far Realm should look and work like.

    Armor Class: 23 (-2 Size, +15 Profane), touch 23, flat-footed 23
    Call me old-fashioned, but I think unusual bonuses to AC should appear noted somewhere among the SQs. Something amounting to the conversion of all natural armour bonuses into profane (which would seem to be something that happened to this dino at some point) could be interesting, for example. Also, I think something like deflection or luck would probably fit better than profane, given that Drei's CN.

    Saves: Fort +15, Ref +5, Will +13
    Will should be +11, I think.

    Regeneration (Ex) The Regeneration ability of the Drei does not work against damage done by weapons/spells with the Lawful descriptor.
    I think I'd rephrase this; weapons can do Lawful damage, but I don't think they come with a Lawful descriptor attached.

    Quote Originally Posted by Bhu View Post
    Pale Shark
    How to make a shark amphibious? Kill it dead and put some legs on it!

    Special Attacks: Toxic Bite, Wounding Bite
    Wounding is a confusing name; it usually denotes stuff that bleeds profusely and has extra damage hence, mostly CON, I think? "Weakening" would mayhaps work better. (I'd also remove the reference to disease in the description of Toxic Bite, incidentally.)

    Special Qualities: Darkvision 60', Undead Traits, Dark Vitality, DR 5/Slashing, Blood Healing 5, Sense Living 60', Blind, Blood Scent

    (…)

    Skills: Climb +11, Jump +12, Listen +6, Move Silently +6, Spot +6, Swim +12
    So, um, this thing is Blind. And it has 2 ranks in Spot. Why's that?

    Quote Originally Posted by Bhu View Post
    Pale Horse
    And behold a pale horse! That's actually a normal and decent person! Nice one again. (And the idea that Plants are, generally speaking, safer around them than the vast majority of non-mindless living creatures is just the lovely cherry on top.)

    Aura of Death: Any creature must make a DC 17 Willpower Save if they are within 60 ft. of a Pale Horse (Save DC is Charisma based). If the opponent succeeds, he must still make another Save while he is within range of the Horses Aura, and the Save DC gets a +1 Bonus for each 10 ft. closer the opponent gets to it.
    The text doesn't clarify the frequency of saves needed. I'd recommend a phrasing more like, say, this:

    "Each round, any creature within 60 ft. of a Pale Horse must make a DC 17 Willpower Save (the save DC is Charisma-based). Even if the opponent succeeds, he must still make another Save every subsequent round while he is within range of the Horse's Aura, and the Save DC increases by 1 with each 10 ft. the opponent covers between himself and the Horse thereafter."

  18. - Top - End - #228
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    Default Re: Critters III! Now also in 5e!

    Edits have been made, we return to Mutual of Gnomeahaw this weekend.
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  19. - Top - End - #229
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    Default Re: Critters III! Now also in 5e!

    The pale shark still has Wounding in its stat block.

  20. - Top - End - #230
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    Funk Ape
    Medium Magical Beast
    Hit Dice: 4d10+8 (30 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares), Climb 30 ft.
    Armor Class: 16 (+2 Dex, +2 Natural. +2 Deflection), touch 14, flat-footed 14
    Base Attack/Grapple: +4/+6
    Attack: Slam +6 melee (1d4+2)
    Full Attack: 2 Slams +6 melee (1d4+2) and 1 Bite +1 melee (1d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Funk, Blur
    Special Qualities: Low Light Vision, Darkvision 60 ft., Immunities
    Saves: Fort +6, Ref +6, Will +3
    Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 14, Cha 12
    Skills: Climb +10, Listen +8, Spot +7
    Feats: Alertness, Ability Focus (Funk)
    Environment: Warm Forest
    Organization: Solitary
    Challenge Rating: 7
    Treasure: None
    Alignment: Always Chaotic Neutral
    Advancement: 5-8 HD (Large)
    Level Adjustment: ---


    " Ooohmigod...what is that? It smells like mindflayer poop and burning rubber...avenge me...sputter...cough..."

    Funk Apes are the result of experiments by Prak the Mad. Prak had set up shop in what was eventually to become known as Bad Critter Forest, and begun experimenting on the life there, turning most of the local animals into Magical Beasts in the process. This has to be one of his less welcome creations. The Funk Ape appears to be a large baboon that smells bad. Really bad. So bad in fact that even the dead are repulsed. The miasma surrounding the Funk Ape even causes the atmosphere to shimmer and distort, as if the very air wanted to be elsewhere.

    Funk (Su): The Funk Ape smells bad. Any creature within 60 ft. of it that can smell is in trouble. Even if it can't smell something seems to bother it. Once inside this area all living creatures with a sense of smell must make a DC 16 Fortitude Save (Save DC is Constitution based) or fall unconscious for 1 round, be Nauseated for 1d6 rounds after awakening, and then Sickened for 1d6 hours more. As long as the creature remains within 60 ft. of the Funk Ape it will have to make Saves to avoid unconsciousness each round. Creatures that aren't living or that have no sense of smell (or that are incorporeal) must also make a DC 16 Fortitude Save, or be Sickened as long as they are within 60 ft. of the Funk Ape.

    Blur (Su): Due to the air around it boiling, the Funk Ape permanently has it's own personal Blur spell (as well as a +2 Deflection Bonus to AC).

    Immunities (Ex): Funk Apes are immune to disease (it's killed off by their Funk), inhaled gases or poisons (which can't get through the Funk), and any attack relying on their sense of smell (of which they have none, due to the Funk).

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

    Combat: Funk Apes are only mildly aggressive and usually sit in trees and fling poo at intruders. Occasionally they'll get riled up and charge if scared or angry. After that they just continuously whack their opponent till he falls, or they run away if hurt too bad. Most opponents simply black out or puke near them, which is an endless supply of entertainment for the ape.



    Funk Ape
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim will be trying to verify the existence of the legendary Funk Ape!

    Smells Worse Than a Dead Beholder Frying In The Sun

    "Can I state for the record how much I hate Florida."

    "Is that Prak?"

    Of Course It's Prak

    "Yes...and the ape thing he's with smells so bad I can taste it through the forcewall."

    "Guess we can cross this one off the cryptid list."
    Last edited by Bhu; 2022-11-06 at 05:43 PM.
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    Combustible Chicken
    Tiny Magical Beast
    Hit Dice: 1d10+3 (8 hp)
    Initiative: +3
    Speed: 20 ft. (4 squares), Fly 20 ft. (Poor)
    Armor Class: 16 (+2 Size, +3 Dex, +1 Natural), touch 15, flat-footed 13
    Base Attack/Grapple: +1/-11
    Attack: Peck +6 melee (1 point)
    Full Attack: Peck +6 melee (1 point) and 2 Claws +1 melee (1 point)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Combustion
    Special Qualities: Dark Vision 60 ft., Flight
    Saves: Fort +5, Ref +5, Will +1
    Abilities: Str 3, Dex 16, Con 16, Int 3, Wis 12, Cha 8
    Skills: Balance +4, Jump +5, Spot +3
    Feats: Weapon Finesse
    Environment: Warm or Temperate Plains
    Organization: Solitary or Flock (6-20)
    Challenge Rating: 1/2
    Treasure: None
    Alignment: Always Neutral
    Advancement: ---
    Level Adjustment: ---

    "Birds again...Bert you know birds hate me. Why do you take these assignments?"

    "Cuz we need the money to get that curse of yours removed. Now put that pipe out. We can't let them see it."

    "Why, will the chickens fine me for smoking?"

    "Dammit Abner put that thing out before..."

    BOOM!

    "Bert...I feel I have been denied critical, need to know information..."

    Obviously created by an insane mage of some kind, Combustible Chickens appear as ordinary farm fowl, albeit maybe a little meaner and a little tougher. Combustible Chickens are very attracted to heat however, and flock towards it like moths to a flame. Unlike moths, they explode if they catch fire.

    This, of course, has to be a feature that isn't commonly found in evolution, so Wizards are blamed (who else is there to blame really?). It's perfect for assassinating farmers as the chickens keep their combustibility after death. God knows why you'd want to kill farmers this way as it's rather dramatic and obvious, and kind of a lot to go through for a farmer you could just as easily Fireball. Of course if you're insane, you can just slaughter a few, sell them for cooking chickens, set back and watch the fun. If the world ever evolves a few psychiatrists one assumes they'd have a field day with Wizards...

    Combustion (Ex): Combustible Chickens seeing an open flame must make a DC 15 Willpower Save or immediately run towards it in effort to 'be one with the fire'. If the Save is Successful the Chicken doesn't need to make another one for 2d4 rounds. When a Combustible Chicken takes 1 point or more of Fire or Electrical damage, it explodes doing 3d6 Fire damage in a 10 ft. Radius (DC 13 Reflex Save for half damage). Should the ambient air temperature reach 100+ degrees Fahrenheit, the Chicken must make a DC 15 Fortitude Save or explode (+1 to Save DC for every 10 degrees above 100) every hour the temperature remains that high.

    Flight (Ex): A chicken can fly for a maximum of (3 plus Con Modifier) rounds before it must rest for at least 1 minute (and by rest we mean 'not fly'). They can always use their wings to slow their fall though, so as long as the fall is 20 ft. or less they have no worries of taking damage. If it's longer they subtract 20 ft. from the fall for purposes of how much damage they take.

    Skills: A Chickens wings give it a +8 Racial Bonus to Jump Checks.

    Combat: Combustible Chickens prefer not to fight at all. They're only really a danger around fire and electricity. So hiding in the Chicken coop during the lightning storm...not such a good idea.



    Combustible Chicken
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim will be in north Florida, covering a story on spontaneously combusting chickens."

    Beloved By Adventurers Everywhere

    "Why do we do this Harlan?"

    "Ratings?"

    "Whut the hail you two weirdos doin' on my propity?"

    "We hear your chickens are exploding?"

    "Yup. Designed that way. Murderhobos pay a lot fer 'em."

    Deadly By Design

    "You mean adventurers..."

    "I said what I said. They like to turn flocks of 'em loose in dungeons what use fire traps."

    "Guess we can cross this one off the cryptid list too."
    Last edited by Bhu; 2022-11-10 at 12:54 AM.
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    http://fc08.deviantart.com/fs12/i/20...y_plutonia.jpg

    Spirit Bird
    Small Magical Beast
    Hit Dice: 3d10+9 (25 hp)
    Initiative: +5
    Speed: 10 ft. (2 squares), Fly 80 ft. (Good)
    Armor Class: 19 (+1 Size, +5 Dex, +3 Deflection), touch 19, flat-footed 14
    Base Attack/Grapple: +3/+0
    Attack: Claw +9 melee touch (1d6+1)
    Full Attack: 2 Claws +9 melee touch (1d6+1) and 1 Bite +4 melee (1d4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Dual Nature
    Special Qualities: Dark Vision 60 ft., Low Light Vision, Confound Senses
    Saves: Fort +6, Ref +8, Will +4
    Abilities: Str 12, Dex 20, Con 16, Int 16, Wis 16, Cha 16
    Skills: Hide +9, Knowledge (Arcane, Nature) +9, Listen +9, Move Silently +11, Spot +9
    Feats: Flyby Attack, Weapon Finesse
    Environment: Any Temperate except Aquatic
    Organization: Solitary
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Usually Chaotic Neutral
    Advancement: 4-6 HD (Medium)
    Level Adjustment: ---

    “All that spirits desire, spirits attain.”

    Spirit Birds are bizarre predatory birds that straddle two realities. They prey on both the dead and the living, and many bizarre beliefs are attributed to them. They appear to have a language, and to date it is unknown if they have taught it to anyone. They prefer to keep to themselves, and often give no clue of how intelligent they truly are.

    Dual Nature (Ex): Spirit birds are present in both the spirit and physical realm (or in D&D terms, they are simultaneously present on the Prime material and Ethereal Planes). For this reasons their Natural Weapons are touch attacks and affect Incorporeal beings. They may also Grapple Incorporeal beings, and see un-manifested Incorporeal Undead (ghosts) as they are also present in the Ethereal. Damage done by the Spirit Birds natural weapons is untyped and therefore ignores DR.

    Confound Senses (Su): Spirit Birds are difficult to really see well, and it effectively benefits from having a Blur spell permanently in effect on it's person.. Any opponent attacked successfully by it must make a DC 14 Willpower Save (Save DC is Charisma based) or be Confused (as per the spell) for 1 round as per the spell, as the conflicting images tear at it's mind.

    Combat: Spirit Birds usually dive out of the sky, claw, and keep going. After a few successful passes they will try to really tear into an opponent (or just leave if it's too powerful).



    Spirit Bird
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim will be standing by, while I broadcast from the Ethereal Plane!"

    Present In Two Worlds

    "Today's target is the Spirit Bird, said to be present on both the Prime and Ethereal simultaneously."

    "Did you know mice have ghosts Jim?"

    "What?"

    "There are mice here everywhere."

    Ghost Eaters

    "Did a large, blurry bird just pick one of them off?"

    "How did you know?"

    "I think we've found our bird."
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  23. - Top - End - #233
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    Muck Whale
    Gargantuan Magical Beast
    Hit Dice: 25d10+150 (287 hp)
    Initiative: +1
    Speed: Swim 60 ft. (12 squares)
    Armor Class: 30 (-4 Size, +1 Dex, +23 Natural), touch 7, flat-footed 29
    Base Attack/Grapple: +25/+50
    Attack: Slam +34 melee (2d6+19)
    Full Attack: Slam +34 melee (2d6+19)
    Space/Reach: 20 ft./15 ft.
    Special Attacks: Terrifying Appearance
    Special Qualities: Dark Vision 60 ft., Hold Breath, DR 5/-, Fast Healing 10, Blindsight 120 ft., False Undeath
    Saves: Fort +20, Ref +15, Will +10
    Abilities: Str 36, Dex 13, Con 22, Int 3, Wis 11, Cha 16
    Skills: Listen +20, Spot +20, Swim +21
    Feats: Ability Focus (Terrifying Appearance), Alertness, Awesome Blow, Diehard, Endurance, Improved Bull Rush, Iron Will, Power Attack, Swim-By Attack
    Environment: Cold or Temperate Aquatic
    Organization: Solitary, Pair, or Pod (6-12)
    Challenge Rating: 13
    Treasure: None
    Alignment: Always Neutral
    Advancement: 26-38 HD (Gargantuan), 39-50 HD (Colossal)
    Level Adjustment: ---

    It is said that long ago one of the Gods of Darkness was saved, when the untimely arrival of a pod of whales saved him from ambush by distracting one of his fellows. Unusually happy after butchering his would be assassin, the God set out to find a way to protect the whales from hunters, who were rabidly overfishing them. His blessing was unique to say the least, and it is said he killed the whales and then raised them from death in an unholy parody of life.

    The truth as always is just a little bit different than the stories say. The God altered the whales, and their descendants have all inherited these changes. The Muck Whales are hideous rotting parodies of their former selves, but in truth they are not dead. It is a form of camouflage meant to deter hunters, since they look like floating corpses, and if not then the whales obvious unlife usually terrifies them into fleeing. Worse their wounds seem to never heal, but they cause them no discomfort either. Most who have encountered them are thought mad, as Muck Whales are rare, and even undead can be destroyed eventually. The problem is that everyone assumes Clerics can turn them because of their appearance, or that items effective against the Undead are necessary for dealing with them. This is a major reason why the few parties that spot and chase after Muck Whales fail. They are called Muck Whales because of the trail of rotting organic debris they leave in their wake.

    Terrifying Appearance (Su): Any living creature within 100 ft. of the Muck Whale must make a DC 27 Willpower Save or be Frightened for 2d6 rounds (SSave DC is Cha based). Opponents who succeed in making the Save are immune to this Muck Whales Terrifying Appearance for 24 hours.

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

    False Undeath (Su): The Muck Whale appears to be dead, and nothing, not even spells, produces any evidence to the contrary. The Muck Whale detects as undead for all spells and abilities that detect for such.

    Skills: Muck Whales receive a +4 Racial Bonus to Listen and Spot Checks, and a +8 Bonus to Swim Checks. They may always Take 10 on a Swim Check, and may use the Run Action while swimming in a straight line.

    Combat: Muck Whales have a (very) rudimentary sense of tactics. They will rely on their appearance and hit and run tactics despite their size. Some even play dead to avoid the combat entirely.



    Muck Whale
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim will be coming to you live from the Dark Sea!"

    Blessed?

    "Today we're looking for a pod of whales the local pirates claim are both undead and invincible."

    "And with us to test that theory is a local Cleric of Berg."

    "Howdy. My name is Dead Bob."

    "Well there's a pod of whales off the port side now."

    "Not dead whales unfortunately."

    Not Quite Undead

    "Where are they suddenly running off to?"

    "Look! Look there Jim!"

    "Sweet Jebus. Okay Bob, you're up."
    Last edited by Bhu; 2022-11-10 at 12:36 AM.
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    The Flock
    Diminutive Aberration (Chaotic, Swarm)
    Hit Dice: 10d8+10 (55 hp)
    Initiative: +7
    Speed: 30 ft (6 squares), Swim 30 ft., Fly 40 ft. (Good)
    Armor Class: 20 (+4 Size, +3 Dex, +3 Insight), touch 20, flat-footed 17
    Base Attack/Grapple: +7/-
    Attack: Engulf +10 melee touch (Engulf) or Swarm (2d6)
    Full Attack: Engulf +10 melee touch (Engulf) or Swarm (2d6)
    Space/Reach: 5 ft./5 ft. or 10 ft./0ft.
    Special Attacks: Engulf, Frightful Presence, Discorporate, The Power of Quack, Distraction
    Special Qualities: Blindsight 60 ft., Immunities, SR 18, Swarm traits
    Saves: Fort +4, Ref +6, Will +9
    Abilities: Str 3, Dex 16, Con 13, Int 14, Wis 14, Cha 14
    Skills: Climb +5, Disguise +5, Hide +18, Intimidate +7, Knowledge (Local, Nature) +6, Listen +7, Move Silently +7, Search +7, Spot +7, Survival +7, Swim +8
    Feats: Ability Focus (Frightful Presence), Combat Reflexes, Deft Opportunist, Improved Initiative, Weapon Finesse (B)
    Environment: Any
    Organization: Solitary
    Challenge Rating: 9
    Treasure: Standard
    Alignment: Usually Chaotic Neutral
    Advancement: 10+ HD (Medium)
    Level Adjustment: ---

    there used ter be a boy name a' Donnie, hung out down the corner, by the flower shop. Quiet boy. Good boy too, 'cept he hated ducks. Hated them with a passion. Said we all didn't realize how bad they were. Said 'Somewhere, somehow, the Flock is always watching you.' Nearly scared me off mah likker lemme tell you.

    So's one day no one sees Donnie fer a spell, and then suddenly he's there agin on the corner. Wearing a hood, an' heavy clothin' on a warm summers day. Doesn't really talk to anyone, or do much, but like ah said he's a quiet boy. After a while I gets to wonderin' whats wrong, and I go's up to him and says hello. He don't say nuthin'. And ah says hello agin. Still nuthin'. Ah put my hand on his shoulder and suthin' moves underneath his clothes.

    Since then I don't go 'round that corner no more. And ah don't eat ducks neither."


    The origins of the Flock are unknown, and it has never made an attempt to communicate or given any indication that it even understands communication. It has at least some form of intelligence as it understands the need for a disguise to move among people, so that it can prey upon them. No one is certain what it gets from converting people to more of itself, and it is unknown what if anything the Flock eats as it simply converts people to Flock. Flocks generally appear as a mass of ducklings inhabiting a suit of clothing. They prefer heavy clothing in order to facilitate their disguise, and dark locales so as to help with the job of pretending to be human. As it spends much of it's time standing on corners or in allies or other out of the way places it is uncertain what the Flocks goals (if any) are.

    Engulf (Ex): A Flock can choose to engulf an opponent who is no more than one size category larger than itself. The Flock attempts to embrace its victim, and with a successful melee touch attack, the victim is immediately swallowed up and surrounded by a mass of ducklings, taking 2d6 points of damage and must also make a DC 16 Fortitude Save or be Nauseated for 1 round (Save DC is Con based). A victim who spends a full-round action can break free of the embrace and move up to half its speed away from the Flock if desired, but can do nothing else. Otherwise, each round a victim remains engulfed, it takes another 2d6 points of damage (and must make another save). The Flock's Engulf attack is not subject to Concealment or Cover. When discorporated it uses it's normal Swarm attack (also doing 2d6) and Distraction.

    Frightful Presence (Su): When a Flock attacks a victim, witnesses within 60 ft. must make a Will save (DC 19, Save is Cha based). Those who make the save are shaken. Those who fail by 5 or fewer points are Frightened. Those who fail by 6 to 10 points are Panicked. Those who fail by 11 or more points are Cowering. All these conditions last for 1d4 rounds. Those who have seen a Flock use this attack before gain a +4 Circumstance bonus on their saving throws. The victim of the Flock’s engulf attack has a -4 Circumstance penalty on his or her saving throw.

    Discorporate (Ex): If gravely threatened, a Flock can discorporate as a free action, simply falling into a pile of individual ducklings that slither quickly away. So long as any of the component ducks survive, they can multiply and create a new Flock. Discorporating is a dangerous tactic, because once separated, the ducklings are treated no differently than other duckling. Also, the Flock stands a good chance of losing all its equipment. However, discorporation almost assures that at least one duckling (if not dozens) will manage to crawl away, and so provide for the Flock’s continued existence. The Flock automatically discorporates at 0 hp., leaving 2d6 ducklings to escape. Optionally it may simply use this to abandon it's disguise and become a Swarm occupying a 10 ft. area. It may also reincorporate once per round as a Free Action to assume it's disguise again. It's Strength score is a 10 when reincorporated.

    The Power of Quack (Su): Any creature damaged by the Flocks attack gains the Chicken Infested Flaw (see Dragon Magazine 330) until they kill the Flock that damaged them, or they receive a Remove Curse, Wish, or Miracle spell. Instead of Chickens however, you produce Curse Ducks. These ducks often attack or make mischief for their unfortunate target. Victims killed by a Flocks engulf attack rise as a Flock themselves within 1d4 days. These are not spawn, nor individual beings, all pieces of the Flock are one entity. What one of it's pieces knows, the whole Flock knows.

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

    Immunities (Ex): The Flock has no discernable anatomy, so it is not subject to critical hits or flanking. It is also immune to Mind Affecting Effects, Poison, Sleep Effects. Paralysis, Stunning, Disease, and Non Lethal damage. Flocks may not be Tripped, Grappled or Bull Rushed. Much like other Swarms, the Flock is immune to weapon damage.

    Skills: Flocks have a +8 Racial Bonus to Swim Checks. It also has a +4 Racial Bonus to Climb Checks.

    Combat: Flocks avoid combat until they can corner a weaker opponent they can easily Engulf alone. Against a strong opponent who resists being Engulfed (or against groups), they discorporate and flee.


    -=-=-=-=-=-=-

    Lore
    Characters with ranks in Knowledge (Arcane) or Knowledge (Things Man Was Not Meant To Know) can learn more about The Flock. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

    DC|Lore
    20|This is some sort of hideous Aberration. This Check also reveals the Chaos and Swarm Subtypes.
    25|You have encountered The Flock, a legendary creature known to attack and consume lone individuals. It is very difficult to harm, and is best avoided.
    30|To destroy The Flock, each and every last duckling composing it must be destroyed, which is next to impossible.

    Plot Hook
    • People have been slowly disappearing from the neighborhood, coinciding with an ever-increasing variety of hooded figures lurking in the streets at night. It's presumed that a new group of cultists of some kind is moving in.
    • The PC's get lost on a backwoods road and encounter a crazed old man rambling about the evils of ducks and warning them not to take the shortcut down the old dirt road. Of course, they ignore him.
    • A tome with potential details on the Flock is being auctioned off. You have been asked to guard it. You worry less about the local whackos getting it, as they seem to be getting picked off one by one by a growing group of hooded crazies that are slowly surrounding the auction house. Man you really hate this job...
    • A local duck hunter/farmer comes to the PC's raving about the evils of ducks terrorizing him and his family at their lonely farm house out in the middle of a local area known as "The Devil's Hook Up". They briefly entertain thoughts of suicide rather than do this, but they do need a place to stay and a meal, and since they're broke they can't be picky.



    Curse Duck
    Tiny Magical Beast
    Hit Dice: 1d10 (5 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), Swim 20 ft., Fly 40 ft. (Good)
    Armor Class: 14 (+2 Size, +2 Dex), touch 14, flat-footed 12
    Base Attack/Grapple: +1/-11
    Attack: Sudden Brutal Pecking At Knee Level +3 melee (1d3-4)
    Full Attack: Sudden Brutal Pecking At Knee Level +3 melee (1d3-4)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Accursed Pecking
    Special Qualities: Low-light Vision, Darkvision 60 ft., Hold Breath
    Saves: Fort +2, Ref +4, Will +2
    Abilities: Str 3, Dex 14, Con 11, Int 14, Wis 14, Cha 14
    Skills: Hide +10, Listen +6, Move Silently +6, Spot +6, Swim +8
    Feats: Weapon Finesse
    Environment: Any
    Organization: Solitary, Pair, or Flock (5-30)
    Challenge Rating: 1/2
    Treasure: None
    Alignment: Chaotic Neutral
    Advancement: ---
    Level Adjustment: ---

    Accursed Pecking (Su): Creatures pecked by the Duck must make a DC 12 Fortitude Save (Save DC is Cha based) or be Dazed 1 round.

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

    Skills: Ducks gain a +8 Racial Bonus on Swim checks, and may always Take 10 on a Swim Check. They may also use the Run action while swimming provided they swim in a straight line.

    Combat: Curse Ducks usually run. They're more mischief maker than fighter.




    The Flock
    "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 a scary urban legend!"

    Beware Hooded Men On Street Corners

    "The Flock is supposedly a swarm of accursed ducklings that walk like a man."

    "That is odd, even for us."

    "Hold on Harlan, there's a hooded person staring at us from that alley. And there's ducks near it..."

    "Be careful Jim. Don't approach without the Forcewall up."

    What Does It Want?

    "That's pretty much standard for me now Harlan."

    "Wait, where did we go?"
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    Tall Mouther
    "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 a local killer of halflings!"

    Halflings Are Their Drug Of Choice

    "It's being described as some sort of gorilla spider."

    "That sounds strangely familiar."


    Difficult To Aim For

    "Ere now. What're you two up to?"

    "Why this is just an average Tall Mouther. There' no cryptid here."

    "I'm reformed, thank you very much, and I hain't kilt no halflins'. That's been them Mooncalves what did that."

    "Wait, did you say Mooncalves?"
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    Mooncalf
    "No one can ever know of this Jim."

    Weapons Of The Far Realm

    "You've been edgy since that fellow mentioned Mooncalves. Even worse since we found out they appeared after the locals dug up a pyramid."

    "It reminds me of an old legend. A legend about creatures of the Far Realm looking for one of their own. I hope I'm wrong."


    Searchers Of Strange Things

    "How are we getting around them to the Pyramid without them knowing we're here?"

    "We aren't. They know we've been hear since we arrived. Have your weapons ready."




    to be continued
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    Quote Originally Posted by Bhu View Post
    Funk Ape

    (…)

    Alignment: Always Chaotic Neutral
    It's not sapient, undead or extraplanar. I think it'd default to TN. Otherwise, this damn thing here's wicked and flawless. I like it!

    Quote Originally Posted by Bhu View Post
    Combustible Chicken

    (…)

    Attack: Peck +4 melee (1 point)
    Full Attack: Peck +4 melee (1 point) and 2 Claws -1 melee (1 point)
    Shouldn't that be +6/+1 (+1 BAB, +3 DEX, +2 size)?

    Combustion (Ex): Combustible Chickens seeing an open flame must make a DC 15 Willpower Save or immediately run towards it in effort to 'be one with the fire'. If the Save is Successful the Chicken doesn't need to make another one for 2d4 rounds. When a Combustible Chicken takes 1 point or more of Fire or Electrical damage, it explodes doing 3d6 Fire damage in a 10 ft. Radius. Should the ambient air temperature reach 100+ degrees Fahrenheit, the Chicken must make a DC 15 Fortitude Save or explode (+1 to Save DC for every 10 degrees above 100) every hour the temperature remains that high.
    The poor souls! (Also, their explosion offers no save?)

    Flight (Ex): A chicken can fly for a maximum of (3 plus Con Modifier) rounds before it must rest for at least 1 minute (and by rest we mean 'not fly'). They can always use their wings to slow their flight though
    [Pedantic.] Did you mean: slow their fall?
    Quote Originally Posted by Bhu View Post
    A birdy! That's always nice.

    Small Magical Beast
    Hit Dice: 3d8+9 (22 hp)
    That should be 3d10+9 (25 hp). Other than that, it's all good and a birdy with a fine concept. Neat all around.
    Quote Originally Posted by Bhu View Post
    Muck Whale
    Gargantuan Magical Beast
    Hit Dice: 25d10+150 (287 hp)
    25d10+175 (312). Improved Toughness and all that.

    Feats: Ability Focus (Terrifying Appearance), Alertness, Awesome Blow, Diehard, Endurance, Improved Bull Rush, Improved Toughness, Iron Will, Power Attack, Swim-By Attack
    One of these feats is not like the others (in that it should be either a bonus one or not here at all. 25 HD only gives 9). Also, no epic feats?

    Terrifying Appearance (Su): Any living creature within 100 ft. of the Muck Whale must make a DC 27 Willpower Save or be Frightened for 2d6 rounds. Opponents who succeed in making the Save are immune to this Muck Whales Terrifying Appearance for 24 hours.
    This looks CHA-based but it's not spelled out.

    Quote Originally Posted by Bhu View Post
    The Flock
    Most sinister!

    Speed: 30 ft (10 squares),
    Did you mean: 6 squares?

    Armor Class: 20 (+4 Size, +3 Dex, +3 Insight), touch 20, flat-footed 17
    I get where the insight comes from (WE ARE LEGION!), but that's left kind of implicit.

    Attack: Engulf +10 melee touch (Engulf)
    Where's 10 coming from? As is, it should be +7 (+4 size, +7 BAB, -4 STR) or +11 (+4 size, +7 BAB) if it counts as Diminutive when not in a state of discorporation.

    Skills: Climb +5, Disguise +5, Hide +7, Intimidate +7, Knowledge (Local, Nature) +6, Listen +7, Move Silently +7, Search +7, Spot +7, Survival +7, Swim +8
    I see one too many skill points spent. (Also, remind me: swarms don't get their size bonus to Hide?)

    Engulf (Ex): A Flock can choose to engulf an opponent who is no more than one size category larger than itself. The Flock attempts to embrace its victim, and with a successful melee touch attack, the victim is immediately swallowed up and surrounded by a mass of ducklings, taking 2d6 points of damage and make a DC 16 Fortitude Save or be Nauseated for 1 round (Save DC is Con based). A victim who spends a full-round action can break free of the embrace and move up to half its speed away from the Flock if desired, but can do nothing else. Otherwise, each round a victim remains engulfed, it takes another 2d6 points of damage (and must make another save). The Flock's Engulf attack is not subject to Concealment or Cover.

    (…)

    Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 16 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
    Is that two saves against nausea or one save listed under two headings?

    Frightful Presence (Su): When a Flock attacks a victim, witnesses within 60 ft. must make a Will save (DC 19, Save is Cha based). Those who make the save are shaken. Those who fail by 5 or fewer points are Frightened. Those who fail by 6 to 10 points are Panicked. Those who fail by 11 or more points are Cowering. All these conditions last for 1d4 rounds. Those who have seen a Flock use this attack before gain a +4 Circumstance bonus on their saving throws. The victim of the Flock’s engulf attack has a -4 Circumstance penalty on his or her saving throw.
    What happens when one fails by less than 5?

    Curse Duck
    That's one nice little birdy, quite finely done! Does it speak?

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    Quote Originally Posted by Metastachydium View Post
    I see one too many skill points spent. (Also, remind me: swarms don't get their size bonus to Hide?)
    Weirdly enough they do, thanks for reminding me of that!

    That's one nice little birdy, quite finely done! Does it speak?
    Not that anyone knows I had a feeling you'd like the bird selection this week. I made edits to address your other questions/points.
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    Quote Originally Posted by Bhu View Post
    Not that anyone knows
    [Ominous orchestral note.]

    I had a feeling you'd like the bird selection this week.
    I mean, they are birdies and very, very neat birdies at that (especially the spirit bird and the curse duck). What's not to love there?

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    Centhahx
    Huge Construct
    Hit Dice: 30d10+40 (205 hp)
    Initiative: +8
    Speed: 10 ft. (2 squares), 40 ft. (Perfect)
    Armor Class: 26 (-2 Size, +18 Natural), touch 8, flat-footed 26
    Base Attack/Grapple: +22/+36
    Attack: Bite +26 melee (3d6+9) and Eye Rays +20 ranged touch (varies)
    Full Attack: Bite +26 melee (3d6+9) and Eye Rays +20 ranged touch (varies)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Configuration, Eye Rays, Central Eye
    Special Qualities: Flight, Darkvision 120 ft., Low-light Vision, DR 15/Adamantine, Energy Resistance 10 (Acid, Cold, Electricity, Fire, Sonic), Fast Repair, Immunity to Magic, Construct traits
    Saves: Fort +16, Ref +10, Will +19
    Abilities: Str 22, Dex 10, Con -, Int 19, Wis 17, Cha 17
    Skills: Decipher Script +24, Intimidate +21, Knowledge (Arcana, Dungeoneering, Geography, History) +24, Listen +25, Search +28, Spot +28, Use Magic Device +23
    Feats: Alertness, Epic Fortitude, Epic Will, Flyby Attack, Great Fortitude, Improved Flyby Attack, Improved Initiative, Iron Will, Snatch, Superior Initiative, Wingover
    Environment: Any
    Organization: Unique
    Challenge Rating: <##>
    Treasure: Double Standard
    Alignment: Lawful Evil
    Advancement: 31+HD (Huge)
    Level Adjustment: ---

    "Legend has it that there was once a tinkerer and maker of fine clockwork automatons who went by the name of Le Fourier. People came from far and wide to avail themselves of his services, which he would exchange both for monetary gain, and esoteric knowledge. Were it not for the power of his benefactors, we would have murdered him in the streets. Le Fourier was well known for his...appetites. Things were seen and heard on his estate, the like of which I will not describe here."

    "One day, he went up into the hills, claiming he had found the information that would lead to the culmination of his life's work. His newest patron had a foreign sounding name. Centhahx. None of us ever met him, and that was likely for the best. Clouds of foul smelling chemicals would roll down the hills, blighting the crops, and making folk sick. Our drinking water became polluted with strange ichors. Horrifying noises and strange lights emanated from the hilltops at night. We left. We couldn't dare confront him, and the town was being poisoned. We didn't go back for years. Not until an explosion so loud it could be heard for miles away happened."

    "A few of the bravest of us snuck up into the hills, and found a pyramidal structure. We thought it might be some sort of tomb. That wasn't exactly correct, but it wasn't wrong either. It was a labyrinth of tunnels, but thankfully the mage found the heart of it. We were not prepared for what awaited us. We entered the central chamber as a portal closed, just in time for us to miss whatever monstrous alien things went through it. The corpse of another of their number was bubbling away. It had too many eyes for my liking. A gigantic clockwork monstrosity was set into the back wall. A many eyed sphere with a great maw. The central eye was closed, with a key protruding from it. We found Le Fourier in the corner. I have no idea how he was alive. He was nearly mummified, like all the moisture had left his body. Talking to him was the most terrifying thing I have ever done, and the things he said haunt me still. He said his new patron had come from a Far Realm, and it wanted things in exchange for it's secrets. Things he no longer wanted to give. The clockwork was a body for it in our world, as it was unable to physically exist here. But Le Fourier said he had made a trap within the automaton. A puzzling set of gears that rearranged the clockworks physical structure if anyone inserted the key and manipulated the gears correctly. The clockwork was Centhahx, and in it's current configuration it was held in stasis. He told us to take the key and hide it where it couldn't be found. That there would be those who wanted to awaken the beast to make use of it's power. Centhahx's cult of followers had seen to that. And then he shriveled up into dust, and blew away on a wind none of the rest of us felt."

    "We tried destroying both the pyramid and key, but nothing we did worked, not even the worst spells. We buried both in different places. But whispers have recently come to me that the pyramid is being excavated, which means they'll be coming for the key too, and I cannot defend it anymore. I'm dying. As my last act, I am giving you this map to the key. Make sure to re-bury it somewhere else, and tell no one where it is until you pass it onto your son. Go now, and disappear. This will be our last conversation."

    "And son? I...I'm sorry for this. You have no idea how much."


    Centhahx was a Far Realms Beholder cursed by one of the Powers of that place to be trapped there forever, bound in service. Should Centhahx try to leave, it's flesh would boil away. Fortunately for it, Le Fourier was an incredibly powerful Wizard, and he wanted the secrets of the Far Realm badly. He promised Le Fourier both knowledge and power if the man could make it a body to transfer it's consciousness into. Le Fourier agreed, but tricked Centhahx. He gave the new body a weakness: a puzzle that locked away the spirit installed within the clockwork, and would only let it free temporarily once solved. Once Centhahx transferred itself to the clockwork, the minions of it's former master arrived slew all present before leaving. Much like everyone else they found Centhahx's new form to be quite indestructible. Le Fourier lived long enough to pass on the key, hoping it would keep Centhahx locked away forever. He'd already made sure the geometry of the body would hopefully never allow Centhahx access to it's true power again. Centhahx's followers eventually found Le Fouriers notes, and have worked for decades to resurrect their old master. They spread rumors far and wide, designed to trap the unwary in search of power, revenge or a life restored.

    Configuration (Su): If one has the key, one can manipulate the clockwork mechanism on the front of Centhahx. It changes into one of 6 different configurations, each one unlocking a different aspect of the creature. If one lacks the proper knowledge to choose a particular configuration, roll on the following chart:

    1: Balance This is the standard stasis mode in which Centhahx "sleeps". In this configuration, Centhahx is unconscious and unaware, trapped in it's clockwork prison.
    2 Beacon: This configuration sounds an alarm both auditory and metaphysical. This alarms sounds across the Planes, and attracts extraplanar beings (1 or more Mooncalves arrive via Gate within 1d4 rounds). Centhahx has spread the rumor that this configuration leads to forbidden knowledge that will smite the user in order to prevent his former masters from realizing people are trying to (probably unknowingly) resurrect him. This configuration is intended to alert the Far Realm for that very purpose..
    3 Butcher: This configuration awakens a nearly mindless version of Centhahx (Int 3, Wis 11, Cha 1), who asks the keyholder who it wants revenge upon. It will then murder the keyholder, and everything in its path until it kills the target. Once the target is dead, Centhahx awakens fully (with it's normal mental ability scores) for 1d6 days before returning to stasis. If it cannot find the target after one week, it returns to it's lair and shuts down. It has spread the rumor that this configuration grants revenge for the asker, but leaves out the price it exacts.
    4 Bias: This configuration awakens a weaker, robotic Centhahx (Int 8, Wis 11, Cha 5) that obeys the keyholder until that keyholder dies. When the keyholder passes (which Centhahx will do it's best to arrange), Centhahx awakens fully (with it's normal mental ability scores) for an amount of time equal to the time it spent in servitude. It then returns to stasis. Centhahx has spread the rumor that this configuration grants total dominion over him.
    5 Beneficiary: This configuration allows Centhahx to possess a corpse placed no more than 30 feet from it. This corpse has the abilities of the original base creature with the Zombie template, but with Centhahx's mental ability scores and skills. This possession lasts for 1d6 weeks, and then the magic holding the body together unravels, and Centhahx returns to it's clockwork body. Centhahx has spread the rumor that this configuration allows for true resurrection.
    6: Beholder Centhahx awakens, and is able to do as itwill (which will likely be to kill everyone present and take the key). It cannot return to stasis, unless someone with the proper knowledge inserts the key and manipulates the gears properly (or just rolls randomly and takes their best shot). This takes a Full Round Action. It has spread rumors that this configuration grants the keybearer vast power.

    If the key is turned the current configuration ends. so if Centhahx succeeded in getting someone to do Configuration 5, it would go to a new configuration were someone to turn the key in it's clockwork body, ending it's possession of the corpse.

    Eye Rays (Su): Each of the ten small eyes of Centhahx can produce a magical ray once a round, even when it is attacking physically or moving at full speed. The creature can easily aim all its eyes upward, but its own body tends to get in the way when it tries to aim the rays in other directions. During a round, the creature can aim only three eye rays at targets in any one arc other than up (forward, backward, left, right, or down). The remaining eyes must aim at targets in other arcs or not at all. Centhahx can tilt and pan its body each round to change which rays it can bring, to bear in an arc.

    Each eye's effect resembles a spell cast by a 32nd level sorcerer (20th Level in configuration 3, 25th in configuration 4) but follows the rules for a ray (see Aiming a Spell, page 148 in the Player's Handbook). All rays have a range of 300 feet and a save DC of 28 (DC 20 in configuration 3, DC 22 in configuration 4).

    Ray of Enfeeblement: This works just like the spell, causing 1d6+5 points of damage.

    Dimensional Anchor: The target is affected as though by the spell

    Banishment: The target must succeed at a Willpower save or be affected as though by the spell.

    Baleful Transposition: The target must succeed at a Willpower save or be affected as though by the spell (see Spell Compendium).

    Disintegrate: The target must succeed at a Fortitude save or be affected as though by the spell. Centhahx uses this on the most powerful target.

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

    Finger of Death: The target must succeed at a Fortitude save or be slain as though by the spell. The target suffers 3d6+25 (3d6+20 in configuration 3) damage if his saving throw succeeds.

    Telekinesis: Centhahx can move objects or creatures that weigh up to 375 pounds, as though with a telekinesis spell. Creatures can resist the effect with a successful Will save.

    Wrack: The target must succeed at a Fortitude save or be affected as though by the spell (see Spell Compendium).

    Scintillating Sphere: This works just like the spell, causing 10d6 points of damage (Reflex half), see Spell Compendium.

    Central Eye (Su): Centhahx's central eye is normally closed, with keyhole in the lid. Turning this key opens the eye, and the gears inside begin shifting. The central eye's power can only be tapped in configurations 3, 4 and 6. In configuration 3 the eye emits a constant 150 ft. cone of extradimensional energies. Anything entering this cone must make a DC 20 Willpower Save (Save DC is Cha based) or have all movement speeds reduced to 0 as long as they remain within the cone. In configuration 4, all Conjuration spells within the Teleportation subschool, or anything that duplicates their effects, stops working in the cone's area. One cannot enter or leave the cone via these types of magic. The cone also prevents the formation of Gates within it's area, and if a Gate comes within it's area, the Cone suppresses it as though it were an Antimagic Field. In configuration 6, it can fire a 150 ft. Line of energy every 1d4 rounds. Creatures within that area of effect must make a DC 28 Willpower Save (Save DC is Cha based) or be affected as if by a Magic Jar spell (this does not require a receptacle). Centhahx chooses one body to possess, and that creatures soul inhabits it's former prison, which reverts to configuration 1. The other souls return to their bodies 1 Minute later with no memory of what happened. Centhahx has possession of the new body until it is destroyed, or someone turns the key in it's clockwork body, changing it to a new configuration. Creatures who successfully Save are immune to this possession ability for 24 hours.

    Flight (Su): Centhahx can fly as the spell, as a free action, at a speed of 40 feet. This also grants it a permanent featherfall effect with personal range.

    Fast Repair (Ex): Centhahx repairs damage to itself at a rare of 5 hit points per round as long as it is above 0 hit points.

    Immunity to Magic (Ex): Centhahx is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. Etherealness immediately repairs damage to Centhahx equal to the spell's caster level. Dimensional anchor causes it to cease functioning for 1 round (treat as if dazed).

    All-Around Vision (Ex): Centhahx is exceptionally alert and circumspect. It's many eyes give it a +4 racial bonus to Spot and Search checks and it can't be flanked.

    Combat: Centhahx has several goals, the main one being it's escape from the automaton which acts as a metaphysical trap for it. Once it can find a way to permanently possess a new form, it will then look for vengeance on it's former master. As the automaton it largely just blasts repeatedly with eye rays. If it should awake, it has a cunning mind, and uses it's abilities more tactically.










    Centhahx
    "That wasn't as bad as I'd thought it would be..."

    "It's lucky for us the Mooncalves were here to fight the cult instead of us."

    "Why did they seem to know you?"

    Far Realms Legend

    "You and I have done this before. This is where you first died many long years ago, in a way that made resurrection impossible. Fortunately I'd already prepared a clone of you.

    "That explains why the eldritch horror saluted me...."

    "We'll need to make this key disappear again. Without it, the cult can't bring him back."


    Le Fourier's Puzzle Box

    "What does it do?"

    "Centhahx is a puzzle box with 6 different configurations. Turning the key and manipulating the puzzles gears changes it from one configuration to another. The cult is hoping to find a way to use the configuration that let's that thing free permanently.."
    Last edited by Bhu; 2022-11-17 at 12:16 AM.
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