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Thread: Critters

  1. - Top - End - #151
    Firbolg in the Playground
     
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    Added CR/LA to The Gray Company. Let me know if you disagree.
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  2. - Top - End - #152
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    Seaweed Dryad almost done. Should have it up tomorrow.



    Spectral Ape
    Size/Type: Large Magical Beast
    Hit Dice: 6d10+18 (51 hp)
    Initiative: +6
    Speed: 40 ft. (8 squares), Climb 20 ft.
    Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
    Base Attack/Grapple: +6/+12
    Attack: Slam +11 melee (1d6+6) or Rock +11 ranged (1d6)
    Full Attack: 2 Slams +11 melee (1d6+6) and 1 Bite +6 melee (1d4+3) or or Rock +11 ranged (1d6)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved Grab, Constrict (2d6+12)
    Special Qualities: Darkvision 60 ft., Low-light vision, Greater Invisibility
    Saves: Fort +8, Ref +7, Will +3
    Abilities: Str 23, Dex 14, Con 17, Int 5, Wis 12, Cha 5
    Skills: Climb +14, Listen +4, Move Silently +5, Spot +4
    Feats: Improved Initiative, Power Attack, Spectral SKirmisher
    Environment: Warm forests
    Organization: Solitary, Hunting Party (3-6), Colony (10-20), or City (50-75)
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Always neutral
    Advancement: 7-12 HD (Large)
    Level Adjustment: --

    "We could hear them in the night. That's when they came out, despite us not being able to see them. We started getting picked off one by one, until we fled the jungles. We went back in with a Wizard who claimed he could see the invisible. Said we were just fighting apes. Helped us fight them even, until something we couldn't see plucked him from the ground and crushed him like a grape 20 feet up in the air. We won't go back now. No matter what you or anyone else is willing to pay. You want whats in that ruin it's yours. I'll give you the map. But my help ends there."

    In the Jungles of (insert name here) there is a legend that long ago a wizard was destroyed by his own creations, and that his former palace is now a rotting hulk, eaten by the jungle, and haunted by the remains of what he left behind. The truth is that there is a large fortress somewhere in the jungle, and it is haunted not by apparitions, but by great apes that can walk unseen. When slain they appear, and are white, horribly malformed and misshapen gorilla like hominids. The apes are highly territorial, and omnivorous. They are smart enough to know that they are invisible, and are often quiet knowing that hearing and smell are the only ways most beings can find them. Adventurers will often blindly walk unawares into the entire colony of them. Spectral Apes are similar in size to Dire Apes, and do not appear to be capable of speech despite their higher intelligence.

    Skills: Spectral Apes have a +8 Racial Bonus to Climb checks, and may always take 10 on a Climb check even if rushed or threatened.

    Greater Invisibility: This ability is constant allowing the Spectral Ape to remain Invisible even while attacking. It works like the spell Greater Invisibility, and lasts as long as the Spectral Ape is alive (it becomes visible 1 minute after death). This ability is not subject to Invisibility Purge.

    Improved Grab: If a Spectral Ape hits with it's Slam attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it may Constrict the next round.

    Constrict: The Spectral Ape does 2d6+12 with a successful Grapple check.

    Combat: Spectral Apes go straight for the Grapple. Lock up with the victim and rip him to shreds. Sometimes if there are groups they'll fling rocks, but generally they like to be up close and personal
    Last edited by Bhu; 2009-02-16 at 05:56 AM.
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  3. - Top - End - #153
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    as promised:



    Seaweed Dryad
    Medium Fey (aquatic)
    Hit Dice: 4d6+8 (22 hp)
    Initiative: +0
    Speed: Swim 30 ft. (6 squares)
    Armor Class: 15 (+5 Natural), touch 10, flat-footed 15
    Base Attack/Grapple: +2/+6
    Attack: Grapple +6 (Grapple)
    Full Attack: Grapple +6 (Grapple)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities, Improved Grab, Constrict (2d3+8)
    Special Qualities: Damage Reduction 5/Cold Iron, Seaweed Dependent
    Saves: Fort +5, Ref +4, Will +4
    Abilities: Str 19, Dex 10, Con 14, Int 15, Wis 11, Cha 18
    Skills: Escape Artist +7, Hide +14, Knowledge (Nature) +9, Listen +7, Move Silently +11, Spot +7, Survival +7, Swim +19
    Feats: Great Fortitude, Skill Focus (Hide)
    Environment: Warm or Temperate Aquatic
    Organization: Solitary, or
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Usually Chaotic Neutral
    Advancement: By Character Class
    Level Adjustment: --


    "So...come here often sailor?"
    "Pelor give me strength."
    "We're more interested in your Endurance actually."

    Seaweed Dryads appear as greenish women with dreadlocks made of seaweed. They are sometimes a little friendlier to sailors than land Dryads are to people, but they are somewhat deadlier as well. Even the animals leave them alone. Not so much because they're more powerful, they're just more willing to do some damage. Seaweed Dryads speak Common, Elven, and Sylvan.

    Spell-Like Abilities (Sp): Caster Level 6, Save DC's are Wisdom based.
    At will: Entangle (DC 11), Kelpstrand, Speak With Plants
    3/day: Water Breathing, Charm Person (DC 11), Commune With Nature
    1/day: Suggestion (DC 13)
    Spells not in the PHB may be found in the Spell Compendium.

    Improved Grab (Ex): The Seawead Dryad may make a Grapple attempt without provoking attacks of opportunity.

    Constrict(Ex): The Seaweed Dryad does 2d3+8 with a successful Grapple check.

    Seaweed Dependent (Su): This is the same as the Tree Dependent ability regular Dryads have (see MM page 90-91), except instead of a tree it's a patch of seaweed.

    Skills: A Seaweed Dryad has a +4 Racial Bonus to Hide and Move Silently checks (Hide Bonus increases to +8 in seaweed) and a +8 Racial 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: Seaweed Dryads usually lure surface dwellers in for a kiss promising them use of their Water Breathing spell. Then they Grapple. If a Grapple wont bring them down they'll try spells, or whatever weapon they may have found. Usually they hide if they think they can't confront someone.
    Last edited by Bhu; 2008-12-16 at 05:43 AM.
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  4. - Top - End - #154
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    These are rather funny to read.
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  5. - Top - End - #155
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    Ah, the spectral ape family....Jungle Creatures, good times there.
    LGBTitP

  6. - Top - End - #156
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    Quote Originally Posted by Bhu View Post
    Well here's the Kaiju template. It's one of my earlier efforts and I feel it needs revised, and it's a tad unfinished. WIll return to format shortly


    THE NEW KAIJU TEMPLATE

    lots of stuff

    whoo kaiju! my thoughts:

    size/type: i see no reason giants wouldn't stay giants. this would just make them bigger giants.

    hit dice: not sure on this. maybe increase to 40, instead of adding? also, some racial hit dice are better than others, after all. dragon/outsider as opposed to undead, for example. i will think on this.

    special attacks: wow. that's a lot.

    special qualities: ditto.

    skills: why so few? isn't this based on the racial hit die anyway? templates generally give bonuses or penalties to skills.

    feats: base creatures should keep their racial bonus feats. others aren't affected.

    CR: seems like this would vary depending on choices of... all of that, really.

    overall good, but i think you're right in that it should probably be a series of templates. i love variety, but it seems you're trying to do too much with just one template. wish i could offer more advice, but i am not skilled in homebrew-fu.

  7. - Top - End - #157
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    Quote Originally Posted by Rappy View Post
    Ah, the spectral ape family....Jungle Creatures, good times there.
    The thread is still going strong actually. Making critters there as we speak :D

    One last spookity critter and back to the funny:

    Spectral Dire Ape
    Size/Type: Huge Magical Beast
    Hit Dice: 18d10+90 (189 hp)
    Initiative: +5
    Speed: 50 ft. (10 squares), Climb 30 ft.
    Armor Class: 19 (-2 size, +1 Dex, +10 natural), touch 9, flat-footed 18
    Base Attack/Grapple: +18/+36
    Attack: Slam +26 melee (1d8+10) or Rock +19 ranged (2d8+10)
    Full Attack: 2 Slams +26 melee (1d8+10) and 1 Bite +21 melee (1d6+3) or Rock +19 ranged (2d8+10)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Improved Grab, Constrict (2d8+20)
    Special Qualities: Darkvision 60 ft., Low-light vision, Greater Invisibility
    Saves: Fort +16, Ref +12, Will +7
    Abilities: Str 31, Dex 12, Con 21, Int 5, Wis 12, Cha 5
    Skills: Climb +18, Listen +8, Move Silently +8, Spot +8
    Feats: Awesome Blow, Improved Bull Rush, Improved Initiative, Greater Multigrab, Multigrab, Power Attack, Spectral Skirmisher*
    Environment: Warm forests
    Organization: Solitary
    Challenge Rating: 13
    Treasure: Standard
    Alignment: Always neutral
    Advancement: 19-36 HD (Huge), 37-54 HD (Gargantuan)
    Level Adjustment: --

    * See Savage Species and PHB 2 for some Feats.

    "I warned you not to go in there! I warned you! Now it's followed you back, and it'll get us all! Get off my land and don't come back you fools! Go spend what time you have left regretting what you've done."

    Every so often there's a nasty mutation of sorts among the Spectral Apes. Or perhaps they just keep getting bigger with age. There are few recorded instances of s Spectral Dire Ape (possibly due to their invisibility), but slain specimens have been 20-30' tall.

    Skills: Spectral Dire Apes have a +8 Racial Bonus to Climb checks, and may always take 10 on a Climb check even if rushed or threatened.

    Greater Invisibility: This ability is constant allowing the Spectral Dire Ape to remain Invisible even while attacking. It works like the spell Greater Invisibility, and lasts as long as the Spectral Dire Ape is alive (it becomes visible 1 minute after death). This ability is not subject to Invisibility Purge.

    Improved Grab: If a Spectral Dire Ape hits with it's Slam attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it may Constrict the next round.

    Constrict: The Spectral Ape does 2d8+10 with a successful Grapple check.

    Combat: Spectral Dire Apes go straight for the Grapple. Lock up with the victim and rip him to shreds. Usually one in each hand.
    Last edited by Bhu; 2009-02-16 at 06:05 AM.
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  8. - Top - End - #158
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    How bout I make Kaiju a Type?


    Kaiju Type
    A Kaiju is a gigantic living creature of varying appearance and abilities.
    Features: A Kaiju has the following features unless mentioned otherwise in it's entry:

    -d12 Hit Dice
    -Base Attack Bonus equal to it's Hit Dice (as Fighter)
    -Skill Points equal to (2+Int modifier, minimum 1) per Hit Die, with Quadruple points for the first Hit Die.
    Traits: All Kaiju possess the following traits unless it mentions otherwise in their entry:
    -Low Light Vision
    -Treasure: Usually None
    -Proficient with Natural Weapons and any weapons or armor in it's entry.


    will return to finish. Trying to figure out which abilities would be common to All Kaiju.
    Last edited by Bhu; 2008-05-31 at 04:13 AM.
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  9. - Top - End - #159
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    Bullfrog
    Large Magical Beast
    Hit Dice: 8d10+24 (68 hp)
    Initiative: +5
    Speed: 40 ft. (8 squares)
    Armor Class: 13 (-1 Size, +1 Dex, +3 Natural), touch 10, flat-footed 12
    Base Attack/Grapple: +6/+15
    Attack: Bite +10 melee (1d8+5) or Tongue +10 melee (grapple)
    Full Attack: Bite +10 melee (1d8+5) or Tongue +10 melee (grapple)
    Space/Reach: 10/5 (10 with Tongue)
    Special Attacks: Tongue Grapple, Powerful Charge
    Special Qualities: Dark Vision 60, Low Light Vision
    Saves: Fort +9, Ref +7, Will +4
    Abilities: Str 20, Dex 12, Con 16, Int 1, Wis 14, Cha 4
    Skills: Jump +13, Listen +7, Spot +7
    Feats: Alertness, Skill Focus: Jump, Improved Initiative
    Environment: Warm Marsh, Plains, Forest
    Organization: Solitary, Pair, or Herd (6-30)
    Challenge Rating: 4??
    Treasure: None
    Alignment: Always Neutral
    Advancement: 9-12 HD (Large), 13-24 HD (Huge)
    Level Adjustment: ---

    "Bert...Bert you hear that? It sounded like a thousand frogs ribbited at once..."

    In some sort of drunken college spree several wizards came across the methods used to make the Owlbear, and created a bison sized frog with horns. Then just for giggles when they got tired of them setting around eating giant bugs and farting all over the place they turned them loose into the wild. Now swampdwellers everywhere can raise the vicious little halfwits as food.

    Tongue Grapple (Ex): The Bullfrog has an adhesive tongue that allows it to make grapple checks without the usual penalty for grappling with one extremity. Attacking with it's tongue does not provoke an Attack of Opportunity, and if the Bullfrog wins the Grapple check it can reel a target in that turn and begin doing bite damage with each successful grapple check on proceeding turns.

    Powerful Charge (Ex): When Bullfrogs do their initial leaping charge, they slam into opponents for 2d8+10 bludgeoning damage.

    Combat: If an opponent is within range of their tongue Bullfrogs will attempt to grapple and then begin munching. Otherwise they charge, and then proceed to bite.
    Last edited by Bhu; 2009-01-05 at 12:53 AM.
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  10. - Top - End - #160
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    So many shades of Impossible Creatures right there, bhu.
    LGBTitP

  11. - Top - End - #161
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    Crab Spider
    Huge Magical Beast
    Hit Dice: 10d10+30 (85 hp)
    Initiative: +5
    Speed: 40 ft. (8 squares)
    Armor Class: 21 (-2 Size, +3 Dex, +10 Natural), touch 11, flat-footed 18
    Base Attack/Grapple: +10/+25
    Attack: Pincer +15 melee (2d6+7)
    Full Attack: 2 Pincers +15 melee (2d6+7) and 1 Bite +10 melee (2d6+3 plus poison)
    Space/Reach: 15'/10'
    Special Attacks: Poison, Pincer Grab, Constrict (4d6+7)
    Special Qualities: Low Light Vision, Dark Vision 60', Scent
    Saves: Fort +9, Ref +10, Will +4
    Abilities: Str 25, Dex 17, Con 14, Int 3, Wis 12, Cha 2
    Skills: Climb +10, Hide -1, Jump +10, Spot +4
    Feats: Cleave, Great Cleave, Improved Toughness, Power Attack
    Environment: Warm Forests and Mountains
    Organization: Solitary
    Challenge Rating: 9
    Treasure: None
    Alignment: Always Neutral
    Advancement: 11-19 HD (Huge)
    Level Adjustment: ---

    "Aw crap...the local spiders can break swords now. Retreeeeaaatt!!"


    This appears to be a huge Wolf Spider with crab pincers. Yet another in a long line of Owlbear knockoffs. As usual with giant freaky wizard created monsters they got loose and bred like rabbits. Now they haunt forests everywhere and make nuisances of themselves. Most people believe they're as dumb as any spider, but people who have encountered them swear they giggle when they disarm opponents.


    Poison (Ex): Injury Fortitude DC 17, Initial and Secondary Damage 1d8 Str. Save DC is Constitution Based.

    Pincer Grab (Ex): If the Crab Spider succeeds with a Pincer attack it can make one of the following attacks as a Free Action without provoking an Attack of Opportunity: Grapple, Trip, Sunder.

    Constrict (Ex): If the Crab Spider succeeds with a Grapple check it does its constriction damage each turn. It may also attempt to attack with it's Bite attack once per turn.

    Combat: Crab Spiders have an unexpected cunning. Usually they will attempt to just straightforward grapple and constrict, then bite to let the poison finish off prey. If surrounded they will trip up the slower looking targets, or try Sundering weapons.
    Last edited by Bhu; 2009-01-05 at 12:58 AM.
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  12. - Top - End - #162
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    Spectral Vermin are awesome!

    Cpt. Obed's CR should be 10 (5 rogue+5 CR increase). He's also very short on hp. A 10th level wizard casting a twinned magic missile will do enough damage to one-shot him. Which also leaves puzzled as to how he killed those clerics and wizards...

    In general it's very hard to make undead with CR adjustments as they become very brittle. I generally put little shields on them to absorb damage (has Cha modifierxHD hp).

    The CR adjustment on The Gray Company is way too high. Those boost are worth about +3 CR not +5 CR and it should have LA +7 or -.

    Seaweed Dryad: Solitary or...?

    As usual your creatures are awesome!
    Last edited by GoC; 2008-06-02 at 11:39 AM.

  13. - Top - End - #163
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    My 8th level party is going to be very suprised when they get owned by cute, furry animals.

  14. - Top - End - #164
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    I like the crab spider as well. The question: how many animal naming puns can you manage before you bore people with your creations? The answer: none!
    LGBTitP

  15. - Top - End - #165
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    Quote Originally Posted by GoC View Post
    Spectral Vermin are awesome!

    Cpt. Obed's CR should be 10 (5 rogue+5 CR increase). He's also very short on hp. A 10th level wizard casting a twinned magic missile will do enough damage to one-shot him. Which also leaves puzzled as to how he killed those clerics and wizards...

    In general it's very hard to make undead with CR adjustments as they become very brittle. I generally put little shields on them to absorb damage (has Cha modifierxHD hp).

    The CR adjustment on The Gray Company is way too high. Those boost are worth about +3 CR not +5 CR and it should have LA +7 or -.

    Seaweed Dryad: Solitary or...?

    As usual your creatures are awesome!
    Fixed em. Made Obed a level 8 Rogue so he matches the CR. Peek at Rejuvenation. It's how he kills people. You can destroy Obed over and over and over again, and the power of his Master will always bring him back. To put down Obed you have to kill a God. Or at least find a way to shut off his influence on the outside world.
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  16. - Top - End - #166
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    Blowfly
    Fine Magical Beast (Air)
    Hit Dice: 1d10 (5 hp)
    Initiative: +7
    Speed: Fly 40 ft. (8 squares), Good
    Armor Class: 25 (+8 Size, +7 Dex), touch 25, flat-footed 18
    Base Attack/Grapple: +1/-20
    Attack: -
    Full Attack: -
    Space/Reach: 1/2 ft./0 ft.
    Special Attacks: Gust of Wind
    Special Qualities: Dark Vision 60 ft., Scent
    Saves: Fort +2, Ref +9, Will +0
    Abilities: Str 1, Dex 25, Con 10, Int 1, Wis 11, Cha 10
    Skills: Listen +4, Spot +4
    Feats: Alertness
    Environment: Any
    Organization: Solitary or Swarm (6-30)
    Challenge Rating: 1/2
    Treasure: None
    Alignment: Neutral
    Advancement: -
    Level Adjustment: ---

    "Abner...git me mah fly swatting longbow..."

    Blowflies are large black flies invented by a madman in his magical labs for purposes of amusement. they are generally regarded as among the most hated magical creations known today, even more reviled than the Owlbear. Large swarms of them are rumored to produce hurricane like winds, destroying communities. They appear to be hideous flies roughly 2 inches long.

    Gust of Wind (Su): The Blowfly may cast the spell Gust of Wind as a Supernatural ability at will as a 3rd level Sorcerer.

    Combat: Nervous flies blast the source of their irritation with Gust of Wind and fly away. But the little monsters keep coming back, just like real flies. Pesky lil sob's.
    Last edited by Bhu; 2008-12-31 at 05:03 AM.
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  17. - Top - End - #167
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    Antbird
    Tiny Magical Beast
    Hit Dice: 1d8 (4 hp)
    Initiative: +2
    Speed: 5 ft. (1 square), Fly 60 ft (Good)
    Armor Class: 19 (+2 Size, +2 Dex, +5 Natural), touch 14, flat-footed 17
    Base Attack/Grapple: +0/-8
    Attack: Bite +2 melee (1d3+1d3 acid)
    Full Attack: Bite +2 melee (1d3+1d3 acid)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Improved Grab
    Special Qualities: Dark Vision 60 ft., Scent
    Saves: Fort +2, Ref +4, Will +1
    Abilities: Str 10, Dex 15, Con 10, Int 1, Wis 12, Cha 9
    Skills: Listen +3, Spot +3
    Feats: Weapon Finesse
    Environment: Warm Plains, Forest, or Swamp
    Organization: Solitary or flock (10-1000)
    Challenge Rating: 1
    Treasure: None
    Alignment: Neutral
    Advancement: 2 HD (Small), 3-4 HD (Medium)
    Level Adjustment: ---

    "Abner...git me mah bird shootin' thingy. Them freak birds is in the corn agin."

    Antbirds are an unholy mingling of ant and bird created by the same magic that created owlbears. Unfortunately the magic was just as faulty, and the things wreak havoc when they swarm each year to migrate, eating everything in sight. It is said their creator was creatively murdered at the hands of a mob of farmers.

    Improved Grab (Ex): If the Antbird succeeds in biting an opponent it can make a grapple check as a free action without provoking an attack of opportunity. If it succeeds it does bite damage each round the hold is maintained.

    Combat: Antbirds usually fly straight at their opponent, latch on, and bite until it dies, or it wounds the Antbird. If there is a swarm they attack en masse, stripping crops, livestock, and even people.
    Last edited by Bhu; 2009-01-05 at 12:59 AM.
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  18. - Top - End - #168
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    AHAHAHAHA! that seaweed dryad was GREAT!
    and now kaijuus!? dude i love you!
    ...
    in a very hetero and buddy-like way. geez.

    imagine a collosal steel golem. with the chest reinforced with bones taken off a dragons ribcage!
    yes i just saw tokyo s.o.s
    good movie.
    Need a setting for your game? a character concept? any gaming related ideas? I make far to many to eat up myself, and therefor I am willing to share them. Free ideas! Get yer fluff here! PM me.


    The friendly neighborhood gentleman perv is always ready to help!

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    Quote Originally Posted by Celesyne
    oh, and looting villages is REALLY good money, if a nearby lord doesn't stop by and give you a daily dose of rape.
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  19. - Top - End - #169
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    Archer Fish
    Small Magical Beast
    Hit Dice: 1d8 (4 hp)
    Initiative: +3
    Speed: Swim 40 ft. (8 squares)
    Armor Class: 15 (+1 Size, +3 Dex, +1 Natural), touch 14, flat-footed 12
    Base Attack/Grapple: +0/-7
    Attack: Spit +3 Ranged (1d6/x3)
    Full Attack: Spit +3 Ranged (1d6/x3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spit
    Special Qualities: Dark Vision 60 ft.,
    Saves: Fort +2, Ref +5, Will +0
    Abilities: Str 5, Dex 17, Con 11, Int 2, Wis 11, Cha 6
    Skills: Listen +2, Spot +2
    Feats: Point Blank Shot
    Environment: Warm Aquatic
    Organization: Solitary or School (6-30)
    Challenge Rating: 1
    Treasure: None
    Alignment: Neutral
    Advancement: 2-3 HD (Medium)
    Level Adjustment: ---

    "Abner...git the preacher. Thet carp done shot me!"

    Magicians have always been known for trying to breed magical guardians, so it isn't surprising that one day some madman would invent a really large Perch that could puke arrows. Well actually they're arrow like bits of Force, but that's precious little difference to the redneck fishermen being shot by them.

    Spit(Su): The Archer Fish can spit arrows of force. Stats are identical to a Small Longbow, and firing it under water, or out of the water doesn't provice any penalties.

    Skills: The Archer Fish has a +8 Racial Bonus to Swim checks, and can always take 10 on a swim check even if threatened or endangered. It may use the Run action while swimming in a straight line.

    Combat: The Archer Fish rarely initiates combat as long as nothing approaches within 10' that seems threatening. Then it burps arrows till the threat dies, or flees the area.
    Last edited by Bhu; 2008-12-27 at 05:28 AM.
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    Arctic Fox
    Tiny Magical Beast (Cold)
    Hit Dice: 10d10+10 (65 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: 18 (+2 Size, +3 Dex, +3 Natural), touch 15, flat-footed 15
    Base Attack/Grapple: +10/+2
    Attack: Bite +15 melee (1d3+1d6 cold)
    Full Attack: Bite +15 melee (1d3+1d6 cold)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Arctic Weather, Cold Touch
    Special Qualities: Dark Vision 60 ft., Scent
    Saves: Fort +8, Ref +10, Will +6
    Abilities: Str 10, Dex 16, Con 12, Int 5, Wis 14, Cha 20
    Skills: Hide +14, Listen +8, Move Silently +8, Spot +8
    Feats: Weapon Finesse, Skill Focus (Hide), Alertness, Dodge
    Environment: Any Cold
    Organization: Solitary
    Challenge Rating: 4
    Treasure: none
    Alignment: Neutral
    Advancement: 11-15 HD (Tiny)
    Level Adjustment: ---

    "So...your money or your crops."


    Arctic Foxes appear to be normal white foxes. Unfortunately the winter comes with them. Meaning they are quite the nuisance. They used to use it to extort farmers till they learned farmers don't have any money. So now they extort the communities the farmers depend on. No one has yet figured out what they need or use the money for. Arctic Foxes speak Common and Sylvan.

    Arctic Weather (Su): Weather within 5 miles of an Arctic Fox undergoes a drastic change. The temperature lowers by 30 degrees, and winds increase by 20 mph. If this makes it cold enough to snow, it does so.

    Cold Touch (Su): Anyone touching the Arctic Fox (natural weapon, grapple, unarmed strike, etc) takes 1d6 cold damage. Anyone it successfully attacks takes 1d6 cold damage as well (or 1d6 cold per round in a grapple).

    Combat: Arctic Foxes avoid combat with anything bigger than themselves (and because they know that most other beings want them dead because of the weather they cause).
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  21. - Top - End - #171
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    Bighorn Sheep
    Medium Magical Beast
    Hit Dice: 3d10+9 (25 hp)
    Initiative: +1
    Speed: 30 ft. ( 6 squares)
    Armor Class: 15 (+1 Dex, +4 Natural), touch 11, flat-footed 14
    Base Attack/Grapple: +2/+4
    Attack: Butt +4 melee (1d8+2)
    Full Attack: Butt +4 melee (1d8+2)
    Space/Reach: 5/5
    Special Attacks: Powerful Charge
    Special Qualities: Low Light Vision, Dark Vision 60
    Saves: Fort +6, Ref +4, Will +1
    Abilities: Str 15, Dex 12, Con 17, Int 2, Wis 11, Cha 4
    Skills: Listen +3, Spot +3
    Feats: Power Attack, Improved Bull Rush, Improved Overrun (B), Reckless Charge (B)
    Environment: Temperate Plains, Hills, or Mountains
    Organization: Solitary or Herd (5-500)
    Challenge Rating: 1??
    Treasure: None
    Alignment: Always Neutral
    Advancement: 4-5 HD (Medium)
    Level Adjustment: ---

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

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

    These appear to be mule sized sheep with oversized horns, and armor reinforced necks and foreheads. They are infamously temperamental, and territorial. Their origin is unknown but the local Druids always seem to need to be somewhere else when the subject is brought up. Many attempts have been made to domesticate them and all have failed. The locals would love access to the wool.

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

    Combat: Bighorn Sheep generally charge into the fray, then repeatedly slam their forehead into opponents until they flee or stop moving. The rams will fight to the death while the flock escapes.
    Last edited by Bhu; 2009-01-05 at 01:12 AM.
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  22. - Top - End - #172
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    Cash Cow
    Large Magical Beast
    Hit Dice: 4d8+16 (34 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares)
    Armor Class: 24 (-1 Size, +15), touch 9, flat-footed 24
    Base Attack/Grapple: +3/+12
    Attack: Butt +7 melee (1d8+8)
    Full Attack: Butt +7 melee (1d8+8)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Stampede, Trample (2d6+16)
    Special Qualities: Dark Vision 60 ft., Scent, Valuable, DR 5/Adamantine
    Saves: Fort +8, Ref +4, Will +1
    Abilities: Str 20, Dex 10, Con 18, Int 2, Wis 11, Cha 6
    Skills: Listen +6, Spot +5
    Feats: Alertness, Endurance
    Environment: Temperate Plains
    Organization: Solitary or Herd (6-30)
    Challenge Rating: 2
    Treasure: See text
    Alignment: Neutral
    Advancement: 5-6 HD (Large)
    Level Adjustment: ---

    "Abner...that cow's hide looks ta be made o' Platinum..."

    Cash Cows appear to be regular cattle whose hide has a somewhat metallic sheen. When killed they may be dissected as many of their organs are precious metals. It's uncertain exactly how they came about, but an insane mage is assumed to be the case as usual. Someone wanted cattle that could eat earth and raw ore and poop refined metals. He got it, but in the process they convert so much of the stuff that their insides slowly become metal. They are the same size as normal cattle but weigh half again as much.

    Stampede (Ex): A frightened herd of Cash Cattle run in a random direction, literally running over anything Large or smaller. Anything in their path takes 1d12 damage for every 5 cattle in the herd (Reflex Save DC 17 for half damage, Save DC is Strength based).

    Trample (Ex): Reflex Save DC 17 for half damage (Save DC is Strength based)

    Valuable (Ex): Cash Cattle are pretty much inedible, and so is their milk. However if fed raw ore they can 'refine' it into a purified state (a full grown cow can 'process' 2 pounds of raw ore per day). Fully mature cattle are worth about 5 GP per pound (and weigh up to 2000 pounds) dead, but quite a bit more alive.

    Combat: Preeetty much the same as your standard cow really...
    Last edited by Bhu; 2008-12-20 at 06:44 AM.
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  23. - Top - End - #173
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    Average pounds (or value) of ore that a cash cow can be expected to process in a given time period could be a good addition.
    [Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
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  24. - Top - End - #174
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    Added it in Draco. Thanks.

    Fairy Shrimp
    Tiny Fey
    Hit Dice: 1d6+1 (4 hp)
    Initiative: +4
    Speed: 20 Swim, 40 Flying (good)
    Armor/Class: 20 (+4 Size, + 2 Natural, +4 Dex), touch 18, flat-footed 16
    Base Attack/Grapple: + 0/ - 11
    Attack: Nip 3 melee (1d3-3)
    Space/Reach: 2 '/ 0
    Special Attacks: Spell Like Abilities
    Special Qualities: Damage Reduction 5/ Cold Iron, low-light vision, Amphibious,
    Spell Resistance 17
    Saves: Fort +1, Ref + 6, Will + 3
    Abilities: Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 16
    Skills: Bluff +7, Diplomacy +7, Hide + 16, Intimidate +7, Knowledge (Arcana)
    +4, Spot + 5
    Feats: Dodge
    Environment: Warm Marshes
    Organization: Solitary or Swarm (10 to 40)
    Challenge Rating: 1
    Treasure: Standard
    Alignment: Chaotic Neutral
    Advancement: 2-3 HD (small), 4-6 HD (Medium), 7-12 HD (Large)
    Level Adjustment: -


    "Leroy?"

    "Whut Jebediah?"

    We had too much Shine? Or is thuh Crawdaddies floating 'round us on wings?"

    "Naw. Naw they's flyin'."

    Fairy Shrimp appear to be delicate shrimp like beings with butterfly or dragonfly wings. They haunt pools and rivers and wetlands in abundance, considering themselves protectors of the bayous. Granted their idea of protection is just annoying outsiders until they leave, but if it's effecteive you run with what you're good at. They speak Common and Sylvan.

    Spell Like Abilities (Sp): Fairy Shrimp can cast spells as a Sorcerer equal to their Hit Dice. Instead of spells they are spell like abilities, making them somewhat more formidable (if they're older).

    Combat: Fairy Shrimp rarely resort to combat, harrying their opponents with spells as a group instead. They tend to specialize in Conjuration, Divination, Enchantment, and Illusion.
    Last edited by Bhu; 2008-12-16 at 05:43 AM.
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  25. - Top - End - #175
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    Beholder Cyclops, Magos
    Large Aberration
    Hit Dice: 16d8+64 (136 hp)
    Initiative: +6
    Speed: 5 ft. (1 square), Fly 20 ft. (good)
    Armor Class: 26 (-1 Size, +2 Dex, +15 Natural), touch 11, flat-footed
    24
    Base Attack/Grapple: +12/+16
    Attack: Bite +12 melee (2d6+1)
    Full Attack: Bite +12 melee (2d6+1)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Antimagic Beam
    Special Qualities: Antimagic Field, Dark Vision 60 ft., Flight
    Saves: Fort +11, Ref +7, Will +14
    Abilities: Str 12, Dex 14, Con 18, Int 3, Wis 15, Cha 15
    Skills: Listen +10, Search +6, Spot +11
    Feats: Ability Focus (Antimagic Beam), Alertness, Dodge, Great Fortitude, Improved Initiative, Iron Will
    Environment: Underdark
    Organization: Solitary
    Challenge Rating: 12
    Treasure: None
    Alignment: Chaotic Evil
    Advancement: 17-30 HD (Huge)
    Level Adjustment: ---


    "Before you floats what could be a Beholder, glowing with power in the darkness. But it has only the one eye, and it seems alive with energy. You can feel it in the air around it, like an itch in your bones. Its one great eye seems devoid of life or intelligence."

    10 minutes later:

    "YOU ATE MY VORPAL SWORD!!!!! AAAARGH!!!! YOU BASTARD!!!! Do you know how many innocent goblins, hobgoblins, kobolds, et al I had to kill to make the money to acquire one of those?"

    "Thog just poor uneducated Beholderkin, but somehow Thog think it unfair he is one being called bastard here..."

    "Wait..doesn't the text below say you can no longer speak or understand languages?"


    The Magos are the first of the Beholder Cyclops, and the worst of the bunch. Originally the Magos was an experiment by the Beholder community to increase the antimagic power of their central eye. It worked too well. The result was insane. An eating machine incapable of reason and little more than an animal. Worse it preyed upon other Beholders whose eye rays were useless against it, or spawned its own kind from them. The attempts to exterminate them drove them underground. Magos no longer speak or understand languages, and are slightly larger than the average Beholder.


    Antimagic Field (Ex): The Magos' central eye radiates an Antimagic Field identical to the spell of the same name. The effect permanently surrounds it out to 10'.

    Antimagic Beam (Su): Once every 1d4 rounds the Magos may reduce its Antimagic Field into a tight beam that it fires from its Central Eye. This is a Ranged Touch attack with a range increment of 120 feet and +14 to hit. If it strikes an opponent he is affected as if he had had the spell Mordenkainen's Disjunction cast upon him. Caster level is 18, Will power Save DC is 22 (Save is Charisma based). The round this ray is fired the Magos' Antimagic Field is down, so it only uses it at a distance.

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

    Combat: A Magos will open up with it's Antimagic Beam (if it's at range), and then charge. They're too feral to think of tactics much beyond this.
    Last edited by Bhu; 2008-08-24 at 06:51 AM.
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  26. - Top - End - #176
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    Stone Crab
    Huge Magical Beast (Aquatic, Earth)
    Hit Dice: 16d10+176 (264 hp)
    Initiative: -1
    Speed: 20 ft. (4 squares)
    Armor Class: 27 (-2 Size, -1 Dex, +20 Natural), touch 7, flat-footed 27
    Base Attack/Grapple: +16/+38
    Attack: Pincer +24 melee (2d6+10/19-20)
    Full Attack: 2 Pincers +24 melee (2d6+10/19-20)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Constrict, Improved Grab
    Special Qualities: Dark Vision 60 ft., Amphibious, Scent, Damage Reduction 10/-, Immunities, Camouflage
    Saves: Fort +20, Ref +9, Will +6
    Abilities: Str 30, Dex 8, Con 30, Int 1, Wis 12, Cha 2
    Skills: Hide +1, Spot +10
    Feats: Awesome Blow, Cleave, Great Cleave, Improved Critical (Claw), Improved Toughness, Power Attack
    Environment: Any Aquatic
    Organization: Solitary
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Neutral
    Advancement: 17-32 HD (Gargantuan), 33-54 HD (Collosal)
    Level Adjustment: ---

    "Heeey....that ain't no hill.."

    Stone Crabs are immense Crabs infused with the power of the Elemental Plane of Earth by yet another psychotic mage with an axe to grind. Capable of growing to immense size their ferocious appetites make them trouble for the local ecosystems. Their bodily makeup makes them a rich prize for anyone capable of putting one down though. given how many freaks of nature like this are created by mages you wonder why people let them hang around... Stone Crabs are roughly 16' across, and weigh up to 16 tons.

    Constrict (Ex): A Stone Crab does 4d6+10 with a successful Grapple check.

    Improved Grab (Ex): If a Stone Crab successfully hits with a Claw Attack it may attempt a Grapple Check as a Free Action without provoking an attack of opportunity. If successful it may Constrict. Stone Crabs receive a +4 Racial Bonus on Grapple Checks.

    Immunities (Ex): Stone Crab are immune to Poison, sleep effects, paralysis, stunning, Critical Hits, and all mind-affecting effects.

    Camouflage (Ex): Stone Crabs appear to be made of stone, and in rough, jagged stone areas they receive a +8 Racial Bonus to Hide checks, and may use the Camouflage and Hide in Plain Sight abilities (see page 48 of the Players Handbook).

    Combat: Stone Crabs are ambush predators with little more tactical sense than Hide until it gets close, and then grab it. They're stubborn too. You really gotta hurt em to make one leave.
    Last edited by Bhu; 2008-12-31 at 05:18 AM.
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  27. - Top - End - #177
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    These are terrific. I had almost expected a "Magoo" cyclops to be nearsighted and wearing a huge monocle!

    The stone crab is nasty. Shouldn't it be DR/epic rather than DR/-? It's not an epic creature.

    Fairy shrimp and cash cows are just too funny not to use somehow. I just need some inspiration!

    Can I safely assume where you use Butt attack that you mean a headbutt rather than having the creature attack backwards? A butt attack would be funny, but a headbutt makes a lot more sense.

    Debby

  28. - Top - End - #178
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    Quote Originally Posted by Debihuman View Post
    These are terrific. I had almost expected a "Magoo" cyclops to be nearsighted and wearing a huge monocle!

    The stone crab is nasty. Shouldn't it be DR/epic rather than DR/-? It's not an epic creature.

    Fairy shrimp and cash cows are just too funny not to use somehow. I just need some inspiration!

    Can I safely assume where you use Butt attack that you mean a headbutt rather than having the creature attack backwards? A butt attack would be funny, but a headbutt makes a lot more sense.

    Debby
    Stone Crabs were meant to be eeeeeevil...

    Yup it's a Head butt, although god knows I'll be making a monster with a flying butt attack someday. probably a monkey. Who knows Flying Butt Monkey Kung Fu...
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  29. - Top - End - #179
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    Paralegal Imp
    Small Outsider (Evil, Extraplanar, Lawful, Baatezu)
    Hit Dice: 3d8 (13 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: 19 (+1 Size, +3 Dex, +5 Natural), touch 14, flat-footed 16
    Base Attack/Grapple: +3/-2
    Attack: Sting +7 melee (1d4-1 plus poison)
    Full Attack: Sting +7 melee (1d4-1 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison, Spell Like Abilities
    Special Qualities: DR 5/ Good or Silver, Dark Vision 60', Fast Healing 2, Immune to Poison, Fire Resistance 5, Lawyer
    Saves: Fort +3, Ref +6, Will +5
    Abilities: Str 8, Dex 17, Con 10, Int 12, Wis 12, Cha 14
    Skills: Bluff +7, Diplomacy +8, Gather Information +9, Hide +13, Knowledge (Local) +7, Listen +7, Move Silently +9, Search +7, Spellcraft +7
    Feats: Dodge, Weapon Finesse
    Environment: Nine Hells
    Organization: Solitary or Team (3-6)
    Challenge Rating: 2
    Treasure: None
    Alignment: Always Lawful Evil
    Advancement: 4-6 HD (Small)
    Level Adjustment: ---

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


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

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

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

    Spell Like Abilities (Sp): At Will: Detect Good, Detect Magic, Delusions of Grandeur (DC 14)
    1/day: Suggestion (DC 15)
    1/week: Commune (can ask 6 questions, Caster Level 12)
    Caster Level 6, Save DC's are Charisma Based.

    Lawyer (Su): You have become pretty good at assessing people's guilt. Gaze, 30', Will Save DC 13 negates, Discern Lies. Save DC is Charisma Based.

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

    Combat: A Paralegal Imp is made for intellectual combat, not physical, It will use it's powers to cheat on court cases if it can, but most will flee from combat.
    Last edited by Bhu; 2009-01-26 at 06:44 AM.
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  30. - Top - End - #180
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    Quote Originally Posted by Bhu View Post
    Paralegal Imp
    Paralegal imps are awesome. I always thought Lawful devils were awesome, and this makes it even moreso. However, his abilities don't seem to be very lawyery. It needs more overt abilities in order to be an effective lawyer. :)

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

    Spell Like Abilities (Sp): At Will: Detect Good, Detect Magic, Delusions of Grandeur (DC 14)
    1/day: Suggestion (DC 15)
    1/week: Commune (can ask 6 questions, Caster Level 12)
    Caster Level 6, Save DC's are Charisma Based.
    Perhaps Detect Lies or Zone of Truth also? After all, an atourney's job is to detect lies and uncover the "truth" ;).


    Lawyer (Ex): You have become pretty good at assessing people's guilt. As a Full Round Action you may stare into someone's soul. They must make a DC 13 Will Save or you know every law they have broken within the past month. Save DC is Charisma Based.
    This is a little ambiguous. What constitutes a breaking of the law? What if it only detects law they've broken not according to the case? (After all, if a month passes and the imp uses this ability, it's useless to it.)

    Perhaps...

    Objection (Ex): Once per court session, a Paralegal imp can raise a fatal objection against a witness, client, or other individual in the case. It can, as a full round action, make a Bluff check against the opposing side's Sense Motive (usually the lawyer on the other side makes this check, but the creature itself can also make a check if it has a higher skill modifier). If it succeeds, that creature is dazed for one round and creatures witnessing the trial (including the judge) treat the affected creature as if it were one catagory more towards hostile (see Diplomacy). Paralegal imps sometimes use this ability as their clinching move, to make the judge Hostile towards an enemy. Presenting a piece of evidence gives a +4 bonus on the Imp's check.

    Badger Witness (Su): Gaze attack, save or be shaken. DC 15. The imp must use this as a standard action.

    Also, there's a feat in Races of the Wild, or something, halfling only, that allows them to use Bluff to make people spill the beans or say what they want them to say. Perhaps they could have that as a bonus feat?

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