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Thread: Critters

  1. - Top - End - #331
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    Remember they are magic :D
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  2. - Top - End - #332
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    Displacer Newt
    Huge Magical Beast (Aquatic)
    Hit Dice: 18d10+90 (189 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares), Swim 30 ft.
    Armor Class: 21 (-2 Large, +11 Natural, +2 Deflection), touch 10, flat-footed 21
    Base Attack/Grapple: +18/+40
    Attack: Bite +26 melee (2d6+15/19-20)
    Full Attack: Bite +26 melee (2d6+15/19-20)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: -
    Special Qualities: Darkvision 60 ft., Low-light vision, Displacement, Resistant to Ranged Attacks, Scent, Amphibious
    Saves: Fort +16, Ref +11, Will +8
    Abilities: Str 30, Dex 11, Con 20, Int 10, Wis 14, Cha 10
    Skills: Balance +7, Climb +15, Hide +5, Listen +9, Move Silently +5, Search +5, Spot +9, Swim +18, Survival +7
    Feats: Alertness, Cleave, Great Cleave, Improved Critical (Bite), Improved Initiative, Iron Will, Power Attack
    Environment: Warm Aquatic or Forest
    Organization: Solitary
    Challenge Rating: 9?
    Treasure: None
    Alignment: Usually Lawful Evil
    Advancement: 19-27 HD (Huge), 28-36 HD (Gargantuan)
    Level Adjustment: --

    "Watch out for some of the Eels. Not all of them are restricted to the water. Some of them have learned to crawl. And they aren't picky about what they eat..."

    After several decades in Eel form, a Displacer Eel once again goes into suspended animation for a few weeks, and emerges as a Displacer Newt. Much bulkier, and with stubby legs, it now begins to hunt on land as well as the rivers. It reminds many of a pudgy salamander the size of a dinosaur. Most are now capable of speech and speak Sylvan or Common, depending on which language they have encountered first.



    Displacement (Su): Any melee or ranged attack targeting the Displacer Newt has a 50% chance of missing unless the attacker has some means of locating them other than sight. See Invisibility doesn't negate this but True Seeing does.

    Resistance to Ranged Attacks (Su): Displacer Newts have a +4 Resistance Bonus to ranged magical attacks that specifically target them (except for ranged touch attacks).

    Skills: Displacer Newts get a +8 Racial Bonus to Hide and Swim checks. They may always Take 10 on a Swim check, even if threatend or endangered. They may use the Run action while swimming in a straight line.

    Combat: Displacer Newts usually Charge directly into melee and bite away until their opponent falls or they take more than half their hit points in damage. If hurt they will retreat, and track the opponent until it goes to sleep, when the Displacer Newt will ambush.
    Last edited by Bhu; 2009-03-09 at 04:36 AM.
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  3. - Top - End - #333
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    Displacer Wyrm
    Gargantuan Magical Beast
    Hit Dice: 36d10+288 (486 hp)
    Initiative: +4
    Speed: 40 ft. (8 squares)
    Armor Class: 31 (-4 Size, +21 Natural, +4 Deflection), touch 10, flat-footed 31
    Base Attack/Grapple: +36/+61
    Attack: Bite +45 melee (4d6+13)
    Full Attack: 1 Bite +45 melee (4d6+13) and 2 Claws +45 melee (2d6+6) and 1 Tail Lash +46 melee (2d8+6/19-20)
    Space/Reach: 20 ft./15 ft.
    Special Attacks: -
    Special Qualities: Darkvision 60 ft., Low-light vision, Displacement, Resistant to Ranged Attacks, Scent, Amphibious, Damage Reduction 5/Cold Iron
    Saves: Fort +28, Ref +22, Will +17
    Abilities: Str 37, Dex 10, Con 27, Int 14, Wis 20, Cha 18
    Skills: Climb +35, Hide +10, Intimidate +18, Knowledge (Local, Nature) +17, Listen +19, Move Silently +14, Search +16, Spot +19, Swim +35, Survival +19
    Feats: Cleave, Great Cleave, Improved Critical (Tail), Improved Initiative, Improved Multiattack, Lightning Reflexes, Multiattack, Multisnatch, Overwhelming Critical (Tail), Power Attack, Rend, Snatch, Weapon Focus (Tail)*
    Environment: Warm Aquatic or Forest
    Organization: Solitary
    Challenge Rating: 20
    Treasure: Double Standard
    Alignment: Usually Lawful Evil
    Advancement: 37-54 HD (Gargantuan)
    Level Adjustment: --

    * Feats not found in the PHB may be found in the Draconomicon.

    "There are many great Wyrms sleeping in the depths of the jungle. If you come across one do not awaken it for they are ravenous, and not easily dealt with."


    After several more decades a Displacer Newt becomes sexually mature, and may spawn eggs (which will become Displacer fish). The mature form is no longer aquatic (save for laying it's eggs), and is a larger, meaner version of the Newt with a spiny back and tail roughly the same size and shape as a Purple Worm. By now they usually speak Common, Sylvan, and at least one other language.

    Displacement (Su): Any melee or ranged attack targeting the Displacer Wyrm has a 50% chance of missing unless the attacker has some means of locating them other than sight. See Invisibility doesn't negate this but True Seeing does.

    Resistance to Ranged Attacks (Su): Displacer Wyrms have a +4 Resistance Bonus to ranged magical attacks that specifically target them (except for ranged touch attacks).

    Skills: Displacer Wyrms get a +8 Racial Bonus to Climb, Hide and Swim checks. They may always Take 10 on a Climb or Swim check, even if threatened or endangered. They may use the Run action while swimming in a straight line.

    Combat: Displacer Wyrms are more intelligent but have changed little. They still prefer to close and begin ripping away like animals of some sort. The difference is they now usually have some form of tactics to fall back on if brute force isn't enough to win the day.
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  4. - Top - End - #334
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    Displacer Drake
    Colossal Magical Beast
    Hit Dice: 55d10+605 (907 hp)
    Initiative: +6
    Speed: Fly 80 ft. (16 squares), Perfect
    Armor Class: 43 (-8 Size, +2 Dex, +31 Natural, +8 Deflection), touch 12, flat-footed 41
    Base Attack/Grapple: +55/+88
    Attack: Bite +64 melee (4d8+17)
    Full Attack: 1 Bite +64 melee (4d8+17) and 2 Claws +64 melee (2d8+8) and 1 Tail Lash +65 melee (4d6+8/19-20)
    Space/Reach: 30 ft./20 ft.
    Special Attacks: Frightful Presence, Distortion Field, Fetid Breath
    Special Qualities: Darkvision 60 ft., Low-light vision, Displacement, Resistant to Ranged Attacks, Scent, Amphibious, Damage Reduction 10/Cold Iron, Wide Angle Vision
    Saves: Fort +40, Ref +33, Will +24
    Abilities: Str 45, Dex 15, Con 32, Int 18, Wis 22, Cha 25
    Skills: Climb +46, Hide +23, Intimidate +36, Knowledge (Local, Nature) +33, Listen +35, Move Silently +31, Search +37, Spot +39, Swim +54, Survival +35
    Feats: Cleave, Devastating Critical (Tail), Flyby Attack, Great Cleave, Hover, Improved Critical (Tail), Improved Initiative, Improved Multiattack, Improved Snatch, Large and in Charge, Lightning Reflexes, Multiattack, Multisnatch, Overwhelming Critical (Tail), Power Attack, Power Dive, Rend, Snatch, Weapon Focus (Tail) *
    Environment: Warm Aquatic or Forest
    Organization: Solitary
    Challenge Rating: 27??
    Treasure: Double Standard
    Alignment: Usually Lawful Evil
    Advancement: 55-110 HD (Colossal)
    Level Adjustment: --

    * Feats not found in the PHB are in the Draconomicon.

    "There are dragons in the jungle if you look for them hard enough. Likely they'll find you first..."


    After several centuries a Displacer Wyrm begins to take to the skies as a Displacer Drake. Incredibly large and sinuous they are a more frightening version of their Wyrm incarnation with multiple eyes, a spinier back, and an ability to fly without wings or visible locomotion. They have picked up an additional language by now as well.

    Fetid Breath (Ex): Once every 1d4 rounds the Displacer Drake can breathe a 70' Cone of poisonous vapor. The poisons are a byproduct of their odd metabolism, and how they rid their body of toxins (they effectively have no liver or kidneys). Any creature in the Cone must make a DC 48 Reflex Save or take 2d6 temporary Int and Wisdom damage. Additionally they must make an additional DC 48 Fortitude Save each round for 3d6 rounds, or take a cumulative -2 penalty to Listen, Spot, and Search checks each round. When all 3 skills have a negative penalty the Displacer Drake is effectively invisible to the victim. The penalty lessens by 4 points a day until normal (a Greater Restoration spell negates the penalties immediately). Save DC is Constitution Based.

    Frightful Presence (Ex): Whenever the Displacer Drake attacks, charges, or flies overhead anything within 360' has to make a DC 44 Willpower Save (Save DC is Charisma Based. If they fail they are Panicked for 2d6 rounds, if they succeed they are Shaken for 2d6 rounds and immune to this Drake's Frightful Presence for 24 hours.

    Distortion Field (Su): Effectively the Displacer Drake is surrounded by an Anti-Magic Field that only works against Illusion spells or effects. They cannot be cast within 10' of a Displacer Drake.

    Displacement (Su): Any melee or ranged attack targeting the Displacer Drake has a 50% chance of missing unless the attacker has some means of locating them other than sight. See Invisibility doesn't negate this but True Seeing does.

    Resistance to Ranged Attacks (Su): Displacer Drakes have a +6 Resistance Bonus to ranged magical attacks that specifically target them (except for ranged touch attacks).

    Wide Angle Vision (Ex): Due to it's many eyes a Displacer Drake cannot be flanked, and it has a +4 Racial Bonus on Spot and Search checks.

    Flight (Ex): Displacer Drakes levitate by unknown means (they have no wings). For all intents and purposes they have a permanent Feather Fall effect on their person at all times.

    Skills: Displacer Drakes get a +8 Racial Bonus to Hide and Swim checks. They may always Take 10 on a Swim check, even if threatened or endangered. They may use the Run action while swimming in a straight line.

    Combat: Drake's love using their Snatch Feat in conjunction with Flyby attacks, or their devastating spined tail. Most don't stand and fight, they'll make multiple passes slowly chipping away at opponents, using their breath weapon to soften them up a little first.

    Life Cycle: Displacer Drake eggs take 4-6 weeks to hatch, giving birth to swarms of voracious Displacer Fish. The Fish add to their weight with every meal (roughly half an ounce per meal at the start, but rapidly gaining stride as they get bigger). The metabolic side effects from their rapid growth drive them blood-mad, and by the time they are up to 50 pounds they begin slaughtering one another. The last surviving member of the swarm is roughly 400+pounds. They will then pupate for 1-3 weeks depending on how much they've ate. A Displacer Fish swarm that eats well will turn on itself within a few weeks. But they are otherwise nearly immortal, and poorly fed swarms can live for hundreds of years. They will then spend 10-40 years as a Displacer Eel before pupating again, to rise as a Displacer Newt and move onto land. Their metabolism will have stabilized by now and growth is fairly regular as long as they can eat. After another 10-40 years the Newt will become a Wyrm. Most never make it beyond this state, and spend their lives eating and rutting. If they aren't killed after a few hundred years they become a Drake and begin a true reign of terror, possibly leaving the Jungle behind.
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  5. - Top - End - #335
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    Just to be clear: Both the wyrms and the drakes can lay eggs?
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  6. - Top - End - #336
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    I'd suggest adding the Life Cycle to all of the forms (as it explains all of them, though maby shift thee order in each one so what its form does comes first).

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  7. - Top - End - #337
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    Quote Originally Posted by DracoDei View Post
    Just to be clear: Both the wyrms and the drakes can lay eggs?
    All life cycles from Wyrm um are sexually mature yes.
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  8. - Top - End - #338
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    Displacer Dragon
    Colossal+ Magical Beast
    Hit Dice: 110d10+1430 (2035 hp)
    Initiative: +8
    Speed: Fly 150 ft. (30 squares), Perfect
    Armor Class: 60 (-16 Size, +4 Dex, +50 Natural, +12 Deflection), touch 10, flat-footed 56
    Base Attack/Grapple: +110/+162
    Attack: Bite +114 melee (8d6+20/19-20)
    Full Attack: 1 Bite +114 melee (8d6+20/19-20) and 4 Claws +114 melee (4d6+10/19-20) and 1 Tail Lash +115 melee (4d8+10/18-20)
    Space/Reach: 100 ft./50 ft. (75 ft. with claws)
    Special Attacks: Frightful Presence, Distortion Field, Fetid Breath, Spiny, Unnatural Sharpness
    Special Qualities: Darkvision 60 ft., Low-light vision, Displacement, Resistant to Ranged Attacks, Scent, Amphibious, Damage Reduction 10/Cold Iron, Wide Angle Vision, Energy Resistance 20 (Acid, Cold, Electricity, Fire, Sonic), Warp Field
    Saves: Fort +70, Ref +65, Will +47
    Abilities: Str 50, Dex 18, Con 36, Int 24, Wis 32, Cha 35
    Skills: Bluff +69, Climb +75, Concentration +68, Decipher Script +62, Hide +51, Intimidate +72, Knowledge (Arcane, Geography, History, Local, Nature) +67, Listen +66, Move Silently +59, Search +66, Sense Motive +66, Spot +61, Swim +73, Survival +66
    Feats: Adroit Flyby Attack, Awesome Blow, Cleave, Clinging Breath, Devastating Critical (Tail), Dodge, Epic Reflexes, Flyby Attack, Great Cleave, Great Flyby Attack, Hover, Improved Bull Rush, Improved Critical (Tail), Improved Flyby Attack, Improved Initiative, Improved Multiattack, Improved Snatch, Large and in Charge, Lightning Reflexes, Lingering Breath, Maximize Breath, Mobility, Multiattack, Multisnatch, Overwhelming Critical (Tail), Power Attack, Power Climb, Power Critical (Tail), Power Dive, Quicken Breath, Recover Breath, Rend, Shape Breath, Snatch, Tempest Breath, Weapon Focus (Tail), Wingover
    Environment: Any
    Organization: Solitary
    Challenge Rating: 40??
    Treasure: Triple Standard
    Alignment: Usually Lawful Evil
    Advancement: 111-220 HD (Colossal+)
    Level Adjustment: --

    "It is done with our world at last. All that remains for us are ashes, but from ashes perhaps a new world can emerge...and other worlds will die."


    After a millenium a Displacer Drake begins to become it's final form, the Displacer Dragon. Ribbons of spiny flesh hundreds of feet long, they're claws are now at the end of 4 long tentacle like appendages. They leave worlds after scavenging them of life, and fly to others to spread their kind. Displacer Dragons usually speak Common, Sylvan, Draconic, and at least 4 other languages. They are rare in the extreme, and only 3 such beings are currently known.

    Fetid Breath (Ex): Once every 1d4 rounds the Displacer Dragon can breathe a 300' Cone of poisonous vapor. The poisons are a byproduct of their odd metabolism, and how they rid their body of toxins (they effectively have no liver or kidneys). Any creature in the Cone must make a DC 78 Reflex Save or take 2d6 temporary Int and Wisdom damage. Additionally they must make an additional DC 78 Fortitude Save each round for 3d6 rounds, or take a cumulative -2 penalty to Listen, Spot, and Search checks each round. When all 3 skills have a negative penalty the Displacer Dragon is effectively invisible to the victim. The penalty lessens by 4 points a day until normal (a Greater Restoration spell negates the penalties immediately). Save DC is Constitution Based.

    Frightful Presence (Ex): Whenever the Displacer Dragon attacks, charges, or flies overhead anything within 700' has to make a DC 77 Willpower Save (Save DC is Charisma Based). If they fail they are Panicked for 2d6 rounds, if they succeed they are Shaken for 2d6 rounds and immune to this Dragon's Frightful Presence for 24 hours.

    Distortion Field (Su): Effectively the Displacer Dragon is surrounded by an Anti-Magic Field that only works against Illusion spells or effects. They cannot be cast within 30' of a Displacer Drake. At will it may drop this Field to become Invisible instead (as per the spell) until it attacks or restores the Distortion Field.

    Spiny (Ex): The Displacer Dragon is now covered in many small sharp barbs hidden in it's hide (much like a shark). Anything attempting to grapple the Dragon takes it's own Strength modifier in damage each round it maintains the grapple. If the Displacer Dragon grapples something it does +1d6 damage with a successful grapple.

    Unnatural Sharpness (Ex): The critical threat range of all the Displacer Dragons natural weapons is increased by 1.

    Warp Field (Su): Displacer Dragons may warp time and space around them, effectively traveling through space as quickly as any ship (we'll assume this means roughly light speed). Exact effects are up to the DM depending on how he handles space travel in his campaign (which is a nice way of saying I don't know of any official space travel rules, and I don't have the time to make any).

    Displacement (Su): Any melee or ranged attack targeting the Displacer Dragon has a 50% chance of missing unless the attacker has some means of locating them other than sight. See Invisibility doesn't negate this but True Seeing does.

    Resistance to Ranged Attacks (Su): Displacer Dragons have a +8 Resistance Bonus to ranged magical attacks that specifically target them (except for ranged touch attacks).

    Wide Angle Vision (Ex): Due to it's many eyes a Displacer Dragon cannot be flanked, and it has a +4 Racial Bonus on Spot and Search checks.

    Flight (Ex): Displacer Dragons levitate by unknown means (they have no wings). For all intents and purposes they have a permanent Feather Fall effect on their person at all times.

    Skills: Displacer Dragons get a +8 Racial Bonus to Hide and Swim checks. They may always Take 10 on a Swim check, even if threatened or endangered. They may use the Run action while swimming in a straight line.

    Life Cycle: After a 1000 years or so of life a Displacer Drake will pupate for 4 months, after which it will emerge as a Displacer Dragon, and leave for the stars to spread its species to other worlds.

    Colossal+: The Displacer Dragon has double the usual Size Bonuses/Penalties due to size.

    Immortal (Ex): The Displacer Fish that lives to see Dragon status effectively becomes Immortal. It is immune to aging, even by magic. It is also immune to poison, paralysis, polymorph, sleep effects, fear or morale effects, fatigue/exhaustion, and disease. They are immune to extremes of temperature that occur naturally, but are still capable of being effected by magical attacks such as cold and fire if they are powerful enough. Likewise it is immune to vacuum, or the extreme pressures of the ocean depths. It does not sleep or breathe anymore, but must still eat.

    Combat: Displacer Dragons will usually lurk invisibly until a sizable prey appears, then decloak and move in for the kill, blasting away with their Fetid Breath. The Tail Lash is usually reserved for the most troublesome opponents.
    Last edited by Bhu; 2009-03-14 at 04:35 AM.
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  9. - Top - End - #339
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    Chiropterid
    Huge Animal
    Hit Dice: 18d8+144 (225 hp)
    Initiative: -1
    Speed: 40 ft. (8 squares), Climb 20 ft.
    Armor Class: 19 (-2 Size, -1 Dex, +12 Natural), touch 7, flat-footed 19
    Base Attack/Grapple: +13/+31
    Attack: Claw +21 melee (2d6+10)
    Full Attack: 2 Claws +21 melee (2d6+10) and 1 Bite +16 melee (3d6+5)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Sonic Pulse, Swat
    Special Qualities: Blindsight 240', Scent, Low Light Vision
    Saves: Fort +20, Ref +10, Will +8
    Abilities: Str 30, Dex 9, Con 25, Int 2, Wis 15, Cha 10
    Skills: Listen +15, Search +6, Spot +9, Survival +7
    Feats: Alertness, Awesome Blow, Great Fortitude, Improved Bull Rush, Improved Toughness, Power Attack, Track
    Environment: Warm Forests
    Organization: Solitary
    Challenge Rating: 10
    Treasure: None
    Alignment: Always Neutral
    Advancement: 19-36 HD (huge)
    Level Adjustment: ---


    "As you look up from the jungle floor to the walls of the cliffsides above, you see soemthing stirring in the giant caves running down their lengths. Emerging from them are enormous wingless bat creatures. The Chiropterids are awake for their nightly hunt."

    The great Druidess Devi Hyooman tired of the endless swarms of gigantic mosquitoes infesting the rain forest she lived in. The Dire Bats she had imported were too big to maneuver through the trees to catch them. So she began a very selective breeding program over the years. Eventually the Dire Bats became so big they lost the power of flight, their forelimbs now long front legs on their semi-erect quadrupedal forms. They were massively barrel chested, and their sonar apparatus much more powerful, able to stun the mosquitoes long enough to be swatted from the air. Even after she has passed on they continue living in the cliffs overlooking their jungle homes.

    Sonic Pulse (Ex): As a Full Round Action the Chiropterid may unleash a nasty pulse of sound at it's opponents (usually giant mosquitoes). This has the effect of an 80' Cone, and anything in the area must make a DC 26 Fortitude Save (Save DC is Constitution based), or be Stunned for 1d6 rounds. If hte save is successful it is Dazed for 1 round.

    Swat (Ex): If the Chiropterid successfully Stuns an opponent with it's Sonic Pulse it may make a Claw Attack as an immediate action. This attack may use the Awesome Blow Feat without taking the -4 penalty to hit. Flying opponents are knocked from the sky if hit successfully.

    Skills: Chiropterids have a +4 Racial Bonus on Listen and Search checks.

    Combat: Chiropterids usually open up with their Pulse and begin swatting until there's nothing left to fight, or they aren't hungry anymore.
    Last edited by Bhu; 2009-02-21 at 03:39 AM.
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  10. - Top - End - #340
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    OK for Halloween I've announced on Wizards I'll be doing some movie monsters, as long as I either own he film (I have many) or have access to it. The first request so far has been the Blair Witch. If I can find enough info on her (Ive never seen the film and was under the impression she never appears in it) I'll be giving it a go.
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  11. - Top - End - #341
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    Dazed on a successful save seems a little strong for an AoE of a CR 10... that basically auto incapacitiates the entire party easily. I guess it does help a lot that the organization is "Solitary" although putting an archer with enough arrows riding one of these things and you technically should have an automatic TPK if the party are all in the cone.
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  12. - Top - End - #342
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    Originally I put it at CR 11, but there was belief that it in no way stood up to other CR 11 critters
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  13. - Top - End - #343
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    The Chiropterid is still one of my favorite creatures you've made. While I cannot help out with the Blair Witch, I will suggest The Monster Archive as a good research point for movie monstrosities.
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  14. - Top - End - #344
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    Thanks Rap. thats a neat forum. Definitely going in my links section.


    The Black Mask
    Medium Undead
    Hit Dice: 20d12 (240 hp)
    Initiative: +3
    Speed: 40 ft (8 squares)
    Armor Class: 33 (+3 Dex, +10 Natural, +5 Profane, +5 Deflection), touch 23, flat-footed 30
    Base Attack/Grapple: +20/+28
    Attack: Unarmed Strike +28 melee (2d6+8)
    Full Attack: Unarmed Strike +28/+23/+18/+13 melee (2d6+8)
    Space/Reach: 5ft./5 ft.
    Special Attacks: Terrifying Appearance, Possession, Skilled Fighter, Finishing Move
    Special Qualities: Immortal, Undead traits, Dark Vision 60’, Turn Immunity, Unnatural Aura, Lifesense, Unnatural Vitality, Damage Reduction 10/Special, Powerful Build, Spell Resistance 30
    Saves: Fort +6, Ref +9, Will +15
    Abilities: Str 26, Dex 16, Con -, Int 12, Wis 17, Cha 14
    Skills: Climb +18, Hide +20, Intimidate +12, Jump +18, Knowledge (History, Local, Religion) +11, Listen +20, Move Silently +12, Perform (Wrestling) +12, Search +18, Spot +20
    Feats: Earth's Embrace, Freezing the Lifeblood, Improved Grapple, Improved Unarmed Strike, Pain Touch, Superior Unarmed Strike, Stunning Fist
    Environment: Any
    Organization: Unique
    Challenge Rating: 14
    Treasure: None
    Alignment: Neural Evil
    Advancement: 21+ HD (Medium)
    Level Adjustment: -----

    ”My father used to take me to the wrestling matches down at the arena on the weekends. Rumor had it some of the matches were fixed, but we didn’t care. It was great. The crowds, the spectacle, the fights, it was all bigger than life. My favorite was a wrestler called Negro Mascaras, the Black Mask. He was a huge man. He must have been at least seven feet tall, and he had never been beaten in the ring. He wore a full head mask, all in black, like some sort of grim executioner. My father always crossed himself when we saw him. Never did explain why until the bad times started. I wish he had taken the knowledge to his grave with him.”


    The legendary wrestler known as the Black Mask began as a humble boy named Lazero Sesumaga. His father was a wrestler, and his father before him. Fighting ran in the family. It was all they knew. Eventually Lazero drifted into the trade, becoming a helper at the matches, setting up and taking down the ring. Selling food or tickets. Whatever menial task he could do while becoming a wrestler himself. The training was brutal. Many other children died or were maimed permanently. Lazero was lucky. He also had a growth spurt that never seemed to stop. At 15 years old he was already over 6 feet tall. At the tender age of 17, his father passed away from illness. Rumor had it the Trijillo family who owned the local fighting promotions were disappointed in profits, and were finding ways to increase them by adding bloodsports, or fixing the matches. Lazero’s father objected loudly, and many believed his illness was simple poisoning. Not that anyone could prove it.

    Lazero became a wrestler because he had no other career options that would support his family. He was fairly good too. The fake aspects of what he did ate at him, but the pre-conceived storylines allowed him time off. He got to spend time with his family that way, and even went adventuring on the side. Lazero never lost a match. He was so big the owners didn’t think anyone would believe his losing wasn’t a fix, so he was always scripted to win. But the Trijillos and he never got along well, and sometimes their arguments were fairly bitter. So bitter that at one point Lazero was ordered to disgrace himself in the ring. To not only lose, but lose in a way that would end his career. Unfortunately for the Trijillos, Lazero had a problem: pride. Pride wouldn’t let him take a fall, let alone grovel like they wanted him too. His opponent died that evening. Lazero had been scripted to win for so long, everyone had forgotten just how capable a fighter he truly was. Fleeing the ring, he found his wife and children brutally murdered. He knew who was responsible, and he knew that he wouldn’t be able to settle the score. The Trijillos were the biggest crime family in the country. They were everywhere, and he could never get to them on his own.

    That evening Lazero donned his famous mask for the last time. In the next week he hunted down the Trijillos and their men non-stop, not pausing for food or sleep, knowing he would die in the end. Lazero personally murdered over 200 men in his last week alive before being brought down by a small army of thugs. Most people figured it was over after that. The locals who were sympathetic too him took his mask, and placed it in a shrine at the local church of St. Cuthbert as a sign of respect. Angered, the Trijillos burned the church to the ground, and began a massacre. The mask was thought destroyed.


    It wasn’t. 6 years later a young wrestler joined the circuit wearing the mask. Calling himself the Black Mask, he started as a fairly scrawny boy, but began to resemble the original wrestler more and more over time. Eventually people thought he was Lazero reincarnated. Fellow wrestlers began to complain he was as cold as the grave, and smelt like one too. They were refusing to fight him. The Trijillos began offering bounties to whoever could kill him in the ring and make it look like an accident or a fair fight. All of them died, and the Black Mask just kept getting more terrifying over time. People swore he wasn’t human, and they started to avoid both the matches and the Trijillos. That was the final straw. Fear of some sort of curse had held the Trijillo family back, but they wouldn’t accept the loss of their money. It took many men, a Cleric of Hextor, and several hired mercenaries, but eventually the new Black Mask was killed as well. When the mask was stripped from his face as he lay dying, he reverted to the scrawny boy everyone had known. He said his name was Juan, and he had merely wanted to be a wrestler. Dreamed of it since he could walk. One day he had found the Mask and it had spoken to him, and promised to make him a wrestler if he wore it. But every time he entered the ring he was getting hurt, badly. The Mask always offered to make him more powerful. Just a little bit more powerful each time. Just powerful enough to beat his current foe. Eventually the Mask was in control, and he was a prisoner in his own body. He said the original Black Mask had returned, and he wouldn’t stop until the entire Trijillo family was dead.

    Horrified the Trijillos burned the Mask, and began to work feverishly to find out what had happened. It took a while, and a lot of torture, but the truth was made known to them eventually. Lazeros had made a deal with St. Cuthbert himself to get revenge on his families killers. In return he would serve the God in the afterlife on a mission Cuthbert had in mind for him. But Lazeros’ pride intervened again. He believed all the Trijillos’ were responsible for the death of his family, and even after the original murderers were dead, he didn’t stop killing. St. Cuthbert was furious at Lazeros for breaking his oath, and cursed him to walk the earth for all time or until every last member of the Trijillo family was dead. He would be trapped in his mask, and could attempt possession of anyone wearing it. The locals took it to the Church not out of respect, but to hide it away from the world who didn’t know the truth. Over the years Lazeros’ humanity burned away, and his revenge was all he had left.

    17 years later the Mask appeared again. An undead monster fitting the description of the Black Mask came into the city of Castille, and began murdering members of the Trijillo family. It was stopped again at great cost, and the Trijillos fled their home country and scattered across the world in hopes of fleeing their eternal foe. It has not helped them. For every possessed victim they put down, another eventually rises. No matter how often the Mask is destroyed it eventually comes back, and the Trijillos have begun to fear that the Mask will pursue them until the end of time if necessary.

    Terrifying Appearance (Su): Any living being within 60' of the Black Mask must make a Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to the Black Masks Terrifying Appearance for 24 hours. Only works when possessing a body.

    Possession (Su): Normally Lazero is an incorporeal spirit trapped in his old mask. If someone puts the Mask on, he may communicate with them telepathically as long as they wear it. Lazero will promise them power in exchange for favors. At first these favors will seem benign (i.e. joining a wrestling organization or some kind of group). He will repay these favors by sculpting the wearers body into physical perfection. For the most part this alteration is insignificant. While they look cut, and in incredible physical shape, their stats aren't altered at all. It's all for show. Inevitably many will find themselves in a jam because they're showing off, or they've gotten in a fight and they need help. Lazero will offer them power in exchange for more help (i.e. do this for me, and I'll make you a real warrior) once they're in physical danger and unable to back out of the fight. If they agree their Strength, Dexterity, and Constitution raise 2 points from then on whenever they wear the mask (maximum possible they can become is equal to Lazero's stats, these bonuses stack as they gain a +2 to each of the physical stats each time they accept Lazero's bargain), and they have access to the Black Masks Damage Reduction ability. Events will get worse and worse, and they will continually have to ask Lazero for more power. Each time they accept Lazero's bargain they must make a DC 22 Willpower Save (Save DC is Charisma based), or become slightly more like Lazero, gaining an inch in height and 10 pounds until they are 7'2" and 500 pounds. Their hair color will begin to change, as well as their voice and mannerisms, and eventually they will look just like Lazero. When their physical stats match Lazero's they become a prisoner in their own body, and the Black Mask takes over transforming the body to look like his original (though obviously undead) It will become apparent that all the favors were merely information gathering for his plans of revenge, or putting him in a position to be close to the Trijillo's. Once he has full possession of a body Lazero can use the stat block listed above. Otherwise he is limited to watching events from the Mask (he has full vision and hearing, and all non physical skills but is immobile and can't affect the physical world). Once he has full possession of a person he cannot be removed except by that persons death, but they may be Raised or Resurrected normally.

    Skilled Fighter (Ex): Unlike most Undead, the Black Mask has retained his fighting skills, and his BAB is equal to his Hit Dice.

    Finishing Move (Ex): If the Black Mask can successfully Pin his opponent in a Grapple fro 3 consecutive rounds they must make a DC 28 Fortitude Save (Save DC is Strength Based) or die.

    Immortal (Su): This works like the Rejuvenation ability on page 118 of the Monster Manual with 2 exceptions. If his possessed victim is destroyed, the Black Mask returns to his mask immediately. If the mask is destroyed it appears again from 1 to 30 years later. How long it takes appears to be random. Unless he is destroyed by a being with Divine Rank, or the terms of his curse are fulfilled (i.e. all living relatives of the Trijillos are killed), the Black Mask can never be destroyed. If released from his curse by St, Cuthbert he may be put down like any other Ghost, though he will still try to return as long as the Trijillos are alive.

    Unnatural Aura (Su): Animals will not come within 100' of anyone possessed by the Black Mask, and Panic if forced to do so (they remain Panicked so long as the Black Mask is within Range).

    Lifesense (Su): The Black Mask may automatically sense Living creatures within 100' as thought he had Blindsight. He also automatically knows the strength of their life force as if he had cast Deathwatch.

    Unnatural Vitality (Ex): The Black Mask gains Maximum hit points per hit die.

    Damage Reduction (Ex): The Black Masks Damage Reduction can only be penetrated by a member of the Trijillo bloodline who is of God Alignment.

    Spell Resistance (Ex): The Black Mask has Spell Resistance 30.

    Powerful Build (Ex): This is identical to the Half Giant Racial ability listed on page 12 of the Expanded Psionics Handbook.


    Skills: The Black Mask has a +8 Racial Bonus to Hide, Listen, Search, and Spot checks.

    Combat: If going for a Trijillo Lazero will always concentrate on them to the exclusion of all else. Being immortal he knows time is on his side so if his current body is destroyed while killing his victim he really doesn't care. He knows he'll be back. Lazero will always attempt a Grapple, and then try to Pin his opponent o finish him as quickly as possible. If there are multiple opponents he will try to paralyze a few using his Feats first and then Grapple one at a time.


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

    Lore
    Characters with ranks in Knowledge (History or Local) can learn a little about the Black Mask. When the character makes a skill check, the following lore is revealed, including the information from lower DCs:

    {table]DC|Lore
    10|The Black Mask was once a famous local wrestler who died after committing an astonishing week or murder and mayhem.
    15|The Black Mask persona has been used by many wrestlers over the years, all of whom have been murderers, and all of whom have met violent ends.
    20|The Trijiilo family, a local crime organization, and the Church of St. Cuthbert both have some sort of grudge against people portraying the Black Mask.
    25|The Black Mask is actually the ghost of the original wrestler, returned for revenge on the family that killed him.
    30|The Black Mask has been cursed by St. Cuthbert to walk the world until every living relative of the Trijillo family is dead. [/table]


    Characters with ranks in Knowledge (Religion) who have St. Cuthbert as a patron can also learn a little about the Black Mask. When the character makes a skill check, the following lore is revealed, including the information from lower DCs:

    {table]DC|Lore
    10|The Black Mask was once a famous local wrestler who died after committing an astonishing week or murder and mayhem.
    15|The Black Mask violated a deal with St. Cuthbert, and is cursed for all eternity because of it.
    20|The Mask itself is possessed by the ghost, and so is anyone who wears it.
    25|Short of convincing St. Cuthbert to remove his curse, having a deity intervene, or killing all of the Trijillo’s, there appears to be no way of putting the spirit of the Black Mask to rest. [/table]


    Plot Hook
    • The PC’s are hired by Faustino Trijillo, a local carnival owner and fighting promoter. His performers are being found dead, with their backs broken or their guts torn out, hanging from the cities lamp posts. He wants the PC’s to find out who or what is responsible and stop them. It is obvious he knows more than he is telling. He even gives him a description of what he believes the culprit to look like despite no one ever having survived an attack. But if asked how he knows he is uncharacteristically tight lipped, and even fearful.
    • One of the PC’s is being pursued by Hermelinda Trijillo, a local beauty, and wealthy heiress. But is she actually interested in him? Or is she merely clinging to him because of his reputation for being a tough man who can solve problems with a sword? And why is she always glancing over her shoulder? Why does she always seem to know something about all the dead bodies that keep appearing in the fields outside the village, piled up night after night? And what will he do once he discovers they’re all criminals, and somehow related to his new love interest?
    • One of the PC’s is a priest of St. Cuthbert attempting to put down the Trijillos, a notorious local crime family responsible for extortion, murder, and all manner of violent crime. One night a huge, hulking giant of a man appears to save the PC from a trap by tearing the assassins sent to kill him limb from limb. Before he leaves the PC promises to repay him somehow. In his dreams that night the PC is visited by St. Cuthbert himself, and told that he must carry out his promise, for his word is his bond. But he is also told that he faces excommunication for helping an enemy of the Church, and his own possible damnation. What will he do?
    • One of the PC’s is the friend of a local rogue named Everado Trijillo. Everado is a mentor to him, perhaps even a father figure. But Everado is not as good hearted as he appears, and his past catches up with him in the form of the Black Mask. It won’t take forever for the PC to figure out the story. Will he help someone he believes to be a friend? Will he have a choice once it is revealed he is Everado’s bastard son?
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    Firbolg in the Playground
     
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    Oh and for fans of he monster contest, Ill be revising the Black Mask soon too. I didn't get to work on it like i wanted to this monht.
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    Dire Monkey
    Medium Animal
    Hit Dice: 3d8+6 (19 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares), Climb 40 ft.
    Armor Class: 14 (+2 Dex, +2 Natural), touch 12, flat-footed 12
    Base Attack/Grapple: +2/+3
    Attack: Bite +4 melee (1d6+2) or Poop +4 ranged (see below) or Branch +4 ranged (1d6)
    Full Attack: 1 Bite +4 melee (1d6+2) and 2 Slams -1 melee (1d3+1) or Poop +4 ranged (see below) or Branch +4 ranged (1d6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: We Fling Our Own, Hooting Frenzy
    Special Qualities: Low Light Vision
    Saves: Fort +5, Ref +3, Will +2
    Abilities: Str 14, Dex 15, Con 14, Int 2, Wis 12, Cha 7
    Skills: Balance +10, Climb +11, Hide +3, Listen +3, Spot +3
    Feats: Weapon Finesse, Point Blank Shot, Brachiation (B)
    Environment: Warm Forests
    Organization: Solitary, Pair, Troupe (10-40)
    Challenge Rating: 2??
    Treasure: None
    Alignment: Usually Neutral
    Advancement: 4-6 HD (Large)
    Level Adjustment: ---


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

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

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

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

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

    Combat: Dire Monkeys usually fling poop, or branches if that doesn't drive someone off. If the opponent still persists they go into a frenzy and charge en masse in an attempt to scare opponents off or beat them senseless otherwise.
    Last edited by Bhu; 2009-02-06 at 06:11 AM.
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    So any movie monster requests?
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    The Lepus would be good for a laugh.

    How about the Amyttiville House?
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    OH GOD THEY'RE COMING! RUN! RUN, TURKISHPROVERB, RUN!

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    Night of the Lepus I dont have access to, but some of the Amityville films I do. You want the remake or the older stuff?
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    Hmm...watched the original film...dunno if I wanna make it undead or outsider. You could call it both ways...
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    AMityville gonna be a toughie. I's either:

    A: One intelligence with a lot of illusion and mental manipulation abilities.

    B: Several ghosts with some odd powers.

    C: Several Ghosts and some sort of localized pehnomenon that causes bad stuff

    Any thoughts??
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    ORC AMAZONS

    [IMG]Picture URL if you have one[/IMG]

    "The red headed Dwarf is mine."

    Once upon a time an Orc tribe was uprooted from it's ancestral home. It journeyed across the world looking for a new place, growing smaller as it went due to attrition. The men insisted on constantly fighting to get what the tribe needed or wanted, and it cost them many lives. Eventually they came upon an idol in the jungle that spoke to them, and claimed to be a deity. Surprisingly it actually was a deity as opposed to some poseur Outsider who wanted to fool with a band of refugees. By this time they were down to a handful of women and children (all female), and one old male Orc who was on his last legs. The deity vowed to help and support the tribe, and make it prosper if they accepted it. The Orcs agreed after some conversation. After all what had Gruumsh done for them? They were exiled and all their men dead. Plus in Orc society they'd always been property anyway.

    So they accepted the Deity's offer, and she revealed herself as a Female Orc named Tealeaf. They were however perplexed at how they were going to prosper with no men. Tealeaf showed them how to make the first Dating Clubs, and told them to go forth from the Jungle to the nearby humanoid settlements and "convince" other humanoid men a nights work was in their best interest. This has led to the Amazons being a rather odd looking bunch of Orcs, but their mixed blood certainly has some advantages.

    ORC AMAZON RACIAL TRAITS
    · +2 Constitution, -2 to one stat of your choice. (Please note that this is not a template to be added to an Orc, these are the stats that will be used).
    · Size Class: Medium
    · Type: Humanoid with the Orc subtype, and any one other humanoid subtype (elf, human, goblinoid, reptilian, etc.). If a PrC requires a particular Racial Subtype that you have, you may qualify for that class (i.e. you may become a Dwarven Defender if Dwarf is your other Racial Subtype).
    · Base speed: 30 ft.
    · Dark Vision 60 ft.
    · Racial Impurities: When using a magical item/effect that gives penalties to one of your Racial Subtypes, or if someone is using a magic item/effect against you that gains a bonus against one of your Racial Subtypes you can make a Use Magic Item check as an Immediate Action. If you can beat a DC 20, you do not count as that Racial Subtype for 1 hour. You gain the benefits of any item that provides them to one of your racial subtypes as normal.
    · The Orc Amazons have a +4 Racial Bonus on Survival checks.
    · Automatic and Bonus languages: The Orc Amazons automatically speak Orc and Common. Bonus languages depend on where they live, and are generally those of neighboring races.
    · Favored Class: Any class with Survival as a Class skill, the player must choose 1 class at creation and this is the Amazon's Favored Class.

    STARTING AGE
    Adulthood: 14
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +2d6

    AGING EFFECTS
    Middle Age: 30
    Old: 45
    Venerable: 60
    Maximum Age: +2d10 years


    HEIGHT AND WEIGHT
    Base Height: 4'5"
    Height Modifier: +2d12
    Base Weight: 110 lbs
    Weight Modifier: x2d6

    ORC AMAZON CHARACTERS
    If the group needs a gung-ho, take no prisoners skirmisher, the Amazon is your girl. Most will multiclass enough to be capable outside of combat as well. Many make great soldiers, scouts, or saboteurs.
    Adventuring Race: Orc Amazons go on adventures for many reasons. Some are bored. Some want to be rich or famous. Some don't think highly of the local men and want a decent husband/pet.
    Character Development: Amazons will tend to be self sufficient, so classes that have many skill points are the ones they tend to drift toward. They are also fairly military minded after years of fighting to survive in the jungle, so combat classes will also be a favorite. Try making the best of your racial subtypes, as you may qualify for some pretty unusual mixes.
    Character Names: Names tend to be the same as any other Orcs but with a slight mix of first names from other cultures nearby.

    ROLEPLAYING AN ORC AMAZON
    Exotic is the keyword here. You're pretty unusual to say the least. Many people will be attracted to you, or repelled based on that simple fact. Your life will be made difficult by it, but it will bring moments of opportunity because of it as well. You intend to make the best of those opportunities, while minimizing the fallout from the bad times.
    Personality: For Orcs the Amazons are pretty darn open and inviting. Men are okay as long as they aren't attractive in some manner (i.e. one of the Amazons believes they'd be good breeding stock). Attractive men get whacked over the head and dragged off a lot. The Amazons tend to be unapologetic about this saying most men enjoy the aftermath so whats a few headshots between friends. If said male is attached to someone, the Amazon will try to get her permission first of course. They are slightly condescending towards men as the memories of how their ancestors were treated still runs deep in the culture.
    Behaviors: Amazons are quite opinionated, and often feel the need to express themselves whether they are asked to or not. While this my seem like bickering to outsiders, the Amazons are used to it and there are no hard feelings. Implying that they are somehow lesser because of their gender usually means you will have to fight, and they may not stop hitting once you go down either. But they are also loyal to a fault, always keep their word if it's possible, and never go out of their way to cause trouble (excpet of course for the aforementioned bit about misogyny).
    Language: Orc Amazons still speak Orc and Common.

    ORC AMAZON SOCIETY
    Amazon society is pretty tribal. They haven't advanced much past the iron age, and many of their advances have come from mixing with nearby races and assimilating their skills into the tribe. Men who are particularly skilled at something the tribe needs are very prized, and have almost as much freedom as women. Other men are treated pretty much as throwaway concubines who don't matter much, although sometimes romance does happen. All Amazon women spend time in their military as memories of the old days often linger, and they have no wish to return to slavery or dependency. Self sufficiency is a common goal of most Amazons, and many have several Knowledge, Profession, or Craft skills even if they can only take a few ranks in each. Better to know a little something than nothing at all they believe. Their military spends as much or more time on survival skills as it does actual combat training. At this time their society is at a sort of impasse. They'd like to do something, but don't know what. They'd like to be more than what they are, but aren't sure of the best way to go about it.
    Alignment : Virtually all Amazons are Chaotic, and many are Neutral. Good and Evil seem relatively equally represented.
    Lands : Most Orcish Amazons live in the jungles of their new homeland.
    Settlements : It's almost unheard of for Amazons to leave their homeland. Even if they do, they still prefer to live in the jungle.
    Beliefs : Most Orc Amazons worship Tealeaf exclusively. After all she gave them a life free from servitude to men, they get to kidnap men who do take their fancy, and they don't have to spend their entire lives fighting a largely pointless war for Gruumsh.
    Relations: Orcish Amazons usually relate to other races by whacking their menfolk over the head and stealing them. They have developed a bit of an evil reputation as "those damn homebreakers from the jungle". Granted they always return the (slightly exhausted but happy) men. Of course their wives sometimes cause such a fuss they ask not to be taken back...There are no 'regular' Orcs in their vicinity, but if any migrated they would be appalled at what they found and likely make it their life's work to wipe out the Amazons.

    ORC AMAZONS ADVENTURES
    · You asked a local human woman for the services of her husband for a night or so, and not only did she refuse she had you beaten and thrown out of town. Obviously you must summon the sisters and teach them a lesson...
    · A local Medusa has been turning the menfolk into statues. This cheeses you off as you now have no date for Saturday. Obviously you must summon the sisters and teach her a lesson...
    · A Goliath has somehow seduced your daughter into running off into the hills and getting married.
    Unfortunate rumor has it that he is...deceptive. Obviously you must summon the sisters and teach him a lesson...
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  23. - Top - End - #353
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    http://www.endicott-studio.com/rdrm/rrwoman.html

    http://en.wikipedia.org/wiki/Deer_Woman

    http://www.ghouli.com/GHOSTSTORY/DeerWoman.htm

    http://www.timeoutofmind.com/bryce/_DeerWomanMoon.cfm



    The Deer Woman
    Medium Fey (Native)
    Hit Dice: 10d6+60 (95 hp)
    Initiative: +7
    Speed: 50 ft. (10 squares)
    Armor Class: 29 (+7 Dex, +5 Natural, +7 Deflection Bonus), touch 24, flat-footed 22
    Base Attack/Grapple: +5/+9
    Attack: Slam +12 melee (1d6+4)
    Full Attack: 2 Slams +12 melee (1d6+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Trample (2d6+8)
    Special Qualities: Unearthly Grace, Hypnotic Eyes. Alternate Form, Woodland Stride, Trackless Step
    Saves: Fort +18, Ref +22, Will +22
    Abilities: Str 18, Dex 24, Con 22, Int 18, Wis 24, Cha 24
    Skills: Bluff +15, Concentration +10, Diplomacy +15, Hide +10, Intimidate +15, Jump +15, Knowledge (Arcana, Geography, Local, Nature, Religion) +11, Listen +15, Move Silently +10, Perform (Dance) +15, Sense Motive +15, Spot +15, Survival +15, Swim +11
    Feats: Weapon Finesse, Ability Focus (Hypnotic Eyes), Great Fortitude, Power Attack
    Environment: Any (prefers Forests)
    Organization: Unique
    Challenge Rating: 8??
    Treasure: Standard
    Alignment: Chaotic Neutral
    Advancement: 11+ HD (Medium)
    Level Adjustment: ----

    "Who is that woman outside the circle?"

    The Deer woman is a destructive apparition from Native American Myth.

    Alternate Form (Su): At will Deer Woman can appear to ba a deer. This is a mostly cosmetic change, and does not alter her stats in any significant way.

    Trackless Step (Ex): Identical to the Druid ability listed on page 36 of the Players Handbook.

    Woodland Stride (Ex): Identical to the Druid ability on page 36 of the Players Handbook.

    Unearthly Grace (Su): The Deer Woman adds her Charisma Bonus as a Deflection Bonus to her Armor Class and as a bonus to all her saving throws.

    Trample (Ex): DC 19 Reflex Save for half damage, save DC is Strength based.

    Hypnotic Gaze (Su): Hypnosis, 60', DC 24 Willpower Save to negate. Save DC is Charisma Based. Anyone meeting the Deer Woman's gaze must save or be enthralled (and subsequently not notice she has a deers legs). Upon choosing a suitable male, he must make another Willpower Save (same DC) or follow her alone into the woods.\

    Combat: The Deer Woman usually snags a male with her Hypnotic Gaze and leads him far away from his tribe before brutally beating him to death with her hooves.
    Last edited by Bhu; 2009-04-08 at 06:09 AM.
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  24. - Top - End - #354
    Firbolg in the Playground
     
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    Well watching Amityville again, it's obvious there are ghosts, and the house. The ghosts are easy to do. The house...is less so. There's nothing to directly attack, as it might just be the area thats cursed, meaning you could burn the house down and bad stuff would still happen. So there would have to be soem sort of circumstances to defeat it, like an exorcism or miracle spell, or a set of conditions you have to achieve, like getting a ghost what it wants. But it wouldn't really have hit dice, nor any other direct way of confronting it. Which makes CR a royal pain.

    Any other monster requests :(

    I dont like not doing this one, but at the moment I'm unsure how to proceed (and I'm also a little brain fried from the 14 hour days Im putting in at work).
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  25. - Top - End - #355
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    Hmm....not many people out there responding...

    Well if there aren't any more requests I guess I'll just pick a random movie from the collection.
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  26. - Top - End - #356
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    Movie Monster Request.


    Franknfurter from Rocky Horror



    &

    Rocky his creation - from the same movie :).
    Logo by Serpentine

  27. - Top - End - #357
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    Well..I do have the Rocky Horror Picture Show...but Frank is basically a normal human despite being an alien. He never exhibits any real powers or abilities that set him apart. Rocky would be the same except for a reeeally high Con (he did take several shots from that raygun before dying). Rocky would prolly be Living Construct..but beyond that he doesn't seem to be more than human either.


    Might be able to do Rocky as a template though...
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  28. - Top - End - #358
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    Crap. I may have to hold off a week. Everyone quit at my day job (well lots of them anyway), and I just got a big online job that will be sucking up my offtime :(
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  29. - Top - End - #359
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    Okay, I'm taking a few minutes off tonight before I lose it from burnout. Rocky begins now:

    Frankenfurter Special

    Frankenfurter Special is an Acquired Template that can be applied to any Humanoid.

    Size and Type: Size is unchanged, Type becomes Construct with the Living Subtype.

    Hit Dice: All Racial Hit Dice become d10's, and HP are recalculated.

    Speed: Unchanged.

    Armor Class: Increase Natural Armor Bonus by +2.

    Attacks: Unchanged.

    Damage: Unchanged.

    Special Attacks: Retains all Special Attacks of the Base Creature.

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

    Energy Resistance 10 (Electricity)

    Shrug it off (Ex): The Frankenfurter Special can ignore the effects of all damage they take for 2 rounds. Except for Fire damage.

    Saves: Frankenfurter Specials have a +2 Racial Bonus to Fortitude Saving Throws.

    Abilities: +2 Str, +4 Con, -2 Int, -2 Wis, +2 Cha

    Skills: Despite being Living Constructs who aren't Mindless, Frankenfurter Specials have no skill points as they are new to the world. When they gain new levels, they gain skill points normally. They can understand Common, but it will take them a few weeks to become proficient in speaking it. They also gain a +4 Racial Bonus to Perform (Sing) and Perform (Dance) checks.

    Feats: Immediately after creation Frankenfurter Specials have no Feats, but they will gradually learn a few (usually physically oriented) Feats within a few weeks.

    Environment: Unchanged.

    Organization: Usually Solitary

    Challenge Rating: +1

    Treasure: Unchanged.

    Alignment: Most Frankenfurter Specials have no experience on awakening, so their alignment almost always starts off Neutral.

    Advancement: Unchanged

    Level Adjustment: +1

    Example of creature using template here:


    Rocky
    Medium Construct (Living)
    (Male Human, Strong Hero 3, Frankenfurter Special)
    Hit Dice: 3d8+6 (19 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares)
    Armor Class: 13 (+1 Dex, +2 Natural), touch 11, flat-footed 12
    Base Attack/Grapple: +3/+5
    Attack: Unarmed Strike +5 melee (1d3+2)
    Full Attack: Unarmed Strike +5 melee (1d3+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities: Shrug It Off, Electricity Resistance 10, Living Construct Traits, Extra Effort, Improved Extra Effort, +2 Defense Bonus
    Saves: Fort +4, Ref +2, Will +1
    Abilities: Str 15, Dex 13, Con 14, Int 8, Wis 10, Cha 12
    Skills: Climb +8, Hide +3, Jump+8, Perform (Dance, Sing) +4
    Feats: Heroic Surge, Toughness, Athletic (B)
    Environment: The Master's Castle
    Organization: Unique
    Challenge Rating: 4
    Treasure: None
    Alignment: Neutral
    Advancement: By Character Class
    Level Adjustment: +1
    Last edited by Bhu; 2008-11-15 at 06:53 PM.
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  30. - Top - End - #360
    Firbolg in the Playground
     
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    Finally got a free second to post. Anyone disagree with the Frankenfurter Special so far?
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