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Thread: Critters

  1. - Top - End - #781
    Firbolg in the Playground
     
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    Default Re: Critters

    added another example kaiju


    El Chupacabra Version 2
    Small Monstrous Humanoid
    Hit Dice: 5d10+35 (62 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares)
    Armor Class: 21 (+1 Size, +2 Dex, +8 Natural), touch 13, flat-footed 19
    Base Attack/Grapple: +5/+15
    Attack: Claw +12 melee (1d4+6)
    Full Attack: 2 Claws +12 melee (1d4+6) and 1 Bite +7 melee (1d6+3 plus Blood Drain)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Grappler, Stench, Red Eyes, Blood Drain
    Special Qualities: Damage Reduction 5/Magic, Scent, Dark Vision 60'
    Saves: Fort +11, Ref +6, Will +3
    Abilities: Str 22, Dex 15, Con 24, Int 4, Wis 14, Cha 12
    Skills: Hide +8, Jump + 14, Listen +5, Move Silently +4, Spot +4, Survival +4
    Feats: Alertness, Track
    Environment: Warm Desert, Forest, Marsh, or Plains
    Organization: Solitary
    Challenge Rating: 6?
    Treasure: None
    Alignment: Always Neutral
    Advancement: 6-8 HD (Medium)
    Level Adjustment: ---

    "That...is not...a lizard on the roof."

    This version is the reptilian alien with quills running down its back

    Grappler (Ex): Chupacabra do not take a Size penalty to Grapple checks, and have a +4 Racial Bonus to Grapple checks.

    Stench (Ex): Living creatures within 10' must make a DC 19 Fortitude Save or be sickened for 1d6+4 minutes. A successful save makes hte opponent immune to this Chupacabra's Stench for 24 hours. Creatures immune to poison are immune to this ability, and Delay Poison or Neutralize Poison removes the effect from a sickened creature. Save DC is Constitution based.

    Red Eyes (Su): Gaze Attack, Nausea for 1d6+4 rounds, 30', Fortitude Save DC 13 negates, Save DC is Charisma based.

    Blood Drain (Ex): If a Chupacabra Successfully pins a foe in a grapple, it does 1d4 Constitution damage every round the pin is maintained.

    Skills: Chupacabra have a +8 Racial bonus to Jump checks, and no limit on the height of their jumps other than what they can roll.

    Combat: As before, the Chupacabra tends to go straight for the Grapple.
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  2. - Top - End - #782
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    added another example Kaij, and have one more to go. As soon as i ifnish the template and the chupacabras work will begin o nthe Abeil.

    El Chupacabra Version 3
    Small Magical Beast
    Hit Dice: 2d10+4 (15 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares)
    Armor Class: 21 (+1 Size, +2 Dex, +8 Natural), touch 13, flat-footed 19
    Base Attack/Grapple: +2/+9
    Attack: Claw +6 melee (1d3+3)
    Full Attack: 2 Claws +6 melee (1d3+3) and 1 Bite +1 melee (1d4+1 plus Blood Drain)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Grappler, Blood Drain
    Special Qualities: Damage Reduction 5/Magic, Scent, Dark Vision 60'
    Saves: Fort +5, Ref +5, Will +2
    Abilities: Str 16, Dex 15, Con 14, Int 3, Wis 14, Cha 8
    Skills: Hide +6, Jump + 11, Listen +3, Move Silently +4, Spot +3, Survival +5
    Feats: Alertness, Track
    Environment: Warm Desert, Forest, Marsh, or Plains
    Organization: Solitary
    Challenge Rating: 2?
    Treasure: None
    Alignment: Always Neutral
    Advancement: 3-5 HD (Medium)
    Level Adjustment: ---

    "Rats are not your problem Mr. Guzman. Rats are not big enough to kill goats. Rats do not travel by hopping."

    This version is the bipedal dog/rat/kangaroo creature.

    Grappler (Ex): Chupacabra do not take a Size penalty to Grapple checks, and have a +4 Racial Bonus to Grapple checks.

    Blood Drain (Ex): If a Chupacabra Successfully pins a foe in a grapple, it does 1d4 Constitution damage every round the pin is maintained.

    Skills: Chupacabra have a +8 Racial bonus to Jump checks, and no limit on the height of their jumps other than what they can roll.

    Combat: As per usual the Chupacabra tries to close the deal by moving in for the grapple.
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  3. - Top - End - #783
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    Three chupacabras for the price of one!


    Debby

    When I eat goats, they call me chupacabra
    I'sm so stealthy that I never have to go far

    I'm so sneaky, you never see me
    Hey chupacabra!
    [sung to The Marcarena]
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
    my creations in homebrew signature thread

  4. - Top - End - #784
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    Last of the Lesser Kaiju samples is up. CR is coming up soon.


    El Chupacabra Version 4
    Medium Magical Beast
    Hit Dice: 3d10+12 (28 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares)
    Armor Class: 20 ( +2 Dex, +8 Natural), touch 12, flat-footed 18
    Base Attack/Grapple: +3/+10
    Attack: Claw +6 melee (1d3+4)
    Full Attack: 2 Claws +6 melee (1d4+4) and 1 Bite +1 melee (1d6+2 plus Blood Drain)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Grappler, Blood Drain
    Special Qualities: Damage Reduction 5/Magic, Scent, Dark Vision 60'
    Saves: Fort +7, Ref +5, Will +2
    Abilities: Str 18, Dex 15, Con 18, Int 3, Wis 14, Cha 8
    Skills: Hide +6, Listen +4, Move Silently +5, Spot +4, Survival +5
    Feats: Alertness, Track
    Environment: Warm Desert, Forest, Marsh, or Plains
    Organization: Solitary
    Challenge Rating: 2?
    Treasure: None
    Alignment: Always Neutral
    Advancement: 3-5 HD (Medium)
    Level Adjustment: ---

    "That...is truly the ugliest dog I have ever seen...ever...oh crap I think it noticed us!"

    This version is the hairless canine/mammal like reptile.

    Grappler (Ex): Chupacabra do not take a Size penalty to Grapple checks, and have a +4 Racial Bonus to Grapple checks.

    Blood Drain (Ex): If a Chupacabra Successfully pins a foe in a grapple, it does 1d4 Constitution damage every round the pin is maintained.

    Combat: Unsurprisingly despite not being humanoid, this version of the Chupacabra still goes for the grapple.
    Last edited by Bhu; 2009-07-30 at 04:52 AM.
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  5. - Top - End - #785
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    El Chupacabra Version 5
    Small Animal
    Hit Dice: 2d8+2 (11 hp)
    Initiative: +2
    Speed: 30 ft. (8 squares)
    Armor Class: 15 (+1 Size, +2 Dex, +2 Natural), touch 13, flat-footed 13
    Base Attack/Grapple: +1/+1
    Attack: Bite +1 melee (1d4)
    Full Attack: Bite +1 melee (1d4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities: Scent, Low Light Vision
    Saves: Fort +4, Ref +5, Will +2
    Abilities: Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 8
    Skills: Hide +6, Listen +4, Move Silently +5, Spot +4, Survival +4
    Feats: Alertness, Track
    Environment: Warm Desert, Forest, Marsh, or Plains
    Organization: Solitary or Pack (2-4)
    Challenge Rating: 1/2
    Treasure: None
    Alignment: Always Neutral
    Advancement: 3-4 HD (Medium)
    Level Adjustment: ---

    "I'm not going out there till it leaves. I don't care what they're paying us."

    This is the small grey dog thing you've seen on Monster Quest and on videos.

    Combat: Chupacabra's pretty much attack like any other dog.
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  6. - Top - End - #786
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    Think CR 25 is okay for the Lesser Kaiju?
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  7. - Top - End - #787
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    winner of GitP Monster Competition XXXV




    False God
    Large Outsider (Evil, may also be Lawful or Chaotic, Abomination)
    Hit Dice: 40d8+360 (680 hp)
    Initiative: +15
    Speed: 50 ft (10 squares), Climb 50 ft., Swim 50 ft., Burrow 50 ft., Fly 50 ft. (Perfect)
    Armor Class: 45 (-1 Size, +7 Dex, +13 natural, +16 Deflection), touch 32, flat-footed 38
    Base Attack/Grapple: +40/+50
    Attack: Annihilate +46 Melee or Ranged Touch (Annihilation, see below)
    Full Attack: Annihilate +46 Melee or Ranged Touch (Annihilation, see below)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Annihilation, Spell-Like Abilities, Domain, Divine Aura
    Special Qualities: Abomination Traits, Fast Healing 20, Regeneration 20, SR 42, DR 40/Epic, Energy Resistance (Acid, Cold, Electricity, Fire, and Sonic) 20, Dark Vision 240’, Divine Power
    Saves: Fort +47, Ref +45, Will +47
    Abilities: Str 22, Dex 25, Con 29, Int 26, Wis 28, Cha 43
    Skills: Bluff +50, Concentration +45, Diplomacy +50, Gather Information +50, Intimidate +50, Knowledge (Arcane, Geography, History, Local, Religion, The Planes) +42, Listen +43, Search +42, Sense Motive +43, Spellcraft +42, Spot +43, Use Magic Device +50, any three other skills at 36 ranks
    Feats: Blind-Fight, Blinding Speed, Boost Spell-Like Ability, Combat Reflexes, Empower Spell-Like Ability, Heighten Spell-Like Ability, Improved Combat Reflexes, Improved Initiative, Intimidating Strike, Master Manipulator, Maximize Spell-Like Ability, Quicken Spell-Like Ability, Superior Initiative, Violate Spell-Like Ability
    Environment: Any
    Organization: Solitary
    Challenge Rating: 30
    Treasure: Standard
    Alignment: Any Evil
    Advancement: 41+ HD (Large)
    Level Adjustment: -----

    ” The Gods visit the sins of the fathers upon the children.“

    Occasionally a Deity mates with another powerful Outsider, or being of some power. Or perhaps if it is powerful enough it's dreams and emotions take up a life of their own. There are many theories on the origins of the False Gods, but there are only 2 consistencies to all of them:

    The Gods are responsible for their creation, and their continued existence.

    They are irredeemably vain, sociopathic, and without mercy.

    A False God wanders the Planes until it finds a suitable niche somewhere far from the attentions of it's Divine parent, and begins to try to set itself up as a God by the use of it's magical abilities. It is believed they wish to convert worshipers away from the true Gods in a bid to usurp their power, although it isn't likely they have a real chance of doing this. At least it's widely assumed that this or just a blatant attempt to grab power in the material world is their goal.

    Of equal concern and controversy is why their parents do nothing to stop them. At least not directly. Some Gods have subtly backed mortal champions who have undertaken missions to defeat their more evil progeny. Some have been spectacularly less than subtle. But none of them have ever personally raised a hand to smite one of their children despite their being so viciously sadistic.

    it is also unknown exactly why their progeny are so vile. For Evil deities their children being murdering, manipulative monsters comes as no surprise. But what cause the children of Good deities (and whatever they mated with) to be so unconscionably foul? There are even rumors of a seductress of some power who personally hopes to defeat the Gods with their own sons and daughters.

    False Gods can generally appear as almost anything they like with their ability to Shapechange. They often appear as a member of whatever race they are attempting to influence, or at least in a form that they would find attractive or comfortable. But in moments of great anger or frustration their true nature bubbles to the surface, and they momentarily lose control and appear as some sort of ever shifting monstrosity. False Gods speak all known languages.

    Annihilation (Ex): Mortal beings cannot withstand the assaults of a False God. As a Standard Action the False God can make a Melee or Ranged Touch Attack (range is 240’). If the attack is successful, and the victim has no Divine Rank, he must make a DC 46 Willpower Save or Die. If the Save is successful he instead takes 10d6 untyped damage. If the opponent has Divine Rank and the attack is successful it instead does 3d6 plus the False Gods Charisma Modifier. The exact appearance of the attack varies from False God to False God, and can look like virtually anything (however they all operate the same mechanically).

    Spell Like Abilities (Sp): False Gods may cast the following at will as Spell-Like Abilities: Heal, Limited Wish, Mass Charm Monster, Mass Cure Serious Wounds, Shapechange. Caster Level is equal to Hit Dice.

    Domain (Su): False Gods have access to one Domain associated with their Divine Parent. They may cast any Domain spell of 6th level or lower at will as a Spell-Like Ability. 7-8th level Domain spells can be cast 3/day as a Spell-Like ability, and 9th level spells 1/day. Caster Level is equal to Hit Dice. It can use the Domain Ability at will, Cleric Level is equal to it’s Hit Dice.

    Divine Aura (Su): Any being within 100' is affected by the False Gods Divine Aura if they fail a DC 46 Willpower Save (Save DC is Charisma Based). If they succeed they are immune to this False Gods Aura for 24 hours. If they fail they are subject to the Aura's effects for the duration of the encounter and for 1 hour after. The False God can use one of the following effects. It is born able to use this effect and cannot change it later:

    Fear: All beings in the Area of Effect are Shaken.

    Love: All beings in the Area are Charmed as if by a Charm Person spell.

    Bedazzlement: Opponents are Fascinated.

    This is a Mind-Affecting Effect. Beings with a Divine Rank or more Hit Dice than the False God are immune to this ability.

    Abomination Traits False Gods are immune to Death by Massive Damage, Polymorph, Petrification, Energy Drain, Ability Drain/Damage, or Mind-Affecting Effects. They also have Blindsight 500’, Telepathy 1000’, Nondetection, and True Seeing at will.

    Regeneration (Ex): False Gods cannot Regenerate damage done by weapons of opposing alignments. For example a Lawful Evil False God cannot regenerate Chaotic or Good damage. It also cannot regenerate damage done by the spells cast by Clerics of it's Divine Parent.

    Immunities : Immune to disease, stunning, sleep effects, poison, Death Effects, and Disintegration.

    Divine Power (Su): False Gods get a Deflection Bonus to their AC, and a Profane Bonus to their Saving Throws equal to their Charisma Modifier.

    Skills: The False God has a +12 Racial Bonus on any 3 Skills associated with it’s Divine Parents Domains or Portfolio.

    Combat: False Gods attempt to hide their nature as long as possible using their spell like abilities to pretend to be priests or wizards. But if something should actually harm them or upset their plans, they will be quick to use their Annihilation ability.


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

    Lore
    Characters with ranks in Knowledge (Religion) may have heard the stories about the False Gods. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

    {table]DC|Lore
    50| The False Gods are Abominations, children of a Deity and a Lesser (possibly mortal) being (this reveals all Abomination traits). False Gods are incredibly powerful and can kill with a gesture if necessary.
    55| The False Gods are utterly Evil, and driven to destroy their parents by trying to replace them in the hearts of their worshipers. They are vulnerable to the Clerics patronized by their Divine Parent.
    60| The Gods themselves will not personally attack the False Gods, but they will back mortal champions who do so. [/table]

    Plot Hook
    • The PC's have been asked to find out what's behind raids in the local desert. Defeating the bandits, they stealthily follow them to their lair, and find a camp built around an oasis on no maps they know of. What lurks in the pool can only be called an abomination before the Gods. A monstrous violation of nature. Fleeing back to their city bound employers they make ready to lead an assault that may well be the death of them all.
    • Animals in a nearby forest have been somehow picking off the villages one by one. Eventually the PC's find a deserted town filled with the staring malignant eyes of what should be dumb beasts gazing at them from every cranny. After enduring countless assaults from animals far craftier than they should be, the PC's venture into the forest to find the source of their discomfort, and find waiting for them a thing that demands to be worshiped on pain of their deaths.
    • The High Temple of Pelor has been destroyed by what appears to be a rival God. A God with...less than benevolent intentions. A God who claims to have defeated Pelor and replaced him as deity of the Sun. All of the priests are dead so there is no one to say otherwise. The PC's have been asked to find out what has happened. If they can escape the city.
    • The PC's rescue what appears to be a lone woman surrounded by a gathering of Druids. The Druids seem to give up a little too easily, perhaps even without combat. And long after they have left the forest, the PC's new traveling companion begins to exhibit certain powers. Powers that suggest that perhaps she never needed the PC's help. Powers that suggest they may have been wrong in 'rescuing' her. But how can they find out what her intentions are now?
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  8. - Top - End - #788
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    Abeil Vassal, Debarta
    Large Monstrous Humanoid
    Hit Dice: 3d8+9 (22 hp)
    Initiative: +1
    Speed: 40 ft. (8 squares), Fly 60 ft. (Average)
    Armor Class: 12 (-1 Size, +1 Dex, +2 Natural), touch 10, flat-footed 11
    Base Attack/Grapple: +2/+9
    Attack: Claw +4 melee (1d6+3)
    Full Attack: 2 Claws +4 melee (1d6+3) and 1 Sting -1 melee (1d6+1 plus poison)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Drone, Improved Grab, Poison
    Special Qualities: Dark Vision 60', Cold Resistance 20, Hive Mind
    Saves: Fort +4, Ref +4, Will +4
    Abilities: Str 16, Dex 13, Con 16, Int 9, Wis 13, Cha 10
    Skills: Craft (Any 1) +0, Knowledge (any 1) +0, Listen +4, Search +4, Spot +3, Survival +6
    Feats: Alertness, Skill Focus (choose 1 skill)
    Environment: Any Plains or Hills
    Organization: Solitary, Pair, Team (4-8), or Crew (10-40)
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Usually Lawful
    Advancement: By Character Class (usually Scout)
    Level Adjustment: +3


    "Aww they look like giant fwuffy bee critters. Can we take one home?"

    "Seriously, what the hell is wrong with you?"

    The Debarta are a tribe of the Abeil living in temperate or cold weather conditions. They resemble Bumblebees more than Honeybees, and have thick coats of fur to protect them. They are also more massive than regular Abeil, and somewhat more primitive. They speak Common and Sylvan.

    Drone (Su): As a Full Round Action an Vassal can beat it's wings creating a buzzing drone that puts any living creature in a 60' spread to sleep (as per the Sleep spell) if it fails a DC 11 Willpower Save (Save DC is Charisma Based). This ability does not effect Vassal's, nor does it have a HD limit.

    Improved Grab (Ex): If the Vassal hits with it's claw attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it does its claw and sting damage each round.

    Poison (Ex): Injury, DC 14 Fortitude Save, Initial and Secondary Damage is 2d4 Strength.

    Hive Mind (Ex): All Vassals within 25 miles of their Queen are in constant communication, and if one of them is aware of a particular danger they all are. If one in a particular group isn't flat-footed or threatened, none of them are.

    Skills: Vassals have a +4 Racial Bonus to Search and Survival Checks.

    Combat: Vassals prefer to avoid combat as the Hive's Soldiers usually perform those duties. But if they are required to the Vassals make decent hit and run fighters.
    Last edited by Bhu; 2009-08-15 at 05:43 AM.
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  9. - Top - End - #789
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    While I'm at it does anyone know if there are differences between honeybee and bumblebee venoms?


    http://www.newanimal.org/biggrayman.htm

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

    http://www.pantheon.org/articles/f/fear_liath_more.html

    http://www.ghostclub.org.uk/summer2000.htm#Macdhui


    Fear Liath Mor version one
    Large Animal
    Hit Dice: 6d8+24 (51 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares)
    Armor Class: 13 (-1 Size, +4 Natural), touch 9, flat-footed 13
    Base Attack/Grapple: +4/+14
    Attack: Claw +9 melee (1d6+6)
    Full Attack: 2 Claws +9 melee (1d6+6)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: -
    Special Qualities: Low-Light Vision, Scent
    Saves: Fort +9, Ref +5, Will +3
    Abilities: Str 23, Dex 10, Con 18, Int 2, Wis 12, Cha 8
    Skills: Climb +12, Intimidate +5, Listen +5, Spot +5
    Feats: Alertness, Endurance, Track
    Environment: Temperate Mountains
    Organization: Solitary
    Challenge Rating: 3
    Treasure: None
    Alignment: Usually Neutral
    Advancement: 7-10 HD (Large)
    Level Adjustment: ----

    "If you want to find the Gray Man I guess I can't stop you, but don't think I'm going up there with you."

    This is the cryptozoological primate version.

    Skills: Fer Liath Mor have a +8 Racial Bonus to Climb checks, and can always take 10 on Climb checks even if endangered or threatened.

    Combat: The Gray Man claws wildly at opponents unlike most large apes.
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  10. - Top - End - #790
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    Fear Liath Mor version 2
    Huge Fey
    Hit Dice: 20d6+120 (190 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares), Climb 40 ft
    Armor Class: 23 (-2 Size, +3 Dex, +12 Deflection), touch 23, flat-footed 20
    Base Attack/Grapple: +10/+30
    Attack: Claw +20 melee (1d10+12)
    Full Attack: 2 Claws +20 melee (1d10+12)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Spell Like Abilities
    Special Qualities: Low Light Vision, Wild Empathy, Damage Reduction 10/Cold Iron
    Saves: Fort +14, Ref +15, Will +19
    Abilities: Str 35, Dex 16, Con 23, Int 13, Wis 20, Cha 20
    Skills: Hide +26, Intimidate +30, Knowledge (Nature)+24, Listen +27, Move Silently +26, Spot +27, Survival +27
    Feats: Empower Spell-Like Ability (Scare, Crushing Despair), Snatch, Great Fortitude, Iron Will, Skill Focus (Intimidate), Intimidating Strike
    Environment: Temperate Mountains
    Organization: Solitary
    Challenge Rating: 10
    Treasure: Standard
    Alignment: Chaotic Neutral
    Advancement: 21-30 HD (Huge)
    Level Adjustment: ---

    "We don't go into the mountain passes. Not for you. Not even for money. Keep the daughter you kidnapped. Getting her back isn't worth going up there."

    This is the huge shadowy sometimes insubstantial Fear Liath Mor.

    Spell Like Abilities (Sp): The Fear Liath Mor's Caster Level is the same as a 20th level Sorcerer. At Will: Obscuring Mist, Fog Cloud, Gaseous Form, Scare. 3 times per day: Crushing Despair, Mind Fog.

    Wild Empathy (Ex): This is the same as the Druid class ability except the Fear Liath Mor has a +6 racial bonus to the check.

    Combat: The Fear Liath Mor usually appears in Gaseous Form and uses its Spell Like abilities to scare victims into killing themselves.
    Will return to finish soon
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  11. - Top - End - #791
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    The bumblebee Abeil Vassal is almost done, I just need to think of a name.
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  12. - Top - End - #792
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    Default Re: Critters

    how about the Bumbeil and the frigginbigwaspsRUN!
    ?
    Or we can be lazy an just go for this:
    Bumblebee: Humle
    Wasp: Veps
    Last edited by Shademan; 2009-08-06 at 05:00 AM.
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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.
    http://baetzler.de/humor/meat_beings.html

  13. - Top - End - #793
    Firbolg in the Playground
     
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    Abeil is apparently a Hebrew name, so I'm asking around for the Hebrew words for hornets and bumblebees. Should have something soon.
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  14. - Top - End - #794
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    well fancy that.
    the above, that i used up there, is norwegian
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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.
    http://baetzler.de/humor/meat_beings.html

  15. - Top - End - #795
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    http://www.newanimal.org/salaman.htm

    http://www.angelfire.com/bc2/cryptod...rtebrates.html


    Mulilo salamander version
    Medium Animal (aquatic)
    Hit Dice: 3d8+6 (19 hp)
    Initiative: -1
    Speed: Swim 30 ft. (6 squares)
    Armor Class: 11 (-1 Dex, +2 Natural), touch 9, flat-footed 11
    Base Attack/Grapple: +2/+5
    Attack: Bite +5 melee (1d6+3)
    Full Attack: Bite +5 melee (1d6+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities: Low Light Vision
    Saves: Fort +5, Ref +2, Will +2
    Abilities: Str 16, Dex 8, Con 15, Int 1, Wis 12, Cha 2
    Skills: Hide +1, Listen +5, Spot +5, Swim +11
    Feats: Alertness, Endurance
    Environment: Warm Marsh or Aquatic
    Organization: Solitary or Pair
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral
    Advancement: 4-6 HD (Medium)
    Level Adjustment: ---

    "Reports of gigantic salamanders in the Congo are being brought back by refugees fleeing the fighting in the area."

    This version of the Mulilo is either a Caecillian or a large legless salamander.

    Combat: Mulilo are rarely encountered and their methods of attack are similar to alligators and other water based ambush predatores.
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  16. - Top - End - #796
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    Mulilo Slug Version
    Medium Vermin (Aquatic)
    Hit Dice: 3d8+3 (16 hp)
    Initiative: -2
    Speed: Swim 15 ft. (3 squares)
    Armor Class: 9 (-2 Dex, +1 Natural), touch 8, flat-footed 9
    Base Attack/Grapple: +2/+7
    Attack: Grapple +7 melee (grapple)
    Full Attack: Grapple +7 melee (grapple)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Improved Grab, Radula
    Special Qualities: Dark Vision 60 ft, Vermin traits
    Saves: Fort +4, Ref -1, Will +1
    Abilities: Str 13, Dex 6, Con 12, Int -, Wis 10, Cha 1
    Skills: -
    Feats: -
    Environment: Warm Marsh or Aquatic
    Organization: Solitary, Pair, or Swarm (3-10)
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral
    Advancement: 4-6 HD (Large)
    Level Adjustment: ---

    "Do not go into the river or play by it's edge. Ever. If the Mulilo comes for you we will not be able to get to you in time from the fields."

    This is the giant slug version of Mulilo.

    Skills: Mulillo have a +4 Racial bonus on grapple checks due to their sticky slime. They also have a +8 racial bonus on swim checks, and a +8 Racial bonus when hiding in the muddy bottoms of their native riverbeds. They may always take 10 on swim checks even when rushed or threatened.

    Improved Grab (Ex): Mulilo may initiate grapple checks without provoking attacks of opportunity. If they can pin their opponents they can use their radula attack.

    Radula (Ex): The tongue of the Mulilo is like a grinding buzzsaw. It does 1d6 damage and criticals on a 20 doing triple damage. Each round the mulilo maintains the pin, the critical threat range increases by 1 (i.e. 19-20 the second round, 18-20 the third round, etc).

    Combat: Mulilos go straight for the grapple so they can get to work with their radula.
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  17. - Top - End - #797
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    OK I'm calling the Bumblebee Abeils 'Debarta', it's as close as I could get to hebrew for bee
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  18. - Top - End - #798
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    http://en.wikipedia.org/wiki/Tatzelwurm

    http://www.newanimal.org/tatzel.htm

    http://www.cryptomundo.com/cryptozoo-news/txwurm-ia/

    http://www.unexplained-mysteries.com...hp/t35852.html


    Tatzelwurm
    Small Animal
    Hit Dice: 2d8+2 (11 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 15 (+1 Size, +2 Dex, +2 Natural), touch 13 , flat-footed 13
    Base Attack/Grapple: +1/-3
    Attack: Bite +2 melee (1d4 plus poison)
    Full Attack: Bite +2 melee (1d4 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison
    Special Qualities: Low Light Vision
    Saves: Fort +4, Ref +5, Will +1
    Abilities: Str 10, Dex 15, Con 12, Int 2, Wis 12, Cha 2
    Skills: Listen +2, Spot +3
    Feats: Weapon Finesse
    Environment: Temperate Mountains
    Organization: Solitary
    Challenge Rating: 1/2
    Treasure: None
    Alignment: Always Neutral
    Advancement: 3-4 HD (Medium)
    Level Adjustment: ----

    [I]"My fathers leg was lost to the Wurms in the hills. We had to amputate it to keep their poison from claiming him.

    This is the cryptozoological version of a poisonous lizard as opposed to the mythological cat faced reptile.

    Poison (Ex): Injury, Fort Save DC 12, Initial and Secondary Damage 1d6 Con. Save DC is Constitution Based.

    Combat: Tatzelwurms charge and bite. After that they trust to their venom to bring down most opponents.
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  19. - Top - End - #799
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    Default Re: Critters

    You forgot the closing brackets for the fluff text.

    The monster seems all in order though.
    Having trouble writing up hard stat blocks but I'm doing a lot of sharing ideas and soft mechanics lately.

  20. - Top - End - #800
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    Thanks Mentalist

    Abeil Soldier, Debarta
    Huge Monstrous Humanoid
    Hit Dice: 14d8+90 (153 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares), Fly 60 ft. (Average)
    Armor Class: 13 (-2 Size, +5 Natural), touch 8, flat-footed 13
    Base Attack/Grapple: +10/+28
    Attack: Claw +18 melee (1d8+10) or Longspear +18 melee (3d6+10/x3)
    Full Attack: 2 Claws +18 melee (1d8+10) and 1 Sting +13 melee (1d8+5 plus poison) or Longspear +18/+13 melee (3d6+10/x3)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Drone, Improved Grab, Poison, Favored Enemy, Buzzing Fury
    Special Qualities: Dark Vision 60', Cold Resistance 25, Hive Mind, DR 10/Magic
    Saves: Fort +9, Ref +9, Will +9
    Abilities: Str 30, Dex 11, Con 20, Int 8, Wis 11, Cha 12
    Skills: Knowledge (any one) +2, Intimidate +10, Listen +7, Spot +7, Survival +3
    Feats: Awesome Blow, Flyby Attack, Hover, Improved Bull Rush, Power Attack
    Environment: Any Plains or Hills
    Organization: Solitary, Pair, Team (4-8), or Troop (10-20)
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Usually Lawful
    Advancement: By Character Class (usually Ranger)
    Level Adjustment: +5

    "Omg the fluffy bee critters come in ginormagantuan size! GLEE!"

    "How am I related to you?"

    The Debarta are a tribe of the Abeil living in temperate or cold weather conditions. They resemble Bumblebees more than Honeybees, and have thick coats of fur to protect them. They are also more massive than regular Abeil, and somewhat more primitive. They speak Common and Sylvan.

    Drone (Su): As a Full Round Action a Soldier can beat it's wings creating a buzzing drone that puts any living creature in a 60' spread to sleep (as per the Sleep spell) if it fails a DC 18 Willpower Save (Save DC is Charisma Based). This ability does not effect Abeil's, nor does it have a HD limit.

    Improved Grab (Ex): If the Soldier hits with it's claw attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it does its claw and sting damage each round.

    Poison (Ex): Injury, DC 22 Fortitude Save, Initial and Secondary Damage is 2d4 Strength.

    Favored Enemy (Ex): This is identical to the Ranger ability of the same name, and stacks with it. The Soldier gets a +4 Favored Enemy Bonus against one type of enemy.

    Buzzing Fury (Su): As a Swift Action the Soldier can begin a high pitched keening sound that disturbs opponents. Whichever opponent it attacks in melee that round must make a DC 18 Willpower Save (Save DC is Charisma based) or be Shaken for the duration of the encounter. If the Save is successful the opponent is immune to this Soldiers Buzzing Fury for 24 hours. The Soldier may use this ability once every 1d4 rounds.

    Hive Mind (Ex): All Soldiers within 25 miles of their Queen are in constant communication, and if one of them is aware of a particular danger they all are. If one in a particular group isn't flat-footed or threatened, none of them are.

    Skills: Soldiers have a +4 Racial Bonus to Intimidate, Listen, and Spot checks.

    Combat: Soldiers usually charge en masse performing Flyby Attacks in conjunction with their Buzzing Fury ability. Once they've injured opponents or slowly whittled them down they close for the grapple and sting.
    Last edited by Bhu; 2009-08-15 at 05:41 AM.
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  21. - Top - End - #801
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    Okay the new Abeil Vassal is done, and the Soldier is done except for Combat and CR. Think Spirit Shaman is an okay Favored Class for the Queens? Ive changed the Favored Class for the Vassals and Soldiers.
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  22. - Top - End - #802
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    glee!
    Yes, I love it! oh my players are gonna have their hands full with these!
    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.


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    on M&B:
    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.
    http://baetzler.de/humor/meat_beings.html

  23. - Top - End - #803
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    Abeil Queen, Debarta
    Large Monstrous Humanoid
    Hit Dice: 20d8+80 (170 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares), Fly 60 ft. (Good)
    Armor Class: 12 (-1 Size, +3 Natural), touch 9, flat-footed 12
    Base Attack/Grapple: +15/+26
    Attack: Claw +21 melee (1d6+7)
    Full Attack: 2 Claws +21 melee (1d6+7) and 1 Sting +16 melee (1d8+3 plus poison)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Drone, Improved Grab, Poison, Spells
    Special Qualities: Dark Vision 60', Cold Resistance 25, Hive Mind,SR 25
    Saves: Fort +9, Ref +9, Will +9
    Abilities: Str 24, Dex 11, Con 18, Int 12, Wis 20, Cha 14
    Skills: Concentration +11, Diplomacy +9, Intimidate +12, Knowledge (any two) +8, Listen +12, Sense Motive +12, Spot +12, Survival +12
    Feats: Combat Casting, Create Wondrous Item, Dodge, Flyby Attack, Great Fortitude, Hover, Improved Initiative
    Environment: Any Plains or Hills
    Organization: Solitary, or Hive (1 Queen plus 20-100 vassals and 5-30 Soldiers)
    Challenge Rating: 20
    Treasure: Double Standard
    Alignment: Usually Lawful
    Advancement: By Character Class (usually Spirit Shaman)
    Level Adjustment: ---

    "HOW DARE YOU INVADE MY DOMAIN!"

    "Holy crap that's the fuzziest rack I've ever seen!"

    "Uh, dude, we're in enough trouble..."

    "Do those things shoot royal jelly?"

    "You'll pardon my companion ma'am he suffers from several curses..."

    "He's just gained several more for his trouble."

    The Debarta are a tribe of the Abeil living in temperate or cold weather conditions. They resemble Bumblebees more than Honeybees, and have thick coats of fur to protect them. They are also more massive than regular Abeil, and somewhat more primitive. They speak Common and Sylvan.

    Drone (Su): As a Full Round Action a Queen can beat her wings creating a buzzing drone that puts any living creature in a 60' spread to sleep (as per the Sleep spell) if it fails a DC 22 Willpower Save (Save DC is Charisma Based). This ability does not effect Abeil's, nor does it have a HD limit.

    Improved Grab (Ex): If the Queen hits with her claw attack she may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful she does her claw and sting damage each round.

    Poison (Ex): Injury, DC 24 Fortitude Save, Initial and Secondary Damage is 2d4 Strength.

    Spells: A Queen may cast spells as a Spirit Shaman whose caster level is equal to her hit Dice (this stacks with levels she may gain in the Spirit Shaman class).

    Hive Mind (Ex): All Abeil within 25 miles of their Queen are in constant communication, and if one of them is aware of a particular danger they all are. If one in a particular group isn't flat-footed or threatened, none of them are.

    Combat: Queens are rarely called upon to fight as they are necessary for their tribes survival. If they are required to they rely upon their Soldiers to defend them while they cast spells.
    Last edited by Bhu; 2009-08-30 at 06:06 AM.
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  24. - Top - End - #804
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    http://en.wikipedia.org/wiki/Wolpertinger

    http://www.museumofhoaxes.com/hoax/a...comments/4289/

    Promised someone on the crypto thread id do one of thses and this seemed to be the most logical place to post it

    Wolpertinger
    Tiny Magical Beast
    Hit Dice: 1d8+1 (5 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares), Fly 40 ft. (Good)
    Armor Class: 17 (+2 Size, +4 Dex, +1 Natural) touch 13, flat-footed 16
    Base Attack/Grapple: +0/-11
    Attack: Bite +4 melee (1d6-3)
    Full Attack: 1 Bite +4 melee (1d6-3) and 2 Claws (1d6-3)
    Space/Reach: 2 1/2 ft./ 0 ft.
    Special Attacks: Rake 1d6-3, Pounce
    Special Qualities: Low Light Vision, Scent
    Saves: Fort +3, Ref +6, Will +2
    Abilities: Str 4, Dex 18, Con 12, Int 6, Wis 14, Cha 10
    Skills: Hide +12, Listen +6, Move Silently +8, Spot +6
    Feats: Weapon Finesse
    Environment: Temperate Forest
    Organization: Solitary, Pair, Pack (6-10), or Troupe (11-40)
    Challenge Rating: 1/3?
    Treasure: None
    Alignment: Always Neutral
    Advancement: -
    Level Adjustment: ---

    "OMG! I think that bunny thing just bit off Johnson's toe!"

    Wolpertingers are odd little beasts thought to be legendary rabbit monsters, but actually just hoaxes.

    Skills: Wolpertingers have a +4 Racial Bonus on Spot and Listen checks.

    Combat: Charge and nibble. Fly away if there is resistance. Swoop down from the skies and nibble. Repeat till human becomes lunch.
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  25. - Top - End - #805
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    Any thoughts on the Debarta Queens CR? Technically she casts as a 20th level Shaman but they aren't the greatest of casters.
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  26. - Top - End - #806
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    hot damn they are powerful! me like!
    but shouldn't they have a burn ability? like real bumblebees?
    ...
    nah, they kill good enuff' with them those claws
    :D

    I like the way the red-text talking guy is thinking....
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    on M&B:
    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.
    http://baetzler.de/humor/meat_beings.html

  27. - Top - End - #807
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    Burn ability?
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  28. - Top - End - #808
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    Default Re: Critters

    You do great work, Bhu. I especially like the descriptive text you come up with, both the interactions (like Bubba the Headless Chicken, and all the Bert & Abner ones) as well as those of the more serious creatures. How do you come up with all this terrifically creative stuff?

    Also, I think a Rose Dryad would be both appropriate and potentially funny.

  29. - Top - End - #809
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    Quote Originally Posted by Bhu View Post
    Burn ability?
    yeah. have you never grabbed a handful of bumblebees? they BURN. like, make your skin feel aflame.

    I second the notion of guyabovehere^
    ROSE DRYADS!
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    on M&B:
    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.
    http://baetzler.de/humor/meat_beings.html

  30. - Top - End - #810
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    Quote Originally Posted by Shademan View Post
    yeah. have you never grabbed a handful of bumblebees? they BURN. like, make your skin feel aflame.

    I second the notion of guyabovehere^
    ROSE DRYADS!
    The only thing I could find on that online was that they had to heat themselves up to 86 degrees to fly. Unsure how I'd work that into a racial ability (it actually sounds like more of a disadvantage).
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