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Thread: Critters

  1. - Top - End - #961
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    Quote Originally Posted by Bhu View Post
    OK as long as there are no objections to CR/LA, or tweaks that need made the Leechmen are done.
    Great work Bhu!

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  2. - Top - End - #962
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    Dire Candiru
    Diminutive Animal (Aquatic)
    Hit Dice: 1d8 (4 hp)
    Initiative: +3
    Speed: Swim 20 ft. (4 squares)
    Armor Class: 18 (+4 Size, +3 Dex, +1 Natural), touch 17, flat-footed 15
    Base Attack/Grapple: +0/-17
    Attack: Nibble -1 melee (1 point) or Lunge +3 melee touch (see below)
    Full Attack: Nibble -1 melee (1 point) or Lunge +3 melee touch (see below)
    Space/Reach: 1 ft./0 ft.
    Special Attacks: AAAAAAAAAAAAAAAAH!!!!!!
    Special Qualities: Low Light Vision, Blindsense
    Saves: Fort +2, Ref +5, Will +1
    Abilities: Str 1, Dex 16, Con 11, Int 1, Wis 12, Cha 2
    Skills: Hide +15, Listen +3, Spot +3, Swim +3
    Feats: Alertness
    Environment: Warm Aquatic
    Organization: Solitary
    Challenge Rating: 1/2
    Treasure: None
    Alignment: Always Neutral
    Advancement: ---
    Level Adjustment: ---

    "Ah really, really don't like this river Bert."

    Dire Candiru are too large to truly annoy humanoid populations, and instead focus their parasitization on the local Giants. Something which has made the Giants a bit fussy about entering rivers. They do however like Candiru sushi, and many humanoid villages earn decent pay by fishing for the critter, both to provide food and remove a menace to future generations of giants.

    AAAAAAAAAAAAAAAAH!!!!!! (Ex): Candiru survive by feeding on the blood supply of larger fish, or of Giants and giant sized critters. To do this they perform a Lunge attack, which is a melee touch attack to fit themselves into the gill cavities of a large fish, or any other appropriate opening on a Giant (usually the urethra). If the touch attack is successful and the Candiru has made it's way inside, it extends spines, making it impossible to pull out without seriously injuring or killing the victim. Attempting to pull the Candiru out does 1d4 temporary Constitution damage, and the victim loses an additional 2d6 hp per round due to blood loss if it can be puled out (a DC 25 Str check is required). Unsuccessful attempts do 1 point of temporary Con damage per attempt, and if the check rolls a natural 1 or fails by 5 or more, the victim also begins taking the additional bleeding damage per round. The Candiru can also be removed via surgery (DC 25 Heal Check, takes 1d3 hours). If the check is failed, the fish is still removed but the victim takes 1 point of temporary Con damage, and also takes the bleeding damage. The victim may also suffer some physical and mental impairment as a result. There are also herbal remedies that can be made (DC 25 Knowledge: Nature check) that will kill the fish and dissolve it over the course of 1d4 days.

    While the fish is alive and inside a victim it does 1 point of temporary Con damage per day while feeding.

    Blindsense (Ex): While underwater the Dire Candiru can sense any creature within 30'.

    Skills: Dire Candiru have a +8 Racial Bonus on all Swim Checks, and can Always Take 10 on a Swim Check. They may use the Run Action while swimming in a straight line.

    Combat: Candiru tend to stalk an appropriate fish to parasitize. If this fails it finds a Giant it can use. They avoid humanoids who have no appropriately sized openings they can get into. They can't really fight, aand have to hope to take victims by surprise.
    Last edited by Bhu; 2009-10-28 at 05:59 AM.
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  3. - Top - End - #963
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    Hey cyanide, any requests while I try to figure out a mod friendly way to phrase the Dire Candirus abilities?
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  4. - Top - End - #964
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    Quote Originally Posted by Bhu View Post
    Hey cyanide, any requests while I try to figure out a mod friendly way to phrase the Dire Candirus abilities?
    Hmmm... I'll get back to you on that. It's almost midnight here and I'm sleepy. I'll let you know in the morning.

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  5. - Top - End - #965
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    http://iririv.deviantart.com/art/Mes...emon-119698179

    They Who Lie In Wait
    Huge Outsider (Chaotic, Extraplanar, Evil, Obyrith)
    Hit Dice: 18d8+126 (207)
    Initiative: +7
    Speed: 30 ft. (6 squares)
    Armor Class: 20 (-2 Size, +2 Dex, +10 Natural), touch 10, flat-footed 18
    Base Attack/Grapple: +18/+37
    Attack: Bite +27 melee (3d6+22) or Tongue Spear +27 melee (1d8+11 plus Infect)
    Full Attack: Bite +27 melee (3d6+22) or Tongue Spear +27 melee (1d8+11 plus Infect) and 2 Tentacles +22 melee (1d8+5)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Form of Madness, Infection, Threat Display, Transformation
    Special Qualities: Immunities, Energy Resistance 10 (Acid, Cold, Electricity, Fire), Fast Healing 10, True Seeing, Telepathy 100', Blindsight 120', Damage Reduction 10/Lawful and Good, Energy Resistance 10 (Cold, Electricity, Fire)
    Saves: Fort +18, Ref +14, Will +13
    Abilities: Str 32, Dex 17, Con 24, Int 6, Wis 15, Cha 14
    Skills: Climb +21, Concentration +17, Hide +9, Intimidate +12, Knowledge (any one) +8, Listen +12, Move Silently +13, Search +8, Spot +12, Survival +12
    Feats: Ability Focus (Form of Madness, Threat Display), Improved Initiative, Improved Snatch, Large and In Charge, Multisnatch, Snatch, Snatch and Swallow (B, see Draconomicon, energy damage type is acid)
    Environment: Infinite Layers of the Abyss (The Gaping Maw)
    Organization: Solitary plus possible Infected
    Challenge Rating: 16
    Treasure: Double Standard
    Alignment: Always Chaotic Evil
    Advancement: 19-24 HD (Huge), 25-36 HD (Gargantuan)
    Level Adjustment: ---

    "There are somethings even we do not remember. They were always here, even before us, like a blight on the land. They hide now, fearing Demogorgons power, but always hungry. Always waiting. They will make an attempt to return one day. Perhaps even on some Material Plane unkown to us at the moment. And if they do, we must set aside our differences, and destroy them. For they will overwhelm us all if they are successful..."

    Also known as the Spawn of Ak'Chakro, They Who Lie in Wait are known by several names depending on which of their origin stories you believe. There are many ranging from an origin theory involving a Fiendish Carnosaur Ak'Chakro and his quest for immortality, to darker stories of dead gods. They have never communicated with other Outsiders for any reason, let alone to confirm or deny any hypothesis. They are concerned merely with infecting anything they can find, and creating more of themselves. For while They cannot leave the Abyss unless summoned, other beings they infect can. And they can use them to one day gain control of the Abyss, before moving on to other worlds.

    They Who Lie in Wait are pulsing, ever-changing blobs of blood colored tissues resting upon 10 flattened tentacles. Rising from this on a thick, powerful neck is a vaguely saurian head that is little more than a skull surrounded by tissue. Despite their eye sockets being empty they somehow still manage to see. Cancerous growths dot the body, and large barbs are hidden within the mouth as some sort of obscene parody of a tongue. They understand Abyssal and Common, but have never communicated. They make demands of their Infected telepathically.

    Form of Madness (Su): Any creature within 60' of They Who Lie in Wait must make a DC 23 Willpower Save (Save DC is Charisma based), or willingly march into the creatures ravening maw. This is a mind-affecting ability that does not affect Chaotic Evil Outsiders. A successful Save means the opponent is immune to this particular Obyriths Form of Madness for 24 hours. If the Save is failed, the opponent will move toward the Obyrith as fast as he can, and will stand in front of it until it bites or Infects him (at which point it regains it's own will, and can act normally). It will not attack the Obyrith until bitten/Infected.

    Infect (Su): Any corporeal opponent successfully attacked by the Obyriths Tongue Spear attack must make a DC 26 Fortitude Save (Save DC is Constitution based), or gain the Infected Template (see below).

    Threat Display (Su): As a Full Round Action the Obyrith can roar while thrashing about and manipulating it's surface color/texture to put on a primitive threat display backed up by it's psychic power. Any being within 120' must make a DC 23 Willpower Save (Save DC is Charisma based) or be Panicked for 1d6 rounds. If the Safe is successful, the opponent is instead Shaken for 2d4 rounds, and is immune to this particular Obyriths Threat display for 24 hours.

    Transformation (Su): If the Obyrith successfully swallows an opponent using it's Snatch and Swallow Feat, and the opponent dies within it's stomach, the Obyrith vomits it back up 1d6 days later as a new They Who Lie In Wait.

    Immunities: Obyrith are immune to poison and mind-affecting effects. This particular one is also immune to Acid damage.

    True Seeing: The Obyrith constantly have a True Seeing spell in effect on their person.

    Combat: They Who Lie in Wait prefer to get into melee range as soon as possible, so they can Infect as many opponents as they can. Once the infection sets in, they will ignore them in favor of un-infected individuals. If it already has plenty of infected (i.e. one infected per HD) it will instead try to swallow opponents to transform them.







    Infected

    Infected is an Acquired Template which may be added to any corporeal creature that is Small or bigger.

    Size and Type: Size is Unchanged, Type becomes Outsider with the Chaotic and Evil Subtypes.

    Hit Dice: All currentand future Hit Dice become D8's unless they are already a larger die. Remember to recalculate hit points.

    Speed: Unchanged.

    Armor Class: The Base Creature gains a Profane Bonus to Armor Class equal to it's Charisma Modifier (minimum +1).

    Attacks: If the Base Creature does not have a Bite Attack it gains one (damage depends on Size Class): Small (1d3), Medium (1d4), Large (1d6), Huge (1d8), Gargantuan (2d6), or Colossal (3d6). This is a Primary Natural Attack that adds double the normal Strength Modifier to damage. Remember to chance BAB due to change in Type.

    Damage: Unchanged.

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

    Devour (Su): As a Full Round Action the Infected can make a Grapple Check to devour any creature up to it's own Size Class that it has successfully bitten the round before. If the Grapple Check is successful, the opponent is swallowed whole and can try to cut it's way out (this works in all ways the same as the parent Obyriths Snatch and Swallow Feat for purposes of damage etc.). If the Infected successfully magically devours it's opponet, it is Plane Shifted to the gullet of the parent Obyrith, which vomits that opponent up as a new They Who Lie In Wait 1d6 days later.

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

    Immunities: The Infected become immune to poison and Mind Affecting Effects.

    Planar Travel (Su): The Infected may Plane Shift between it's creators home in the Abyss and it's home plane at will as a Standard Action. it is also immune to the effects of the Abyss as if it were a Native.

    Obedient (Ex): The Infected cannot disobey an order given to it by They Who Lie in Wait.

    Normal Appearance (Su): As long as the Infected has eaten within the last 3 days, it maintains the appearance of a normal member of it's race. However if it is attacked, damaged, or has gone hungry longer than that, the illusion drops, and everyone can see it for the mutated creature it truly is. This is a Glamer effect.

    Saves: Recalculate Saving Throws due to change in Type.

    Abilities: +4 Str, +4 Con, +4 Wis, +4 Cha

    Skills: Gains a +4 Racial Bonus to Hide, Listen, Move Silently, Spot, and Survival Checks. Do not recalculate skill points due to Type change.

    Feats: Unchanged.

    Environment: Unchanged.

    Organization: Solitary or Pack (3-6)

    Challenge Rating: +3

    Treasure: Unchanged.

    Alignment: Always Chaotic Evil.

    Advancement: Unchanged.

    Level Adjustment: +5



    Example of creature using template here:


    Grimteeth Fighter 6/Infected
    Medium Outsider (Chaotic, Extraplanar, Evil)
    Hit Dice: 6d10+24 (57 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares)
    Armor Class: 14 (+3 Dex, +1 Profane), touch 14, flat-footed 11
    Base Attack/Grapple: +6/+11
    Attack: Bite +11 melee (1d4+5) or Unarmed Strike +11/+6 melee (1d6+5)
    Full Attack: Bite +11 melee (1d4+5) or Unarmed Strike +11/+6 melee (1d6+5)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Devour
    Special Qualities: Planar Travel, Obedient, Immune to Poison and Mind-Affecting Effects, Normal Appearance
    Saves: Fort +9, Ref +6, Will +8
    Abilities: Str 20, Dex 13, Con 18, Int 10, Wis 16, Cha 12
    Skills: Climb+9, Intimidate +6, Jump+9, Swim +9
    Feats: Earth's Embrace, Improved Grapple, Improved Unarmed Strike, Superior Unarmed Strike, Deflect Arrows (B), Improved Bull Rush (B), Power Attack (B), Stunning Fist (B)
    Environment: Any
    Organization: Solitary
    Challenge Rating: 9
    Treasure: Standard
    Alignment: Always Chaotic Evil
    Advancement: By Character Class
    Level Adjustment: +5

    Grimteeth was a professional athlete and wrestler sacrificed by a cult to They Who Lie In Wait. He has returned as one of the Infected to create more of his masters.
    Last edited by Bhu; 2009-10-28 at 05:27 AM.
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  6. - Top - End - #966
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    Ooo a new fiend! Nice work. I'm trying to think of ideas for creatures from the planes. There's such a large number of demons and devils already, so I'm trying to think of things for the upper planes, the astral and ethereal and places like pandemonium which haven't recieved much attention...
    Last edited by Cyanidesoul; 2009-10-27 at 06:05 AM.

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  7. - Top - End - #967
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    I assume the physical description for Those Who Lie in Wait will be forthcoming at a later time?
    [Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
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  8. - Top - End - #968
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    Quote Originally Posted by DracoDei View Post
    I assume the physical description for Those Who Lie in Wait will be forthcoming at a later time?
    You haveta wait for me to finish the flavah text

    Also, when you click the deviant art link, click the pic to see it full sized

    candiru is also done


    work in progress, my next take in the series of Kaiju Templates

    Kaiju

    Unlike normal Templates, Kaiju is not applied to a Base Creature. Kaiju are little more than gigantic Animals, bizarre humanoids, or occasional freakish mutants. Usually they have some sort of special power or attack they are known for.

    Size: Kaiju are Colossal, but they can get bigger. If Increased Size is taken the Kaiju is 129 to 256 feet, and 251 to 500 tons. Space is 40'. Reach is 30' if long, or 40' if tall.

    Type: Type is Kaiju.

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

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


    Hit Dice: All Kaiju begin with 50d12 Hit Dice, giving them 600 hit points (plus their Constitution Modifier times 50).

    Speed: Base Land Speed is 30' (40' if Increased Size is taken)

    Armor Class: All Kaiju have a +40 Natural Armor Class Modifier (+48 if Increased Size is taken, and Size Modifier increases to -16).

    Attacks: Kaiju have a BAB of +50, and one Primary Natural Attack doing 4d6 damage plus Strength Modifier (one and a half times Str Mod if this is it's only attack, 6d6 if Increased Size is taken). Additional Primary or Secondary Attacks can be purchased through Special Attacks or Kaiju Feats. If Increased Size is taken the Kaiju's Size Modifier to Attacks increases to -16.

    Special Attacks: All Kaiju gain a Trample Attack and Frightening Presence:

    Trample (Ex): As a standard action during its turn a Kaiju may Trample a Gargantuan or smaller opponent. It does 4d12 plus the Kaiju's Strength modifier (5d12 if Increased Size is taken). If the Kaiju has 4 or more legs add double the Strength modifier. If the Kaiju has no legs or many legs (a snake or centipede) do not add the Strength modifier. Victims can attempt a Reflex Save for Half Damage. DC is 10 + 1/2 Hit Dice + Strength modifier.

    Frightful Presence (Ex): Any creature within a 360 foot radius of a Kaiju that have less Hit Dice than the it does are subject to its Frightening Presence. Victims in this range must make a Will Save DC (10 + 1/2 Kaiju's Hit Dice + Charisma modifier). If a save is successful that creature is immune to this Kaiju's frightful presence for 24 hours. Creatures with 4 HD or less who fail the Save are Panicked for 4d6 rounds, those with 5 HD or more are instead Shaken for 4d6 rounds. Kaiju are immune to this effect.

    Kaiju also get 3 choices from the following list:


    Attach (Ex): The Kaiju can Attach itself to an opponent by making a Melee Touch Attack. While Attached it is considered to be Grappling it's opponent, but loses it's Dexterity Bonus to AC. To remove it requires the opponent to successfully Pin it in a Grapple.

    Augmented Criticals (Ex): This may be taken multiple times. Choose one of the following: A) All the Kaiju's regular attacks have their critical threat range increased by 2 (i.e. if their claws normally critical on a 20, now they critical on an 18-20). B) One of the Kaiju's Special Attacks has it's critical threat range increased by 1 (assuming it actually does critical damage such as a ray, area effects don't count). C) All of the Kaiju's regular attacks have their critical damage multiplier increased by 1 (i.e. if they normally do x2 damage with a critical, they now do x3. D) You have a +4 Racial bonus on rolls to confirm Criticals. You must choose a different option whenever you pick this Special Attack.

    Battle Frenzy (Ex): Choose either the Power, Speed, or Defense option when picking this ability. Power: Once per fight the Kaiju may go into Battle Frenzy gaining an ability exactly the same as the Barbarians Mighty Rage ability listed in the Players Handbook page 26. Speed:As Power except you use the Whirling Frenzy variant found on page 66 of Unearthed Arcana (Kaiju is assumed to get the version of Whirling Frenzy used by a 20th level barbarian). Defense: As Power except you get the Berserker Strength variant listed on page 33 of Players Handbook 2. You must fall below (5 x HD) hit points to get these bonuses (and are assumed to be a 20th level barbarian for purposes of the benefits received). If you choose this special attack for your Kaiju (regardless which of the 3 options you choose), you may take any Feat that requires Rage or Frenzy as a Prerequisite. This ability may only be chosen once.

    Blinding Flash (Su):The Kaiju can emit a blinding flash of light a number of times per day equal to its Charisma modifier. Anyone within 100 feet of the Kaiju looking at it that has eyes must make a Fortitude Save (DC: 10 + 1/2 Hit Dice + Charisma modifier) or be Blinded for 1d6 minutes. If the Save is successful they are blinded for 1d4 rounds.

    Blood Drain (Ex): The Kaiju does 2d4 temporary Constitution damage each round it has it's opponent Pinned in a Grapple Check (2d6 if Increased Size is taken), or if it has Attach each round it remains attached, beginning with the first round it which it starts attached to it's victim.

    Chemical Spray (Ex): Once every 1d4 rounds you can unleash a bitter irritating chemical spray that sticks to your opponents and burns them. This is an 80' Cone (120' Cone if Increased Size is taken) that does 3d6 Acid damage, and the opponent must make a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier) or be Sickened for 2d4 minutes. Opponents with the Scent ability take a -4 Penalty on this roll. If the opponent rolls a Natural '1' on his Save, he is also Blinded for 1d6 rounds.

    Constriction (Ex): If the Kaiju succeeds in a grapple check it can constrict its opponent for 4d6+one and a half times Strength bonus (6d6 if Increased Size is taken). If the Constriction is instead based on pincers/claws it does double the claws regular damage plus Strength bonus.

    Diseased Attack(Ex):The Kaiju's natural attacks are infected with disease. Opponents who are successfully struck by these attacks must make a Fortitude Save (DC is 10 + 1/2 Hit Dice + Constitution Modifier) or be infected. You may choose any disease on page 292 of the DM's Guide that has Contact or Injury listed as an infection method (except Mummy Rot).

    Disease Spray (Ex):You may spray an opponent with infected fluids. This is an 80 foot cone (120' if Increased Size is taken)that may be used every 1d4 rounds. Opponents must make a Fortitude Save (DC is 10 +1/2 Hit Dice + Constitution Modifier)or be infected. You may choose any disease on page 292 of the DM's Guide that has Contact or Injury as an infection method except Mummy Rot (Diseases with the Injury infection method will only infect if you have already injured the opponent before spraying them).

    Energized Attack (Su):As a standard action once per minute you may charge your natural attacks attacks with energy of some type. You must choose the type when the Kaiju is created, and the effect last 1d4+1 rounds. During this time the natural attacks do an extra 3d6 damage of the appropriate energy type (5d6 if Increased Size is taken), this damage is not multiplied on a critical. You may choose Acid, Cold, Electricity, Fire, Force, Negative Energy, Postive Energy, or Sonic. Optionally you may choose during creation to link your Energized Attacks to your Natural Attacks, Constriction, or successful Grapple attacks. This ability may be chosen more than once. If so, decide which version of the Energized Attack you are using (the effects of picking it more than once do not stack).

    Energy Attack (Su):Once every 1d4 rounds the Kaiju can make an energy attack of some sort. You must choose the energy type during creation and may choose Acid, Cold, Electricity, Fire, Force, Negative Energy, Positive Energy, or Sonic. It may take the form of an 80' Cone, a 10'x150' Line, a Ray with a range of 300 feet, an Energy Missile with a range of 150 feet, or an Explosive Blast with a range of 200 feet and a 60 foot radius spread. If Increased Size is taken it's a 120' Cone, a 15'x225' Line, a 450' Ray, a 225' Energy Missile, or an Explosive Blast with a range of 300' and a 90' Radius spread. An opponent can make a Reflex Save for half damage against the Cone, Line, and Explosive Blast Effects for half damage (Save DC is 10 + 1/2 Hit Dice + Constitution or Charisma Modifier, you choose during creation). The Ray and Energy Missile attacks are Ranged Touch Attacks that Critical on a Natural 20 doing double damage. Damage for the Cone, Line, or Explosive Blast attacks are 20d6 damage plus 1d6 damage for every 3 Hit Dice over 40. Energy Missiles are 15d6 damage plus 1d6 damage for every 3 Hit Dice over 40. Rays are 10d6 Damage plus 1d6 for every 3 Hit Dice over 40. If Increased Size is taken add +3d6 damage. If using this attack as a Breath Weapon it must be defined as such during creation.

    Energy Sting (Ex): The Kaiju's Primary Natural Attack (which must do piercing damage) injects energy (for energy types, see Energy Attack below) instead of poison. In addition to the attacks regular damage it also does 4d6 energy damage (choose type at creation). On each subsequent turn the victim takes energy damage again, but it lowers 1 die each turn (1.e. 3d6 on the second turn, 2d6 on the 3rd, etc). If Increased Size is chosen it does 6d6 for a Primary Attack, and 4d6 for a Secondary Attack.

    Extending Limbs (Ex): Your main limbs have double the normal reach. This can be arms, tentacles, or even a tongue or tail. You must choose at creation.

    Ink Cloud (Ex): Once per minute the Kaiju can emit a cloud of Ink while it's underwater as a Free Action. This Cloud is 60' by 60' by 60' and provides total concealment (double this size if Increased Size is taken). Vision within the cloud is completely obscured. The cloud lasts for 1d6 minutes before currents begin to break it apart.

    Lightning Strike (Ex): You may strike incredibly quickly and faster than you appear to be capable of moving. If you have the initiative over your opponent he is considered Flat-Footed.

    Pin Down (Ex): If your opponent is Pinned in a Grapple he takes damage equal to your Trample damage each Turn (he gets no Save for half damage).

    Poison Attack (Ex): One of your natural attacks (usually a bite or sting) is envenomed. If this attack hits and does damage, your opponent must make a Fortitude Save to avoid the venom's effects (DC is 10 +1/2 Hit Dice + Constitution Modifier). Initial and Secondary damage is 2d6 (2d8 if Increased Size is taken), you choose whether or nor Damage is done to Strength, Dexterity, or Constitution at Creation. Or optionally Initial damage is Paralysis for 2d4 rounds, secondary damage is none.

    Poison Flesh (Ex): If your opponent bites you he may be poisoned if he fails a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier plus a +4 Racial Bonus). Initial and Secondary damage is 2d6 (2d8 if Increased Size is taken), you choose whether or nor Damage is done to Strength, Dexterity, or Constitution at Creation. Or optionally Initial damage is Paralysis for 2d4 rounds, secondary damage is none.

    Poison Spittle (Ex):You may spew a gob of caustic poison into your opponents face possibly blinding them. Every 1d4 rounds you may spew a gob of venom as a touch attack with a range of 150 feet (225' if Increased Size is taken). If it hits the victim is allowed a Reflex Save (DC is 10 + 1/2 Hit Dice + Constitution modifier). If he fails he is blinded for 1d6 rounds (eyeless creatures are immune to this effect), and takes acid damage equal to half your total Hit Dice (i.e. if you have 40 Hit Dice it takes 20 damage).

    Poison Spray (Ex):You can spew a cloud of venom once every 1d4 rounds in a 80 foot cone (120' if Increased Size is taken). Anyone in its area of effect must make a Fortitude Save ( Dc is 10 + 1/2 Hit Dice + Constitution modifier) or take the poisons effects. Intitial and secondary damage is 1d6 (1d8 if Increased Size is taken), you may choose to damage either Strength, Dexterity, or Constitution at creation. Or optionally you may choose to make initial damage Paralysis for 1d4 rounds, secondary damage none.

    Ranged Attack (Ex):You have some sort of ranged physical attack such as spines or missiles. It comes in one of 3 forms: An 80' Cone, a 10'x150' Line, an Explosion with a range of 200 feet and a 60' spread, or a ranged attack using your ranged attack bonus and with a range increment of 200'. If Increased Size is taken range is 120' Cone, 15'x225' Line, 300' ranged attack, or an Explosion with a 300' range and 90' spread. Decide at the creation if damage is blunt, piercing, or slashing. Opponents receive a Reflex Saving Throw for Half Damage vs the Cone, Line or Explosion versions (DC is 10 + 1/2 Hit Dice + Constitution modifier). Damage for Cone, Line or Explosion is 10d6 +1d6 for every 3 Hit Dice over 40. Damage for Ranged attack version is 5d6 + 1d6 for every 3 Hit Dice over 40 + Strength modifier (and it criticals on a Natural 20 doing double damage). Increase damage by +3d6 if Increased Size is taken.

    Rock Throwing/Catching (Ex): You receive a +1 Racial bonus on attack rolls when throwing rocks. You can throw up to Huge sized rocks (1 ton in weight). Damage is 4d6 + Strength Bonus. Once a round, if you would normally be hit by a rock you can make a Reflex Save to catch it (DC is 15 for Small, 20 for Medium, 25 for Large, or 30 for Huge, if the projectile has a magical bonus the Save DC is increased by that amount). You must be ready for and aware of the attack to make this attempt. If Increased Size is taken you can throw Gargantuan rocks (4d8+Str Bonus, Save DC 35)

    Shockwave (Ex):As a standard action the Kaiju can make a localized quake. Any being within 100 feet of it on the ground must make a Reflex Save or be knocked prone and take 4d6 damage ( Save DC is 10 + 1/2 Hit Dice + Strength Modifier, 150' if Increased Size is taken).

    Stench (Ex): Rotting garbage smells better than this Kaiju. Any living being with a sense of smell coming within 60 feet of the Kaiju must make a Fortitude Save (DC is 10 + 1/2 Hit Dice +Constitution modifier) or be Nauseated for 1d6+4 minutes (90' if Increased Size is taken). If the opponents save successfully they are immune to the effects of the Stench for 24 hours.

    Stunning Blow (Ex): If you succeed with your Primary Natural Attack your opponent must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Str Modifier) or be Stunned for 1d3 rounds.

    Swallow Whole (Ex): The Kaiju can try to swallow any opponent of Huge Size or smaller by making a successful Grapple check (Gargantuan or smaller if you take the Titanic Size Class ability). Once swallowed the opponent takes crushing damage equal to 2d8 + the Kaiju's Strength modifier and 3d6 acid damage per round (if Increased Size is taken damage is 4d6+Str Modifier and 5d6 acid, if the creature has any attack doing energy damage the Swallow Whole attack can use that type of Energy damage). A swallowed creature can cut its way out using claws or a light piercing or slashing weapon and doing 50 points of damage to the Kaiju's digestive tract (75 points if Increased Size is taken). The digestive tracts AC is equal to 10 + half the Kaiju's Natural Armor bonus. Once the swallowed creature exits muscular action closes the hole and any other swallowed creatures must cut their own way out.

    Webbing (Ex):The Kaiju may spit webbing or some sort of adhesive in an 80'Cone or a 10'x150' Line or an Explosive Blast with a range of 200' and an area of effect of 60'. If Increased Size is taken range is 120' Cone, 15'x225' Line or an Explosive blast with a range of 300' and an area of effect of 90'. All creatures in the area of effect must make a Reflex Save (DC: 10 + 1/2 Hit Dice + Constitution modifier) or be held fast by it. The opponent cannot move and must escape using an Escape Artist check (DC same as Reflex Save) or Strength Check (DC same as Reflex Save +4, has a +4 Racial bonus. The webbing has 1 hit point per Hit Die of the Kaiju, Hardness 5 (Hardness 10 if Increased Size is taken), and takes double damage from fire.

    Windstorm (Ex):As a standard action the Kaiju can create 100 foot long cone of hurricane force winds by flapping its wings (or optionally as a breath weapon, 150' if Increased Size is taken). All flames in this area are extinguished, and ranged weapon attacks are impossible except for Siege engines which take a -8 penalty. Listen checks are impossible in this area, and suffer a -8 penalty within 100 feet of the wind (150' if Increased Size is taken). If the area is dusty enough Spot checks will likewise suffer the same penalties. Anything in the cone of effect must make a Fortitude Save (DC is 20) or be subjected to the affects of Hurricane winds described on page 93 of the DMG.

    Special Qualities: All Kaiju begin with the following:

    Damage Reduction (Ex): A Kaiju gains Damage Reduction 30/Epic.

    Dark Vision (Ex): Range is 120 feet (180' if Increased Size is taken).

    Energy Resistance (Ex): The Kaiju gains Energy Resistance 50 to Acid, Cold, Fire, Electricity, and Sonic damage.

    Invulnerability (Ex): Kaiju have Invulnerability 15. Invulnerability works similar to Damage Reduction or Energy Resistance except you ignore the first x points of hit point damage (in this case 15) from all sources. This does not stack with Damage Reduction or Energy Resistance. If an attack could be stopped by either of these abilities use the higher of the two values. For example if you have Damage Reduction 30/Epic, and Invulnerability 15 and are hit with a sword attack, use the DR's higher value. But if the sword is Epic, and ignores Damage Reduction you may use your Invulnerability instead.

    Immune to Mind Influencing Effects (Ex): Kaiju are immune to mind influencing effects (including Morale Effects and Fear).

    Spell Resistance (Su): The Kaiju gains Spell Resistance equal to 10 + it's CR.

    Overnight Healing (Ex): Kaiju are notoriously difficult to hurt, and keep hurt. 8 hours of rest completely heals any hit point or ability damage a Kaiju has taken.

    It also gains 3 choices from the following list:

    Additional Energy Resistance (Ex): This may be taken multiple times. Each time it is taken you gain Energy Resistance 50 to 2 additional types of energy listed under Energy Attack above.

    Additional Movement Type (Ex): The Kaiju gains a land, swim, fly, climb, or burrow speed. The new movement types speed is equal to the Kaiju's base speed. This can be chosen multiple times. If the Kaiju gains a Swim move it may also gain the Aquatic subtype if you wish. You may also make it amphibious. If you gain a Flight move your maneuverability is initially Poor.

    Blindsense (Ex): While in the water the Kaiju can sense all other beings within 240'.

    Chameleon (Ex): The Kaiju can change colors and blend in with itís background. It does not receive a Size penalty to Hide checks.

    Enhanced Ability Score (Ex): You may add +4 to any one ability score after all the other modifiers for this template have been added.

    Enhanced Movement (Ex): One of the Kaiju's movement types is increased by +20 feet. This may be taken multiple times. Optionally if the Kaiju has a Flight speed, it can increase its maneuverability 2 levels higher.

    Fast Healing (Ex): The Kaiju gains Fast Healing 20.

    Forcefield (Su):Once per day you may create a glowing field of force around yourself for a number of rounds equal to your Charisma modifier. It is effectively the same as a Wall of Force except that it protects you personally as opposed to an area.

    Heavy Armor (Ex):The Kaiju has incredibly thick armor plating, even for one of it's kind. It's Invulnerability increases to 20.

    Hold Breath (Ex): The Kaiju may hold it's Breath for a number of hours equal to it's Constitution Modifier before it risks drowning.

    Jet (Ex): Once per round as a Full Round Action the Kaiju can jet backwards, increasing it's swim move to six times normal. It must move in a straight line, but does not provoke attacks of opportunity.

    Immunity (Ex):The Kaiju is completely immune to one form of energy damage, or immune to poison and disease. This Special Quality may be taken multiple times.

    Increased Size (Ex): If Increased Size is chosen it counts as two selections for the Kaiju. See notes by each entry in the Template for the effects of Increased Size.

    Reflect Energy (Su):If an energy based attack that you have Energy Resistance to fails to penetrate your Energy Resistance once damage is rolled it is reflected back at the attacker. This only works on energy attacks with a to hit roll.

    Regeneration (Ex): The Kaiju gains Regeneration 10. You must decide what type of damage it cannot regenerate upon creation of the Kaiju.

    See Invisibility (Su):The Kaiju can See Invisibility as a 20th level Sorcerer permanently. It can suppress or resume this ability as a free action.

    Semi Solid (Ex): Kaiju with this ability are incredibly amorphous. The Kaiju takes no damage from Piercing weapons, 1/2 damage from Slashing weapons, and full damage from Blunt weapons. Semi Solid may not be taken if you have the Forcefield, Heavy Armor, or Spines Special Qualities (or the Half-Construct Feat) and vice versa. You must always be vulnerable to at least 1 energy type if you take this ability.

    Spines (Ex): The Kaiju is covered in spines. Anything hitting it with an unarmed strike or a natural attack takes 1d6 damage plus its Strength bonus (1d8 if Increased Size is taken).

    Sonar (Ex): The Kaiju gains Blindsight 240' (360' if Increased Size is taken).

    Sprint (Ex): Once per hour the Kaiju can move up to 5 times it's normal Speed when performing a Charge attack.

    Tremorsense (Ex): The Kaiju has Tremorsense with a range of 240' (360' if Increased Size is taken).

    Saves: Base Saving Throws are all +27 (plus the appropriate Stat Modifier).

    Abilities: Kaiju begin with the following Stats: Str 50, Dex 10, Con 50, Int 3, Wis 16, Cha 40. The Kaiju also has 10 points to distribute among it's Stats as you see fit. If Increased Size is taken modify as follows: Str 60, Dex 8, Con 60.

    Skills: Choose up to any 8 skills as your Kaiju's class skills. If Increased Size is taken the Size Modifier for Hide Checks increases to -32, and the Size Modifier to Grapple Checks increases to +32.

    Feats: A Kaiju gets 17 Feats, 10 of which may be Epic Feats, and any of which may be Kaiju Feats. It also gets 4 Bonus Feats which must be Kaiju Feats.

    Environment: Any

    Organization: Solitary or Unique

    Challenge Rating: 28

    Treasure: None

    Alignment: Usually Chaotic Neutral, but can be any Alignment.

    Advancement: 51-60 HD (Colossal)

    Level Adjustment: ---

    Example of creature using template here:




    Atsui Wa-Mu (Kaiju Remorhaz)
    Colossal Kaiju
    Hit Dice: 50d12+1000 (1600 hp)
    Initiative: +6
    Speed: 30 ft. (6 squares), Burrow 30'
    Armor Class: 44 (-8 Size, +2 Dex, +40 Natural), touch 4, flat-footed 42
    Base Attack/Grapple: +50/+86
    Attack: Bite +62 melee (4d6+30 plus 9d6 fire)
    Full Attack: Bite +62 melee (4d6+30 plus 9d6 fire)
    Space/Reach: 30 ft./20 ft.
    Special Attacks: Trample (4d12, DC 55), Frightening Presence (DC 50), Energized Attack (Fire, 9d6), Energy Attack (Fire, Energy Missile, 18d6, DC 50), Swallow Whole
    Special Qualities: DR 30/Epic, Dark Vision 120', Energy Resistance 50 (Acid, Cold, Electricity, Fire, Sonic), Invulnerability 15, Immune to Mind Influencing Effects, SR xx, Overnight Healing, Additional Movement Type (Burrow), Tremorsense 240', Immune to Fire Damage
    Saves: Fort +47, Ref +29, Will +32
    Abilities: Str 50, Dex 14, Con 50, Int 5, Wis 20, Cha 40
    Skills: Climb +25, Hide +1, Knowledge (Nature) +2, Listen +10, Move Silently +7, Search +2, Spot +10, Survival +13
    Feats: Awesome Blow, Burning Attack (Energized Attack), Cleave, Close-Quarters Fighting, Damage Field, Devastating Critical (Bite), Extend Energized Attack, Great Cleave, Improved Bull Rush, Improved Critical (Bite), Improved Grab, Improved Initiative, Overwhelming Critical (Bite), Power Attack, Power Critical (Bite), Shock Trooper, Weapon Focus (Bite), Permanent Damage Field (B), Powerful Attack x3 (Energized Attack)(B)
    Environment: Any
    Organization: Unique
    Challenge Rating: 28
    Treasure: None
    Alignment: Chaotic Neutral
    Advancement: 51-60 HD (Colossal)
    Level Adjustment: ---



    Yonbusou (Kaiju Girallon)
    Colossal Kaiju
    Hit Dice: 50d12+1050 (1650 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares), Climb 30'
    Armor Class: 44 (-8 Size, +2 Dex, +40 Natural), touch 4, flat-footed 42
    Base Attack/Grapple: +50/+93
    Attack: Claw +69 melee (4d6+27)
    Full Attack: 4 Claws +69 melee (4d6+27) and 1 Bite +64 melee (2d8+13)
    Space/Reach: 30 ft./30 ft.
    Special Attacks: Trample (4d12, DC 62), Frightening Presence (DC 50), Pin Down, Rock Throwing/Catching, Stunning Blow (DC 62)
    Special Qualities: DR 30/Epic, Dark Vision 120', Energy Resistance 50 (Acid, Cold, Electricity, Fire, Sonic), Invulnerability 15, Immune to Mind Influencing Effects, SR xx, Overnight Healing, Additional Movement Type (Climb), Enhanced Ability Score x2 (Strength)
    Saves: Fort +47, Ref +29, Will +36
    Abilities: Str 64, Dex 14, Con 50, Int 3, Wis 16, Cha 40
    Skills: Climb +40, Hide -9, Jump +32, Listen +13, Move Silently +7, Search +5, Spot +13, Survival +8
    Feats: Awesome Blow, Defensive Sweep, Epic Will, Fling Opponent, Improved Bull Rush, Improved Grab, Improved Multiattack, Improved Toughness, Iron Will, Keen Scent, Multiattack, Multigrab, Pounce, Power Attack, Rend, Scent, Shock Trooper, Extra Attacks x4 (3 Primary and 1 Secondary)(B)
    Environment: Any
    Organization: Unique
    Challenge Rating: 28
    Treasure: None
    Alignment: Chaotic Neutral
    Advancement: 51-60 HD (Colossal)
    Level Adjustment: ---



    Ikiresu (Kaiju Choker)
    Colossal Kaiju
    Hit Dice: 50d12+1000 (1600 hp)
    Initiative: +10
    Speed: 30 ft. (6), Climb 30 ft.
    Armor Class: 44 (-8 Size, +2 Dex, +40 Natural, ), touch 4, flat-footed 42
    Armor Class Frenzied: 48 (-8 Size, +4 Dodge, +2 Dex, +40 Natural), touch 8, flat-footed 42
    Base Attack/Grapple: +50/+88
    Attack: Tentacle +64 melee (4d6+22/19-20)
    Attack (Frenzy): Tentacle +68 melee (4d6+26/19-20)
    Full Attack: 2 Tentacles +64 melee (4d6+22/19-20) and a Bite +59 melee (2d8+11)
    Full Attack (Frenzy): 2 Tentacles +68 melee (4d6+26/19-20) and a Bite +59 melee (2d8+11)
    Space/Reach: 30 ft./30 ft. (60 ft. w/Tentacles)
    Special Attacks: Trample (4d12, DC 57), Frightening Presence (DC 50), Constriction (8d6+44), Extending Limbs, Battle Frenzy (Speed)
    Special Qualities: DR 30/Epic, Dark Vision 120', Energy Resistance 50 (Acid, Cold, Electricity, Fire, Sonic), Invulnerability 15, Immune to Mind Influencing Effects, SR xx, Overnight Healing, Additional Movement Type (Climb), Blindsense 240', Chameleon
    Saves: Fort +47, Ref +35 (+39 Frenzy), Will +30
    Abilities: Str 54 (62 Frenzy), Dex 14, Con 50, Int 5, Wis 16, Cha 40
    Skills: Climb +35, Hide +13, Jump +27, Listen +10, Move Silently +14, Search +5, Spot +8, Tumble +10
    Feats: Blind-Fight, Close-Quarters Fighting, Combat Reflexes, Defensive Sweep, Elusive Target, Epic Reflexes, Eyes in the Back of Your Head, Fling Enemy, Improved Critical (Tentacle), Improved Initiative, Lightning Reflexes, Multigrab, Overwhelming Assault, Racial Skill Bonus (+4 Hide, Move Silently), Superior Initiative, Trip, Extra Attack x2 (1 Primary and 1 Secondary)(B), Improved Grab (B), Pounce (B)
    Environment: Any
    Organization: Unique
    Challenge Rating: 28
    Treasure: None
    Alignment: Chaotic Evil
    Advancement: 51-60 HD (Colossal)
    Level Adjustment: ---



    Kyuuketsuki (Kaiju Stirge)
    Colossal Kaiju
    Hit Dice: 50d12+1000 (1600 hp)
    Initiative: +9
    Speed: 30 ft. (6 squares), Fly 50' (Average)
    Armor Class: 47 (-8 Size, +5 Dex, +40 Natural), touch 7, flat-footed 42
    Base Attack/Grapple: +50/+86
    Attack: Proboscis +63 melee (4d6+30/19-20)
    Full Attack: Proboscis +63 melee (4d6+30/19-20)
    Space/Reach: 30 ft./20 ft.
    Special Attacks: Trample (4d12, 55), Frightening Presence (DC 50), Attach, Blood Drain, Diseased Attack (DC 50)
    Special Qualities: DR 30/Epic, Dark Vision 120', Energy Resistance 50 (Acid, Cold, Electricity, Fire, Sonic), Invulnerability 15, Immune to Mind Influencing Effects, SR xx, Overnight Healing, Additional Movement Type (Fly), Enhanced Movement (Fly, x2)
    Saves: Fort +47, Ref +32, Will +30
    Abilities: Str 50, Dex 20, Con 50, Int 3, Wis 16, Cha 40
    Skills: Balance +10, Climb +25, Hide +4, Knowledge (Geography) +3, Listen +8, Move Silently +9, Search +8, Spot +8, Survival +8
    Feats: Dodge, Elusive Target, Epic Reflexes, Flyby Attack, Great Flyby Attack, Hover, Improved Critical (Proboscis), Improved Flyby Attack, Improved Initiative, Lightning Reflexes, Mobility, Power Climb, Power Critical (Proboscis), Power Dive, Spring Attack, Weapon Focus (Proboscis), Wingover, Keen Scent (B), Racial Skill Bonus (+4 Hide, Move Silently)(B), Scent (B)
    Environment: Any
    Organization: Solitary
    Challenge Rating: 28
    Treasure: None
    Alignment: Chaotic Neutral
    Advancement: 51-60 HD (Colossal)
    Level Adjustment: ---





    KAIJU FEATS

    Brutal Attack (Prerequisites: Kaiju, an energy attack doing Force or Sonic damage): Any opponent damaged by your Energy Attack must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Paralyzed 1d3 turns.

    Burning Attack (Prerequisites: Kaiju, an Energy Attack doing Acid or Fire damage): Any opponent damaged by your Energy Attack must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or take a -4 penalty to all rolls for the next 1d6 rounds.

    Damage Field (Prerequisites: Kaiju, Energized Attack): When using your Energized Attack your entire body is infused with the energy. Opponents striking you during this time must make a Fortitude Save (DC is 10 + 1/2 Hit Dice + Charisma modifier) or take 3d6 damage of the appropriate energy type. You may do energy damage with a simple touch attack, or add it to grapple or constriction damage if using either of those attacks.

    Death Ray (Prerequisites: Kaiju, Energy Ray): Your Energy Ray Special Attack does untyped damage, bypassing Damage Reduction and Energy Resistance.

    Engulf (Prerequisites: Kaiju, Semi-Solid): If the Kaiju succeeds in a Grapple Check, it Engulfs it's opponent (or at least a part of them if the opponent is Gargantuan or bigger). In addition to any normal Grapple Damage, the opponent risks suffocation (see DMG page 304) if it requires air to breathe.

    Extend Energized Attack (Prerequisites: Kaiju, Energized Attack): Your Energized Attack lasts for the duration of the encounter when activated.

    Extra Attack (Prerequisites: Kaiju):The Kaiju possesses an attack it does not normally have. You may define this attack as you will (bite, gore, stinger, tail club, claw, etc). If it becomes the Kaiju's new Primary attack it does 4d6 damage. if it is another secondary attack it does 2d8 damage. Optionally you get an additional attack with a Natural Weapon you already have on a Full Attack. For example if you normally did one Slam Attack, this Feat would give you an additional Slam Attack when you made a Full Attack each time you took it.

    Improved Grab (Prerequisites: Kaiju): You gain the ability listed on page 310 of the Monster Manual.

    Increased Toughness (Prerequisites: Kaiju, Con 42+): Your Natural Armor Bonus increases by +3. This may be taken multiple times, and it stacks.

    Keen Scent (Ex) (Prerequisites: Kaiju, Scent): You can detect creatures by Scent in a 180' Radius, and can smell blood from ranges of up to 1 mile.

    Permanent Damage Field (Prerequisites: Kaiju, Damage Field, Energized Attack, Extend Energized Attack): The Kaiju's Energized Attack is now always on. Opponents attacking you in melee now take 3d6 energy damage.

    Pounce (Prerequisites: Kaiju, appropriate movement type higher than 20', Dex 15+): The Kaiju gains the Pounce attack listed on page 313 of the MM.

    Potency (Prerequisites: Kaiju): This feat may be taken multiple times. If taken the Kaiju may is considered one alignment type for purposes of overcoming damage reduction. You may only choose alignment types that are present in the Kaiju's own alignment. Optionally you may also have your natural attacks be considered Adamantine for purposes of overcoming Damage Reduction.

    Powered Attack (Prerequisites: Kaiju): When you successfully hit with your energized attack you may add your Charisma bonus to the damage done (Charisma bonus damage is the same as the form of energy damage being done).

    Powerful Blast (Prerequisites: Kaiju): Each time you take this Feat choose one Energy Attack you possess. It's damage is increased by +2d6.

    Powerful Charge (Prerequisites: Kaiju): When the Kaiju charges, it's primary attack does double normal damage plus double it's Strength bonus.

    Racial Skill Bonus (Prerequisites: Kaiju): You gain a +4 Racial Bonus to 1 skill. This may be taken twice to gain up to a +8 Racial Bonus to one skill. Or it may be taken multiple times to gain skill bonuses to as many skills as you're willing to spend Feats on. Optionally you may use this to gain a Racial Bonus with one combat maneuver such as Grapple Checks, Trip Attempts, or Bull Rushes.

    Rake (Prerequisites: Kaiju, Claw natural attack): The Kaiju gains the Rake attack listed on page 313 of the MM. Damage is teh same as its claw attack plus half its Strength modifier.

    Reeking Attack (Prerequisites: Kaiju, an Energy Attack doing Acid or Fire damage): Any opponent damaged by your Energy attack must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Nauseated for 1d3 turns.

    Rend (Prerequisites: Kaiju. Claw natural attack): If all of the Kaiju's claw attacks hit it may automatically rend for extra damage. Damage is equal to double the normal claw damage (i.e. 2d6 if the claw does 1d6) plus one and a half times Strength modifier.

    Scent (Prerequisites: Kaiju): You gain the Scent Ability.

    Stunning Attack (Prerequisites: Kaiju, and energy attack doing Cold, Electricity, Force, Negative, Positive, or Sonic damage): Any opponent damage by your Energy Attack must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Stunned for 1d3 rounds.

    Swat: (Prerequisite: Kaiju): If you are standing firmly on the ground and successfully attack a flying opponent, it must make a Reflex Save (Save DC is 10 plus 1/2 HD plus whichever Stat Modifier was used in the attack, Str in the case of Natural Weapons) or be knocked from the sky. It falls to the ground taking normal falling damage, and is prone.

    Trip (Prerequisites: Kaiju): If you successfully make an attack with your Primary Natural Attack, you may immediately make a Trip Attack as a Free Action without provoking an Attack of Opportunity. If you fail your opponent does not receive a Trip attempt against you in return.


    KAIJU FLAWS

    These can be taken to gain an additional Kaiju Feat.

    WEAKNESS (Prerequisites: Kaiju): The Kaiju takes double damage from one specific source, such as an energy or alignment type. Alternatively it takes 2d6 damage per round in contact with some specific substance or thing, and it's Fast Healing and/or Regeneration do not work against this damage.
    Last edited by Bhu; 2009-12-08 at 06:17 AM.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
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    Behold the Power of Kitteh!
    Backup threads available here

  9. - Top - End - #969
    Halfling in the Playground
    Join Date
    Dec 2006
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    New Zealand
    Gender
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    Default Re: Critters

    Maybe the regular candiru could be a type of hazard for unwary PCs?

    Killing monsters and taking their stuff since 1994

  10. - Top - End - #970
    Firbolg in the Playground
     
    Bhu's Avatar

    Join Date
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    Hell itself (Ohio)
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    Default Re: Critters

    and whilst Im working on finishing the Kaiju I've had a request, yet another Hackmaster update:

    Culvert Fiend
    Small Aberration (Aquatic)
    Hit Dice: 1d8+1 (5 hp)
    Initiative: +2
    Speed: 15 ft. (3 squares), Climb 15 ft. Swim 15 ft.
    Armor Class: 14 (+1 Size, +2 Dex, +1 Natural), touch 13, flat-footed 12
    Base Attack/Grapple: +0/+5
    Attack: Bite +3 melee (1d4+1)
    Full Attack: Bite +3 melee (1d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Blood Drain, Ambush, Improved Grab, Constrict (1d4+1 plus 1 point Con), Break Limb
    Special Qualities: Dark Vision 60', Mindless, Amphibious, Blindsight 30'
    Saves: Fort +1, Ref +2, Will +3
    Abilities: Str 12, Dex 14, Con 12, Int -, Wis 12, Cha 2
    Skills: Climb +9, Hide +10, Move Silently +6, Swim +9
    Feats: Weapon Finesse
    Environment: Sewers
    Organization: Solitary, Pair, or Group (3-6)
    Challenge Rating: 1/2
    Treasure: None
    Alignment: Always Neutral
    Advancement: 2-3 HD (Medium)
    Level Adjustment: ----

    "They want us to do what?"

    "Sorry Bert. They says it's the sewers needs cleanin' out. They ain't got no more monsters outside of them."

    Blood Drain (Ex): The Culvert Fiend does one point of temporary Constitution damage per round it maintains a grapple.

    Ambush (Ex): Culvert Fiends are infamous for reaching up from the sewers below and grabbing hold of peoples ankles before trying to pull them in (usually breaking their leg in the process). If the Culvert Fiend can successfully make an opposed Move Silently vs Listen check, it can use it's Ambush ability in the surprise round. It lunges at the opponent wrapping it's tentacles around their ankles, and pulls them towards the sewer grate. This is a melee touch attack, and if successful, the Culvert Fiend gets a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it does 1d8 damage with the initial Grapple Check before reverting to it's normal Grapple damage on the next turn as it tries to pull it's opponent through an opening in a grate to small for him to fit through. If the opponent fails his opposed Grapple Check by 10 or more, the Culvert Fiend actually breaks his leg in the process. PC's with a broken leg cannot walk. Unset limbs are very painful and therefore will impose a -2 circumstance penalty to all attack rolls, skill checks, Reflex saves, and Will saves. Also, casting spells with an unset limb requires a successful Concentration skill check (DC:15). A Heal skill check (DC:20) can be made to set the limb so that it is less painful. A set limb will heal completely in 60 days - (Constitution Bonus x 2). An unset limb will heal so poorly that it will remain useless. After 30 days of remaining unset it will never heal naturally and only magical means will mend the limb. The Culvert Fiend cannot break the limb of any creature more than two size classes larger than it (i.e. Large or bigger), nor can it break the leg of any creature with no bones (Plants, Elementals, Oozes, some Aberrations or Undead, maybe some Outsiders).

    Improved Grab (Ex): If the Culvert Fiend successfully hits with it's bite attack it can immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can constrict. Culvert Fiends take no Size Penalties to Grapple Checks, and gain a +4 Racial Bonus to Grapple Checks.

    Constrict (Ex): The Culvert Fiend does 1d4+1 damage plus 1 point of temporary Constitution damage per round with a successful Grapple Check.

    Mindless (Ex): The Culvert Fiend has no intelligence score, and is immune to all Mind-Affecting effects.

    Skills: Culvert Fiends gain a +8 Racial Bonus to Climb and Swim checks, and may always Take 10 on a Climb or Swim check. They also gain a +4 Racial Bonus to Hide and Move Silently checks.

    Combat: Culvert Fiends almost always go for the Ambush if they can. If not they prey on slow moving or weak targets unless desperate or influenced magically. Even then they go straight for the Grapple.
    Last edited by Bhu; 2009-11-05 at 06:03 AM.
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  11. - Top - End - #971
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    Quote Originally Posted by Cyanidesoul View Post
    Maybe the regular candiru could be a type of hazard for unwary PCs?
    I'm not sure the mods are forgiving enough for me to stat that out
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    Quote Originally Posted by Bhu View Post
    and whilst Im working on finishing the Kaiju I've had a request, yet another Hackmaster update:

    Culvert Fiend
    Small Aberration
    Hit Dice: 1d8
    Initiative: +2
    Speed: 15 ft. (3 squares), Climb 15 ft. Swim 15 ft.
    Armor Class: 14 (+1 Size, +2 Dex, +1 Natural), touch 13, flat-footed 12
    Base Attack/Grapple: +0/-
    Attack:
    Full Attack:
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Blood Drain
    Special Qualities: Dark Vision 60', Mindless
    Saves: Fort <#>, Ref <#>, Will <#>
    Abilities: Str <#>, Dex 14, Con <#>, Int -, Wis 12, Cha 2
    Skills: Climb, Hide, Move Silently, Swim
    Feats:
    Environment: Sewers
    Organization: Solitary, Pair, or Group (3-6)
    Challenge Rating:
    Treasure: None
    Alignment: Always Neutral
    Advancement: 2-3 HD (Medium)
    Level Adjustment: ----


    work in progress
    Part hazard, part creature... is it possible to get broken limbs in D&D? I was never sure if it was possible. If it manages to latch onto a pc's foot and drag it forcibly down the drain, whereupon the pc's foot becomes stuck and the fiend begins to suck its blood that'd be incredibly frustrating for the party... maybe some kinda initial spring attack as a victim passes by, then it immediately recoils back to the safety of its culvert?

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    There are no current rules fro broken limbs im aware of. I'd have to make some.
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  14. - Top - End - #974
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    There are some in "Twin Crowns" (which also has a rather interesting solution to low-level character survival, and limiting the amount of magic in the world).


    You want me to look it up?
    Last edited by DracoDei; 2009-10-30 at 08:29 AM.
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    If it's OGL and you think we can use it sure
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    Yeah, it says in the fine print in the back of the book that the spells are Open Gaming Content, and the text I will be transcribing is from a spell.

    Note that this is for a break that is not the least severe that exists.

    Break Limb
    Necromancy
    Level: Sor/Wiz 4, Unmaker 4
    Components: V,S, M/DF
    Casting Time: 1 (standard) action
    Range: Medium (100ft. + 10 ft./level)
    Target: 1 creature
    Duration: Instantaneous
    Saving Throw: Fortitude Negates
    Spell Resistance: Yes
    With this spell you channel negative energy to directly harm one creature. If the target fails its saving throw, they will suffer a broken leg or arm of your choice. The bones of affected limb are shattered so that the limb is completely useless. Broken legs cannot support an weight, and broken arms cannot be moved at all. Heal, Regeneration, and repair limb spells will all mend any limbs affected by this spell. A Heal skill check (DC:20) can be made to set the limb so that it is less painful. A set limb will heal completely in 60 days - (Constitution Bonus x 2). An unset limb will heal so poorly that it will remain useless. After 30 days of remaining unset it will never heal naturally and only magical means will mend the limb. Unset limbs are very painful and therefor will impose a -2 circumstance penalty to all attack rolls, skill checks, Reflex saves, and Will saves. Also, casting spells with an unset limb requires a successful Concentration skill check (DC:15).
    This spell does not affect elementals, outsiders, constructs, plants, or undead. It will also have no affect on creatures bigger than large size.
    Material Components: The wishbone of a bird and topaz dust worth no less than 10gp.
    I might expand the above into the full spell description if people ask, or I just get bored.

    I got bored.
    Last edited by DracoDei; 2009-11-02 at 10:35 PM.
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  17. - Top - End - #977
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    You don't have to. Thats enough for me to make up an attack.

    Culvert Fiend and Kaiju Templates updated.
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    Where is the repair limb spell from? The same book?
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    Yep... want me to post it when I can (away from home and may be tied up when I get there...)
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    Forgot the question mark in my last post... ah well...

    Note that Break Limb is a 4TH LEVEL SPELL that is available only to Sorcerers, Wizards, and to clerics of a specific evil god (as a domain spell) despite the fact that Repair Limb is 3rd leve;.


    Repair Limb
    Conjuration (Healing)
    Level: Brd 3, Clr 3, Drd 3, Pal 3, Rgr 3
    Components: V,S
    Casting Time: 1 (standard) action
    Range: Touch
    Target: Creature Touched
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes (Harmless)
    This spell will completely heal one broken limb. This will work on a broken limb whether or not it was broken by physical damage or by break limb; it will also work on a limb that was broken and never properly set. It will not restore severed or withered limbs.
    Last edited by DracoDei; 2009-11-03 at 09:10 AM. Reason: Repaired garbled typing in pre-spell portion.
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  21. - Top - End - #981
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    Thanks Draco. I'' try updating the entry tomorrow, we were at work 14 hours today, and I'm kinda hurting.
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    Okay theres a flaw here. The Culvert Fiend has 1 Hit Die, so PC's will prolly be fighting it at lower levels. However the breaking of a limb requires a 3rd level healing spell, which means at least a level 5 Cleric, which is a lil too powerful to be putting 1 HD critters against.

    I could make the Culvert more powerful, or I could have it healed by a lower level spell. Any thoughts?

    Also update the Kaiju
    Last edited by Bhu; 2009-11-04 at 07:26 AM.
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    Algul links

    http://www.workingdefinition.com/200...any-other-name

    http://www.vampiresathruz.com/vampire-3/algul.html

    http://books.google.com/books?id=H1a...ampire&f=false

    http://www.vampirerave.com/member_ar....php?entry=180

    http://members.fortunecity.com/maris...1/mythlist.htm

    AMine and Nadila links

    http://www.sacred-texts.com/goth/vkk/vkk06.htm

    http://paranormalmidwest.wordpress.com/the-vampire/

    Ghoul links

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

    http://www.britannica.com/EBchecked/topic/232832/ghoul

    Jinn links

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

    http://www.pantheon.org/articles/j/jinn.html

    http://muttaqun.com/jinn.html

    http://paranormal.about.com/od/demon...a/aa060506.htm

    http://www.islamawareness.net/Jinn/


    This one may be a lil tuff to get down...

    Algul
    Medium Outsider
    Hit Dice: 12d8+60 (114 hp)
    Initiative: +9
    Speed: 30 ft. (6 squares), Burrow 20 ft.
    Armor Class: 20 (+5 Dex, +5 Natural) touch 15, flat-footed 15
    Base Attack/Grapple: +12/+19
    Attack: Bite +19 melee (1d6+7)
    Full Attack: 1 Bite +19 melee (1d6+7) and 2 Claws +14 melee (1d6+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Blood Drain, Baleful Polymorph, Alternate Forms
    Special Qualities: Regeneration 10 (Doesnt work vs Fire or Magic), Undeath. Invulnerable to Weapons, Impersonation, Invisibility, Far Traveling, Vocal Mimicry, Dark Vision 60', Immune to Disease
    Saves: Fort +13, Ref +13, Will +13
    Abilities: Str 24, Dex 20, Con 20, Int 16, Wis 20, Cha 24
    Skills: Bluff +20, Disguise +9, Diplomacy +17, Forgery +5, Hide +15, Intimidate +9, Knowledge (Arcane, Religion) +15, Move Silently +15, Search +15, Sense Motive +17, Spot +15, Survival +15, Use Magic Device +15
    Feats: Deceitful, Improved Initiative, Negotiator, Persuasive, Skill Focus: Bluff
    Environment: Any, usually Warm or Temperate Desert
    Organization: Solitary
    Challenge Rating: 11
    Treasure: Double Standard
    Alignment: Usually Chaotic Evil, but can be any
    Advancement: By Character Class (usually Sorcerer or Favored Soul)
    Level Adjustment: ----

    "The ghouls are crafty but you can recognize them by certain signs. They will not eat human food, save for a single grain of rice. And they always leave inhuman footprints regardless of their shape."

    The Algul is a type of female Jinn that lives in graveyards, places where death has occurred, or where blood has been spilled. it prefers to eat children, but young men and horses will do if it cannot get them. In a pinch it will eat corpses, which is sometimes to it's advantage as it gives the Algul a connection to undeath.


    Blood Drain (Ex): The Algul does 1d3 points of Constitution Drain each round it has successfully Pinned it's opponent with a Grapple Check.

    Baleful Polymorph (Sp): The Algul may cast Baleful polymorph 1/day as a Spell-Like Ability.

    Alternate Forms (Su): All Jinn (including Algul) can assume any form they wish at will as a Supernatural ability (see Alternate Forms here: http://www.d20srd.org/srd/specialAbi...#alternateForm ). Regardless of the form they take their footprints are those of a donkey, and they often have the feet of a donkey.

    Regeneration (Ex): The Alguls regeneration doesn't work against fire damage, or any damage done by spells, spell-like abilities, or supernatural abilities. Their Regeneration doesn't work when they are using their Alternate Forms ability.

    Undeath (Ex): To be truly killed an Algul must be brought to -10 hit points by fire damage. Otherwise it rises the next day as an Undead. Change type to Undead, and revise hit points, BAB, and Saves based on it's new type.

    Invulnerable to Weapons (Ex): Alguls are invulnerable to man-made weaponry. While they can be strangled (i.e. take grappling damage) or take damage from other sources, any crafted weapon must do enough damage to kill them in one blow. If it does not, a second successful hit from a weapon does no damage, and heals all damage done from the first hit. Their invulnerability does not work when using their Alternate Forms ability.

    Impersonation (Su): The Algul can take the form of any creature whose corpse it eats via it's Alternate Forms ability. The disguise is perfect, right down to the voice. It does not, however, gain the memories or abilities of that person, and often feigns amnesia.

    Invisibility (Su): All Jinn, including Alguls, are normally Invisible as per the spell greater Invisibility.

    Far Traveling (Su): All Jinn, including Alguls, may cast Greater Teleport at will as a Supernatural Ability.

    Vocal Mimicry (Su): The Algul can use Ghost Sound and Ventriloquism at will as Supernatural Abilities.

    Combat: The Algul use their Impersonation or Alternate Forms abilities to wheedle their way into households and marry men. Otherwise they sue their abilities to sound as anything they wish to lure children away from camp, or appear as beautiful young women in the middle of the desert. Once they seduce or lead astray a victim they punce and rip it to pieces to get it's blood.
    Last edited by Bhu; 2009-11-05 at 05:36 AM.
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    Regardless of the form they take their footprints are those of a donkey, and they often hae the feet of a donkey.
    Spelling.


    The Algul use their Impersonation or Alternate Forms abilities to wheedle their way into households and marry men.
    So do they then eat their own children at some later point(s)??? This might or might not be in the source material for me to find, but it seems like the sort of thing that should be clarified in the text of the creature itself.
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    Quote Originally Posted by Bhu View Post
    Okay theres a flaw here. The Culvert Fiend has 1 Hit Die, so PC's will prolly be fighting it at lower levels. However the breaking of a limb requires a 3rd level healing spell, which means at least a level 5 Cleric, which is a lil too powerful to be putting 1 HD critters against.

    I could make the Culvert more powerful, or I could have it healed by a lower level spell. Any thoughts?

    Also update the Kaiju
    Maybe they could sprain the leg instead of actually breaking it outright?

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  26. - Top - End - #986
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    Quote Originally Posted by DracoDei View Post
    Spelling.



    So do they then eat their own children at some later point(s)??? This might or might not be in the source material for me to find, but it seems like the sort of thing that should be clarified in the text of the creature itself.
    In the Arabian Nights stories they were introduced in they always did this. Seduce young rich man, marry him, perform bad things behind the scenes. I'd have to find the book and read up to find out why. It might be just for laughs on their part, or so they can get the money and hide out in plain sight in human cities. While it says Jinn can have children amongst themselves, I haven't looked through the links enough to find out if they can have half human children, and given their undying hatred of us, it would take one who had converted to a fairly peaceful and open minded religion to be capable of falling for a human.
    Last edited by Bhu; 2009-11-05 at 05:11 AM.
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  27. - Top - End - #987
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    If True Love were a requirement for fertility, there would be a lot fewer single parents.

    It says they marry humans, this implies a certain minimum amount of bed-time to keep up the cover. So unless they have conscious control over when the ovulate...
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    Quote Originally Posted by DracoDei View Post
    If True Love were a requirement for fertility, there would be a lot fewer single parents.

    It says they marry humans, this implies a certain minimum amount of bed-time to keep up the cover. So unless they have conscious control over when the ovulate...
    This is true, but it doesn't necessarily mean they're compatible as they are an alternate species. The process may not "take" because perhaps a Jinn and a human cannot produce offspring anymore than a man and a chimp could. But peeking through the links I guess half Jinn are possible. it's just that most of them hate us so much they're incredibly rare.

    THink CR 1/2 is ok for the CUlvert Fiend as written?
    Last edited by Bhu; 2009-11-05 at 06:06 AM.
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    OK I hadda take a break cause one of the guys in my gaming group died but I'm back. Ready for next request too, as I'd like something to take my mind off things

    Blunderbore
    Large Giant
    Hit Dice: 15d8+75 (142 hp)
    Initiative: -1
    Speed: 30 ft. (6 squares)
    Armor Class: 20 (-1 Size, -1 Dex, +12 Natural), touch 8, flat-footed 20
    Base Attack/Grapple: +11/+25
    Attack: Headbutt +20 melee (2d6+10)
    Full Attack: Headbutt +20 melee (2d6+10)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Powerful Charge
    Special Qualities: Low Light Vision, Weather Beaten
    Saves: Fort +14, Ref +4, Will +5
    Abilities: Str 30, Dex 8, Con 20, Int 6, Wis 10, Cha 7
    Skills: Intimidate +4, Listen +6, Spot +6
    Feats: Greater Powerful Charge, Improved Bull Rush, Power Attack, Powerful Charge, Rapid Assault, Reckless Charge*
    Environment: Warm Plains
    Organization: Solitary, Pair or Group (4-8)
    Challenge Rating: 9
    Treasure: Standard
    Alignment: Always Neutral (with some Evil tendencies)
    Advancement: 16-22 HD (Large) and 23-30 HD (Huge)
    Level Adjustment: +4


    * Feats not in PHB are in Tome of Battle and the Miniature's Handbook.

    "Abner...we've done some damn fool things for money...but this has to top them all..."

    The Blunderbore appears to be a 7' tall humanoid man with a massive head almost twice the size of it's body composed of eyes, teeth, and knobs of bone. Their origin is unknown and hotly debated, with rumors of incest among the Hill Giants blamed by the less intelligent amongst us. Obviously it takes powerful magic to keep such an unlikely being going, so the smart money is that another Wizard made a new species of guard critters, and promptly died, thus allowing them to roam free and breed.

    Civilization appears to be severely under developed among them, and how they have survived (let alone reproduce giving their bodies) is a puzzlement to monsterologists everywhere. They have no form of shelter (many are found standing perfectly still in the driving wind and rain as if they don't notice it), and indeed they may not have the means of constructing it anyway. Even the lowly Hill Giants have more ability than they do. The only reason there is any form of treasure available in thir entry is their habit of throwing indigestible adventurer bits on the communal trash pile.

    They understand Common and Giant, but do not truly seem interested in communicating (or perhaps they are incapable).

    Powerful Charge (Ex): The Blunderbores headbutt does 4d8+20 damage with a successful Charge attack (plus it's bonuses from Feats).

    Weather Beaten (Ex): Blunderbores are used to exposure to the outside weather, and permanently have the benefits of an Endure Elements spell on their person.

    Combat: Blunderbores tend to charge immediately upon seeing anything not of their own kind. Hence why they live on plains as large open areas are best for their preferred form of fighting. They also really don't have a backup plan if this tactic fails...
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    http://en.wikipedia.org/wiki/Alp_%28folklore%29

    http://www.theblackvault.com/wiki/index.php/Alp_Vampire

    http://thetravelersnotebook.com/how-...und-the-world/

    http://vampiresaz.webs.com/ab.htm

    http://books.google.com/books?id=lK0...ampire&f=false

    http://www.bloodylexicon.com/monsters/alp/

    http://www.cracked.com/article/128_7...s-in-twilight/


    Alp
    Small Undead
    Hit Dice: 8d12 (52 hp)
    Initiative: +8
    Speed: 30 ft. (6 squares)
    Armor Class: 18 (+1 Size, +4 Dex, +3 Profane), touch 18, flat-footed 14
    Base Attack/Grapple: +4/+0
    Attack: Bite +5 melee (1d3)
    Full Attack: Bite +5 melee (1d3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Control Dreams, Alpdruck, Blood Drinking, Possession, Disease, Magic Hat
    Special Qualities: Dark Vision 60', Weaknesses, Nigh Invulnerable
    Saves: Fort +2, Ref +6, Will +9
    Abilities: Str 10, Dex 18, Con -, Int 15, Wis 16, Cha 20
    Skills: Climb +11, Hide +21, Listen +14, Knowledge (any 2) +13, Move Silently +17
    Feats: Ability Focus (Alpdruck), Improved Initiative, Stealthy
    Environment: Temperate Forest, Hills, or Mountains
    Organization: Solitary
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Any Chaotic (usually Neutral or Evil)
    Advancement: 9-16 HD (Small)
    Level Adjustment: ---

    "I'm not sure how to ask this Mr. Anderson...but...has your wife had any other problems accompanying her nightmares? A crushing pressure on chest perhaps, or evidence of sexual assault?"

    The Alp are spirits that can be summoned by evil witches to pull pranks on their enemies or make their lives hell. Although some of them do it of their own free will quite honestly. Appearing as small elf or dwarf like creatures, they feed on the nightmares (and sometimes the milk or blood) of their victims. The more evil among them are also rapists who spread disease and possess the living. Authors Note: There are various conflicting legends of the Alp, and I have done my best to make sort of a hodge podge of them.

    Control Dreams (Su): When using it's Alpdruck attack the Alp can control it's victims dreaming state and create nightmares. When touching a sleeping victim it may cast the following at will as Supernatural Abilities: Dream, Dream Casting, Nightmare. It usually extends a long tongue down the throat of the victim while doing so, and it is thought it feeds off of the victims nightmares somehow.

    Alpdruck (Su): As a Standard Action the Alp may sit on the chest of a sleeping victim (who gets a Listen check against it's Move Silently Check to hear the Alp approaching with the usual modifiers for sleeping). If it succeeds in making the opposed Move Silently check it's sleeping victim must make a DC 21 Willpower Save (Save DC is Charisma based). If the victim fails, they feel a heavy weight on their chest and feel as though they are suffocating but cannot wake up, and get no rest for sleeping. They are considered helpless for the duration of the Alpdruck attack (which can last all night if the Alp wishes). The Alp however is equally helpless unless he breaks off the Alpdruck attack, although he can sense what is going on in the room unlike the victim. Until he breaks off the attack the Alpdruck can only use his Control Dreams ability, and only on the victim of his Alpdruck Attack. Once he has successfully used the Alpdruck on a victim he always knows their location so long as they are within (1 mile per point of Charisma modifier the Alp has). If the victim saves successfully, they wake up instead.

    Blood Drinking (Ex): An Alp who pins a victim in a Grapple does 1 point of temporary Constitution damage per round the Grapple is maintained. Usually this attack is used on a victim the Alp is using it's Control Dreams attack on to prevent any chance of the victim fighting back.

    Possession (Su): This is identical to the Malevolence ability listed on page 118 of the Monster Manual, with the exception that it can only be used on Humanoids, and if successful the victim (or more properly it's body) doesn't gain a Saving Throw against the Alps abilities.

    Disease (Su): Alp often spread minor diseases as a prank, and as a Standard Action can infect any opponent it is touching with either Filth Fever, Mindfire, or Red Ache (see DMG page 292) if it fails a DC 19 Fortitude Save (Save DC is Charisma based)

    Magic Hat: While wearing it's magical hat known as the Tamkappe, the Alp may cast the spells Animal Shapes, Fly or Greater Invisibility at will as Supernatural abilities (but on itself only). And the hat retains it's visibility and shape regardless of which spell the Alp has cast, giving it away if it's opponent is knowledgeable. They will give anything for the return of their hat, which is really only usable by them anyway.

    Weaknesses: An Alp will not attack sleeping victims if they have put a broomstick under their pillow, hung iron horseshoes from the bedpost, placed shoes against the bed, plugged all the keyholes to the room, or placed a mirror on their chest. If caught, and asked to return in the morning for coffee or an item they would like to borrow, they must do so (but if the person making the offer reneges, the Alp is free to attack him from then on). Alps will not willingly approach bright light. If an Alp is caught and has lemons shoved in it's mouth, it cannot use any of it's Supernatural abilities until they are removed.

    Nigh Invulnerable (Ex): Much like Ghosts, the Alp appears nigh well impossible to permanently destroy. Even if reduced to ashes it may return years later. If it would normally be destroyed the Alp gets to make a level check (d20 plus HD) vs DC 16. If it succeeds, it returns again in a period of time from 2d4 days to 2d4 years. If a Miracle or Wish spell is cast after slaying it, it will be destroyed permanently.

    Combat: The Alp generally sneaks into a room, uses it's Alpdruck, and then proceeds to cause it's victims nightmares if it can, or flee if they wake up or it's interrupted. Most Alp prefer not to physically brawl if at all possible and will flee at the earliest opportunity to attack again when it's opponents are tired and sleepy (assuming they don't take precautions).


    Authors Note: There are several separate and conflicting legends of creatures that have eventually been distilled into the Alp, and choosing Type was somewhat difficult. While in most cases it is considered a demon or spirit (thus making it possibly a Native Outsider), its name means 'Elf', implying it may be Fey (and many early descriptions of them would back up the Fey hypothesis). But it's also said that Alps can be made from the souls of dead relatives if one knows the right magic, and that stillborn infants can return from the grave as one implying they are undead. Other legends state that a human can be born an Alp if a mother needs to use a horse collar to ease the pain of childbirth, if his pregnant mother is frightened by an animal, or he is born with a caul or hair on his hands (or if it has eyebrows that meet). This implies they are Augmented humans. Witches curses can also turn men into Alps at night (they have no memories of their transformation). If you change the Type to make it different for your campaign (I went with Undead), remember to redo Saves/BAB/Hit Dice/Skills.
    Last edited by Bhu; 2009-11-17 at 06:44 AM.
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