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Thread: Critters

  1. - Top - End - #1171
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    Astral Siren and Nerf GOlem are done. Any thoughts on the Nerf Weapon prereqs?
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    http://1.bp.blogspot.com/_T9n9y1_Lkf...ricoPiatti.jpg

    Drei
    Huge Aberration
    Hit Dice: 15d8+150 (217 hp)
    Initiative: +4
    Speed: 60 ft. (12 squares)
    Armor Class: 23 (-2 Size, +15 Profane), touch 23, flat-footed 23
    Base Attack/Grapple: +11/+29
    Attack: Flense +19 melee (2d8+10/18-20)
    Full Attack: Flense +19 melee (2d8+10/18-20)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Flense, Disconcerting Appearance, Aura of Terror
    Special Qualities: Dark Vision 60', Immune to Gravity, Size is No Weakness, Regeneration 10, Energy Resistance 10 (Acid, Cold, Fire, Electricity, and Sonic), DR 15/Lawful and Magic, SR 20, Planar Adaptation
    Saves: Fort +15, Ref +5, Will +13
    Abilities: Str 30, Dex 10, Con 30, Int 6, Wis 15, Cha 18
    Skills: Concentrate +15, Intimidate +9, Listen +6, Spot +6
    Feats: Ability Focus (Aura of Terror), Greater Powerful Charge, Improved Initiative, Intimidating Strike, Powerful Charge, Reckless Charge,
    Environment: The Far Realms
    Organization: Unique
    Challenge Rating: 10
    Treasure: Standard
    Alignment: Always Chaotic Neutral
    Advancement: 16-30 HD (Huge)
    Level Adjustment: ---


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

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

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

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

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

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

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

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

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

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

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

    Combat: The Drei generally relies on it's sheer unnerving presence to distract it's enemies while it rushes in for the kill. Despite this apparant lack of tactics it is not quite a dumb brute any longer, and does sometimes employ simple tactics and ambushes.
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  3. - Top - End - #1173
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    Emperor Ralph
    Fine Outsider (Chaotic, Evil, Native)
    Hit Dice: 100d8+2500 (2950 hp)
    Initiative: +10
    Speed: Fly 5 ft. (1 square), Clumsy
    Armor Class: 60 (+8 Size, +2 Dex, +10 Profane, Natural +30), touch 30, flat-footed 58
    Base Attack/Grapple: +100/+135
    Attack: Nibble +143 melee (1d2+35)
    Full Attack: Nibble +143 melee (1d2+35)
    Space/Reach: 1/2 ft./0 ft.
    Special Attacks: Improved Grab, Incredibly Strong
    Special Qualities: Dark Vision 60', Floaty, DR 30/Epic, DR 10/-, Energy Resistance 30 (Acid, Cold, Electricity, Fire, Sonic), SR 45, Fast Healing 30, Regeneration 30, Scent, Low Light Vision, Immunities
    Saves: Fort +77, Ref +54, Will +57
    Abilities: Str 80, Dex 14, Con 60, Int 20, Wis 20, Cha 30
    Skills: Appraise+63, Bluff +69, Concentration +83, Diplomacy +68, Gather Information +68, Hide +78, Intimidate +68, Knowledge (Arcana, Dungeoneering, Geography, History, Local, Nature, Nobility, Religion, The Planes) +63, Listen +63, Move Silently +62, Search +63, Sense Motive +63, Spellcraft +63, Spot +63, Use Magic Device +68
    Feats: *Adaptable Flanker, Anklebiter, Blind Fight, Combat Awareness, Combat Focus, Combat Reflexes, Deflect Arrows, Dodge, Earth's Embrace, Epic Leadership, Epic Reputation, Eyes in the Back of Your Head, Hover, Improved Combat Reflexes, Improved Initiative, Improved Scent, Improved Stunning Fist, Improved Unarmed Strike, Leadership, Legendary Commander, Master Manipulator, Mobility, Multigrab, Pain Touch, Rapid Stunning, Snatch Arrows, Spring Attack, Stunning Fist, Superior Initiative, Uncanny Scent, Vexing Flanker, Water Splitting Stone, Weakening Touch, Wingover
    Environment: Any
    Organization: Unique
    Challenge Rating: 36
    Treasure: Triple Standard
    Alignment: Chaotic Evil
    Advancement: 101+ HD
    Level Adjustment: ---

    * Feats not in the PHB or MM may be found in Complete Warrior, PHB II, and The Epic Level Handbook.

    "Where's my money?"

    Long, long ago in the dim dark past of the Jester's Realm there was a gigantic nameless abomination of life. This towering abomination had pretensions towards godhood, and set about attempting to achieve this aim. Since the Jester appoints Lesser deities in his own realm, he was amused by the monsters chutzpah. He was less amused by all the frothing, bloody sacrifices it made in order to try to get it's desires. And so he demoted it in a sense. Stripping the creature of it's awe-inspiring size and magical power, e reduced it in form to that of a tiny hamster. He also cursed it to be unable to touch the ground fro reasons unknown.

    Eventually taking the name Ralph the now enraged (but teensy) entity set about re-establishing it's kingdom, beginning as an adviser or 'power behind the throne' type of ruler. Ralph has been defeated several times, and usually manages to regain a kingdom somewhere. He's immortal after all he can afford to be patient. In the meantime he has spawned many species of magical hamster, much to his personal embarrassment.

    Ralph appears as a normal hamster, albeit usually with cape and crown, floating off the ground.


    Improved Grab (Ex): Emperor Ralph may make a Grapple Check without provoking an Attack of Opportunity.

    Incredibly Strong (Ex): Emperor Ralph does not take Size Penalties to Combat Maneuvers such as Grappling, Trips, Bull Rushes, etc.

    Floaty (Ex): As he is cursed to not touch the ground, Ralph floats in the air hovering. Absolutely no force on earth can get him closer than 6" from the ground, effectively granting him immunity to Trip Attacks, he can never be prone, and he constantly has a Feather Fall in Effect on his person.

    Immunities (Ex): Ralph is immune to Ability Drain/Damage, Energy Drain, aging, Stunning, sleep and death effects, poison, paralysis, petrification, polymorph, disease, fear/morale penalties, and fatigue/exhaustion effects. He does not require food, sleep, or water.

    Regeneration (Ex): Ralph's Regeneration doesn't work against damage that is both Epic and Good.

    Combat: Lacking his former impressive physical armament and supernatural abilities, Ralph has had to be content with studying fighting the old fashioned way: the martial arts. He is the worlds only floating kung fu hamster. And he's not happy. Generally he prefers others to do his fighting for him, but if pressed he's a pretty mean grappler.
    Last edited by Bhu; 2010-04-02 at 11:16 PM.
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  4. - Top - End - #1174
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    emperor ralph updated, and now has pic. He's a possible BBEG in my silly campaign.


    Hey cyanide, still want that Rhinoctopus?
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  5. - Top - End - #1175
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    Emperor Ralph reminds me of "The Mouse and the Motorcycle." Overall, the concept is pretty cool. A demonic hamster? Awesome.

  6. - Top - End - #1176
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    http://en.wikipedia.org/wiki/Baobhan_sith

    http://www.monstropedia.org/index.ph...e=Baobhan_Sith

    http://celtopedia.druidcircle.net/in...e=Baobhan_sith

    http://irelandsown.net/baobhan.html


    Baobhan Sith
    Medium Undead
    Hit Dice: 6d12 (39 hp)
    Initiative: +4
    Speed: 40 ft. (8 squares)
    Armor Class: 18 (+4 Dex, +4 Natural), touch 14, flat-footed 14
    Base Attack/Grapple: +3/+5
    Attack: Claws +7 melee (1d6+2 plus Blood Drain)
    Full Attack: 2 Claws +7 melee (1d6+2 plus Blood Drain)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Intoxicating Dance, Blood Drinking, Enchanting Beauty, Wolf Form
    Special Qualities: Low Light Vision, Dark Vision 60', Weaknesses, Polyglot, Fey, Blood Scent, DR 10/ Cold Iron
    Saves: Fort +2, Ref +6, Will +8
    Abilities: Str 14, Dex 18, Con -, Int 16, Wis 16, Cha 22
    Skills: Bluff +13, Concentration +6, Diplomacy +13, Hide +10, Knowledge (Arcana, Nature) +9, Listen +9, Move Silently +10, Perform (Dance) +13, Spellcraft +9
    Feats: Greater Spell Focus (Enchantment), Spell Focus (Enchantment), Weapon Finesse
    Environment: Temperate Forests or Mountains
    Organization: Solitary or Group (4-6)
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Always Neutral Evil
    Advancement: By Character Class (usually an Arcane Caster)
    Level Adjustment: ---


    "We were hoping for female company tonight..."

    The Baobhan Sith are either Fey or Undead (most legends don't make it clear) appearing as pale, beautiful women with deer hooves for feet. They seduce attractive young hunters into dancing until they are exhausted and then drain the blood from them.

    Intoxicating Dance (Su): The Baobhan Sith can cast Otto's Irresistible Dance at Will. In addition at the end of the spell their victim becomes Exhausted until he can rest for 8 hours.

    Blood Drinking (Ex): Whenever the Baobhan Sith successfully strikes an opponent with it's claws it does 1 point of Constitution damage. If it pins it's opponent in a Grapple it does normal claw damage plus 1d4 Constitution.

    Enchanting Beauty: The Baobhan Sith may cast spells as a Beguiler whose level is equal to her Hit Dice.

    Wolf Form (Su): Baobhan Sith can use Shapechange at will, but only to assume Wolf Form.

    Weaknesses (Ex): Baobhan Sith can't stand sunlight, and when sunlight touches them they disappear until the night returns. They return anywhere within 1 mile of where they disappeared. Baobhan Sith must make a DC 25 Willpower Save to approach closer than 15' from any source of cold iron.

    Polyglot (Ex): The Baobhan Sith can understand and speak any spoken language, although they always have an odd accent.

    Fey (Ex): Baobhan Sith count as both Undead and Fey for purposes of spells that are beneficial.

    Blood Scent (Ex): This is identical to the Scent ability, except the Baobhan Sith can smell blood up to a mile away.

    Combat: The Baobhan Sith use their skills and beauty to seduce men and convince them to dance, during which time they cast Otto's irresistible Dance to exhaust them. Once their opponents are exhausted or asleep they grapple them and drain their blood.
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  7. - Top - End - #1177
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    Quote Originally Posted by Bhu View Post
    emperor ralph updated, and now has pic. He's a possible BBEG in my silly campaign.


    Hey cyanide, still want that Rhinoctopus?

    Sure, if you've got the time.

    Killing monsters and taking their stuff since 1994

  8. - Top - End - #1178
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    Rhinoctopus
    Large Magical Beast (Aquatic)
    Hit Dice: 8d10+24 (68 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares), Swim 30 ft.
    Armor Class: 17 (-1 Size, +1 Dex, +7 Natural), touch 10, flat-footed 16
    Base Attack/Grapple: +8/+18
    Attack: Tentacle +13 melee (1d4+6)
    Full Attack: 8 Tentacles +13 melee (1d4+6)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Improved Grab, Rending Constriction
    Special Qualities: Low Light Vision, Ink Cloud, Amphibious
    Saves: Fort +9, Ref +7, Will +3
    Abilities: Str 23, Dex 13, Con 17, Int 2, Wis 13, Cha 3
    Skills: Escape Artist +11, Hide +8, Listen +6, Spot +6, Swim +14
    Feats: Alertness, Endurance, Skill Focus (Hide)
    Environment: Warm Aquatic or Plains
    Organization: Solitary
    Challenge Rating: 8
    Treasure: None
    Alignment: Always Neutral
    Advancement: 9-16 HD (Large), 17-24 HD (Huge)
    Level Adjustment: ---

    "How is it Wizards never have normal pet guards Bert?"

    "Ah think they feel they need to live up to their reputation."

    "Ah'm gonna hurt this one bad since that thing of his pooped ink in mah face."

    The Rhinoctopus is a bizarre Wizardly creation involving a melding of the Octopus and the Rhino. Why someone felt the need to do it is anyones guess, but perhaps they thought it would make an interesting all terrain guardian. It looks vaguely like a gelatinous octopoid shape with a larger than usual body, and a horned face.

    Improved Grab (Ex): If the Rhinoctopus successfully hits with it's tentacle attack, it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If it succeeds it may then use it's Rending Constriction.

    Rending Constriction (Ex): If the Rhinoctopus successfully Grapples an opponent it squeezes him while goring it with it's horn simultaneously. It does 3d6+6 damage with a successful Grapple Check.

    Ink Cloud (Ex): The Rhinoctopus can spew black ichor once per minute as a Free Action. Underwater this creates a 20' by 20' by 20' cloud that provides total concealment and completely obscures vision. Out of water it is a 10' ranged touch attack. If it hits the opponent must make a DC 15 Reflex Save (Save DC is Dex Based) or be blinded for 1d6 rounds, or until he can spend a full round washing it from his eyes whichever occurs first.

    Combat: Rhinoctopus are ambush predators waiting underneath the water for prey to come to drink. If prey fails to appear, they can shimmy up onto land and try to chase it down, which can be a terrifying sight to anyone in the vicinity unused to their appearance.
    Last edited by Bhu; 2010-03-18 at 10:19 PM.
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  9. - Top - End - #1179
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    Quote Originally Posted by Bhu View Post
    Emperor Ralph
    Was this a normal hamster that became Emperor Ralph or something else? I can't wait to see the history and background of this one.

    Debby
    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.
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  10. - Top - End - #1180
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    Ralph has been fluffied with an origin.
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  11. - Top - End - #1181
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    Excuse me, might it be possible for you to create a Hodag? If you don't know what it is, look it up.

    Oh, and Emporer Ralph: , but

    @V: ok
    Last edited by Ranger Mattos; 2010-03-16 at 03:42 PM.
    Quote Originally Posted by Dragonprime View Post
    Wouldn't a bulb only be sharp if someone broke it? Oh...wait...that's actually very fitting for this situation. Well played Ranger Mattos. Your metaphor-crafting is masterful indeed.

  12. - Top - End - #1182
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    I'll start the Hodag soon as I get Ralph and the Rhinoctopus done.
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  13. - Top - End - #1183
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    While we're on the subject, there's a couple variations on the Hodag. WHich one did you prefer?
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  14. - Top - End - #1184
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    Erm, the northern Wisconsin version, if you mean that there are different variations because of where the legends are from.
    Quote Originally Posted by Dragonprime View Post
    Wouldn't a bulb only be sharp if someone broke it? Oh...wait...that's actually very fitting for this situation. Well played Ranger Mattos. Your metaphor-crafting is masterful indeed.

  15. - Top - End - #1185
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    The Hodag appears in the 3.5 revision of "City State of the Invincible Overlord". Just thought I'd mention that if anyone wants to know more about it, feel free to ask?

    Killing monsters and taking their stuff since 1994

  16. - Top - End - #1186
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    I've never heard of that book, is it 3rd party?
    Quote Originally Posted by Dragonprime View Post
    Wouldn't a bulb only be sharp if someone broke it? Oh...wait...that's actually very fitting for this situation. Well played Ranger Mattos. Your metaphor-crafting is masterful indeed.

  17. - Top - End - #1187
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    Quote Originally Posted by Lord Mattos View Post
    I've never heard of that book, is it 3rd party?
    It's from Necromancer Games.

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  18. - Top - End - #1188
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    Never heard of them. Can you give a description of the Hodag, so I can tell if it's the kind I want or not?
    Quote Originally Posted by Dragonprime View Post
    Wouldn't a bulb only be sharp if someone broke it? Oh...wait...that's actually very fitting for this situation. Well played Ranger Mattos. Your metaphor-crafting is masterful indeed.

  19. - Top - End - #1189
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    Last edited by Bhu; 2010-03-18 at 10:25 PM.
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  20. - Top - End - #1190
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    Quote Originally Posted by Bhu View Post
    Thanks, Bhu. How did you find using the amalgam template?

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  21. - Top - End - #1191
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    They all seem similar, so just use whichever you want.
    Quote Originally Posted by Dragonprime View Post
    Wouldn't a bulb only be sharp if someone broke it? Oh...wait...that's actually very fitting for this situation. Well played Ranger Mattos. Your metaphor-crafting is masterful indeed.

  22. - Top - End - #1192
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    Quote Originally Posted by Cyanidesoul View Post
    Thanks, Bhu. How did you find using the amalgam template?
    It was okay. It's given me some ideas though.
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  23. - Top - End - #1193
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    Quote Originally Posted by Bhu View Post
    It was okay. It's given me some ideas though.
    Oh yeah? How about a TYRANNOROPERSAURUS thingie? T-Rex fused using the template with a roper? Or a gelatinous nymph?

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  24. - Top - End - #1194
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    Added the last of Ralph's abilities. If you guys like him I'll CR and start a new critter.

    The Trex Roper might be an idea cyanide...
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  25. - Top - End - #1195
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    Quote Originally Posted by Bhu View Post
    Added the last of Ralph's abilities. If you guys like him I'll CR and start a new critter.

    The Trex Roper might be an idea cyanide...
    It's arms could be the ropers strands...?

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  26. - Top - End - #1196
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    I has a more evil idea than that

    But first a quick something I had an idea for:

    The Perfect

    The Perfect is an Acquired or Inherited Template that can be applied to any living, corporeal Humanoid.

    Size and Type: Unchanged.

    Hit Dice: The Perfect have maximum hit points per hit die.

    Speed: Unchanged.

    Armor Class: Unchanged.

    Attacks: Unchanged

    Damage: Unchanged

    Special Attacks: Unchanged.

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

    Insanity (Ex): All Perfect have serious mental problems, and are unable to effectively communicate with normal members of their society or species because they loathe them. The Perfect get a -4 Penalty on all Charisma Based skills (except Iaijutsu Focus, Intimidate and Use Magic Device) when they are used on their own kind (i.e. other Perfect). Many also feel compulsions to commit murder or have other problems that can be represented by mental Flaws.

    Saves: Unchanged.

    Abilities: All ability scores change to 18 plus any racial modifiers.

    Skills: Unchanged.

    Feats: Unchanged.

    Environment: Unchanged.

    Organization: Unchanged or Solitary.

    Challenge Rating: +1

    Treasure: Unchanged.

    Alignment: Usually Neutral Evil.

    Advancement: Unchanged

    Level Adjustment: +2

    The Perfect are a magical experiment gone wrong (do they ever go right?). An attempt at making a super soldier, the experiment exposed various Humanoids to magical forces and alchemical poisons in an attempt to improve them. Most of the subjects died.

    The survivors were examples of mental and physical perfection. Emotionally...they were a different story. Most were extremely narcissistic sociopaths, and a few were openly suffering from psychosis (mental flaws are common among them). And even worse they bred true. A Perfect Orc and an Orc bred Perfect Orcs. 2 Perfect Orcs bred a Perfect Orc with even more pronounced derangements than usual.

    People quickly realized the crazy bastards would slaughter normal people and eventually breed (rape) the rest into making more of their own kind. So most governments declared them void from any protection via the laws, and declared them legal to openly murder.

    The Perfect resemble physically flawless members of their species.

    Example of creature using template here:

    Anastasia (Elf/Perfect, Level 10 Warmage)
    Medium Humanoid (Elf)
    Hit Dice: 10d6+30 (90 hp)
    Initiative: +9
    Speed: 30 ft. (6 squares)
    Armor Class: 15 (+5 Dex), touch 15, flat-footed 10
    Base Attack/Grapple: +5/+9
    Attack: By weapon +9 melee or +10 ranged
    Full Attack: By weapon +9 melee or +10 ranged
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Warmage Edge (+5)
    Special Qualities: Immune to Sleep Effects, +2 on Saves vs Enchantment Spells, Low Light Vision, Armored Mage (Medium), Advanced Learning ()
    Saves: Fort +6, Ref +8, Will +11
    Abilities: Str 18, Dex 20, Con 16, Int 20, Wis 18, Cha 18*
    Skills: Bluff +9, Concentration +16, Hide +9, Intimidate +17, Knowledge (Arcana) +18, Listen +11, Profession (Killer) +6, Search +7, Spellcraft +18, Spot +11
    Feats: Combat Casting, Empower Spell, Improved Initiative, Maximize Spell, Sudden Empower (B), Sudden Enlarge (B)
    Challenge Rating: 11
    Alignment: Neutral Evil
    Level Adjustment: +2

    * Stats are 18 plus Racial Mods plus 2 for levels.
    Last edited by Bhu; 2010-04-02 at 11:11 PM.
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  27. - Top - End - #1197
    Firbolg in the Playground
     
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    Fetid Abomination
    Huge Magical Beast
    Hit Dice: 18d10+108 (207 hp)
    Initiative: +5
    Speed: 40 ft. (9 squares)
    Armor Class: 24 (-2 Size, +1 Dex, +15 Natural), touch 9, flat-footed 23
    Base Attack/Grapple: +18/+29
    Attack: Bite +27 melee (3d6+11)
    Full Attack: 1 Bite +27 melee (3d6+11) and 4 Tentacles +22 melee (1d6+5)
    Space/Reach: 15 ft./10 ft. (50 ft. w/Tentacles)
    Special Attacks: Improved Grab, Drag, Swallow Whole, Weakness
    Special Qualities: Dark Vision 60', Low Light Vision, Scent, Energy Resistance (Acid, Cold) 10, SR 30, Vulnerability to Fire
    Saves: Fort +16, Ref +12, Will +11
    Abilities: Str 32, Dex 12, Con 21, Int 6, Wis 16, Cha 12
    Skills: Hide +0 (+8 in swamps), Listen +12, Spot +12
    Feats: Alertness, Improved Natural Attack (Bite), Improved Initiative, Improved Toughness, Iron Will, Run, Track
    Environment: Warm Marsh
    Organization: Solitary
    Challenge Rating: 15
    Treasure: None
    Alignment: Neutral Evil
    Advancement: 19-36 HD (Huge), 37-54 HD (Gargantuan)
    Level Adjustment: ---

    "Seriously Bert, we aren't taking swamp assignments anymore."

    "I agree."

    "I mean we sat on that thing eating lunch for 2 hours before we realized it wasn't part of the ground."

    Fetid Abominations resemble a bizarre cross of Tyrannosaurus and Roper with hide that resembles a piece of swampland and occasional mutations or deformities. In other words they resemble something from one of Salvador Dali's nightmares. More intelligent than animals, but not quite up to the level of most Humanoids they are nonetheless quite cunning. Due to their incredible appetites it's likely they ate their creator, whatever it was. They don't seem to have spread much either, and it may be they are quite territorial (or find birthing difficult due to their mutations). Fetid Abominations can sometimes understand Common, but do not speak.

    Improved Grab (Ex): If the Fetid Abomination successfully hits with it's Tentacle Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity assuming it's opponent is at least one Size Class smaller than itself. If successful it does tentacle damage each round and may drag it's victim.

    Drag (Ex): On each round the Fetid Abomination successfully Grapples it's opponent they are reeled in 10' closer to it. Once they are within Bite Range the Fetid Abomination gets a +4 Bonus to hit with it's Bite Attack. A Tentacle grappling a victim can be attacked via a Sunder attempt (the Fetid Abomination is -4 on it's roll to resist the Sunder). The tentacles each have 45 hp.

    Swallow Whole (Ex): A Fetid Abomination can try to Swallow any creature up to 2 Size Classes smaller than itself with a successful Grapple Check. The swallowed creature takes 2d8+11 bludgeoning damage and 11 points of acid damage per round it remains swallowed. A swallowed creature can cut its way out with a light slashing or piercing weapon by doing 30 points of damage to the stomach (AC 17). Once the creature exits muscular action closes the hole, and other victims must cut their own way out. A Fetid Abominations gullet can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

    Weakness (Ex): Any creature successfully Grappled by the Fetid Abominations tentacles must make a DC 24 Fortitude Save (Save DC is Constitution Based) or take 2d8 temporary Strength damage.

    Skills: Fetid Abominations gain a +8 Racial Bonus to Hide Checks in their Native Terrain. It also has a +2 Racial Bonus to Listen and Spot Checks.

    Combat: Fetid Abominations are ambush predators who wait for prey to come within range after which they Grapple, drag, bite, and swallow. They then repeat until all prey is dead, or they need to revise their tactics due to losing. It's rare that they flee as they tend to be rather suicidal when attacking.
    Last edited by Bhu; 2010-04-02 at 10:59 PM.
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  28. - Top - End - #1198
    Ogre in the Playground
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    Wait, I thought you would work on my request. Why did you do the above first?
    Quote Originally Posted by Dragonprime View Post
    Wouldn't a bulb only be sharp if someone broke it? Oh...wait...that's actually very fitting for this situation. Well played Ranger Mattos. Your metaphor-crafting is masterful indeed.

  29. - Top - End - #1199
    Ogre in the Playground
     
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    Quote Originally Posted by Lord Mattos View Post
    Wait, I thought you would work on my request. Why did you do the above first?
    Patience, m'lad. The Bhu works in mysterious ways.
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    According to this test, I am a LN Half-Orc Cleric, Lvl.2.
    "And in the layer of the Deep Ones, we shall dwell amidst wonder and glory forever." - H.P. Lovecraft

  30. - Top - End - #1200
    Firbolg in the Playground
     
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    Quote Originally Posted by Lord Mattos View Post
    Wait, I thought you would work on my request. Why did you do the above first?
    Forgot. It's been a bad week as I'm trying to learn to drive powered equipment at the new job and not doing so well. Stress makes me forgetful.

    Does the Hodag have any powers besides being hard to capture/kill? That's all I've found.

    Hodag
    Medium Magical Beast
    Hit Dice: 5d10+15 (42 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: 23 (+3 Dex, +10 Natural), touch 13, flat-footed 20
    Base Attack/Grapple: +5/+9
    Attack: Bite +9 melee (1d8+4)
    Full Attack: 1 Bite +9 melee (1d8+4) and 2 Claws +7 melee (1d6+2) and 1 Tail Spear +7 melee (1d6+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Improved Grab, Rake
    Special Qualities: Dark Vision 60', Spikes, Scent, DR 5/-, Trackless Step
    Saves: Fort +7, Ref +7, Will +2
    Abilities: Str 18, Dex 16, Con 16, Int 4, Wis 12, Cha 10
    Skills: Hide +4, Listen +3, Move Silently +4, Spot +3, Survival +3
    Feats: Multiattack, Track
    Environment: Temperate Forest
    Organization: Solitary
    Challenge Rating: 4
    Treasure: None
    Alignment: Always Neutral
    Advancement: 6-10 HD (Medium)
    Level Adjustment: ---

    "Aw c'mon Bert. It's called a Hodag. It's a silly name monster, how tough can it be."

    "You remember that incident with the Gayfrusionbloorten critter?"

    "I remember making you swear not to mention it again."

    The Hodag is a four limbed dinosaur like creature with a face somewhere between that of a man and a frog with huge fangs. It's covered n spikes and has a spear like point at the end of it's tail. They seem fairly hard to kill as well.

    Improved Grab (Ex): If the Hodag hits successfully with it's Bite attack, it may make a Grapple Check immediately as a Free Action without provoking an Attack of Opportunity. If it succeeds it may then rake while doing it's bite and claw damage.

    Rake (Ex): If the Hodag successfully Grapples an opponent it gains 2 additional Rake attacks (to hit and damage are same as claw attacks).

    Spikes (Ex): The Hodag is covered in spikes and opponents attempting to Grapple it take 1d6 damage plus their own Strength Modifier.

    Trackless Step (Ex): Identical to the Druid ability of the same name.

    Combat: Hodags are not subtle creatures and usually begin with biting down and holding on for dear life while ripping their prey to shreds (they have an affinity for white bulldogs).
    Last edited by Bhu; 2010-03-30 at 10:41 PM.
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