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Thread: Critters

  1. - Top - End - #91
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    Ticks... I like it... goes well with the other giant insects(great minds think alike... there were giant ticks in 1st edition)... now we just need fleas.
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  2. - Top - End - #92
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    Vampiric Vermin

    This is an Acquired Template that can be applied to any Vermin of Medium Size or bigger that has a Bite attack.

    Size and Type: Type becomes Undead.

    Hit Dice: All current and future Hit Dice become d12's, and hit points are recalculated.

    Speed: Unchanged

    Armor Class: Base Creatures Natural Armor Bonus increases by +6.

    Attacks: Unchanged.

    Damage: Unchanged.

    Special Attacks: Retains all Special Attacks of base Creature and gains the following:

    Blood Drain (Ex): If a Vampiric Vermin pins it's opponent in a Grapple, it does it's Bite damage each round as well as draining 1d4 Con.

    Attract Swarms (Su): Swarms of Vermin seem attracted to Vampiric Vermin. There will always be 1d6 Swarms of some kind of vermin near a Vampiric Vermin that attack it's foes. As long as they remain within 60' they share the Vampiric Vermins Immunity to Cold.

    Create Spawn (Su): Any Vermin applicable to apply this template to that is killed by a Vampiric Vermin becomes one in 1d4 days.

    Energy Drain (Su): Living creatures struck by the Vampiric Vermins Natural Weapons gain 2 negative levels. It can only use this ability once per round.

    Special Qualities: Retains any Special Qualities of the Base Creature and gains the following:

    Damage Reduction (Su): Vampiric Vermin gain Damage Reduction 10/Silver and Magic

    Fast Healing (Ex): Vampiric Vermin gain Fast Healing 5.

    Immunities: Vampiric Vermin are Immune to Cold.

    Turn Resistance (Ex): Vampiric Vermin have +4 Turn Resistance.

    Spider Climb (Ex): Vampiric Vermin can climb surfaces as though with the Spider Climb spell.

    Saves: Unchanged

    Abilities: +8 Str, +4 Dex, Wis +4, Cha +4

    Skills: Vampiric Vermin have a +8 Racial Bonus on Hide, Listen, Move Silently, Search, and Spot checks.

    Feats: Vampiric Vermin gain Alertness, Dodge, Great Fortitude, Improved Initiative, and Lightning Reflexes.

    Environment: Any, usually Unchanged.

    Organization: Solitary

    Challenge Rating: Same as Base Creature +2

    Treasure: None

    Alignment: Always Neutral Evil

    Advancement: unchanged

    Level Adjustment: Same as base Creature +8

    Example of creature using template here:

    Vampire Tick
    Huge Undead
    Hit Dice: 8d12 (52 hp)
    Initiative: +6
    Speed: 50 ft. (10 squares), Climb 30 ft.
    Armor Class: 30 (-2 Size, +2 Dex, +20 Natural), touch 10, flat-footed 28
    Base Attack/Grapple: +6/+28
    Attack: Bite +14 melee (2d6+10 plus disease plus energy drain)
    Full Attack: Bite +14 melee (2d6+10 plus disease plus energy drain)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Blood Drain, Create Spawn, Energy Drain, Attract Swarms, Improved Grab, Disease
    Special Qualities: Scent, Undead Traits, Dark Vision 60 ft., Damage Reduction 10/Silver and Magic, Fast Healing 5, Immune to Cold, Turn Resistance, Spider Climb
    Saves: Fort +8, Ref +6, Will +4
    Abilities: Str 31, Dex 14, Con -, Int -, Wis 14, Cha 6
    Skills: Hide +10, Listen +12, Move Silently +10, Search +8, Spot +12
    Feats: Alertness, Dodge, Great Fortitude, Improved Initiative, and Lightning Reflexes.
    Environment: Any
    Organization: Solitary
    Challenge Rating: 7
    Treasure: None
    Alignment: Neutral Evil
    Advancement: -
    Level Adjustment: ----


    "Maw...the giant bug outside says I have to let him eat you..."

    Vampiric Vermin are usually created by magical ritual, and are used as shock troops by evil Druids turned Blighter and Wizards. Sometimes Clerics too. They aren't usually well controlled, and are left to their own devices to destroy the surrounding countryside in preparations for their masters plan. Of course their master may then have to put down his creation if he can't bring it to heel.
    Last edited by Bhu; 2009-02-12 at 06:20 AM.
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  3. - Top - End - #93
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    Canonically I think even evil druids don't like undead, and crunch wise have no listed means of creating them... in 3.0 Masters of the Wild there is a prestige class for fallen Druids called the Blighter that this would fit perfectly (although some re-crunching to specify which spells get used or creating a new spell). I don't know if it made the jump to 3.5.
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  4. - Top - End - #94
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    I was gonna eventually post the means of creating them. In my one campaign a former Druid gone insane turned Blighter/Lich uses them as the basis of her army.
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  5. - Top - End - #95
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    I have a creature that I need to get around to posting for a construct that only an druid could create, alignment is irrelevant, and while insanity isn't REQUIRED per se, it certainly helps. It is called an "Acorn Folly" and the limbs must be fashioned from oak limbs that the druid personally worked in his base, unaltered form, using NO tools what-so-ever, but only his own body. This means that most druids are reduced to casting (Greater) Magic Fang and gnawing the limbs until they are thin enough to break in the right places. The frame must then be covered in several thousand acorns, each of while has to have Goodberries cast on it (If 10% of them had Fire Seeds cast on them then its slams gain the flaming enchantment). It has DR 10 (or maybe 15 I haven't decided)/SQUIRREL.... I include a lengthy definition of what constitutes certain levels of squirrelliness... Live Squirrels bound to a blugeoning weapon are the best (but unless extreme measures are taken they only remain alive for one hit), dead squirrels or arrows with heads made of squirrel bone are next. Weapons coated in squirrel blood below that, and weapons shaped like or with a squirrel drawn/engraved on them only negate a few points of the DR. Even full round contact with a squirrel inflicts some damage so strapping them to your armor and grappling it works too... It has SR too, also bypassed by squirrelesque spells... magic missiles that take the form of squirrels that can leap to the range of the spell from the caster's hand to bite the target... Burning hands that takes the form of a squirrel (normal sized except for the tail) of pure flame perched on the casters thumbs with a giant, 10' long tail that lashes back and forth through the area of effect.... Fireballs that take the form of an large, glowing, red acorn that streaks forth to explode into a burst of hundreds (thousands?) of baby squirrel shaped bits of flame.

    Int 10+, Wis ~6 (created by a madman, remember?)

    Fire, Acid, Lightning, and Cold Resistance 5 (6?) to prevent grenade-likes from functioning well.

    Some sort of self-repair ability.

    Speed 20 or maybe even 15, and maybe can't run (so the party can escape).

    The idea is that the party is sent to get rid of this menace (the druid was hauled off to the loony bin a month ago by the royal gaurds, but they didn't stick around to clear out his creations and the townsfolk are still terrified. , and finds they can't really hurt it (but CAN occasionally do a FEW points of damage). They need to figure out to run away (if a party member is killed I am going to be very heavy with the hints!). If they are very smart they will grab some acorns that got knocked off to study. Anyway, based on having seen it, and knowing who the creator was (might even have a side quest that they can do if they like to fight a lot of his minions/awakened creatures to get his notes... anyway it is then off to the local library to research what weaknesses this thing might have... depending on how much data they collect they get bonuses to the Knowledge(Arcana), Knowledge(Arcana) and/or Spellcraft rolls involved. Information given based on how high the check result scores. Then the mages (and maybe clerics) sit down and start researching how to modify their spells, while everyone else (possibly with some towns people with them) goes out to catch squirrels and figures out the best ways of turning them into weapons... If they do it right the final battle should be a cake-walk.

    The following space provided so Janesville party members can read the rest of this thread without accidently reading spoilers.
    Last edited by DracoDei; 2009-02-11 at 05:24 AM.
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  6. - Top - End - #96
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    OMG thats awesome. Just be sure none of them decides to take a certain PrC on the Wizards Board (if your curious I'll PM you).

    Mysterious Magical Maniacal Miniaturized Moose Swarm
    Tiny Magical Beast
    Hit Dice: 12d10 (66 hp)
    Initiative: +3
    Speed: 20 ft. (4 squares)
    Armor Class: 16 (+2 Size, +3 Dex, +1 Natural), touch 15, flat-footed 13
    Base Attack/Grapple: +12/-
    Attack: Swarm (3d6)
    Full Attack: Swarm (3d6)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction, Trip
    Special Qualities: Low Light Vision, Dark Vision 60', Swarm Traits, Half Damage from Slashing and Piercing
    Saves: Fort +10, Ref +11, Will +5
    Abilities: Str 6, Dex 16, Con 10, Int 2, Wis 12, Cha 4
    Skills: Hide +10, Listen +8, Spot +8
    Feats: Alertness, Endurance, Great Fortitude, Run
    Environment: Cold or Temperate Forests
    Organization: Solitary, Herd (3-5 Swarms)
    Challenge Rating: 7
    Treasure: None
    Alignment: Usually Chaotic Neutral
    Advancement: -
    Level Adjustment: ---


    "Maw...Maw the mooses got Abner..."

    These are a species of magically created miniature moose the size of cats. The gods alone known what they were created for. They seem as stubborn and irrationally violent as the usual sized moose. perhaps a tad more so, as they have to make up for their lack of size. Originating in Bad Critter Forest (figures), they have spread quickly over the world.

    Trip (Ex): The Moose swarm will attempt to knock opponents over, and then trample on them. Any creature they subject to their Swarm attack they immediately get a Trip attack against as a Free Action without provoking an attack of opportunity (and the opponent can't try to trip them back). Their Swarm attack does +1d6 against Prone opponents.

    Combat: The Mooseswarm will charge, and try to knock it's opponent over, before repeatedly jumping up and down on it. If it cannot eventually trip an opponent it will flee. Before sneaking back up on him an hour later when his guard is down and trying it again just for the sake of stubborness.
    Last edited by Bhu; 2009-01-14 at 06:48 AM.
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  7. - Top - End - #97
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    Funk Ape
    Medium Magical Beast
    Hit Dice: 4d10+8 (30 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (+2 Dex, +2 Natural. +2 Deflection), touch 14, flat-footed 14
    Base Attack/Grapple: +4/+6
    Attack: Slam +6 melee (1d4+2)
    Full Attack: 2 Slams +6 melee (1d4+2) and 1 Bite +1 melee (1d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Funk, Blur
    Special Qualities: Low Light Vision, Dark Vision 60 ft., Immunities
    Saves: Fort +6, Ref +6, Will +3
    Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 14, Cha 12
    Skills: Climb +10, Listen +8, Spot +7
    Feats: Alertness, Ability Focus (Funk)
    Environment: Warm Forest
    Organization: Solitary
    Challenge Rating: 3
    Treasure: None
    Alignment: Always Chaotic Neutral
    Advancement: 5-8 HD (Large)
    Level Adjustment: ---


    " Oh..ohmigod...what is that? It smells like mindflayer poop and burning rubber...avenge me...sputter...cough..."

    Funk Apes are the result of experiments by Prak the Mad. Prak had set up shop in what was eventually to become known as Bad Critter forest, and begun experimenting on the life there, turning most of the local animals into Magical Beasts in the process. The Funk Ape appears to be a large baboon that smells bad. Really bad. So bad in fact that even the dead are repulsed. The miasma surrounding the Funk Ape even causes the air to shimmer and distort like some kind of haze.

    Skills: Funk Apes get a +8 Racial Bonus to Climb checks, and can always take 10 on climb checks even if rushed or threatened.

    Funk (Su): The Funk Ape smells bad. Any creature within 60' of it that can smell is in trouble. Even if it can't smell something seems to bother it. Once inside this area all living creatures with a sense of smell must make a DC 16 Fortitude Save (Save DC is Constitution based) or pass out for 1d6 rounds, be Nauseated for 1d6 rounds after awakening, and then Sickened for 1d6 hours more. As long as the creature remains within 60' of the Funk Ape it will have to make Saves to avoid unconsciousness. Creatures that aren't living or that have no sense of smell (or that are incorporeal) must also make a DC 16 Fortitude Save, or be Sickened as long as they are within 60' of the Funk Ape.

    Blur (Su): Due to the air around it boiling the Funk Ape permanently has it's own personal Blur spell.

    Immunities (Ex): Funk Apes are immune to disease (it's killed off by their Funk), inhaled gases or poisons (which can't get through the Funk), and any attack relying on their sense of smell (they have none due to the Funk).

    Combat: Funk Apes are only mildly aggressive and usually sit in trees and fling poo at intruders. Occasionally they'll get riled up and charge. After that they just continuously whack their opponent till he falls or they run away if hurt too bad. Most opponents simply black out or puke near them which is and endless supply of entertainment for the ape.
    Last edited by Bhu; 2009-01-13 at 05:52 AM.
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  8. - Top - End - #98
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    Habanero Dryad
    Medium Fey
    Hit Dice: 4d6 (14 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares)
    Armor Class: 15 (+ 4 Dex, +1 natural), touch 14, flat-footed 11
    Base Attack/Grapple: +2/ +2
    Attack: Dagger +6 melee (1d4/19-20) or Grapple +6 melee, or Pepper Spray +6 ranged
    Full Attack: Dagger +6 melee (1d4/19-20) or Grapple +6 melee, or Pepper Spray +6 Ranged
    Space/Reach: 5/ 5
    Special Attacks: Improved Grapple, Pepper Spray, Spell-like Abilities, Spicy Grapple
    Special Qualities: Damage Reduction 5/cold iron, plant dependent, wild empathy
    Saves: Fort +3, Ref +8, Will +6
    Abilities: Str 10, Dex 19, Con 11, Int 14, Wis 15, Cha 18
    Skills: Escape Artist +11, Handle Animal +11, Hide +11, Knowledge (Nature) +11,
    Listen +9, Move Silently +11, Ride +6, Spot +9, Survival +9, Use Rope +4
    Feats: Great Fortitude, Weapon Finesse
    Environment: Warm Forests
    Organization: Solitary or group (4-7)
    Challenge Rating: 4?
    Treasure: Standard
    Alignment: Chaotic Good
    Advancement: By character class
    Level Adjustment: -


    "Hey baby you wanna night of warm lovin'?"

    "How is it I always get the missions involving Dryads?"

    "Cause of that incident in Bogonia where you were caught with the Lord's sister."

    "SHE FORCED HERSELF ON ME DAMMIT!! How was I supposed to know she was man crazy?"

    "Y'know if you weren't such a big manly Paladin I might actually believe that..."

    Habanero Dryads appear similar to normal Dryads except their hair is leafy and their skin is green instead of wooden (the exception being their bosoms which are a bright orange. And like most brightly colored things this is nature's way of saying stay away monkey boy). Instead of being linked to a tree they are linked to a Habanero bush. This gives them some minor protection as some cultures value the Habanero for food, and virtually no animals want to eat them. Unfortunately for the local populace they will soon find out that Habanero Dryads are far more frisky than regular ones, and they're always on the hunt for a decent looking humanoid male. To the detriment of the aforementioned humanoid male, virtually all bodily fluids of the Dryad contain capsaicin, the chemical that makes peppers hot. Embracing one, let alone carrying it any further, has it's perils. Habanero Dryads speak Common, Elven, and Sylvan.

    Improved Grapple (Ex): Habanero Dryads are experts at grabbing onto and hugging recalcitrant humans. They may make grapple attemps without provoking an attack of opportunity.

    Pepper Spray (Ex): Once per round as a standard action a Habanero Dryad can hock a loogie at anyone within 20 feet. This is a ranged attack, and if it is successfult the victim must make a DC 12 Fortitude Save or be Blinded for 1d4 rounds. If the Dryad confirms a critical hit, the victim does not get a save.

    Spicy Grapple (Ex): Habanero Dryads can sweat capsaicin at will. While grappling a victim they work it into his skin as much as possible. In addition to regular grppling damage, a victim must make a DC 12 Fortitude Save (Save DC is Constitution based) each round it is in the grapple or be Dazed for 1 round, and Sickened for the duration of the Grapple and 1d4 rounds thereafter. The Save DC is +4 if the victim is lightly clothed or naked. Prolonged exposure (more than 10 rounds) causes actual chemical burns doing 2 points of acid damage a round thereafter. If the Grapple check is a natural 20, roll again as if confirming a critical hit. If successful the Dryad has worked the stuf into her opponents eyes, blinding him for 1d6 rounds if he fails a DC 12 Fortitude Save, and for 1 round if he makes it (Save DC is Fortitude based).

    Plant Dependent (Su): The Habanero Dryad is mystically bound to her pepper bush and can't stray more than 300 yards from it. Those who do become ill and die within 4d6 hours. The bush does not radiate magic.

    Spell Like Abilities (Sp): Same as regular Dryad.

    Wild Empathy (Ex): This power works like the Druids class feature, except that the Dryad has a +6 Racial bonus on the check.

    Combat: Similar to most Dryads really. They use their spell like abilities to charm potential problems. Or they spit pepper juice in their eyes and grapple till they give up.
    Last edited by Bhu; 2008-12-16 at 05:27 AM.
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  9. - Top - End - #99
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    Cactus Dryad
    Medium Fey
    Hit Dice: 4d6+12 (26 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
    Base Attack/Grapple: +2/+3
    Attack: Fist +4 melee (1d4+1d6+1)
    Full Attack: 2 Fists +4 melee (1d4+1d6+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities, Thornskin
    Special Qualities: Damage Reduction 5/Cold Iron, Cold Vulnerability, Cactus Dependent, Immune to Heat, Wild Empathy
    Saves: Fort +3, Ref +6, Will +7
    Abilities: Str 12, Dex 14, Con 14, Int 14, Wis 17, Cha 16
    Skills: Handle Animal +3, Hide +2, Intimidate +3, Knowledge (Nature) +2, Listen +3, Move Silently +2, Sense Motive +3, Spot +3, Survival +3
    Feats: Improved Toughness, Weapon Finesse
    Environment: Warm Deserts
    Organization: Solitary, or Clsuter (4-7)
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Usually Chaotic Neutral
    Advancement: By Character Class
    Level Adjustment: -

    Dryad: "Soooooo...Mr. Paladin..."
    Paladin: "Look, I do't want any trouble. I'm just here to collect the artifact I need for my quest. Are you ladies gonna give it to me, or....?"

    (Insert Mass Giggling)

    Dryad 2: "Oh, we're gonna give it to you allright.."
    Paladin: "This is why I've never liked fey. No respect for the Law."
    Dryad: "Give the girls a chance. They're a teensy upset cause they haven't had any dates in a while."
    Paladin: "Madam in defense of my gender, you're covered in sticky needles."
    Dryad: "And you can be too if you want..."
    Paladin: "Just give me the artifact."
    Dryad: "And what do we get in return? A woman has needs you know."
    Paladin: "Woman???"
    Dryad: "Yes, woman. Y'know me."
    Paldin "YOU'RE A PLANT!!"
    Dryad: "Look your getting needled one way or the other. Just cooperate and it'll be quicker."
    Paladin: I am SO telling Pelor about this."

    Cactus Dryads are similar to regular Dryads except they're tied to a Cactus as opposed to a tree. They're quite lonely living all alone out in the desert by themselves. Much information can be gotten from them by simply chatting with them. Except for attractive men. They have...a more difficult time.
    Cactus Dryads are green-skinned women covered in cactus needles. Cactus Dryads speak Common, Elven, and Sylvan.

    Spell-Like Abilities (Sp): At will Briar Web (DC:15), Camouflage, Speak With Plants
    3/day: Critical Strike, Forestfold, Quill Blast (DC:18)
    1/day: Dehydrate (DC:16)

    Caster Level 6, Save DC's are Wisdom based. All spells not listed in the PHB should be in the Spell Compendium.

    Thornskin (Ex): Cactus Dryads do +1d6 piercing damage with their fists or grapples. Anyone striking them with an unarmed strike or natural wepaon, or grappling them takes 5 points of piercing damage.

    Cactus Dependent (Su): This is the same as the standard Dryad's Tree Dependency, except it involves a cactus (see page 90 of the Monster Manual).

    Wild Empathy (Ex): This power works like the Druid's Wild Empathy Class Feature except the Dryad has a +6 Racial Bonus on the check.

    Combat: Generally the Dryads will Camouflage themselves and Hide. If the opponents are close they'll cast Critical Strike and try to surprise them, if not they'll use Quill Blast. Or Briar Web and then Dehydrate.
    Last edited by Bhu; 2008-12-16 at 05:31 AM.
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  10. - Top - End - #100
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    Unfeeling Brute Template

    Unfeeling Brute is an Inherited Template that can be added to any living, corporeal creathanged

    Hit Dice: Unchangure that is medium or larger.

    Size and Type: Unced, remember to add new Con bonus.

    Armor Class: Natural Armor Class increases by +4

    Speed: Lower base speed of all movement types by 5 feet, to a minimum of 5 feet.

    Attacks: All natural attacks increase their damage die as if you were one Size Class larger (see MM page 291). If you have no attacks but unarmed strikes, your unarmed strikes become Slam attacks doing lethal damage. Unarmed strikes also increase 1 die.

    Special Qualities: The base creature gains Powerful Build (see Races of Stone page 56), and becomes immune to all mind affecting effects. It also gains DR x/- depending on its Hit Dice. 1-4 HD=DR 1, 5-8 HD=DR 2, 9-12 HD=DR 3, 13-16 HD=DR 4, 17+ HD=DR 5.

    Saves: Fortitude Saving Throws gain a +2 Racial Bonus

    Abilities: Bonuses for Str, Dex, and Con depend on Size. Int becomes a 3 if it is 4 or higher, a 1 if it's a 2 or 3, and - if it's a 1 (the Base Creature also becomes Mindless in this instance). Wis and Cha are unchanged.

    Code:
    Size    Str  Dex  Con
    Medium            +5        -2          +4
    Large             +10       -2          +4
    Huge              +15       -4          +8
    Gargantuan        +20       -4          +8
    Colossal          +25       -8          +12
    Skills: Gains a +8 Racial bonus to Intimidate checks. Adjust skills due to new Int. It loses all skills other than Racial Bonuses if it becomes Mindless.

    Feats: Gains 1 bonus Feat from the following list for every 3 Hit Dice if it meets the prerequisites: Area Attack, Awesome Blow, Brutal Throw, Crush, Cumbrous Fortitude, Diehard, Endurance, Fling Enemy, Great Fortitude, Greater Powerful Charge, Improved Bull Rush, Improved Critical, Improved Natural Armor, Improved Overrun, Involuntary Rage, Large and in Charge, Mighty Jumping, Pain Mastery, Power Attack, Powerful Charge, Power Critical, Power Throw, Pushback, Roll With It, Stomp, Toughness, and Improved Toughness. It loses all Feats except the Bonus Feats if it becomes Mindless.

    Environment: Unchanged

    CR: 5 or less HD: =1, 6-10 HD: +2, 11-15 HD: +3, 16+ HD: +4

    Alignment: Most Brutes become Neutral unless they are prevented (i.e. Outsiders that are restricted in alignment)

    Level Adjustment: +4

    "So whaddya call this guy?"

    "HE...IS...BISON MAAAAAAAAAAAAAAAAAAAAAANNNNNN!!"

    "Ooookaaayyy..."

    Unfeeling Brutes are twisted mistakes of nature who are all brawn and little or no brain. What causes this is unknown, but pollution by mages or alchemists (or teh interference of drunken gods) is often blamed. They make pretty good cheap muscle. Just keep them fed and happy. Or bad times is a'comin'.

    Bison Man
    Minotaur, Unfeeling Brute
    Large Monstrous Humanoid
    Hit Dice: 6d8+24
    Initiative: -1
    Speed: 25 ft. (5 squares)
    Armor Class: 17 (-1 Size, -1 Dex, +9 natural), touch 8, flat-footed 17
    Base Attack/Grapple: +6/+19
    Attack: Greatclub +14 melee (3d6+9) or Gore +14 melee (2d6+9)
    Full Attack: Greatclub +14/+9 melee (3d6+9) and Gore +9 melee (2d6+4)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Powerful Charge 7d6+13
    Special Qualities: Darkvision 60', natural Cunning, Scent, DR 2/-
    Saves: Fort +10, Ref +4, Will +5
    Abilities: Str 29, Dex 8, Con 19, Int 3, Wis 10, Cha 8
    Skills: Intimidate +9, Listen +6, Search +2, Spot +6
    Feats: Great Fortitude, Power Attack, Track, Greater Powerful Charge (B), Powerful Charge (B)
    Environment: Underground
    Organization: Solitary
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Neutral
    Advancement: By Character Class
    Level Adjustment: +6

    Bison Man was doubly cursed by the Gods for the actions of his parents. Not only did he become a Minotaur, he's incredibly dumb. But to give him a fighting chance, they did make him a bit tougher than usual. Eventually he was adopted by a kindly old spinster woman at the edge of town named Granny Moses. And by kindly old spinster we mean lunatic hermit well into both insanity and senility. She believes that the Bison Man is a superhero who will save the villagers from evil and lead them into a new golden age. Of course she also sometimes think the local cabbage crop are demons in disguise, and that the local villagers eat cabbage because they are mind controlled into doing so.
    Last edited by Bhu; 2009-02-04 at 07:26 AM.
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  11. - Top - End - #101
    Firbolg in the Playground
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    bhu, do you have a holy symbol or shal I craft one for you as your unnoficial high priest?


    love the dryads and carnal mindflayer please make more...
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    I don't care what you feel.
    That pretty much sums up the Jayngfet experience.
    Quote Originally Posted by Fawkes View Post
    something something Jayngfet experience.

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    I got a couple more flayers on the way actually
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    Something a lil different real quick: A Monster PrC



    CRYPTID

    [IMG]Picture URL[/IMG]

    "Yorp?"

    Cryptids are animals or hominids that may or may not exist but have been seen by many people.

    BECOMING A CRYPTID
    You don't really become a cryptid you're pretty much born one.

    ENTRY REQUIREMENTS
    Type: Any Animal or Vermin, Any Magical Beast with an Intelligence of 2 or less, Any Giant, Humanoid, or Monstrous Humanoid with a Racial Intelligence Penalty
    Special: Must have ranks in Hide or Move Silently OR a Feat giving bonuses with one of those 2 skills OR a Racial Bonus to one of those skills.


    Class Skills
    The Cryptid's class skills (and the key ability for each skill) are Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Wis), Spot (Wis), Survival (Wis), and Swim (Str). They also have any skills listed in their monster entry not included here as a class skill.
    Skills Points at Each Level : 2 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +2     +2     +0    Size is No Problem
    2. +1    +3     +3     +0    Camouflage
    3. +2    +3     +3     +1    Only A Legend
    4. +3    +4     +4     +1    Speed is No Problem
    5. +3    +4     +4     +1    Hide In Plain Sight
    6. +4    +5     +5     +2    Bigfoot Is a Commie
    7. +5    +5     +5     +2    Ambush
    8. +6    +6     +6     +2    I Am As One With the Bushes
    9. +6    +6     +6     +3    OMG Bigfoot Is An Alien
    10.+7    +7     +7     +3    Obfuscation
    Weapon Proficiencies: Cryptids gain no new weapon or armor proficiencies

    Size Is No Problem (Ex): Cryptids take no Size Class Penalty to Hide Checks.

    Camouflage (Ex): Identical to the ability listed on page 51 of the PHB.

    Only A Legend (Ex): Myths and rumors about you have become so obfuscated in the retelling, that all Knowledge skill checks made to gain information about you (i.e. Knowledge:Nature if you're an animal) take a -4 Penalty.

    Speed Is No Problem (Ex): Cryptids take no penalties to Hide or Move Silently checks regardless of how fast they move.

    Hide In Plain Sight (Ex): Identical to the ability listed on page 51 of the PHB.

    Bigfoot Is A Commie (Ex): The penalties to Knowledge skill checks from Only A Legend raise to -8. Opponents with Bardic Knowledge or similar type abilities have a -4 on those rolls now too.

    Ambush (Ex): If you are successfully hidden or concealed and your opponents cannot see you, you can spring from hiding and let out a huge roar while you charge as a Standard Action. Any opponent capable of perceiving you must make a Willpower Save (DC is 10 plus half your Hit Dice plus Charisma Modifier, +4 for every Size Class bigger you are than your opponent) or be Panicked for 2d6 rounds. If they succeed they are Shaken for the rest of the encounter (mostly from the embarrassment of having their bowels release).

    I Am As One With The Bushes (Ex): You can always Take 10 on Hide and Move Silently checks, regardless of the circumstances you find yourself in.

    OMG Bigfoot Is An Alien (Ex): Knowledge checks made against you (unless it happens to be Knowledge: Your specific Cryptid) automatically fail to provide any useful information. Bardic Knowledge type checks are now at -8. People just seem to invent total gibebrish about you.

    Obfuscation (Su): People you encounter now cannot remember things correctly. Any being encountering you must make a Willpower Save (DC is 10 plus half hit dice plus Charisma modifier plus 4 for every Size Class bigger you are than them). If they succeed, they cannot remember details exactly. For example if you are a bigfoot they will disagree on color, or size, or minor details. Some might even believe you are a wolfman or bear man, or an animal. But they will have the gist of the encounter right.

    If they don't succeed things get fun. They disagree wildly on what they saw/experienced. For 1d6 days after the event whenever it is mentioned or someone inquires about it they will become hysterical, either brutally rationalizing anything and everything they saw ("swamp gas. Hadda be."), or spew the most delirious, psychedelic nonsense they can muster. Either way they won't come across as a believable witness. Even after the 1d6 days are up they still won't agree on what they saw, but it'll be less nutzoid. This is a Mind-affecting effect.

    Paladin: "Okay, so let's run through this again. You were 'adventuring' outside our city, when an unknown thing attacked you. What did it look like again?"

    The Dwarf: "It was a bear. Just a bear. Musta been hopped up on potions or somethin'..."

    The Halfling: "IT CAME FROM THE SKY!!!! IT CAAAMME FROOM THE SKYYYYYYYYYYYYY!!!!!"

    The Human: "It had 14 mouths and 16 buttocks, and a tongue in it's eyeballs!"

    The Elf: "It was a multiheaded, lightning spewing, anthropomorphic Buttwhale with flaming _________ of DOOM!!"

    Paladin: "You uh...you wouldn't be out here in the woods sampling the local mushrooms would you? They're bad stuff."

    Dwarf: "No sir, we aren't drug users."

    Paladin: "Cause I can't help but notice all the mushrooms over in your camping site..."

    Halfling: "The Squirrel left those after he ate Bob's brain."

    Paladin: "The...squirrel...."

    Human: "Yeah a squirrel ambushed us with some mindblasts after that thing attacked. He dropped the shrooms after fleeing with Bob's head."

    Paladin: "Just for my own personal edification...what does a squirrel look like?"

    Dwarf: "They're kinda tall purple people with tentacles on their face, and ..."

    Paladin: "THATS A MINDFLAYER YOU IDIOT!!"

    Elf: "No, Mindflayers are littly fuzzy forest critters with foofy tails that store nuts for the winter."

    Paladin: "You people are nuts. Unless I get some straight answers and you tell me where this thing went someone is getting this +2 Holy Flaming Bastard Sword right up their.."

    Elf: "THAT WAY!! It went that way!"

    2 minutes later

    Dwarf: "You know darn well it didn't go that way."

    Elf: "I hadda get rid of the Paladin so we could flee. They're one step removed from being serial killers you know."



    PLAYING A CRYPTID
    You are a legendary being that may or may not be real. So don't show up very often, hide as much as possible. Show yourself only to drunks, or people who are alone, or who would be stigmatized by their society. If you get spotted by someone believeable lay low for a while.
    Combat: You really only enter into combat when you're one on one with someone you can take (it furthers your legend when the body is found), or you have no choice.
    Advancement: Most cryptids advance as creatures of their type after they have maxed out the levels of this PrC.
    Resources: Cryptids only available resource will be members of their own species. And mybe a few friendly cryptozoologists. Others will want to kill them for a variety of reasons.

    CRYPTIDS IN THE WORLD
    "Ah knows there's a critter or sumpin' up on Black Rock! Knows it ah tell ye!'
    Cryptids are rarely seen by civilized people, usually by accident. And for good reason. Civilized people are nuts. They poop everywhere, throw trash around, and keep trying to put an arrow in you because "thet thar pelt'd look good by the fahr".
    Daily Life: Your daily life isn't any different than any animals or primitive hominids really. Other than the occasional hunter determined to prove your existence.
    Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
    Organizations: Most organizations will be determined to find and expose Cryptids as real. Whether or not they want to help you or sell Nessie burgers is a different story...

    NPC Reaction
    General reactions can be described as "HOLY ____ IT'S A SKUNK APE!!!!!!!!!!!!!!!!!!MAH!!MAH!!!GIT MAH APE KILLIN' BOW!!!!"

    CRYPTIDS IN THE GAME
    Monsters with the Cryptid template will be a good deal more sneaky and crafty than they would usually. This template also assumes that whatever critter you apply it to is a possibly legendary not well known beast in your campaign world.
    Adaptation: As can be expected this is a not entirely serious PrC. So it would do best in goofy campaigns.
    Encounters: PC's will usually encounter a Cryptid at random somwhere on the outskirts of civilization.

    Sample Encounter
    Give an example of how one might encounter a member of this PrC.
    EL 12:

    DM: "Okay as you come to the clearing you notice a large hairy hominid. He appears to be wearing a shirt saying "I am NOT the transvestite father of Elvis' mutant space child."

    Player 1: "How does he look?"

    DM: "He's smiling. You notice he's carrying a rock..."

    Players 2-4: "Awwwwwww ****..."


    Bob
    N Male Sasquatch/Cryptid 9
    Init +0, Senses: Listen +5, Spot +5, Dark Vision 60', Scent
    Languages Sasquatch
    ------------------------------------------------
    AC 11, touch 9, flat-footed 11 (-1 Size, +2 Natural)
    hp 93 (12 HD)
    Fort +10, Ref +9, Will +7
    ------------------------------------------------
    Speed 40 ft. (8 squares)
    Melee Unarmed Strike +12/+7 (1d4+4) or Spear +12/+7 (1d8+4)
    Base Atk +9, Grp +17
    Atk Options Ambush (DC 14 plus possible size modifiers)
    -----------------------------------------------
    Abilities Str 18, Dex 10, Con 16, Int 6, Wis 12, Cha 7
    SQ Size Is No Problem, Camouflage, Only A Legend, Speed Is No Problem, Hide In Plain Sight, Bigfoot Is A Commie, Ambush, I Am As One With The Bushes, OMG Bigfoot Is An Alien
    Feats Alertness, Improved Unarmed Strike, Simple Weapon Proficiency (Spear), Stealthy, Toughness
    Skills Climb +5, Hide +6, Intimidate +1, Listen +5, Move Silently +4, Spot +5, Survival +2
    Possessions Spear, or maybe a rock...


    EPIC CRYPTID

    Hit Die: d8
    Skills Points at Each Level : 2 + int
    Bonus Feats: The Epic Cryptid gains a Bonus Feat every 2 levels higher than 20th
    Last edited by Bhu; 2009-02-11 at 05:13 AM.
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    Carnal Mindflayer, Selachii
    Large Aberration (Aquatic)
    Hit Dice: 10d8+40 (85 hp)
    Initiative: +7
    Speed: Swim 50 ft. (10 squares)
    Armor Class: 16 (-1 Size, +2 Dex, +5 Natural), touch 11, flat-footed 14
    Base Attack/Grapple: +7/+12
    Attack: Bite +11 melee (1d10+5)
    Full Attack: Bite +11 melee (1d10+5)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved Grab, Psionics, Swallow, Mind Blast
    Special Qualities: Telepathy 100', Power Resistance 25
    Saves: Fort +7, Ref +5, Will +10
    Abilities: Str 20, Dex 15, Con 18, Int 19, Wis 17, Cha 17
    Skills: Concentration +14, Hide +8, Knowledge (Psionics) +14, Listen +13, Move Silently +10, Psicraft +14, Spot +13, Swim +13, Use Psionic Device +13
    Feats: Improved Initiative, Combat Manifestation, Ability Focus (Mind blast)
    Environment: Warm Aquatic
    Organization: Solitary
    Challenge Rating: 10
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: By character class
    Level Adjustment: ---

    "Awright!! Tourists! I love tourists! Oooh and they have a lil dwarf hottie...Maybe I won't be eating them all after all..."

    Selachii flayers resemble great purple sharks with lamprey like mouths surrounded by small tentacles, and no dorsal fin. They are perfectly adapted for underwater life. Unlike real sharks these Mindflayer mutations tend to have a sense of mischief, and spend much time playing with their prey. usually by sneaking up on them while telepathically projecting the theme song from Jaws into their heads. How they know the Jaws theme song is irrelevant, and we ask that you do not pursue this line of questioning further. Selachii are roughly the size of a Bull or Mako shark. They speak Aquan and Common.

    Skills: Selachii have a +8 Racial Bonus to Swim chacks, and can always Take 10 on a Swim check. They may use the Run action while swimming in a straight line.

    Improved Grab (Ex): If the Mindflayer hits with it's Bite attack it may attempt a Grapple check as a Free Action without provoking an attack of opportunity. If successful it may Swallow the next round.

    Psionic Powers: A Carnal Mindflayer Selachii manifests psionic powers as an 10th level Wilder. Save DC's are Charisma based.

    Mind Blast (Su): This Psionic attack is a 60' Cone. Anything in it must make a DC 20 Willpower Save or be Panicked for 3d4 rounds. The Save DC is Charisma Based. This power is the equivalent of a 4th level spell.

    Swallow Whole (Su): A Selachii can extend its jaws to Swallow a Medium or smaller opponent by making a successful Grapple check. A swallowed creature takes 1d6+5 bludgeoning damage and 1d6+5 acid damage each round. A swallowed creature may cut its way out with a light slashing or piercing weapon by doing 15 points of damage to teh Selachii's stomach (AC 13). Once the creature exits muscular action closes the hole, and other creatures must cut their own way out. The Selachii's stomach can hold 1 Medium or Small, 4 Tiny, or 8 Diminutive or Smaller creatures.

    Combat: Selachii blast their foes with their Mind Blast in an attempt to thin out the group opposing them. They will then eat whoever is slowest, or whoever seems most dangerous (i.e. casters, peple who made their saves). They will repeat this picking foes off one by one. Their tentacles are too small to extract brains, so they just swallow victims whole usually.



    Carnal Mindflayer, Slime
    Medium Aberration
    Hit Dice: 8d8+16 (52 hp)
    Initiative: +7
    Speed: 30 ft. (6 squares), Climb 30'
    Armor Class: 17 (+2 Dex, +3 Natural, +2 Deflection), touch 14, flat-footed 16
    Base Attack/Grapple: +6/+7
    Attack: Tentacle +7 melee (1d4+1)
    Full Attack: 4 Tentacles +7 melee (1d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Improved Grab, Psionics, Extract, Mind Blast
    Special Qualities: Telepathy 100', Power Resistance 25, Slime
    Saves: Fort +4, Ref +4, Will +9
    Abilities: Str 12, Dex 15, Con 15, Int 19, Wis 17, Cha 17
    Skills: Balance +4, Climb +5, Concentration +12, Hide +2, Knowledge (Psionics) +14, Listen +13, Psicraft +14, Spot +13, Use Psionic Device +13
    Feats: Improved Initiative, Combat Manifestation, Multigrab
    Environment: Underground
    Organization: Solitary
    Challenge Rating: 9?
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: By character class
    Level Adjustment: +8?

    "I am so not touching that. You didn't say they'd be icky..."

    "Of course they're icky, they're Mindflayers. Thats the entire friggin point of being a Mindflayer!"

    Slime Mindflayers are covered in noxious purple goo. They can alter the consistency to make it sticky or oily. While the other flayers dont mind them, most humanoids find them disgusting. Except for some perverts among the Drow. What is it with the Drow anyway? They are otherwise pretty identical to the average Carnal Mindflayer.


    Improved Grab (Ex): If the Mindflayer hits a Small, Medium, or Large creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to attach its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn.

    Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead.

    Psionic Powers: A Carnal Mindflayer Slimer manifests psionic powers as an 8th level Wilder. Save DC's are Charisma based.

    Mind Blast (Su): This Psionic attack is a 60' Cone. Anything in it must make a DC 17 Willpower Save or be Confused for 3d4 rounds. The Save DC is Charisma Based. This power is the equivalent of a 4th level spell.

    Slime (Ex): A Slimer is covered in purple slime. As a Free Action it can later the slime to make it sticky or oily. If the slime is sticky the Slimer gains a +8 Circumstance Bonus to Climb, Balance, Trip, and Grapple checks (except when its trying to escape a Grapple). If the slime is Oily it gains a +8 Circumstance Bonus to Swim, Trip, and Grapple checks (only when attempting to escape a Grapple). It also gains a -8 Circumstance penalty to Climb and Balance checks. The slime also gives it a +2 Deflection Bonus to AC. Track rolls are automatically successful unless the Slimer enters the water at some point.

    Combat: Slimers tend to try to hide, mind blast, and then close for grapple as soon as possible using their slime to ensure their prey cant escape.
    Last edited by Bhu; 2008-10-16 at 05:54 AM.
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    Cryptids in D20...

    This will end in fun.

  16. - Top - End - #106
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    more mindflayer goodness!


    and what is with the drow anyway?
    Quote Originally Posted by Fawkes View Post
    Quote Originally Posted by Jayngfet View Post
    I don't care what you feel.
    That pretty much sums up the Jayngfet experience.
    Quote Originally Posted by Fawkes View Post
    something something Jayngfet experience.

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    Quote Originally Posted by Obscurejones View Post
    Cryptids in D20...

    This will end in fun.
    We have a whole thread of cryptids over on the monster boards at wizards :D
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  18. - Top - End - #108
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    I love the Cryptids.

  19. - Top - End - #109
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    You can find the Cryptozoology thread here http://forums.gleemax.com/showthread.php?t=729590

    I also contribute to

    Mythological Creatures http://forums.gleemax.com/showthread.php?t=679086

    The Dinosaur Managerie http://forums.gleemax.com/showthread.php?t=422781

    The Skull Island Bestiary (Kong Fans Unite!) http://forums.gleemax.com/showthread.php?t=740152

    The Creatures of Spec http://forums.gleemax.com/showthread.php?t=765891

    And occasionally some threads on jungle critters, fey, and swarms.
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    Carnal Mindflayer, Albiniid
    Large Aberration (Aquatic)
    Hit Dice: 10d8+40 (85 hp)
    Initiative: +7
    Speed: 30 ft. (6 squares), Swim 30 ft., Climb 30 ft.
    Armor Class: 16 (-1 Size, +3 Dex, +4 Natural), touch 12, flat-footed 13
    Base Attack/Grapple: +7/+11
    Attack: Tentacle +11 melee (1d4+4)
    Full Attack: 4 Tentacles +11 melee (1d4+4)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved Grab, Psionics, Extract, Mind Blast
    Special Qualities: Telepathy 100', Power Resistance 25, Blind-Sight 60', Amphibious, Blind
    Saves: Fort +7, Ref +6, Will +10
    Abilities: Str 18, Dex 16, Con 18, Int 16, Wis 17, Cha 19
    Skills: Climb +12, Concentration +9, Hide +13, Knowledge (Psionics) +8, Listen +7, Move Silently +13, Psicraft +13, Spot +7, Swim +17, Use Psionic Device +14
    Feats: Blindfight, Combat Manifestation, Overchannel, Talented *
    Environment: Underground
    Organization: Solitary
    Challenge Rating: 10
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: By character class
    Level Adjustment: ---

    *Feats not found in the Players Hanbook are from the Expanded Psionics Handbook.

    "AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHH !

    "Tor...relax man it's just a giant albino flesheating Mindflayer."

    "AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHH !

    Seriously, relax man, we've killed these things before."

    "AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHH !

    I swear to god if you don't shut the hell up I'm gonna lock you in this room with him."

    ".......'

    Albiniids are underground aquatic Mindflayers mutations. Bone white with no eyes and suckers on their limbs, they aren't pretty even by Mindflayer standards. Most of them are extremely cannibalistic, which means they tend to get put down at birth. But they aren't picky if other flayers aren't available. They'll eat anything down to the bone. Some of them eat bones too. Albiniids understand Common, Undercommon, and Dwarven, but few of them speak. Most of them tend to be completely bonkers from years of isolation with no one to talk to and have forgotten how to talk.


    Skills: Albiniids have a +8 Racial Bonus to Climb and Swim checks, and can always Take 10 on a Climb or Swim check.

    Improved Grab (Ex): If the Mindflayer hits a Small, Medium, or Large creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to attach its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn.

    Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead.

    Psionic Powers: A Carnal Mindflayer Albiniid manifests psionic powers as an 10th level Wilder. Save DC's are Charisma based.

    Mind Blast (Su): This Psionic attack is a 60' Cone. Anything in it must make a DC 20 Willpower Save or be Blinded and Deafened for 3d4 rounds. The Save DC is Charisma Based. This power is the equivalent of a 4th level spell.

    Blind (Ex): Albiniids are blind, and therefore immune to any effects that are purely visual, such as flashes of light or visual illusions.

    Combat: Albiniids will generally try to blind their foes putting them at a disadvantage. Then they can grapple and extract more leisurely. Many do hit and run attacks like this, slowly taking groups one at a time.


    Carnal Mindflayer, Cuttleworm
    Large Aberration
    Hit Dice: 10d8+70 (115 hp)
    Initiative: +5
    Speed: 30 ft. (6 squares), Swim 30 ft., Climb 30 ft.
    Armor Class: 16 (-1 Size, +1 Dex, +6 Natural), touch 10, flat-footed 15
    Base Attack/Grapple: +7/+11
    Attack: Tentacle +11 melee (1d4+4)
    Full Attack: 6 Tentacles +11 melee (1d4+4)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved Grab, Psionics, Extract, Mind Blast
    Special Qualities: Telepathy 100', Power Resistance 25
    Saves: Fort +10, Ref +4, Will +10
    Abilities: Str 18, Dex 12, Con 25, Int 10, Wis 17, Cha 19
    Skills: Climb +12, Concentration +7, Hide +6, Knowledge (Psionics) +5, Listen +5, Move Silently +6, Psicraft +5, Spot +5
    Feats: Blindfight, Combat Manifestation, Overchannel, Wounding Attack *
    Environment: Underground
    Organization: Solitary
    Challenge Rating: 10
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: By character class
    Level Adjustment: ---

    *Feats not found in the Players Handbook appear in the Expanded Psionics Handbook.

    "Jim...Jim that big boogity worm on the wall is talking to me without no voice..."

    "And it's moments like this why none of the other adventurers wanted to be with you when we decided to split up Bubba."

    Cuttleworm mutants resemble Carrion Crawlers from a great distance. The other Mindflayers find them disturbing, and treat them much the way primitive humans treat mentally or physically disadvantaged individuals. Which is to say not too well. In return the Cuttleworms treat other Mindflayers like humans if they have one cornered alone. Which is to say not too well.


    Skills: Cuttleworms have a +8 Racial Bonus to Climb checks, and can always Take 10 on a Climb check.

    Improved Grab (Ex):If the Mindflayer hits a Small, Medium, or Large creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to attach its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn.

    Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead.


    Psionic Powers: A Carnal Mindflayer Cuttleworm manifests psionic powers as an 10th level Wilder. Save DC's are Charisma based.

    Mind Blast (Su): This Psionic attack is a 60' Cone. Anything in it must make a DC 20 Willpower Save or be Paralyzed for 3d4 rounds. The Save DC is Charisma Based. This power is the equivalent of a 4th level spell.

    Combat: Cuttleworms usually open up with a paralyzing Mind Blast or 3 before munching on someone. Psionic powers tend to be reserved for troublesome individuals, and escapes.
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    Okay I promised the guys over on Wizards I'd finally finish a project I've had up fro a while now. Basically I did 13 Undead templates for last Halloween, and they arent' quite done (or PEACHed). So I'll be switching to posting the dark stuff for a bit. Please PEACH.

    When the templates refer to Ghost Feats they'll be referring to the following list, which is also in progress:

    Extra Special Attack

    Prerequisites: Any Incorporeal Undead Template that gives a list of Special Attacks to choose from, such as Ghost, Legendary Ghost, Ghost of the Deeps, etc.
    Benefits: You may choose 1 more Special Attack than normal.


    Extra Special Quality

    Prerequisites: Any Incorporeal Undead Template that gives a list of Special Qualities to choose from, such as Ghost, Legendary Ghost, Ghost of the Deeps, etc.
    Benefits: You may choose 1 more Special Quality than normal.


    Empowered Necromantic Weapon

    Prerequisites: Necromantic Weapon Special Attack
    Benefits: Weapon specific Feats such as Weapon Focus, Weapon Finesse, Weapon Specialization, Power Critical, etc may be used with your Necromantic Weapon.

    Empowered Ghosts Curse

    Prerequisites: Ghost's Curse Special Attack
    Benefits: Once per day you may cast Greater Bestow Curse as a Supernatural Ability.

    The following Feats from Libris Mortis may be taken as Ghost Feats: Baleful Moan, Contagious Paralysis, Death Master, Empowered Ability Damage, Endure Sunlight, Eviscerator, Fell Animate, Fell Drain, Fell Frighten, Fell Weaken, Ghostly Grasp, Improved Energy Drain, Improved Paralysis, Improved Turn Resistance, Life Drain, Lifebond, Lifesense, Necrotic Reserve, Positive Energy Resistance, Quicken Manifestation, Spell Drain

    The following Feats from Savage Species may be taken as Ghost Feats: Ability Focus, Irresistible Gaze, Narrowed Gaze, Pervasive Gaze, Piercing Gaze
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    Legendary Ghosts are the most powerful and notorious of their kind. Only the most powerful of heroes should attempt to send them to their rest.

    LEGENDARY GHOST

    Template Type: Legendary Ghost is an acquired template that can be applied to any Aberration, Animal, Dragon, Giant, Humanoid, Magical Beast, Monstrous Humanoid, or Plant. The Base Creature must also have a CR of at least 15.

    A Legendary Ghost uses all the base creatures statistics and special abilities except as noted below:

    Size and Type: The base creatures type changes to undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

    Hit Dice: All current and future Hit Dice become d12's.

    Speed: Legendary Ghosts have a Fly Speed of 50 with Perfect maneuverability, unless the base creature already has better.

    Armor Class: Natural Armor is the same as the Base Creatures plus its Charisma bonus (minimum of +1), but only applies to ethereal encounters. When a legendary Ghost manifests (see below), its natural armor bonus is +0, but it gains a Deflection bonus equal to its Charisma modifier or its Hit Dice divided by 3, whichever is higher (minimum of +1).

    Attacks: A Legendary Ghost retains all the attacks of the Base Creature, but those relying on physical contact do not effect creatures that arent ethereal.

    Damage: Against ethereal creatures, the Legendary Ghost attacks normally. Against non ethereal targets the Legendary Ghost usually cant physically damage them but can use special attacks (see below).

    Special Attacks: A Legendary Ghost retains all the Special Attacks of the base creature, but those relying on physical contact cannot effect non ethereal creatures. The Legendary Ghost also gains the Manifestation Ability and 3 others from the following list. The Save DC against a Special Attack is 10 plus half hit dice plus Charisma modifier unless otherwise stated.

    Deadly Gaze (Su): Gaze attack. Death, range 30 ft, Fortitude Save negates. Opponents slain in this manner rise as Ghosts within 24 hours.

    Deadly Touch (Su): This is a melee touch attack that Drains 1d6 Constitution unless the opponent makes a successful Fortitude Save. If the Save is successful the opponent still takes 1d6 points of negative energy damage (plus the Legendary Ghosts Strength Bonus). The Legendary Ghost may use its Dexterity Bonus instead of Strength to make this attack. Opponents slain by this attack rise as Ghosts within 24 hours. With each successful attack the ghost gains 5 temporary hit points for 1 hour (10 if the attack was a successful critical).

    Necromantic Weapon (Su): In life the Legendary Ghost wielded a powerful magical weapon, and does so in death as well. This weapon is a physical extension of the Ghost and cannot be disarmed, sundered, or targetd by spells or abilities that specifically target weapons. Regardless of appearance it does 2d6 negative energy damage and is considered a +3 weapon. It criticals on a 20 doing x3 damage. It also has one ability from the following list:

    1) Reach weapon. It has the Bodyfeeder ability (See page 30 of the Magic Item Compendium). it is also considered a Reach weapon of course.
    2) Ranged weapon. It has the Implacable ability (See page 37 of the magic Item Compendium). Range increment is 80 feet regardless of appearance.
    3) Exotic weapon. It has the Cursespewing ability (See page 31 of the Magic Item Compendium).
    4) Slashing Weapon. It has the Stygian and Vampiric abilities (See page 44-45 of the Magic Item Compendium).
    5) Piercing Weapon. It has the Souldrinking ability (See page 44-45 of the Magic Item Compendium)>
    6) Blunt Weapon. It has the Profane Burst ability (See page 40 of the Magic Item Compendium).

    Hungry Touch (Su): This is a melee touch attack using the legendary Ghosts Strength or Dexterity modifier, whichever is greater. If it hits successfully the opponent takes 1d6 negative energy damage for 1 round per point of the Legendary Ghosts Charisma modifier (minimum of 1 round). The victims skin begins to blacken and flake away, and if he is killed his body turns into ash. He may not be Raised or Resurrected. Hungry Touch will not work again on the same victim until the duration of the previous touch has expired.

    Hellish Scream (Su): The Legendary Ghost may scream, causing all living opponents within 100 ft become Panicked for 8 rounds plus 1 round per point of the Legendary Ghosts Charisma modifier unless they make a Will Save. If the opponent Saves successfully he is Frightened for 1 round per point of the Legendary Ghosts Charisma modifier instead (but is immune to further effects from this Legendary Ghosts Hellish Scream for 24 hours).

    Terror (Su):Any living creature within 60 ft. of the Legendary Ghost that can see it must make a Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.

    Possession (Su): This is identical to the Malevolence ability used by normal Ghosts (see page 118 of the Monster Manual) with one exception: While possessing a body you may use your Hungry Touch or Deadly Touch abilities if you have them, and the victims body gets no Saving Throw.

    Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual).

    Psychokinesis (Su): The Legendary Ghost may use the spell Telekinesis at will as a Supernatural ability.

    Hallucinatory World (Su): The Legendary Ghost may cast Mirage Arcana 3 times per day, and Shadow Landscape once per day as a Supernatural ability.

    Ghost's Curse (Su): You may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending your existence without permanently getting rid of you) a Legendary Ghost is automatically subjected to this ability and receives no Save.

    Embrace (Su): As a full round action, once a day you may attempt to kidnap a victim. You must be manifested and make a touch attack. If it is successful, the victim must make a Willpower Save or he ends up adjacent to you on the Ethereal Plane. Assuming he defeats you, he must find his own way back to his home plane.

    Special Qualities: A Legendary Ghost has all the Special Qualities of the Base Creature plus Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, and 1 other from the following list:

    Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual but deserves some clarification. It is much more difficult to release a Legendary Ghost because their goals are far more epic in scope than a regular ghosts. A regular Ghost might want the death of the man that killed him. A Legendary Ghost reuires the death of his murderer and every living relative no mater how distant. A regular Ghost might want you to rid the land of a monster that destroyed him and his people. A Legendary Ghost wants you to rid the land of a cabal of 8 Ancient Wyrm Red Dragons. A regular ghost wants you to return the magical weapon that was stolen from his grave. A Legendary Ghost wants you to do the same, but the weapon is currently being held by Lolth herself.

    Turn Immunity (Ex): You are Immune to Turn/Rebuke Undead attempts.

    Unnatural Aura (Su): Animals will not come within 100' of a Legendary Ghost, and Panic if forced to do so (they remain Panicked so long as the Legendary Ghost is within Range).

    Lifesense (Su): Legendary Ghosts may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

    Damage Reduction: The Legendary Ghost has Damage Reduction 10/Epic.

    Deathly Power (Ex): The Save DC's of all your special attacks are +4. If you have spells, spell-like abilities, or supernatural abilities from a class these are included as well.

    Spell Resistance (Ex): The Legendary Ghost gains Spell Resistance equal to 10 plus half its hit Dice plus its Charisma modifier.

    Unnatural Vitality (Ex): The Legendary Ghost gains Maximum hit points per hit die. Prerequisite: Base Creature must have a Base Fortitude Save of +9 or higher.

    Necromantic Armor (Su): The Legendary Ghost wore a suit of powerful magical armor and appears to do so in death as well. This is not real armor and is a physical extension of the ghost. It cannot be targeted by effects or spells that normally target armor or equipment. The Legendary Ghosts Natural Armor bonus is double its Charisma modifier (minimum of +2, applies only to ethereal encounters, this stacks with any other natural armor the base creature may have). Against non ethereal encounters the Legendary Ghost has a Deflection bonus to it's Armor Class equal to double it's Charisma modifier, or equal to half it's Hit Dice, whichever is greater.

    Saves: Saves remain unchanged except for changes due to new stats.

    Abilities: +4 Str, +4 Dex, +2 Wis, +8 Cha. Legendary Ghosts have no Constitution Score.

    Skills: Legendary Ghosts have a +8 Racial Bonus to Hide, Intimidate, Listen, Move Silently, Search, and Spot checks.

    Feats: Legendary Ghosts get 1 Ghost Feat as a Bonus Feat (Ghost Feats will be detailed soon)

    Environment: Any, often as Base Creature.

    Organization: Unique

    Challenge Rating: Same as Base Creature +5

    Treasure: None

    Alignment: Any

    Advancement: As Base creature

    Level Adjustment: Same as Base Creature +8

    Example of creature using template here:

    "No one visits the old Mind Flayer city anymore. We thought since the assault that it was safe to burn down and forget. But rumors of something in the ruins drew our attention. We'd always heard that they'd conducted experiments on their own there. Odd behavior for the flayers.

    Wouldn't you know onw of the things lived on still. A mutant freak even by their standards. Killing it was a mercy, even though such monsters don't deserve mercy.

    And then it came back..."

    The Experiment (Mind Flayer/Fighter 7/Legendary Ghost)
    Medium Undead (Incorporeal)
    Hit Dice: 15d12 (97 hp)
    Initiative: +4
    Speed: Fly 50 ft. (10 squares), Perfect
    Armor Class: 24 (+4 Dex, +10 Natural), touch 14, flat-footed 20 against ethereal
    21 (+4 Dex, +7 Deflection), touch 21, flat-footed 17 against corporeal
    Base Attack/Grapple: +13/+16
    Attack: Tentacle +17 melee touch (1d4+3) only vs ethereal
    Full Attack: 4 Tentacles +17 melee touch (1d4+3) only vs ethereal
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Mind Blast, Psionics, Improved Grab, Extract, Terror, Embrace, Manifestation, Deadly Gaze
    Special Qualities: Spell Resistance 25, Telepathy 100 ft., Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, Damage Reduction 10/Epic
    Saves: Fort +7, Ref +8, Will +12
    Abilities: Str 17, Dex 18, Con -, Int 19, Wis 19, Cha 25
    Skills: Bluff +15, Climb +13, Concentration +17, Craft (Weaponsmith) +9, Diplomacy +11, Disguise +7 (+9 Acting), Hide +20, Intimidate +28, Jump +13, Knowledge (any) +12, Listen +20, Move Silently +20, Search +12, Sense Motive +11, Spot +20, Swim +13
    Feats: Cleave, Combat Casting, Combat Expertise, Great Cleave, Improved Initiative, Power Attack, Weapon Finesse, Quicken Manifestation (B)
    Challenge Rating: 20
    Treasure: None
    Alignment: Neutral Evil
    Level Adjustment: +15


    Improved Grab (Ex):If the Mindflayer hits a Small, Medium, or Large creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to attach its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn. For the Experiment this only works against victims on the Ethereal Plane.

    Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead. For the Experiment this only works against opponents on the Ethereal Plane.

    Psionic Powers: A Mindflayer manifests psionic powers as an 9th level Psion (telepath). Save DC's are Charisma based. The Experiment must have Manifested to use these powers against opponents on the Material Plane.

    Mind Blast (Su): This Psionic attack is a 60' Cone. Anything in it must make a DC 24 Willpower Save or be Stunned for 3d4 rounds. The Save DC is Charisma Based. This power is the equivalent of a 4th level spell. The Experiment must have Manifested to use this power against opponents on the Material Plane.

    Terror (Su): Any living creature within 60 ft. of the Experiment that can see it must make a DC 24 Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.

    Deadly Gaze (Su): Gaze attack. Death, range 30 ft, DC 24 Fortitude Save negates. Opponents slain in this manner rise as Ghosts within 24 hours.

    Embrace (Su): As a full round action, once a day the Experiment may attempt to kidnap a victim. It must be manifested and make a touch attack. If it is successful, the victim must make a DC 24 Willpower Save or he ends up adjacent to it on the Ethereal Plane. Assuming he defeats the Experiment, he must find his own way back to his home plane.

    Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual).

    Unnatural Aura (Su): Animals will not come within 100' of the Experiment, and Panic if forced to do so (they remain Panicked so long as the Legendary Ghost is within Range).

    Lifesense (Su): The Experiment may automatically sense Living creatures within 100' as thought it had Blindsight. It also automatically know the strength of their life force as if it had cast Deathwatch.

    Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual but deserves some clarification. It is much more difficult to release a Legendary Ghost because their goals are far more epic in scope than a regular ghosts. To release the Experiment the PC's must find some of the Mindflayers that originally tormented it (they escaped the destruction) and bring them to it so it can murder them. Communicating with it will be difficult, even if the PC's speak the Mindflayers language.

    Combat: The Experiment usually opens with its Mind Blast and Psionic abilities to sow confusion. After whcih it will use Embrace to kidnap victims to the Ethereal Plane one by one where it can use its ability to Extract brains.
    Last edited by Bhu; 2008-05-07 at 01:40 AM.
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  23. - Top - End - #113
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    even more 'flayers? yay!

    Quote Originally Posted by Fawkes View Post
    Quote Originally Posted by Jayngfet View Post
    I don't care what you feel.
    That pretty much sums up the Jayngfet experience.
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    something something Jayngfet experience.

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    Quote Originally Posted by Bhu View Post
    Necromantic Weapon (Su): In life the Legendary Ghost wielded a powerful magical weapon, and does so in death as well. This weapon is a physical extension of the Ghost and cannot be disarmed, sundered, or targetd by spells or abilities that specifically target weapons. Regardless of appearance it does 2d6 negative energy damage and is considered a +3 weapon. It criticals on a 20 doing x3 damage. It also has one ability from the following list:
    I'd recommend changing that to an enhancement bonus equal to HD/2.
    CR adjustment seems a wee bit high. There's no way the experiment is CR 20.

  25. - Top - End - #115
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    Quote Originally Posted by GoC View Post
    I'd recommend changing that to an enhancement bonus equal to HD/2.
    CR adjustment seems a wee bit high. There's no way the experiment is CR 20.
    A regular Ghost template raises CR by +2. And this thing is much more powerful than it is. Granted I didn't exactly use a great example. But still once it manifests it has a save or die gaze, can mindblast and use psionics, and then kidnap 1 person to the ethereal to fight him one on one. Unless the party can follow. Which they probably will if they've encountered it before. But that first encounter probably equals at least 1 dead PC.

    If i change the weapon to half hit dice that can be exploited to do a +10 weapon or more. Which still might be doable
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    Okay how about I cut the CR to +4. That puts it at a CR 19.
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    Legendary Spectres are among the most powerful of their kind. it is uncertain what events lead to a creation of a Spectre this powerful, but they are far more dangerous than their weaker brethren. Only the most powerful of heroes should attempt to fight them. (which is a nice way of saying their intended to be Epic level Spectres).


    LEGENDARY SPECTRE

    Legendary Spectre is an Acquired Template that can be applied to any Aberration, Animal, Dragon, Giant, Humanoid, Magical Beast, or Monstrous Humanoid. The Base Creature must also have a minimum CR of 15.

    Size and Type: The base creatures type changes to Undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

    Hit Dice: All current and future Hit Dice become d12's.

    Speed: Base Creature gains a Fly Speed of 80 ft. (Perfect) unless it already has better.

    Armor Class: The Base Creature loses it's Natural Armor Bonus but gains a Deflection Bonus of equal value (or it's Charisma bonus, whichever is higher) +3.

    Attacks: A Legendary Spectre retains all the attacks of the Base Creature, but they become incorporeal touch attacks.

    Damage: If the Base Creature has multiple natural attacks they are now incorporeal touch attacks doing negative energy damage instead of physical damage (damage changes depending on size). Otherwise it gains an Incorporeal touch attack whose damage is based on the Base Creatures size: Fine (1d2), Diminutive (1d3), Tiny (1d4), Small (1d6), Medium (1d8), Large (2d6), Huge (2d8), Gargantuan (4d6), and Colossal (4d8).

    Special Attacks: Retains none of the Special Attacks of the Base Creature, and gains Energy Drain, Create Spawn, and Terror (plus 1 more from the following list). Saves for all Special Attacks are 10 plus half hit dice plus Charisma modifier.

    Energy Drain (Su): Each time an opponent is hit by the Legendary Spectres incorporeal touch attack it must make a Fortitude Save or gain 2 Negative levels. For each such negative level bestowed the Legendary Spectre gains 5 temporary hit points.

    Create Spawn (Su): Any living being killed by the Legendary Spectre rises as a Spectre under it's control within 1d4 days (assuming the victim qualifies for the Spectral Creature template).

    Terror (Su): Any living creature within 60 ft. of the Legendary Spectre that can see it must make a Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.

    Deadly Gaze (Su): Gaze attack. Death, range 30 ft, Fortitude Save negates. Opponents slain in this manner rise as Spectres within 24 hours.

    Hellish Scream (Su): The Legendary Spectre may scream, causing all living opponents within 100 ft become Panicked for 8 rounds plus 1 round per point of the Legendary Spectres Charisma modifier unless they make a Will Save. If the opponent Saves successfully he is Frightened for 1 round per point of the Legendary Spectres Charisma modifier instead (but is immune to further effects from this Legendary Spectres Hellish Scream for 24 hours).

    Possession (Su): This is identical to the Malevolence ability used by normal Ghosts (see page 118 of the Monster Manual) with one exception: While possessing a body you may use your touch attack on the victim without needing a to hit roll.

    Deadly Curse (Su): You may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending your existence without permanently getting rid of you) a Legendary Spectre is automatically subjected to this ability and receives no Save.


    Special Qualities: Retains all the Special Qualities of the Base Creature, and gains Turn Immunity, Unnatural Aura, Lifesense, and Sunlight Powerlessness (plus one from the following list).

    Turn Immunity (Ex): You are Immune to Turn/Rebuke Undead attempts.

    Unnatural Aura (Su): Animals will not come within 100' of a Legendary Spectre, and Panic if forced to do so (they remain Panicked so long as the Legendary Spectre is within Range).

    Lifesense (Su): Legendary Spectres may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

    Sunlight Powerlessness: Legendary Spectres are powerless in natural sunlight and can only take a single move or attack action while in it. They will not willingly enter sunlight, and flee from it given the chance.

    Deathly Power (Ex): The Save DC's of all your special attacks are +4. If you have spells, spell-like abilities, or supernatural abilities from a class these are included as well.

    Spell Resistance (Ex): The Legendary Spectre gains Spell Resistance equal to 10 plus half its hit Dice plus its Charisma modifier.

    Unnatural Vitality (Ex): The Legendary Spectre gains Maximum hit points per hit die. Prerequisite: Base Creature must have a Base Fortitude Save of +9 or higher.

    Saves: Unchanged, except for changes due to the new stats.

    Abilities: +8 Dex, +4 Int, +4 Wis, +8 Cha. Legendary Spectres have no Strength or Constitution score.

    Skills: Legendary Spectre gains a +8 Racial Bonus on Hide, Listen, Move Silently, Search, and Spot checks.

    Feats: The Base Creature gains 1 Ghost Feat.

    Environment: Any, usually same as base Creature

    Organization: Solitary

    Challenge Rating: +5

    Treasure: Unchanged.

    Alignment: As Base Creature, but if it is not already Evil it becomes so.

    Advancement: As Base Creature.

    Level Adjustment: +9

    "There used to be a Giant in the rocks up in the mountains in the old days. An outcast. hated even by his own kind. We called him the Gray Man. Lost a lot of people to him too. He never did raid for food or possessions. Always just to kill. We called for help from Noble after Noble to put him down and they all failed.

    Eventually the King decided the Giant was an embarassment, and possibly a threat to his sovereignty. He sent his son, a great Knight, with a small army here. They fought and killed the Giant after a long battle. We feasted for days.

    The feasts were cut short when the Giant came back. But different this time. Like some kind of pale gray mist he was. Not substantial. Instead of pounding us from afar with boulders he openly walked into town, killing people with a touch. After murdering the Kings son he set to destroying the rest of us.

    A few of us escaped. We've been trying to figure out what happened for years. And how to reverse it. Lucky for us he keeps to the rocks up there now. We've had mages scrying the place to learn what they can. My only hope is these priests with us are as good as they say. I'm hoping prayer can put down what our swords didn't."

    The Gray Man (Stone Giant/Barbarian 7/Legendary Spectre)
    Large Undead
    Hit Dice: 21d12 (252 hp)
    Initiative: +6
    Speed: 50 ft. (8 squares), Fly 80 ft. (Perfect)
    Armor Class: 26 (-1 Size, +6 Dex, +11 Deflection), touch 26, flat-footed 20
    Armor Class: 24 (-1 Size, -2 Rage, +6 Dex, +11 Deflection), touch 24, flat-footed 18
    Base Attack/Grapple: +17/+29 (+31 Raging)
    Attack: Slam +22 melee touch (2d6 negative energy damage plus Energy Drain)
    Full Attack: 2 Slams +22 melee touch (2d6 negative energy damage plus Energy Drain)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Energy Drain, Create Spawn, Terror, Hellish Scream, Rage 2/day
    Special Qualities: Dark Vision 60', Low Light Vision, Turn Immunity, Unnatural Aura, Lifesense, Sunlight Powerlessness, Unnatural Vitality, Fast Movement, Illiteracy, Uncanny Dodge, Improved Uncanny Dodge, DR 1/-, Trap Sense +2
    Saves: Fort +14, Ref +12, Will +9 (+11 Raging)
    Abilities: Str 27(31 Raging), Dex 23, Con -, Int 14, Wis 16, Cha 19
    Skills: Climb +21, Hide +18 (+26 in rocky terrain), Jump +21, Listen +21, Move Silently +14, Search +10, Spot +20, Survival +15
    Feats: Ability Focus (Terror)(B), Combat Reflexes, Instantaneous Rage, Intimidating Rage, Iron Will, Mad Foam Rager, Point Blank Shot, Power Attack, Precise Shot
    Challenge Rating: 20
    Treasure: Standard
    Alignment: Neutral Evil
    Level Adjustment: ---

    Energy Drain (Su): Each time an opponent is hit by the Gray Man's incorporeal touch attack it must make a DC 24 Fortitude Save or gain 2 Negative levels. For each such negative level bestowed the Gray Man gains 5 temporary hit points.

    Create Spawn (Su): Any living being killed by the Gray Man rises as a Spectre under it's control within 1d4 days (assuming the victim qualifies for the Spectral Creature template).

    Terror (Su): Any living creature within 60 ft. of the Gray Man that can see it must make a DC 26 Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.

    Hellish Scream (Su): The Gray Man may scream, causing all living opponents within 100 ft become Panicked for 12 rounds unless they make a DC 24 Will Save. If the opponent Saves successfully he is Frightened for 4 rounds instead (but is immune to further effects from this Legendary Spectre's Hellish Scream for 24 hours).

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

    Lifesense (Su): The Gray Man may automatically sense Living creatures within 100' as thought they had Blindsight. It also automatically knows the strength of their life force as if it had cast Deathwatch.

    Unnatural Vitality (Ex): The Gray Man gains Maximum hit points per hit die.

    Sunlight Powerlessness: The Gray Man is powerless in natural sunlight and can only take a single move or attack action while in it. It will not willingly enter sunlight, and flee from it given the chance.

    Combat: The Gray Man relies on Terror and it's Hellish Scream to destabilize opposition before charging in with it's touch.
    Last edited by Bhu; 2008-05-09 at 03:40 PM.
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  28. - Top - End - #118
    Bugbear in the Playground
     
    SolithKnightGuy

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    Default Re: Critters

    You know what? This is one of the coolest threads ever. It's that simple. These creatures are awesome. I wish I had found this earlier. Most of the creatures don't fit in thematically with my campagn, but good job anyway.
    The Ishka wiki. Check it out people, it's a cool little city.

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  29. - Top - End - #119
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    Quote Originally Posted by shaddy_24 View Post
    You know what? This is one of the coolest threads ever. It's that simple. These creatures are awesome. I wish I had found this earlier. Most of the creatures don't fit in thematically with my campagn, but good job anyway.
    Thanks


    I have a lot I'll be posting eventually so there's probably some that will fit no matter what the campaign is. And I do take requests too.
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  30. - Top - End - #120
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    Much like the Legendary Spectre the Legendary Shade is an Epic level Shadow.



    LEGENDARY SHADE

    Legendary Shade is an Acquired Template that can be applied to any Aberration, Animal, Dragon, Giant, Humanoid, Magical Beast, or Monstrous Humanoid. The Base Creature must also have a minimum CR of 15.

    Size and Type: The base creatures type changes to Undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

    Hit Dice: All current and future Hit Dice become d12's.

    Speed: Base Creature gains a Fly Speed of 60 ft. (Perfect) unless it already has better.

    Armor Class: The Base Creature loses it's Natural Armor Bonus but gains a Deflection Bonus of equal value (or it's Charisma bonus, whichever is higher) +3. For example if it has a +5 Charisma Bonus it has a +8 Deflection Bonus to AC. (Unless it somehow already has a higher Deflection bonus).

    Attacks: A Legendary Shade retains all the attacks of the Base Creature, but they become incorporeal touch attacks.

    Damage: If the Base Creature has multiple natural attacks they are now incorporeal touch attacks doing negative energy damage instead of physical damage. Otherwise it gains an Incorporeal touch attack whose damage is based on the Base Creatures size: Fine (1d2), Diminutive (1d3), Tiny (1d4), Small (1d6), Medium (1d8), Large (2d6), Huge (2d8), Gargantuan (4d6), and Colossal (4d8).

    Special Attacks: Retains none of the Special Attacks of the Base Creature, and gains Strength Drain, Create Spawn, and Terrifying Appearance (plus 1 from the following list). Saves for all Special Attacks are 10 plus half hit dice plus Charisma modifier.

    Strength Drain (Su): Any living being struck by the Legendary Shades touch attack also takes Strength damage (if it's Strength is reduced to 0 it dies). Strength Damage depends on the Legendary Shades size: Fine (1 point), Diminutive (1d2), Tiny (1d3), Small (1d4), Medium (1d6), Large (1d8), Huge (2d6), Gargantuan (2d8), and Colossal (4d6). This is a negative energy effect.

    Terrifying Appearance (Su): Any living being within 60' of the Legendary Shade must make a Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to this particular Legendary Shades Terrifying Appearance for 24 hours.

    Create Spawn (Su): Any living being killed by the Legendary Shade rises as a Shadow under it's control within 1d4 days (assuming the victim qualifies for the Umbral Creature template).

    Possession (Su): This is identical to the Malevolence ability used by normal Ghosts (see page 118 of the Monster Manual) with one exception: While possessing a body you may use your touch attack at will with no to hit roll.

    Deadly Curse (Su): You may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending your existence without permanently getting rid of you) a Legendary Shade is automatically subjected to this ability and receives no Save.

    Calling Darkness (Su): The Legendary Shade can cast Shades once per day as a Supernatural ability.

    Shadowrun (Su): You may cast Shadow Walk 3 times per day as a Supernatural ability.

    Banish Light (Su): You may cast Blacklight at will as a Supernatural ability.

    Clutching Shadows (Su): You may cast Shadow Binding at will as a Supernatural ability.

    Special Qualities: Retains all the Special Qualities of the Base Creature, and gains Turn Immunity, Unnatural Aura, Lifesense, and Sunlight Powerlessness (and 1 more from the following list).

    Turn Resistance (Ex): Legendary Shades gain Turn Resistance +4.

    Unnatural Aura (Su): Animals will not come within 100' of a Legendary Shade, and Panic if forced to do so (they remain Panicked so long as the legendary Shade is within Range).

    Lifesense (Su): Legendary Shades may automatically sense Living creatures within 100' as though they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

    Deathly Power (Ex): The Save DC's of all your special attacks are +4. If you have spells, spell-like abilities, or supernatural abilities from a class these are included as well.

    Spell Resistance (Ex): The Legendary Shade gains Spell Resistance equal to 10 plus half its hit Dice plus its Charisma modifier.

    Unnatural Vitality (Ex): The Legendary Shade gains Maximum hit points per hit die. Prerequisite: Base Creature must have a Base Fortitude Save of +9 or higher.

    Saves: Unchanged, except for changes due to the new stats.

    Abilities: +8 Dex, +4 Wis, +8 Cha. Legendary Shades have no Strength or Constitution score.

    Skills: Legendary Shades gains a +8 Racial Bonus on Hide, and Move Silently checks. It loses these bonuses in bright light.

    Feats: The Base Creature gains 1 Ghost Feat.

    Environment: Any, usually same as base Creature

    Organization: Solitary

    Challenge Rating: +7

    Treasure: None.

    Alignment: Always Chaotic Evil.

    Advancement: As Base Creature.

    Level Adjustment: +9

    "We used ta have trouble with them Willy Wisps out in the swamps east a' town. Always killin' people. Causin' mischief. Took us hirin' a mage of some kind ta get rid of em.

    Course now there's somethin' worse out there. A shadow that follows people. Do what I'm doin' young feller. Get the hell out of this place while you can."

    The Black Spot (Will O' Wisp/Fighter 7/Legendary Shade)
    Small Undead (air)
    Hit Dice: 16d12 (104 hp)
    Initiative: +17
    Speed: Fly 60 ft. (12 squares), perfect
    Armor Class: 33 (+1 Size, +13 Dex, +9 Deflection), touch 33, flat-footed 20
    Base Attack/Grapple: +13/-
    Attack: Blast + 27 melee touch (2d8 negative energy plus 1d4 Str Drain)
    Full Attack: Blast + 27 melee touch (2d8 negative energy plus 1d4 Str Drain)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Strength Drain, Create Spawn, Terrifying Appearance, Possession
    Special Qualities: Turn Immunity, Unnatural Aura, Lifesense, Sunlight Powerlessness, Deathly Power, Dark Vision 60', Natural Invisibility, Immunity to Magic
    Saves: Fort +8, Ref +18, Will +12
    Abilities: Str -, Dex 37, Con -, Int 15, Wis 20, Cha 20
    Skills: Bluff +17, Diplomacy +7, Disguise +4 (+6 acting), Hide +17 (+25 in shade), Intimidate +24, Listen +19, Move Silently +5 (+13 in shade), Search +14, Spot +19, Swim +11, Survival +7 (+9 following tracks)
    Feats: Alertness, Blindfight, Combat Expertise, Combat Reflexes, Dodge, Flyby Attack, Hover, Improved Initiative, Melee Evasion. Mobility, Spring Attack, Weapon Finesse (B), Empowered Ability Damage (B)
    Challenge Rating: 20
    Treasure: 1/10 Coins, 50% Goods, 50 % Items
    Alignment: Chaotic Evil
    Level Adjustment: -

    Strength Drain (Su): Any living being struck by the Black Spot's touch attack also takes 1d4 Strength damage (if it's Strength is reduced to 0 it dies). This is a negative energy effect.

    Terrifying Appearance (Su): Any living being within 60' of the Black Spot must make a DC 27 Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to the Black Spot's Terrifying Appearance for 24 hours.

    Create Spawn (Su): Any living being killed by the Black Spot rises as a Shadow under it's control within 1d4 days (assuming the victim qualifies for the Umbral Creature template).

    Possession (Su): This is identical to the Malevolence ability used by normal Ghosts (see page 118 of the Monster Manual) with one exception: While possessing a body you may use your touch attack at will with no to hit roll. Save DC is 27.

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

    Lifesense (Su): The Black Spot may automatically sense Living creatures within 100' as though it had Blindsight. It also automatically know the strength of their life force as if it had cast Deathwatch.

    Deathly Power (Ex): The Save DC's of all the Black Spot's special attacks are +4. If you have spells, spell-like abilities, or supernatural abilities from a class these are included as well.

    Natural Invisibility (Ex): The Black Spot may become invisible (as per the spell) at will as a Free Action.

    Immunity to Magic (Ex): The Black Spot is immune to any spell or spell-like ability that allows Spell Resistance except Maze and Magic Missile.

    Skills: The Black Spot gains a +8 Racial Bonus on Hide, and Move Silently checks. It loses these bonuses in bright light.

    Combat: The Black Spot is pretty similar to a regular Will O Wisp in combat, just much deadlier.
    Last edited by Bhu; 2008-05-09 at 03:31 PM.
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