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Thread: Critters

  1. - Top - End - #721
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    DracoDei's Avatar

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    Default Re: Critters

    This isn't the first place I have seen the concept of a Dire Pidgeon... remind me to see if I can get the other guy to post his version...
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  2. - Top - End - #722
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    I think I have the idea for a revised version of the Kaiju template that will be easier to use as it will require no base creature. You're making the whole thing up from scratch. Anyone curious or shall I work on the smaller critters a bit.
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  3. - Top - End - #723
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    The Kaiju thing sounds interesting. I am surprised that you are saying it is EASIER. That will be interesting to see.
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  4. - Top - End - #724
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    Well by easier I mean you don't have to deal with adding the Template to an existing critter and the headaches that involves. It'll still take time to make a Kaiju, but with luck it will be smoother.
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  5. - Top - End - #725
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    Dire Turkey
    Huge Animal
    Hit Dice: 10d8+50 (95 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares), Fly 60 ft. (Clumsy)
    Armor Class: 20 (-2 Size, +2 Dex, +10 Natural), touch 10, flat-footed 18
    Base Attack/Grapple: +7/+22
    Attack: Peck +12 melee (2d6+7)
    Full Attack: 1 Peck +12 melee (2d6+7)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Blind Panic
    Special Qualities: Low Light Vision, Short Term Flight
    Saves: Fort +11, Ref +9, Will +4
    Abilities: Str 24, Dex 15, Con 18, Int 2, Wis 12, Cha 12
    Skills: Listen +9, Spot +8
    Feats: Alertness, Endurance, Improved Toughness, Reckless Charge
    Environment: Temperate Forest
    Organization: Solitary or Flock (4-6)
    Challenge Rating: 5
    Treasure: None
    Alignment: Always Neutral
    Advancement: 11-20 HD (Huge)
    Level Adjustment: ---


    "We're gonna eat good t'night Abner..."


    Dire Turkeys are massive gobbling fiends who actively repress the local peasants by chasing them about when they gather nuts in the forest. Or at least that's what the local peasants claim. The starving, slightly wounded peasants carrying bird hunting bows...

    Blind Panic (Ex): Whenever a Dire Turkey is subject to a Fear effect or Morale Penalty it completely freaks out and runs down the source of the fear. This is a charge Attack doing 4d6+14 damage if it is successful. If it hits the victim must make a DC 22 Fortitude Save (Save DC is 10 plus half HD plus Str Modifier) or be knocked Prone and Dazed 1 round.

    Short Term Flight (Ex): A Dire Turkey can fly for (3 plus Constitution Modifier) rounds before it must land and rest. It gains altitude half as quickly as other fliers do as well, but it may subtract 20' from any fall before calculating damage.

    Combat: Dire Turkeys usually charge in an attempt to back opponents off. Or they go screeching into the forest. One of the two.
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  6. - Top - End - #726
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    The Terichik
    Colossal Magical Beast
    Hit Dice: 50d10+900 (1175 hp)
    Initiative: +4
    Speed: 50 ft. (10 squares), burrow 50 ft.
    Armor Class: 37 (-8 Size, +35 Natural ), touch 2, flat-footed 37
    Base Attack/Grapple: +50/+50
    Attack: Bite +62 melee (6d6+40/19-20)
    Full Attack: Bite +62 melee (6d6+40/19-20)
    Space/Reach: 30 ft./20 ft.
    Special Attacks: Improved Grab, Swallow Whole
    Special Qualities: Low Light Vision, Dark Vision 60 ft., Tremor Sense 120', Enhanced Scent, Immunities, Damage Reduction 20/Epic, Damage Reduction 10/-, Energy Resistance 30 (Acid, Fire, Electricity, Sonic)
    Saves: Fort +42, Ref +27, Will +17
    Abilities: Str 50, Dex 10, Con 40, Int 2, Wis 12, Cha 20
    Skills: Listen +29, Swim +45
    Feats: Blind Fight, Cleave, Great Cleave, Defensive Sweep, Devastating Critical (Bite), Epic Toughness x5, Improved Critical (Bite), Improved Initiative, Improved Natural Attack (Bite), Large and In Charge, Overwhelming Critical (Bite), Power Attack, Power Critical (Bite)
    Environment: Any Cold
    Organization: Unique
    Challenge Rating: 32
    Treasure: None
    Alignment: Chaotic Evil
    Advancement: 51+ HD (Colossal)
    Level Adjustment: ---

    "Another village gone due to your son Suinnak. We must move again before he regains his hunger. Except for you. We will stake you out on the ice so you can be reunited with your son..."

    The Terichik is a giant earthworm or caterpillar from Inuit myth that hides in the earth, periodically surfacing to devour villages. Originally born to a human Inuit couple who left it to die in the snow, it was rescued and nursed by a pregnant woman who it subsequently devoured. No known weapons, poison, or spells have ever been successfully used against the Terichik. The best way to survive encountering it is to flee before it arrives (which is usually known well in advance due to tremors).

    Improved Grab (Ex): If the Terichik successfully bites a creature up to 1 Size Class smaller than itself it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can Swallow its opponent the next round.

    Swallow Whole (Ex): The Terichick can swallow an opponent 2 size classes smaller than itself with a Grapple check. Swallowed opponents take 6d6+20 bludgeoning damage and 20 points of acid damage per round. A swallowed creature can cut it's way out with a light slashing or piercing weapon by doing 50 points of damage to the Terichik's stomach (AC 27). Once the creature exits muscular action closes the hole, and other swallowed opponents must cut their own way out. The Terichiks stomach can hold 2 Gargantuan, 8 Huge, 32 Large, or 128 Medium or smaller creatures.

    Enhanced Scent (Ex): This is similar to the normal Scent ability, but the Terichik can also smell blood at a range of 10 miles, even while underground.

    Immunities (Ex): The Terichik is immune to poison, paralysis, polymorph, disease, sleep effects, death effects, stunning, critical hits, energy drain, ability damage or drain, and mind affecting effects. It is also immune to cold damage, and any spell that allows Spell Resistance.

    Combat: The Terichik charges and attempts to swallow everything in sight, biggest opponents first.
    Last edited by Bhu; 2009-07-05 at 04:17 AM.
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  7. - Top - End - #727
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    Your usual set of links would be nice. Also you need to put a return before the word "Environment" and bold it. Also, it looks like at level 32 this thing would go down to a few well placed Dominate Monsters slung from out of reach (and since you mention tremors announcing its presence, Epic PCs would take to the air).
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  8. - Top - End - #728
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    Fixed the environment. I couldn't include links. Despite there being numerous books mentioning the terichik, a google search for it only brings up the wizards boards where i initially posted it, and another site where it was reposted. I'm thinking of remaking it someday soon.

    Kaiju post will begin as soon as I finish a few requests I've had.
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  9. - Top - End - #729
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    Dire turkey. That is just pure awesome.
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    I don't care what you feel.
    That pretty much sums up the Jayngfet experience.
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    something something Jayngfet experience.

  10. - Top - End - #730
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    ever considered makin' MOSS or MUSHROOM dryads?
    Need a setting for your game? a character concept? any gaming related ideas? I make far to many to eat up myself, and therefor I am willing to share them. Free ideas! Get yer fluff here! PM me.


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    Quote Originally Posted by Celesyne
    oh, and looting villages is REALLY good money, if a nearby lord doesn't stop by and give you a daily dose of rape.
    http://baetzler.de/humor/meat_beings.html

  11. - Top - End - #731
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    Quote Originally Posted by Shademan View Post
    ever considered makin' MOSS or MUSHROOM dryads?
    No but if you want some I can make 'em
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  12. - Top - End - #732
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    that would be great :D

    and just for the sake of being disturbing: banana-dryads D8
    Need a setting for your game? a character concept? any gaming related ideas? I make far to many to eat up myself, and therefor I am willing to share them. Free ideas! Get yer fluff here! PM me.


    The friendly neighborhood gentleman perv is always ready to help!

    on M&B:
    Quote Originally Posted by Celesyne
    oh, and looting villages is REALLY good money, if a nearby lord doesn't stop by and give you a daily dose of rape.
    http://baetzler.de/humor/meat_beings.html

  13. - Top - End - #733
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    Dire Parrot
    Medium Animal
    Hit Dice: 2d8+2 (11 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), Fly 80 ft. (Average)
    Armor Class: 16 (+1 Size, +2 Dex, +3 Natural), touch 13, flat-footed 13
    Base Attack/Grapple: +1/+2
    Attack: Bite +3 melee (1d6+1/18-20)
    Full Attack: 1Bite +3 melee (1d6+1/18-20) and 2 Talons -2 melee (1d4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Cracking Beak
    Special Qualities: Low Light Vision
    Saves: Fort +4, Ref +5, Will +1
    Abilities: Str 12, Dex 15, Con 12, Int 2, Wis 12, Cha 12
    Skills: Listen +3, Spot +4
    Feats: Weapon Finesse
    Environment: Warm Forest or Plains or Hills
    Organization: Solitary, Pair, or Flock (4-10)
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral
    Advancement: 3-4 HD (Medium)
    Level Adjustment: ---

    "RAWK! Polly wants a cracker!"

    "How much we bein' paid to catch these things Abner? Ah like money an' all but damn these birds are annoying."

    "RAWK! Polly wants some gold pieces!"

    "Thats why we're fetchin' em. Don't know whut them boys have in mind, but it's worth it for 20 GP a bird."

    "RAWK! Polly bein' used!"

    "Yeah but Ah think they go out of their way to be jerks y'know."

    "RAWK! Polly knows about Bert's gay experience at camp!"

    "THAT'S IT! Ah've taken all the ____ Ah'm gonna take from birds! Open that cage and give him an axe, we'll settle this now!"

    ".....um...Bert...you been eating the local berries? Birds can't hold axes."

    "Good! That'll make this easier!"

    Dire Parrots are incredibly large parrots who not only can repeat what they've heard, the can expand upon it, and almost seem to do so somewhat maliciously.

    Cracking Beak (Ex): Parrots beaks are incredibly powerful for their size, and can even crack nuts. They threaten a Critical on a successful 18-20.

    Combat: Parrots go straight for the bite before flying off. They know better than to hang around.
    Last edited by Bhu; 2009-07-05 at 09:22 PM.
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  14. - Top - End - #734
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    Quote Originally Posted by Shademan View Post
    that would be great :D

    and just for the sake of being disturbing: banana-dryads D8
    Lemme finish teh batch of cire critter requests i got earlieri in the week and they shall be yours.
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  15. - Top - End - #735
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    http://en.wikipedia.org/wiki/Gazeka

    http://www.cryptomundo.com/cryptozoo...cktons-gazeka/

    http://strangeark.com/reprints/hunti...-monsters.html

    Gazeka
    Gargantuan Animal
    Hit Dice: 24d8+267 (375 hp)
    Initiative: -1
    Speed: 40 ft. (8 squares)
    Armor Class: 20 (-4 Size, -1 Dex, +15 Natural), touch 5, flat-footed 19
    Base Attack/Grapple: +18/+40
    Attack: Claw +29 melee (2d6+15)
    Full Attack: 2 Claws +29 melee (2d6+15)
    Space/Reach: 20 ft./15 ft.
    Special Attacks: -
    Special Qualities: Low Light Vision, Scent, DR 5/-
    Saves: Fort +24, Ref +13, Will +9
    Abilities: Str 41, Dex 8, Con 30, Int 2, Wis 12, Cha 9
    Skills: Listen+15, Spot +14
    Feats: Power Attack, Improved Bull Rush, Awesome Blow, Toughness,
    Pain Mastery, Improved Toughness, Great Fortitude,
    Endurance, Diehard
    Environment: Warm Forest or Plains
    Organization: Solitary, Pair
    Challenge Rating: 10
    Treasure: None
    Alignment: Always Neutral
    Advancement: 25-42 HD (Gargantuan), 43-60 HD (Colossal)
    Level Adjustment: -----

    "Devil Pig? Why would I be afraid of something called a Devil Pig. It's probably just an hallucination brought on by liquor. If you want to stay here at camp that's fine, but I'm heading out."

    The Gazeka is an odd cryptid supposed to be living in the wilds of New Guinea.

    Combat: The Gazeka seems to be a little shy, but if provoked would likely have no problem clawing to death whatever upset it.
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  16. - Top - End - #736
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    Dire Pika
    Tiny Animal
    Hit Dice: 1/2d8 (2 hp)
    Initiative: +2
    Speed: 15 ft. (3 squares), either Climb 15 ft. or Burrow 5 ft.
    Armor Class: 15 (+2 Size, +2 Dex, +1 Natural), touch 14, flat-footed 13
    Base Attack/Grapple: +0/-
    Attack: Nibble +4 melee (1 point)
    Full Attack: Nibble +4 melee (1 point)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: -
    Special Qualities: Low Light Vision, Poison Tolerance
    Saves: Fort +2, Ref +4, Will +1
    Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 8
    Skills: Listen +7, Spot +3
    Feats: Weapon Finesse
    Environment: Cold or Temperate Plains or Mountains
    Organization: Solitary, Pair, or Family (4-10)
    Challenge Rating: 1/4
    Treasure: None
    Alignment: Always Neutral
    Advancement: ---
    Level Adjustment: ---

    "We really should'na brought Sally along fer this. Cold as a witches behind on this mountain."

    "We'll think of something Abner. We always do."

    "Unca Bert! Unca Abner! Ah found shelter!"

    "Really? lead on Sally!"

    moments later

    "Whut the hell? This cave is full of lil furry critters."

    "Uh huh, and they says we can spend tha night long as we cause no trouble or squish the lil baby ones."

    "How does she do this?"


    Dire Pikas are among the worlds cutest furry critters, and come in mountain climbing or plains burrowing varieties. Despite being huge for Pikas, they're still pretty darn small.

    Poison Tolerance (Ex): Pikas eat many plants that are poisonous, and thus have a +4 Racial Bonus on Fortitude Saves against ingested poisons.

    Skills: Burrowing Pikas have a +4 Racial Bonus on Climb, Hide, Move Silently, and Jump checks.

    Climbing Pikas have a +8 Racial Bonus on Climb Checks, and a +4 Racial Bonus on Balance and Jump Checks.

    Both types have a +4 Racial Bonus to Listen Checks.

    Combat: Pikas are aggressive for their size, but not stupid. They flee anything bigger than themselves. At least until the adventurers go to sleep.
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  17. - Top - End - #737
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    Dire Elephant
    Gargantuan Animal
    Hit Dice: 24d8+192 (300 hp)
    Initiative: -1
    Speed: 40 ft. (8 squares)
    Armor Class: 25 (-4 Size, -1 Dex, +20 Natural), touch 5, flat-footed 25
    Base Attack/Grapple: +18/+45
    Attack: Gore +29 melee (4d6+22)
    Full Attack: 1 Slam +29 melee (3d6+15) and 2 Stamps +24 melee (3d6+7) or Gore +29 melee (4d6+22)
    Space/Reach: 20 ft./15 ft.
    Special Attacks: Trample (4d6+30), Do Not Taunt Happy Fun Tantor
    Special Qualities: Low Light Vision, Scent
    Saves: Fort +22, Ref +13, Will +9
    Abilities: Str 40, Dex 8, Con 26, Int 2, Wis 13, Cha 12
    Skills: Listen +20, Spot +16
    Feats: Alertness, Endurance, Improved Bull Rush, Improved Snatch, Iron Will, Multisnatch, Power Attack, Skill Focus (Listen), Snatch, Awesome Blow (B)
    Environment: Warm Plains
    Organization: Solitary, or Herd (3-15)
    Challenge Rating: 12
    Treasure: None
    Alignment: Always Neutral
    Advancement: 25-36 HD (Gargantuan), 37-48 HD (Colossal)
    Level Adjustment: ---

    "Abner...Ah don't wanna here any more complaints bought chasin' birds."

    Dire Elephants are like regular elephants, except maybe if they were armored and twitchy from a steady diet of black coffee and spoiled bananas. In other words you reeeeally don't wanna make em angry.

    Trample (Ex): DC 37 Reflex Save for half Damage. Save DC is Str Based.

    Do Not Taunt Happy Fun Tantor (Ex): If the Dire Elephant has successfully grabbed an opponent with it's Snatch Feat (A Dire Elephant threatens a Snatch Attack after using it's Slam Attack), it may squeeze them doing 2d6+15 damage per round the Grapple is maintained, or throw them away.

    Combat: Dire Elephants fight in much the same way as regular elephants do, they just tend to be meaner and put in the extra shot to make sure you're dead. Plus they love to grab people with their trunks and throw them around.
    Last edited by Bhu; 2009-07-09 at 06:17 AM.
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  18. - Top - End - #738
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    Dire Squirrel
    Medium Animal
    Hit Dice: 2d8+2 (11 hp)
    Initiative: +4
    Speed: 40 ft. (8 squares), Climb 40 ft.
    Armor Class: 16 (+4 Dex, +2 Natural), touch 14, flat-footed 12
    Base Attack/Grapple: +1/+2
    Attack: Nom +5 melee (1d4+1) or Nut +5 Ranged (1d4)
    Full Attack: 1 Nom +5 melee (1d4+1) and 2 Claws +0 melee (1d4) or Nut +5 Ranged (1d4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: SQEEE!
    Special Qualities: Low Light Vision, Scent
    Saves: Fort +3, Ref +7, Will +1
    Abilities: Str 12, Dex 18, Con 12, Int 2, Wis 12, Cha 8
    Skills: Balance +12, Climb +12, Jump +9, Listen +3, Search +5, Spot +4
    Feats: Weapon Finesse, Brachiation (B) *
    Environment: Cold or Temperate Forests
    Organization: Solitary, Pair, or Family (4-10)
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral
    Advancement: 3-4 HD (Medium)
    Level Adjustment: ---

    * Brachiation is in Complete Adventurer

    "Unca Bert? Unca Abner? Can Ah keep 'im? His name is Goober."

    "Sally, honey, we're s'posed ta whup the critters not adopt them."

    Dire Squirrels are cute fuzzy abominations of nature who like to pelt adventurers with nuts and rocks. Sometimes they play whats known as "Adventurer tag" by leaping on them from the trees, and then running away in some bizarre form of counting coup.

    SQEEE! (Ex): As a Standard Action the Dire Squirrel can leap from the trees pouncing on an unsuspecting victim below. The attack does 2d6+2 damage, and the victim must make 2 separate DC 14 Fortitude Saves (Save DC is Strength Based with a +2 Circumstance Bonus). If the first is failed the victim is knocked prone. If the second is failed he is also Stunned for 1 round.

    Skills: Dire Squirrels have a +8 Racial Bonus on all Balance, Climb, Jump, an Search checks. They may always take 10 on a Balance or Climb check, and may use their Dex or Str mod for Climb checks, whichever is better.

    Combat: Dire Squirrels usually launch themselves at opponents out of the trees before scampering away out of reach. Then they repeat. Sometimes they throw small rocks and nuts.
    Last edited by Bhu; 2009-07-05 at 10:34 PM.
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  19. - Top - End - #739
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    Main Lobster
    Large Vermin
    Hit Dice: 6d8+12 (39 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares), Swim 60 ft.
    Armor Class: 18 (-1 Size, +9 Natural), touch 9, flat-footed 18
    Base Attack/Grapple: +4/+14
    Attack: Pincer +9 melee (1d8+6)
    Full Attack: 2 Pincers +9 melee (1d8+6)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved Grab, Constrict (2d8+12), Territorial
    Special Qualities: Dark Vision 60', Mindless, Vermin Traits, Blindsense 60'
    Saves: Fort +7, Ref +2, Will +3
    Abilities: Str 22, Dex 11, Con 14, Int -, Wis 12, Cha 2
    Skills: -
    Feats: -
    Environment: Any Aquatic
    Organization: Solitary
    Challenge Rating: 5
    Treasure: None
    Alignment: Always Neutral
    Advancement: 7-12 HD (Large), 13-24 HD (Huge)
    Level Adjustment: ---

    "Awright! Been a long time since we been crawfishin'!"

    "Um...these ain't exactly crawdads Abner..."

    Main Lobsters are gigantic lobsters that are almost psychotically obsessive about protecting their personal space. Which is a small area of about 60' centered on their current position. Anything entering that area gets attacked suicidally until it dies.

    Improved Grab (Ex): If the Main Lobster successfully hits with it's Claw attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If it is successful it may constrict.

    Constrict (Ex): A Main Lobster does 2d8+12 damage with a successful Grapple Check.

    Territorial (Ex): Once any living being gets within 60' of the Lobster underwater (or within 60' out of the water, and is seen) the Lobster goes into a homicidal fury and attacks, gaining a +2 Racial Bonus on all rolls for the duration of the encounter.

    Blindsense (Ex): The Main Lobster can sense all beings within 60' as long as it is underwater.

    Combat: Main Lobsters tend to rush forward and go straight for the claw attack almost mindlessly, regardless of what they are facing. It's amazing their species lives to reproduce.
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  20. - Top - End - #740
    Troll in the Playground
     
    PirateGirl

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    " Brachiation (from "limb" or "branch") is a form of arboreal locomotion in which primates swing from tree limb to tree limb using only their arms."
    Why in the lower planes should squirrels be able to do this? Squirrels cannot brachiate, they can leap from branch to branch and should have Legendary Leaper Feat not Brachiation.

    Maine Lobster (just like the state).

    Okay, I promise to stop being the evil grammar queen now.

    Debby
    Last edited by Debihuman; 2009-07-05 at 11:19 PM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
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  21. - Top - End - #741
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    Going to do Auxillary Lobsters some time?
    [Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
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  22. - Top - End - #742
    Firbolg in the Playground
     
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    Quote Originally Posted by Debihuman View Post
    " Brachiation (from "limb" or "branch") is a form of arboreal locomotion in which primates swing from tree limb to tree limb using only their arms."
    Why in the lower planes should squirrels be able to do this? Squirrels cannot brachiate, they can leap from branch to branch and should have Legendary Leaper Feat not Brachiation.

    Maine Lobster (just like the state).

    Okay, I promise to stop being the evil grammar queen now.

    Debby
    The feat allows them to travel from tree to tree, so mechanically its about the same.

    Main Lobster was sort of a pun on their testosterone laden territorial nature.
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  23. - Top - End - #743
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    Dire Keet
    Small Animal
    Hit Dice: 1d8+1 (5 hp)
    Initiative: +2
    Speed: 10 ft. (2 squares), Fly 60 ft. (Average)
    Armor Class: 14 (+1 Size, +2 Dex, +1 Natural), touch 13, flat-footed 12
    Base Attack/Grapple: +0/-6
    Attack: Peck +2 melee (1d3-2)
    Full Attack: 1 Peck +2 melee (1d3-2) and 2 Claws -3 melee (1d2-2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Annoy
    Special Qualities: Low Light Vision
    Saves: Fort +3, Ref +4, Will +2
    Abilities: Str 6, Dex 15, Con 12, Int 2, Wis 14, Cha 7
    Skills: Listen +4, Spot +4
    Feats: Weapon Finesse
    Environment: Any Warm except Aquatic
    Organization: Solitary, Pair, or Flock (10-30)
    Challenge Rating: 1/4
    Treasure: None
    Alignment: Always Neutral
    Advancement:
    Level Adjustment: ---

    "SCREEEEEEEEEEEEEEEEE"

    "Bert I swear ta gawd Ah'm gonna kill this damn thing if it don't stop squawkin'."

    Dire Parakeets are even more annoyingly screechy than the regular kind. Even worse they're smart enough to know it. Many is the Keet who has perched next to a sleeping adventurer and screeched the night away.

    Annoy (Ex): As a Swift Action the Keet may screech each round, delivering a nails on a chalkboard sensation to any poor bystanders. Any round in which it screeches within 30' of another being, that being must make a DC 13 Willpower Save (Save DC is Con Based with a +2 Racial Bonus) or any action requiring concentration becomes a Full Round Action, and he receives a -4 penalty on all Concentration checks for the round.

    Combat: Keets aren't warriors. They screech a lot, but they rarely full out attack anyone.
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  24. - Top - End - #744
    Troll in the Playground
     
    PirateGirl

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    Quote Originally Posted by Bhu View Post
    The feat allows them to travel from tree to tree, so mechanically its about the same.

    Main Lobster was sort of a pun on their testosterone laden territorial nature.
    As to the brachiate feat---aaaarrrrrgggghhhh! [There, now I feel much better]. So if I see a brachiating squirrel and I tickle it under the armpits it will fall like George of the Jungle. Oh, I am so loving that imagery.

    Here's the picture: http://i.pbase.com/u39/lambsfeathers...achiating2.jpg

    I'd love to see a squirrel do this.

    Debby

    p.s. I've removed the original spoiler picture and put it as a link. If that doesn't work, I'll see about getting a different picture.
    Last edited by Debihuman; 2009-07-06 at 05:06 PM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
    my creations in homebrew signature thread

  25. - Top - End - #745
    Firbolg in the Playground
     
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    The picture in the spoiler isn't showing :(

    Okay I have skeletal entries for the requested Dryads made up. let me work them out and they'll be up soon.
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  26. - Top - End - #746
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    http://www.newanimal.org/buru.htm

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


    Mountain Boomer
    Medium Animal
    Hit Dice: 3d8+9 (22 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 15 (+5 Natural), touch 10, flat-footed 15
    Base Attack/Grapple: +2/+6
    Attack: Bite +6 melee (1d8+4)
    Full Attack: Bite +6 melee (1d8+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities: Low Light Vision
    Saves: Fort +8, Ref +3, Will +2
    Abilities: Str 19, Dex 10, Con 17, Int 2, Wis 12, Cha 10
    Skills: Listen +7, Spot +7
    Feats: Alertness, Great Fortitude
    Environment: Temperate Mountains
    Organization: Solitary or Pair
    Challenge Rating: 2
    Treasure: None
    Alignment: Always Neutral
    Advancement: 4-5 HD (Medium)
    Level Adjustment: ---

    "Man all them people saying hey seen lizards are fulla crap. Ah'm gonna go prove 'em all fools this weekend, you'll see."

    The Mountain Boomer appears to be a bipedal lizard or dinosaur living in West Texas.

    Combat: Mountain Boomers generally rush in and bite over and over until driven off. They're fairly single minded and easy to predict.
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  27. - Top - End - #747
    Firbolg in the Playground
     
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    Dryad, Moss
    Medium Fey
    Hit Dice: 4d6+8 (22 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (+3 Dex, +3 Natural), touch 13, flat-footed 13
    Base Attack/Grapple: +2/+2
    Attack: Weapon +5 melee
    Full Attack: Weapon +5 melee
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities
    Special Qualities: DR 5/Cold Iron, Moss Dependent, Wild Empathy, Fast Healing 5
    Saves: Fort +5, Ref +7, Will +7
    Abilities: Str 10, Dex 16, Con 14, Int 14, Wis 16, Cha 17
    Skills: Escape Artist +8, Hide +9, Intimidate +8, Knowledge (Dungeoneering, Nature) +7, Listen +9, Move Silently +9, Spot +9, Survival +9, Use Rope +9
    Feats: Great Fortitude, Weapon Finesse
    Environment: Any Warm except Desert
    Organization: Solitary or Clump (3-6)
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: By Character Class
    Level Adjustment: ---

    "Are you the Moss Dryad known as Sibyl of the Frothing Marsh?"

    "Maybe. Who wants ta know."

    "My name is unimportant at this time. I have been sent by my Lord Pelor on a mission most urgent."

    "Oh great. A Paladin. As if life in a swamp doesn't suck enough now."

    "Excuse me?"

    "I spend all my time in this dreary swamp hoping to get some, and who is the first man I see in months? An Elf Paladin. A gay Elf Paladin."

    "I AM NOT GAY!"

    "Feh. You haven't ogled me once."

    "YOUR A PLANT! HOW MANY TIMES MUST I HAVE THIS CONVERSATION WITH YOU PEOPLE?"

    "That doesn't stop the Paladins of the other Gawds y'know."

    "You know being as Pelor is technically the Sun God, and he's what allows your people to grow I'd think you'd be a little more respectful."

    Moss Dryads appear to be completely green women with moss for hair. They are unusual for Dryads in that they appear to have an unusual amount of body hair (moss). This combined with their incredibly antisocial nature, the fact that they live in remote areas, and the shallowness of men regarding body hair ensure they live fairly lonely lives. It also makes them assume any men not interested in them are homosexual, which leads to many frustrating conversations with the occasional stray Paladin on a mission from his thankless Deity.

    Spell-Like Abilities (Sp): At will: Horrible Taste (DC 14), One With the Land, Vine Mine. 3/day: Plant Body, Speak With Plants, Wood Wose. 1/day: Contagious Fog (DC 16). Caster Level 6. Save DC's are Wisdom based.

    Moss Dependent (Su): This works exactly like the Dryad ability on page 90 of the MM, except the Moss Dryad is tied to a large clump of moss.

    Wild Empathy (Ex): This works like the Druid's Class Ability of the same name except the Dryad has a +6 Racial Bonus on the Check.

    Combat: Moss Dryads engage opponents with sarcastic banter (preferable from a distance) before coordinating attacks with their sisters. usually they lead off with spells before pelting them with rocks.
    Last edited by Bhu; 2009-07-09 at 05:54 AM.
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  28. - Top - End - #748
    Firbolg in the Playground
     
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    Dryad, Mushroom
    Medium Fey
    Hit Dice: 4d6+8 (22 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (+3 Dex, +3 Natural), touch 13, flat-footed 13
    Base Attack/Grapple: +2/+2
    Attack: Weapon +5 melee
    Full Attack: Weapon +5 melee
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities
    Special Qualities: DR 5/Cold Iron, Mushroom Dependent, Wild Empathy, These Mushrooms are Not For Eating
    Saves: Fort +5, Ref +7, Will +7
    Abilities: Str 10, Dex 16, Con 14, Int 10, Wis 17, Cha 20
    Skills: Craft (Poison) +5, Escape Artist +7, Hide +8, Intimidate +9, Knowledge (Dungeoneering, Nature) +4, Listen +7, Move Silently +7, Spot +7, Survival +7
    Feats: Great Fortitude, Weapon Finesse
    Environment: Any Warm except Desert
    Organization: Solitary or Clump (3-6)
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: By Character Class
    Level Adjustment: ---

    "I'm going to choose my words carefully madam. Are you...or are you not...the Mushroom Dryad known as Butter Gills of the Frothing Marsh. Please just say yes or no. I'm on a mission from Pelor and I'm in a hurry."

    "Aren't you that gay Elf Paladin all the girls are talking about.

    (expletive tirade deleted)

    "Wow you are tense. Y'know if you were into women I could do something about that."

    "So this is what Hell is like..."

    Mushroom Dryads appear to be women with odd skin color/textures, who appear to be wearing an odd hat (i.e. they have a shroom head). They are well known for their love of Badgers, and they often keep them as pets. An easy way to tell a Mushroom Dryad is in the neighborhood is that you now have Badgers out the behind. And they are allowed to dig up your flower beds and poop on your doorstep. Seriously. Or your getting a knife in the dark. Cause momma doesn't let anyone touch her babies.

    Spell-Like Abilities (Sp): At Will: Phantasmal Assailants (DC 15), Poison (DC 16), Summon Nature's Ally I (badgersbadgersbadgers). 3/day: Breath of the Jungle (DC 14), Major Image (DC 16), Memory Rot (DC 18). 1/day: Nauseating Breath (DC 16). Caster Level 6. Save DC's are Wisdom Based.

    Mushroom Dependent (Su): This works exactly like the Dryad ability on page 90 of the MM, except the Mushroom Dryad is tied to a large clump of Mushrooms.

    Wild Empathy (Ex): This works like the Druid's Class Ability of the same name except the Dryad has a +6 Racial Bonus on the Check.

    These Mushrooms are Not For Eating (Ex): Anyone attacking a Mushroom Dryad with a Bite Attack must make a DC 14 Fortitude Save or be mildly poisoned. Initial and Secondary Damage is 1d4 Wisdom. If a Mushroom Dryad is Swallowed Whole, the opponent must Save each round the Dryad is in it's stomach. Even if the Dryad is dead. Don't eat mushrooms kids.

    Combat: Aside from daring their opponents to lick them, Mushroom Dryads generally rely on their Spell-Like Abilities fro combat. And their beloved badgers. Many a minor adventurer has fallen victim to the furry force field living within the Mushroom Dryads vicinity.
    Last edited by Bhu; 2009-07-09 at 05:59 AM.
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  29. - Top - End - #749
    Firbolg in the Playground
     
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    Dryad, Banana
    Medium Fey
    Hit Dice: 4d6+8 (22 hp)
    Initiative: +5
    Speed: 30 ft. (6 squares)
    Armor Class: 18 (+5 Dex, +3 Natural), touch 15, flat-footed 13
    Base Attack/Grapple: +2/+2
    Attack: Weapon +7 melee
    Full Attack: Weapon +7 melee
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities
    Special Qualities: DR 5/Cold Iron, Moss Dependent, Wild Empathy, Banana Dance
    Saves: Fort +5, Ref +9, Will +7
    Abilities: Str 10, Dex 20, Con 10, Int 11, Wis 16, Cha 20
    Skills: Bluff +9, Diplomacy +10, Hide +9, Knowledge (Nature) +4, Listen +7, Move Silently +9, Perform (Dance) +10, Spot +7, Survival +7, Use Rope +9
    Feats: Great Fortitude, Weapon Finesse
    Environment: Warm Forests
    Organization: Solitary or Grove (4-7)
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: By Character Class
    Level Adjustment: ---

    "So these are the bananas you people described. Is the Dryad near here?"

    "Yes. Yes I am. Would you mind letting go of that."

    "Sorry I didn't relize that banana was part of your skirt."

    "I'm not wearing a skirt, and that isn't a banana."

    "I really hate having to qualify for Atonement spells..."

    "So would you say you're open to new experiences?"

    "I AM NOT GAY!!"

    Food bananas are an odd organism. They're all quite literally clones of each other. This has led to some odd qualities among Banana Dryads, and many consider them the spooky incest victims of the Dryad family. There are certainly among the most attractive Dryads with their bright yellow leathery skin (it's almost like pleather, fetishists love them). Mutations are common however, and some...well some of them have certain mental and physical oddities. They also seem to have a weird affinity for Enchantment magics.

    Spell-Like Abilities (Sp): At Will: Charm Person (DC 14), Entice Gift (DC 15), Mesmerizing Glare (DC 16). 3/day: Feeblemind (DC 18), Goodberry, Suggestion (DC 16). 1/day: Hold Person (DC 16) . Caster Level 6. Save DC's are Wisdom based.

    Banana Tree Dependent (Su): This works exactly like the Dryad ability on page 90 of the MM, except the Banana Dryad is tied to a banana tree.

    Wild Empathy (Ex): This works like the Druid's Class Ability of the same name except the Dryad has a +6 Racial Bonus on the Check.

    Banana Dance (Su): By making a Perform (Dance) Check the Banana Dryad can Fascinate all Living Beings within 60' unless they make a Willpower Save (Save DC is equal to the Perform Check).

    Combat: Banana Dryads usually open with their Banana Dance while their partners sneak up on their opponents and bash them over the head.
    Last edited by Bhu; 2009-07-09 at 06:00 AM.
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  30. - Top - End - #750
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    Shademan's Avatar

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    the banana was just a joke man!
    XD
    Oh the mental image!
    Need a setting for your game? a character concept? any gaming related ideas? I make far to many to eat up myself, and therefor I am willing to share them. Free ideas! Get yer fluff here! PM me.


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    Quote Originally Posted by Celesyne
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    http://baetzler.de/humor/meat_beings.html

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