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Thread: Critters

  1. - Top - End - #871
    Firbolg in the Playground
     
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    I got the parts to rebuild my PC. Hopefully it will only take one day...

    Back soon.
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  2. - Top - End - #872
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    I need to move my cryptid stuff from Wizards so they'll be popping up a lot this week. I'll be working on krampus too.

    http://theshadowlands.net/jd.htm

    http://www.elktownship.com/myth.html

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

    http://www.strangemag.com/jerseydevil1.html

    http://www.prairieghosts.com/jerseydevil.html

    Well the Jersey Devil should be fun. Size and description varies more than the Chupacabra. Here's a nice sample:

    "I looked out upon the Delaware and saw flying diagonally across what appeared to be a large crane, but which was emitting a glow like a fire-fly. Its head resembled that of a ram, with curled horns, and its long thick neck was thrust forward in flight. It had long thin wings and short legs, the front legs shorter than the hind."

    It was three feet high... long black hair over its entire body, arms and hands like a monkey, face like a dog, split hooves [...] and a tail a foot long

    In general appearance it resembled a kangaroo... It has a long neck and from what glimpse I got of its head its features are hideous. It has wings of a fairly good size and of course in the darkness looked black. Its legs are long and somewhat slender and were held in just such a position as a swan's when it is flying...It looked to be about four feet high

    "As nearly as I can describe the terror, it had the head of a horse, the wings of a bat and a tail like a rat's, only longer

    “about three and a half feet high, with a face like a collie and a head like a horse. It had a long neck, wings about two feet long and its back legs were like those of a crane and it had horse’s hooves. It walked on its back legs and held up two short front legs with paws on them

    He described it as being about six-feet tall with horns and matted black fur. Could this have been the reported Jersey Devil - or some other creature altogether? Irwin stated that he and the creature stared at one another for several minutes before the monster finally turned and ran into

    room erupted with screams as the child grew at an enormous rate, becoming taller than a man and changing into a beast which resembled a dragon, with a head like a horse, a snake-like body and bat's wings.
    As soon as it was full-grown, the monster began beating all the woman (including his mother) with its thick, forked tail. With a harsh cry, it flew through the chimney and vanished into the storm.

    Mr. Evans gave the following account: "It was about three feet and a half high, with a head like a collie dog and a face like a horse. It had a long neck, wings about two feet long, and its back legs were like those of a crane, and it had horse's hooves. It walked on its back legs and held up two short front legs with paws on them. It didn't use the front legs at all while we were watching. My wife and I were scared, I tell you, but I managed to open the window and say, 'Shoo!' and it turned around, barked at me, and flew away".

    The Jersey Devil of lore does not look like anything humanoid. It is a creature with the head of a horse, large wings and claws, and has a roughly four-foot-long serpentine body. When a person sees the Devil, he or she sees an omen of disaster to come. According to early legends, its appearances have come before

    While the descriptions vary, several factors remain fairly constant. It is commonly described as having a long neck, with wings and hooves. It is often said to have a horse-like head and a tail. The height of the creature varies among sightings from about three feet to more than seven feet. Most sightings also report that the creature has glowing bright red eyes and emits a high, human-like scream

    its also been described as a 7 foot tall hairy man

    Despite being an outsider (?) it apparently requires food but doesnt age. It apparently moves faster than possible for an animal and despite its slight size is strong enough to shake cars and fight rooms full of people. Seems immune to the problems of being exposed to the elements.

    Jersey Devil version 1
    Small Magical Beast
    Hit Dice: 5d10+20 ( 47 hp)
    Initiative: +7
    Speed: 50 ft. (10 squares), 80 ft. Flight (average)
    Armor Class: 18 (+1 Size, +3 Dex, +4 Natural), touch 14, flat-footed 15
    Base Attack/Grapple: +5/+5
    Attack: Bite +10 melee (1d4+4)
    Full Attack: Bite +10 melee (1d4+4) and 2 Hooves (1d3+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities: Dark Vision 60', Damage Reduction 3/-, Regeneration
    2
    Saves: Fort +8, Ref +7, Will +4
    Abilities: Str 18, Dex 16, Con 20, Int 3, Wis 16, Cha 12
    Skills: Climb +5, Hide +8, Intimidate +4, Move Silently +5,
    Spot +5
    Feats: Alertness, Improved Initiative
    Environment: Temperate Forest
    Organization: Unique
    Challenge Rating: 3
    Treasure: None
    Alignment: Chaotic Neutral?
    Advancement: 6+ HD
    Level Adjustment: ---

    "You can laugh all you want! Ah saw it! It pooped on mah haid! It pooped on mah wife too!

    Honestly ah wasn't so upset 'bout thet last part."


    This is one of the cryptid versions of the Jersey Devil. The one most commonly described as hooved and winged with a vaguely horselike head and a thin tail.

    Combat: The Jersey Devil only attacks small prey unless provoked. Even then it often simply attacks once before flying away.
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  3. - Top - End - #873
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    Jersey Devil version 2
    Medium Outsider (Native, Evil)
    Hit Dice: 10d8+40 (95 hp)
    Initiative: +7
    Speed: 40 ft. (8 Squares), 60 ft. Flight (average)
    Armor Class: 21 (+3 Dex, +8 Natural), touch 13, flat-footed 18
    Base Attack/Grapple: +10/+14
    Attack: Tail Smash +14 melee (1d6+4)
    Full Attack: 1 Tail Smash +14 melee (1d6+4), 1 Bite +12 melee (1d6+2),
    and 2 Claws +12 melee (1d4+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities: Glow, Fiery Aura, Dark Vision 60', Damage Reduction 5/Magic,
    Immune to Poison, Resistance to Acid/Cold/Electricity/Fire 10,
    Harbinger
    Saves: Fort +11, Ref +10, Will +10
    Abilities: Str 20, Dex 17, Con 19, Int 6, Wis 16, Cha 12
    Skills: Climb +15, Intimidate +11, Jump +15, Move Silently +13,
    Spot +13, Survival +8, Listen +13, Search +6
    Feats: Alertness, Dodge, Improved Initiative, Multiattack
    Environment: Temperate Forest
    Organization: Unique
    Challenge Rating: 5
    Treasure: Standard
    Alignment: Neutral Evil
    Advancement: 11+ HD
    Level Adjustment: ---

    "Oy! You th' Devil?"

    "I've been called that yes."

    "Yer boy bin settin' fire to mah chikins again. Reckon you know why ah'm here."

    "Some pathetic, ill-advised attempt at revenge?."

    "Nope. Ah'm here t'set YOR chikins on fire."

    "Oh this should be good..."

    This is the serpent bodied, ram-horned Jersey Devil with a forked tail. A Devils son.

    Glow (Su): The Jersey Devil gives off a bright glow effectively as bright as a Daylight spell permanently centered on it. It automatically fails all Hide checks.

    Fiery Aura (Su): Once per week the Devil can use the warm flames version of the
    spell Fire Shield as an 8th level Sorcerer.

    Harbinger (Su): The Devil is a Harbinger of disaster. Anyone encountering it must
    make a DC 16 Willpower Save or take a -2 Profane bonus to all
    rolls for 24 hours. Successful Saves render the opponent
    immune to this effect for 24 hours.

    Combat: The Jersey Devil in this incarnation is much more powerful, leaving burning houses and destruction in it's wake. It often lights fires as a means of dsicouraging pursuit before fleeing to fight another day.
    Last edited by Bhu; 2009-09-20 at 05:49 AM.
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  4. - Top - End - #874
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    Jersey Devil version3
    Medium Monstrous Humanoid
    Hit Dice: 5d8+20 (42 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares)
    Armor Class: 16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
    Base Attack/Grapple: +5/+12
    Attack: Slam +12 melee (1d6+7)
    Full Attack: 2 Slams +12 melee (1d6+7)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities: Dark Vision 60', Powerful Build, Fast Healing 1, Damage
    Reduction 1/-
    Saves: Fort +7, Ref +6, Will +6
    Abilities: Str 25, Dex 14, Con 19, Int 14, Wis 14, Cha 19
    Skills: Climb +10, Hide +7, Jump +10, Move Silently +7, Spot +7,
    Survival +9, Listen +6
    Feats: Great Fortitude, Power Attack
    Environment: Temperate Forest
    Organization: Unique
    Challenge Rating: 5
    Treasure: None
    Alignment: Neutral
    Advancement: 6+ HD
    Level Adjustment: ---

    "You tha one bin eatin' mah cows boy?"

    "RROOOAAARR!"

    "You owe me munny hairball. I kin take it out a'yer pockets, or outta yer ___. "Whut's it gonna be?"

    about 50 yards away:

    "I say isn't that our cattle wrangler Puddlefoot? What do you suppose he's doing over there?"

    "Off hand I'd say he's stumbled upon a creative form of suicide old chum."

    This is the bigfoot like Devil. A shaggy black furred humanoid with horns.

    Combat: This version of the Devil tends to loom menacingly at great distances or simply pummel any foes coming close to it.
    Last edited by Bhu; 2009-09-20 at 05:59 AM.
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  5. - Top - End - #875
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    http://www.meta-religion.com/Paranor...nd_lukwata.htm
    http://americanmonsters.com/monsters...&idarticle=154
    http://www.angelfire.com/bc2/cryptod...akebeasts.html beware popup
    http://www.meta-religion.com/Paranor...ery_beasts.htm http://paranormal.about.com/od/seala...e_Monsters.htm

    Okay apparently there are several concepts for the Lukwata. The first is an Elasmosaur (which is already statted out). The second is a 100 foot long serpent. it would basically be the constrictor snake upsized to Colossal size without the constriction attack and about 40 Hit Dice. The third is 12 foot long catfish which you could use the stats for a Large Shark for. The fourth is a gigantic serpent with fire flashing from its eyes that snares people from boats with the tentacles sprouting from its muzzle. Apparently it spends much of its time hunting crocs and lives in swamps, lakes, and rivers.

    Lukwata version 3, the Big Snake

    Lukwata
    Colossal Animal
    Hit Dice: 40d8+218 (398 hp)
    Initiative: +7
    Speed: 30 ft. (6 squares), 30 ft. climb, 30 ft. swim
    Armor Class: 18 (-8 Size, +3 Dex, +13 Natural), touch 13, flat-footed
    15
    Base Attack/Grapple: +30/ +61
    Attack: Bite +37 melee (3d6+15)
    Full Attack: Bite +37 melee (3d6+15)
    Space/Reach: 30 ft./20 ft.
    Special Attacks: ---
    Special Qualities: Scent
    Saves: Fort +27, Ref +25, Will +14
    Abilities: Str 41, Dex 17, Con 21, Int 2, Wis 12, Cha 2
    Skills: Balance +18, Climb +30, Hide -1, Listen +14, Spot +14,
    Swim +30
    Feats: Alertness, Endurance, Improved Critical (Bite), Improved
    Initiative, Power Attack, Skill Focus (Hide), Snatch,
    Toughtness x6
    Environment: Warm Swamp
    Organization: Solitary
    [B]Challenge Rating:
    Treasure: None
    Alignment: Always Neutral
    Advancement: 41+ HD
    Level Adjustment: ----


    "I say Alfred why do you suppose those gibbering native types are screaming at us and waving their arms?"

    "If I'm translating what they're saying correctly sir it appears to be 'Get away from the water you ignorant fools'."

    "Well! Quite cheeky of the likes of them to be calling us ignorant eh wot?"

    This version of the Lukwata is an enormous serpent that hides in the rivers in Uganda.

    Skill Bonuses: Lukwata have a +4 Racial bonus on Hide, Spot, and Listen checks. They also have a +8 Racial Bonus on Balance, Climb, and Swim checks. The Lukwata may always take 10 on climb and swim checks even if distracted, rushed, or endangered. It may use the Run action while swimming if moving in a straight line.

    Combat: The Lukwata is an ambush predator, attacking and swimming away. It returns to pick off victims one by one.
    Last edited by Bhu; 2009-09-21 at 06:10 AM.
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  6. - Top - End - #876
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    Lukwata version 4, the Thing

    Lukwata
    Colossal Aberration
    Hit Dice: 40d8+218 (398 hp)
    Initiative: +7
    Speed: 30 ft. (6 squares), 30 ft. climb, 30 ft. swim
    Armor Class: 18 (-8 Size, +3 Dex, +13 Natural), touch 13, flat-footed
    15
    Base Attack/Grapple: +30/ +61
    Attack: Tentacle +37 melee (grapple)
    Full Attack: 6 Tentacles +37 melee (grapple), and 1 Bite +32 melee (3d6+6)
    Space/Reach: 30 ft./20 ft.
    Special Attacks: Improved Grab
    Special Qualities: Scent
    Saves: Fort +18, Ref +16, Will +23
    Abilities: Str 41, Dex 17, Con 21, Int 2, Wis 12, Cha 2
    Skills: Balance +18, Climb +30, Hide -1, Listen +14, Spot +14,
    Swim +30
    Feats: Alertness, Endurance, Improved Critical (Bite), Improved
    Initiative, Multigrab, Improved Multigrab,Skill Focus (Hide),
    Toughness x6
    Environment[/B]: Warm Swamp
    Organization: Solitary
    Challenge Rating:
    Treasure: None
    Alignment: Always Neutral
    Advancement: 41+ HD
    Level Adjustment: ----

    "Quite stirring our encounter with that giant snake, eh Alfred?"

    "I'm sorry Sir I couldn't hear you over the sound of my bowels voiding."


    "I beg your pardon!?!"


    "Please look behind you sir."

    This version of the Lukwata is the fiery eyed tentacled monstrosity.

    Skill Bonuses: Lukwata have a +4 Racial bonus on Hide, Spot, and Listen checks. They also have a +8 Racial Bonus on Balance, Climb, and Swim checks. The Lukwata may always take 10 on climb and swim checks even if distracted, rushed, or endangered. It may use the Run action while swimming if moving in a straight line.

    Improved Grab (Ex): Whenever the Lukwata hits with a Tentacle attack it may initiate a grapple as a free attack without provoking an attack of opportunity. If it wins the Grapple and manages to pin its opponent it automatically does bite damage as long as the grapple is held successfully.

    Combat: This version of the Lukwata is more of a Grappler than it's Serpent version.
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  7. - Top - End - #877
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    updating Krampus after posting this:

    MEDUSA
    Quasi-Deity
    Symbol: Gorgon's Face
    Home Plane: Prime Material Plane.
    Alignment: Chaotic Neutral
    Portfolio: Women, the Sea, misfortune
    Worshipers: Women, soldiers, sailors, some monsters (usually Magical Beasts of Monstrous Humanoids)
    Cleric Alignments: CE, CG, CN
    Domains: None
    Favored Weapon: Natural Weapon (or Unarmed Strike if the worshiper has no Natural Weapons)

    Sometimes Medusa is pictured similarly to her other sisters as a large ugly woman with a round face, boars tusks, serpents for hair, and scaly skin. She also has golden birds wings, brass claws, and a protruding tongue. Occasionally she is pictured as having a beard.

    More often Medusa is a beautiful woman with serpents for hair.

    Sometimes on rare occasions she has been pictured as winged horse similar to her offspring Pegasus, or as a woman with horses legs and wings upon her head.


    Dogma
    Medusa's followers are to oppose the followers of Athena at every turn, and also the Patriarchy as well.

    Clergy and Temples
    Medusa's clergy are strictly female. Most live near the sea or on islands, or in pristine forest groves near a source of water. They are fairly warlike, and resentful of the Patriarchy which has deposed and sullied their Goddess.

    MEDUSA
    Medium Outsider (Chaotic)
    Divine Rank: 0
    Hit Dice: 20d8+160 (320 hp)
    Initiative: +11
    Speed: 60 ft. (12 squares)
    Armor Class: 42 (+7 Dex, +13 Natural, +12 Deflection), touch 29, flat-footed 36
    Base Attack/Grapple: +20/+27
    Attack: Claw +27 melee (1d6+7)
    Full Attack: 2 Claws +27 melee (1d6+7) and 1 Bite +22 melee (1d6+3) and 1 Snakes +66 melee (1d4 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison, Petrifying Gaze, Gorgon's Blood, Frightful Presence
    Special Qualities: Divine Immunities, DR 10/Epic, Fire Resistance 5, Spell Resistance 12
    Saves: Fort +20, Ref +19, Will +22
    Abilities: Str 24, Dex 24, Con 26, Int 26, Wis 30, Cha 35
    Skills: Climb +25, Concentration +28, Intimidate +32, Jump +25, Knowledge (Arcane, Architecture & Engineering, History, Local, Nature, Nobility, Religion, War) +26, Listen +28, Search +26, Spellcraft +26, Spot +28, Survival +28, Swim +25, Tumble +25, Use Magic Device +30 (+32 w/scrolls)
    Feats: Ability Focus (Poison), Combat Reflexes, Improved Initiative, Irresistible Gaze, Narrowed Gaze, Pervasive Gaze, Piercing Gaze,
    Divine Immunities: Ability Damage, Ability Drain, Energy Drain, Mind-Affecting Effects,Transmutation.
    Possessions: No unique items.


    Other Divine Powers
    As a Quasi Deity, Medusa is immortal (but may still be killed).
    Poison (Ex): Injury Fortitude Save DC 29 (Save DC is Constitution Based), Initial and Secondary damage is 1d6 Constitution.
    Petrifying Gaze (Su): Petrification, 30', Fortitude Save DC 34 negates.
    Gorgon's Blood (Ex): Gorgons blood is especially powerful. A vial of blood from her right side given to any dead being will return it to life as per the spell True Resurrection. However a vial of blood from her left side poisons anyone failing a DC 27 Fortitude Save (Save DC is Constitution based). Initial and Secondary Damage is 1d6 Constitution. If she is wounded and her blood spills on the ground it gives birth to 1d3 monsters of some sort. Usually unique Magical Beasts or Outsiders. These monsters form entirely within 1 round.
    Frightful Presence (Ex): Whenever Medusa attacks all opponents within 60' with less HD than herself must make a DC 32 Willpower Save or be Frightened for 2d4 rounds. If the Save is successful the opponent is immune to Medusa's Frightful Presence for 24 hours.
    Last edited by Bhu; 2009-09-22 at 06:35 AM.
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  8. - Top - End - #878
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    Your name for Medusa's rank is off. Quasi-deities are Rank 0 and Demigods are rank 1.
    http://www.d20srd.org/srd/divine/div...tm#divineRanks

    Also, her portfolio would be much like her sisters' portfolios: Women, The Sea, Misfortune.

    I like misfortune because what happened in Athena's temple was not Medusa's fault, and yet she was the one to suffer the consequences. In modern psychology, this would be blaming the victim.

    What do you think?

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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  9. - Top - End - #879
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    I like it.
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  10. - Top - End - #880
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    http://www.newanimal.org/gbats.htm

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

    http://www.paraview.com/shuker/shuker_excerpt.htm


    Ahool
    Small Animal
    Hit Dice: 1d8 (4 hp)
    Initiative: +2
    Speed: 5 ft. (1 square), Fly 40 ft. (good)
    Armor Class: 13 (+1 Size, +2 Dex), touch 13, flat-footed 11
    Base Attack/Grapple: +0/-4
    Attack: Bite +1 melee (1d4)
    Full Attack: Bite +1 melee (1d4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities: Blindsense, Lowlight Vision
    Saves: Fort +2, Ref +4, Will +2
    Abilities: Str 10, Dex 15, Con 10, Int 2, Wis 14, Cha 4
    Skills: Hide +7, Listen +9, Move Silently +3, Spot +9
    Feats: Alertness
    Environment: Warm Forest
    Organization: Solitary or colony (5-8)
    Challenge Rating: 1/3
    Treasure: None
    Alignment: Always Neutral
    Advancement:
    Level Adjustment: ---


    "Okay so what attacked you three gentlemen?"

    "It was a giant bat!"

    "It was a flying monkey!"

    "It was a weird freaky reptile critter!"

    "Great. 3 drunks in the entire kingdom and I get them on my shift..."

    "Hey screw you buddy! Some flying thing just bit off my ear and pooped down my neck. I'm entitled to some whiskey..."

    The Ahool is either a large bat, a flying primate, or a pterosaur. Stats should be similar just remove the Blindsense if its not a bat.

    Blindsense (Ex): The Ahool can notice and locate all creatures within 30 feet. This does not negate concealment.

    Skills: The Ahool has a +4 Racial bonus on Spot and Listen checks. This bonus is lost if its Blindsense is negated.

    Combat: Ahool prefer smaller prey, and usually bite and retreat against larger critters.
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  11. - Top - End - #881
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    http://www.flatwoodsmonster.com/

    http://www.wvculture.org/goldenseal/Fall02/legend.html

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

    http://www.csicop.org/si/2000-11/i-files.html

    http://research.umbc.edu/~frizzell/flatwoods.html


    Flatwoods Monster
    Large Construct
    Hit Dice: 10d10+30 (85 hp)
    Initiative: +2
    Speed[/B]: Fly 40 ft. (8 squares), Perfect
    Armor Class: 19 (-1 Size, +2 Dex, +8 Natural), touch 11, flat-footed 17
    Base Attack/Grapple: +7/+15
    Attack: Retractable Claw +10 melee (1d6+4)
    Full Attack: 2 Retractable Claws +10 melee (1d6+4)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Mist Spray
    Special Qualities: Limited Flight, Dark Vision 60'
    Saves: Fort +3, Ref +5, Will +5
    Abilities: Str 18, Dex 15, Con -, Int 10, Wis 15, Cha 15
    Skills: Hide +5, Intimidate +5, Listen +5, Jump +15, Spot +5,
    Search +3
    Feats: Ability Focus (Mist Spray), Dodge, Improved Initiative,
    Mobility
    Environment: Any
    Organization: Usually Solitary
    Challenge Rating: 7?
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: 11-15 HD (Large)
    Level Adjustment: ----


    "No one goes into the woods there anymore. Something inhuman haunts them, and it does terrible things to anyone going inside. Strange lights and sounds are heard there, and some who have gone to investigate do not come back..."

    This is the infamous robotic alien monster of ufology fame (often listed erroneously as a cryptid).

    Mist Spray (Ex): Three times per day the Flatwoods monster may generate a 20 foot cone of irritating mist. Victims inside it must make a Fortitude Save DC=19 or be Sickened for as long as they are in the cone effect and for 1d6+6 minutes after (Save is Charisma based, cone effect remains for 1d6 rounds before dispersing ). Victime who fail the save by more than 5 are also blinded for 1d6 rounds.

    Limited Flight (Ex): The Flatwoods Monster levitates naturally. It always remains 2 feet off the ground. It may not gain height, and if thrown off a cliff it automatically is considered to have an always on personal range Feather Fall spell.

    Combat: The Lake Flatwood Monster usually blasts it's victims with mist before disappearing. Anyone attempting to get closer to it must face it's claw.
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  12. - Top - End - #882
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    http://en.wikipedia.org/wiki/Emela-ntouka

    http://www.genesispark.org/genpark/emela/emela.htm

    http://www.cryptomundo.com/cryptozoo-news/emela-ntouka/

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

    Emela-ntouka
    Huge Animal
    Hit Dice: 14d8+112 (175 hp)
    Initiative: -1
    Speed: 30 ft. (6 squares), Swim 30 ft.
    Armor Class: 18 (-2 Size, -1 Dex, + 11 Natural), touch 7, flat-footed 18
    Base Attack/Grapple: +10/+28
    Attack: Gore +18 melee (2d8+15)
    Full Attack: Gore +18 melee (2d8+15)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Powerful Charge
    Special Qualities: Low Light Vision, Trample (2d10+15)
    Saves: Fort +18, Ref +8, Will +5
    Abilities: Str 30, Dex 9, Con 25, Int 1, Wis 12, Cha 7
    Skills: Listen +11, Spot +12
    Feats: Alertness, Great Fortitude, Improved Toughness, Power Attack, Improved Bull Rush
    Environment: Warm Swamp
    Organization: Solitary, Pair, or Family (3-4)
    Challenge Rating: 9??
    Treasure: None
    Alignment: Always Neutral
    Advancement: 15- 30 HD (Huge)
    Level Adjustment: ----


    "So whats this thing were huntin' called?"

    "It is called the Emela-ntouka effendi."

    "Wassat mean in mah language?"

    "Elephant killer."

    "Bert...ah think we're gettin' screwed on this deal..."

    The Emela-ntouka is a swamp dwelling cryptid that makes life interesting for the Central African pygmy tribes.

    Powerful Charge (Ex): When the Emela-ntoka charges it's Gore attack does 4d8+20 damage.

    Trample (Ex): DC 27 Reflex Save for half damage.

    Combat: The Emela-ntouka usually charge and tramples opponents underfoot.
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  13. - Top - End - #883
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    http://istina.rin.ru/eng/ufo/text/152.html

    http://web.ncf.ca/bz050/mamlam.html

    http://www.xprojectmagazine.com/arch.../lmattack.html

    Mamlambo
    Gargantuan Animal
    Hit Dice: 12d8+72 (126 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares), Swim 50 ft.
    Armor Class: 16 (-4 Size, +1 Dex, +9 Natural), touch 7, flat-footed 15
    Base Attack/Grapple: +9/+31
    Attack: Bite +15 melee (2d8+10)
    Full Attack: Bite +15 melee (2D8+10)
    Space/Reach: 20 ft./15 ft. (20 ft with Bite)
    Special Attacks: Improved Grab
    Special Qualities: Low Light Vision, Hold Breath
    Saves: Fort +13, Ref +9, Will +6
    Abilities: Str 30, Dex 12, Con 20, Int 2, Wis 14, Cha 6
    Skills: Hide +2, Listen +8, Spot +8, Swim +18
    Feats: Skill Focus (Hide), Alertness, Endurance, Improved Toughness, Power Attack
    Environment: Warm Aquatic
    Organization: Solitary
    Challenge Rating: 6??
    Treasure: None
    Alignment: Always Neutral
    Advancement: 13-18 HD (Gargantuan)
    Level Adjustment: ----

    "Why are the natives so damned afraid of this thing? It's just some sort of reptile or archaic cetacean. It's not like it's a supernatural entity."

    The Mamlambo is a feared African cryptid said to devour brains.

    Skills: Mamlambo have a +8 racial skill bonus to Swim checks, and may always take 10 on a swim check even if threatened or distracted.

    Hold Breath (Ex): A Mamlambo can hold it's breath for 8 times it'sc Constitution modifier in rounds before it risks drowning.

    Improved Grab (Ex): If the Mamlambo 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 attempts to drag it's prey into the water and pin it on the bottom.

    Combat: Mamlambo are ambush predators who try to pull their prey into the river to drown it.
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  14. - Top - End - #884
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    Mamlambo Supernatural version
    Gargantuan Magical Beast
    Hit Dice: 12d10+72 (138 HP)
    Initiative: +1
    Speed: 30 ft. (6 squares), Swim 50 ft.
    Armor Class: 16 (-4 Size, +1 Dex, +9 Natural), touch 7, flat-footed 15
    Base Attack/Grapple: +12/+34
    Attack: Bite +18 melee (2D8+10)
    Full Attack: Bite +18 melee (2D8+10)
    Space/Reach: 20 ft./15 ft. (20 ft with Bite)
    Special Attacks: Hypnotic Gaze, Improved Grab
    Special Qualities: Low Light Vision, Hold Breath
    Saves: Fort +13, Ref +9, Will +6
    Abilities: Str 30, Dex 12, Con 20, Int 2, Wis 14, Cha 16
    Skills: Hide -1, Listen +6, Spot +6, Swim +18
    Feats: Alertness, Endurance, Improved Toughness, Power Attack, Ability Focus (Hypnotic Gaze)
    Environment: Warm Aquatic
    Organization: Solitary
    Challenge Rating: 7??
    Treasure: None
    Alignment: Always Neutral
    Advancement: 13-18 HD (Gargantuan)
    Level Adjustment: ----


    "Another tribesman with no face or brain. I don't know how many more of these we can find before people start to snap."

    This is the supernatural Mamlambo.

    Skills: Mamlambo have a +8 racial skill bonus to Swim checks, and may always take 10 on a swim check even if threatened or distracted.

    Hold Breath (Ex): A Mamlambo can hold it's breath for 8 times it'sc Constitution modifier in rounds before it risks drowning.

    Hypnotic Gaze (Su): 30 foot gaze attack, Willpower Save DC: 20 (Save DC is Charisma based). Victims of the Gaze attack are affected as by a Hypnotism spell (caster level is equal to half mamlambo's Hit Dice). The Mamlambo than attempts to convince them to come near to the water.

    Improved Grab (Ex): If the Mamlambo 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 attempts to drag it's prey into the water and pin it on the bottom.

    Combat: The Mamlambo uses it's hypnotic powers to get prey to come within the waters edge, and then pulls it in to drown it.
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  15. - Top - End - #885
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    krampus updated
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  16. - Top - End - #886
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    Ye Generic Lake Monster (Medium Sized)
    Medium Animal
    Hit Dice: 3d8+6 (13 hp)
    Initiative: +4
    Speed: Swim 40 ft. (8 squares)
    Armor Class: 17 (+4 Dex, +3 Natural), touch 14, flat-footed 13
    Base Attack/Grapple: +2/+3
    Attack: Bite +3 melee (1d8+1)
    Full Attack: Bite +3 melee (1d8+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities: Hold Breath
    Saves: Fort +5, Ref +7, Will +4
    Abilities: Str 12, Dex 18, Con 14, Int 2, Wis 14, Cha 10
    Skills: Listen +7, Spot +7, Swim +9
    Feats: Alertness, Endurance
    Environment: Any Aquatic
    Organization: Solitary
    Challenge Rating: 2
    Treasure: None
    Alignment: Always Neutral
    Advancement: 4 HD (Medium)
    Level Adjustment: ----


    Ye Generic Lake Monster (Large Sized)
    Large Animal
    Hit Dice: 5d8+20 (42 hp)
    Initiative: +3
    Speed: Swim 40 ft. (8 squares)
    Armor Class: 17 (-1 Size, +3 Dex, +5 Natural), touch 12, flat-footed 14
    Base Attack/Grapple: +3/+11
    Attack: Bite +6 melee (1d10+6)
    Full Attack: Bite +6 melee (1d10+6)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: -
    Special Qualities: Hold Breath
    Saves: Fort +8, Ref +6, Will +3
    Abilities: Str 18, Dex 16, Con 18, Int 2, Wis 14, Cha 10
    Skills: Listen +8, Spot +8, Swim +12
    Feats: Alertness, Endurance
    Challenge Rating: 3
    Advancement: 6-9 HD (Large)
    Level Adjustment: ----

    Ye Generic Lake Monster (Huge Sized)
    Huge Animal
    [B]Hit Dice: 10d8+70 (115 hp)
    Initiative: +2
    Speed: Swim 40 ft. (8 squares)
    Armor Class: 17 (-2 Size, +2 Dex, +7 Natural), touch 10, flat-footed 15
    Base Attack/Grapple: +7/+23
    Attack: Bite +13 melee (2d6+12)
    Full Attack: Bite +13 melee (2d6+12)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: -
    Special Qualities: Hold Breath
    Saves: Fort +14, Ref +9, Will +5
    Abilities: Str 26, Dex 14, Con 22, Int 2, Wis 14, Cha 10
    Skills: Listen +8, Spot +9, Swim +16
    Feats: Alertness, Endurance, Improved Toughness, Swim-By Attack
    Challenge Rating: 5
    Advancement: 11-14 HD (Huge)
    Level Adjustment: ----




    Ye Generic Lake Monster (Gargantuan Sized)
    Gargantuan Animal
    Hit Dice: 15d8+120 (187 hp)
    Initiative: +2
    Speed: Swim 40 ft. (8 squares)
    Armor Class: 17 (-4 Size, +2 Dex, +9 Natural), touch 8, flat-footed 15
    Base Attack/Grapple: +11/+36
    Attack: Bite +19 melee (2d8+18)
    Full Attack: Bite +19 melee (2d8+18)
    Space/Reach: 20 ft./15 ft.
    Special Attacks: -
    Special Qualities: Hold Breath
    Saves: Fort +17, Ref +11, Will +7
    Abilities: Str 34, Dex 14, Con 26, Int 2, Wis 14, Cha 10
    Skills: Listen +11, Spot +11, Swim +20
    Feats: Alertness, Cleave, Endurance, Improved Toughness, Power Attack, Swim-By Attack
    Challenge Rating: 7
    Advancement: 16-28 HD (Gargantuan)
    Level Adjustment: ----

    "I say Alfred, our boat seems to be getting attacked by some sort of generic lake monster."

    "I must say I've always rather preferred the more specific lake monsters sir."

    "Yes, quite."

    While doing up cryptid lake monsters I realized most of them are either snake or elasmosaur like, with pretty much similar abilities. Hence the Generic Lake Monster Template above. Add weird abilities as necessary.

    Skills: Lake Monsters have a +8 racial skill bonus to Swim checks, and may always take 10 on a swim check even if threatened or distracted.

    Hold Breath (Ex): A Lake Monster can hold it's breath for 8 times it's Constitution modifier in rounds before it risks drowning.

    Combat: Most Lake Monsters appear, and then simply go away after being seen. Some are more bitey though...
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  17. - Top - End - #887
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    http://en.wikipedia.org/wiki/Tsuchinoko

    http://www.youkaimura.org/tsuchinoko.htm

    http://farshores.org/c04snake.htm


    Tzuchinoko cryptid version
    Tiny Animal
    Hit Dice: 1/2d8 (2 hp)
    Initiative: +3
    Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.
    Armor Class: 17 (+2 Size, +3 Dex, +2 Natural), touch 15, flat-footed 14
    Base Attack/Grapple: +0/-10
    Attack: Bite +5 melee (1 plus poison)
    Full Attack: Bite +5 melee (1 plus poison)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Poison
    Special Qualities: Scent
    Saves: Fort +2, Ref +5, Will +1
    Abilities: Str 6, Dex 17, Con 12, Int 2, Wis 12, Cha 2
    Skills: Balance +11, Climb +11, Hide +15, Jump +10, Listen +5, Spot +5, Swim +6
    Feats: Weapon Finesse
    Environment: Temperate Forest
    Organization: Solitary
    Challenge Rating: 1/2
    Treasure: None
    Alignment: Always Neutral
    Advancement: -
    Level Adjustment: ----

    "Abner...there's a snake on our foodpack smilin' Abner..."


    Tzuchinoko are odd snakelike cryptids from Japan.

    Skills: Tzuchinoko have a +4 Racial Bonus on Hide, Listen, and Spot checks. They also have a +8 Racial Bonus on Balance, Climb, Jump, and Swim checks. They may use their Strength or Dexterity bonus for Climb checks whichever is better. They may always take 10 on a Swim check even if threatened or distracted, and may use the Run action while swimming in a straight line.

    Poison(Ex): Injury, DC 11 Fortitude Save, Initial and Secondary Damage is 1d6 Con

    Combat: Tzuchinoko fight a lot like any other poisonous snake, albeit perhaps with more jumping.
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  18. - Top - End - #888
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    http://www.mokelembembe.com/

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

    Mokele-Mbembe
    Huge Animal
    Hit Dice: 16d8+144 (216 hp)
    Initiative: -1
    Speed: 20 ft. (4 squares), Swim 20 ft.
    Armor Class: 18 (-2 Size, -1 Dex, +11 Natural), touch 7, flat-footed 18
    Base Attack/Grapple: +12/+30
    Attack: Bite +20 melee (2d4+10) or Tail +20 melee (1d12+10)
    Full Attack: Bite +20 melee (2d4+10) or Tail +20 melee (1d12+10)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Trample 2d10+15
    Special Qualities: Low Light Vision, Scent
    Saves: Fort +18, Ref +9, Will +6
    Abilities: Str 30, Dex 9, Con 26, Int 2, Wis 12, Cha 12
    Skills: Listen +11, Spot +10, Swim +18
    Feats: Alertness, Endurance, Improved Toughness, Power Attack, Awesome Blow
    Environment: Warm Swamps
    Organization: Solitary or Pair
    Challenge Rating: 7
    Treasure: none
    Alignment: Always Neutral
    Advancement: 17-31 HD (Gargantuan), 32-64 HD (Collosal)
    Level Adjustment: ----

    "THERE IT IS SIRS!!! THE MOKELE-MBEMBE!! THE MOST FEARED MONSTER IN ALL CREATION!"

    "Ummm....it's a baby dinosaur..."

    AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH!!!!!! !!!!!!!

    "Can we not do that when you're standing next to me."

    "FLEEEEEEEEEEEEEEEEE!! FLEE FOR YOUR VERY LIIIIIIIIIIIIIIIIIIIIIIIIIIVESSSSS!!"

    "Dude, seriously...it' just sitting there eating weeds..."

    "IT WILL DESTROY US AAAAAAAAAAAAAALLLL!!"

    "Are you perhaps due for any medications I should nknow about?"


    The Mokole-Mbembe is one of the most feared cryptids in all of Africa. Odd considering it looks like a really small Sauropod.

    Trample (Ex): Reflex Save DC 28 for 1/2 damage, Save DC is Strength based.

    Combat: The Mokele-Mbembe likes to trample natives underfoot if you listen to them. Others say it's pretty peaceful as long as you leave it alone.
    Last edited by Bhu; 2009-09-27 at 05:56 AM.
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  19. - Top - End - #889
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    Super Worm Nessie Alternate 1
    Huge Vermin (Aquatic)
    Hit Dice: 6d8+18 (45 hp)
    Initiative: +2
    Speed: 10 ft. (2 squares), Swim 40 ft
    Armor Class: 16 (-2 Size, +2 Dex, +6 Natural), touch 10, flat-footed 14
    Base Attack/Grapple: +4/+15
    Attack: Bite +5 melee (2d6+3)
    Full Attack: Bite +5 melee (2d6+3)
    Space/Reach: 15 ft./10 ft. (15 ft. with Bite)
    Special Attacks: -
    Special Qualities: Amphibious, Blindsense 30', Tremor Sense 40', vermin traits
    Saves: Fort +9, Ref +7, Will +2
    Abilities: Str 17, Dex 15, Con 15, Int -, Wis 10, Cha 2
    Skills: Hide +4, Listen +3, Search +2, Swim +11
    Feats: Skill Focus (Hide), Great Fortitude, Improved Toughness
    Environment: Any Aquatic
    Organization: Solitary
    Challenge Rating: 2
    Treasure: None
    Alignment: Always Neutral
    Advancement: 7-11 HD (Huge)
    Level Adjustment: ---


    "There's worms in them thar Lochs."

    This is the giant worm variant of Nessie.

    Blindsense (Ex): This ability is identical to Blindsight, but only works underwater.

    Skills: Super Worms gain a +4 Racial Bonus on Hide and Search checks.

    Combat: The giant worm version of the Loch Ness monster...pretty much attacks like other worms.
    Last edited by Bhu; 2009-09-30 at 02:30 AM.
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  20. - Top - End - #890
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    Okay I jut have to figure out how to script the last Krampus ability in a way that cant violate teh code of conduct and the Krampus is done


    Dire Stingray
    Huge Animal (Aquatic)
    Hit Dice: 12d8+72 (126 hp)
    Initiative: +2
    Speed: Swim 50 ft. (10 squares)
    Armor Class: 18 (-2 Size, +2 Dex, +8 Natural), touch 10, flat-footed 16
    Base Attack/Grapple: +8/+23
    Attack: Tail Lash +21 melee (1d8+11 plus poison)
    Full Attack: Tail Lash +21 melee (1d8+11 plus poison)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Poison Sting
    Special Qualities: Low Light Vision, Blindsense
    Saves: Fort +14, Ref +12, Will +6
    Abilities: Str 32, Dex 14, Con 22, Int 2, Wis 14, Cha 2
    Skills: Hide -2 (+2 underwater), Listen +6, Search +3, Spot +6, Swim +19
    Feats: Ability Focus (Poison), Alertness, Blind-Fight, Combat Reflexes, Lightning Reflexes
    Environment: Warm Aquatic
    Organization: Solitary
    Challenge Rating: 8
    Treasure: None
    Alignment: Always Neutral
    Advancement: 13-19 HD (Huge), 20-24 HD (Gargantuan)
    Level Adjustment: ---

    "What fool through a perfectly good tent in the river?"

    "Abner! Abner that ain't no tent! Abner!!"

    Dire Stingrays are unusually large stingrays that are much of concern to any tribes dependent on the jungle rivers they occupy.

    Poison Sting (Ex): The sting in a Dire Stingrays tail is far more deadly than it's smaller cousins. Injury, DC 24 Fort Save (Save DC is Constitution based), Initial Damage is 2d4 Constitution and Secondary Damage is Paralysis for 2d4 rounds. Probably not a good thing since you'll be in the water.

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

    Skills: Dire Stingrays have a +8 Racial Bonus on all Swim Checks, and can Always Take 10 on a Swim Check. Due to being largely the same color as the muddy river waters they live in, Dire Stingrays gain a +4 Racial Bonus to Hide Checks underwater.

    Combat: Dire Stingrays attack pretty much the way regular Stingrays do, by charging and lashing with their tail. Well okay usually regular Stingrays are more subtle or likely to swim away, but these suckers are huge.
    Last edited by Bhu; 2009-09-27 at 06:03 PM.
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  21. - Top - End - #891

    Default Re: Critters

    Quote Originally Posted by Bhu View Post
    Trample (Ex): Reflex Save DC 28 for i/2 damage, Save DC is Strength based.
    Nothing like making a reflex save and taking imaginary damage.
    It's been a bit, GitP. If you're reading this, you're either digging through old stuff, or I've posted for the first time in forever.

    If you want to stay in touch, reach out to me on twitter (same username).

    The best answer is always to ask your DM.
    Unless you're the DM, in which case you should talk to your players.

  22. - Top - End - #892
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    Isn't that what Shadow Evocation does?

    Also, find another word than "Blindsense" since it works like blindSIGHT and those are two different abilities.... "aquasense"? I have actually seen something like that in "Dreadmire" but I don't have access to my copy right now.
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  23. - Top - End - #893
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    No, there's an actual ability Blinsense. It allows you to pinpoint the location of a creature, but it still retains the benefits of concealment. You just know where it is currently standing.
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  24. - Top - End - #894
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    That is exactly why I am saying he shouldn't use the word, because it already means something different, and thus would cause confusion.
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  25. - Top - End - #895
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    Peek at the Shark entry in the MM. It has the same Blindsense I am referring to.
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  26. - Top - End - #896
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    Nessie Alternate 2: Giant Eel
    Huge Animal (Aquatic)
    Hit Dice: 10d8+20 (65 hp)
    Initiative: +9
    Speed: Swim 60 ft. (12 squares)
    Armor Class: 17 (-2 Size, +5 Dex, +4 natural), touch 13, flat-footed 12
    Base Attack/Grapple: +7/+19
    Attack: Bite +10 melee (2d6+4)
    Full Attack: Bite +10 melee (2d6+4)
    Space/Reach: 15 ft./10 ft. (15 ft with Bite)
    Special Attacks: -
    Special Qualities: Low Light Vision, Blindsense
    Saves: Fort +11, Ref +12, Will +4
    Abilities: Str 18, Dex 21, Con 15, Int 1, Wis 12, Cha 2
    Skills: Hide +7, Listen +6, Spot +6, Swim +12
    Feats: Alertness, Improved Initiative, Skill Focus (Hide)Weapon Finesse
    Environment: Any Aquatic
    Organization: Solitary
    Challenge Rating: 4
    Treasure: None
    Alignment: Always Neutral
    Advancement: 11-17 HD (Huge)
    Level Adjustment: ---

    "There's Eels in them that Lochs..."

    Blindsense (Ex): This ability is identical to Blindsight, but only works underwater.

    Skills: Giant Eels gain a +8 Racial Bonus to Swim skill checks and may always take 10 on a swim check, even if distracted or endangered. They may also use the Run action while swimming in a straight line.

    Combat: Giant Eels fight pretty much like any other eels: biting.
    Last edited by Bhu; 2009-09-30 at 02:32 AM.
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  27. - Top - End - #897
    Firbolg in the Playground
     
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    Nessie Alternate 3: Long Necked Seal
    Large Animal
    Hit Dice: 5d8+15 (37 hp)
    Initiative: +2
    Speed: 10 ft. (2 squares), Swim 40 ft.
    Armor Class: 15 (-1 Size, +2 Dex, +4 natural), touch 11, flat-footed 13
    Base Attack/Grapple: +3/+12
    Attack: Bite +7 melee (1d8+5)
    Full Attack: Bite +7 melee (1d8+5)
    Space/Reach: 10 ft./5 ft. (10 ft with Bite)
    Special Attacks: -
    Special Qualities: Low Light Vision, Hold Breath
    Saves: Fort +9, Ref +6, Will +2
    Abilities: Str 21, Dex 15, Con 17, Int 2, Wis 12, Cha 6
    Skills: Listen +5, Spot +5, Swim +13
    Feats: Alertness, Endurance, Great Fortitude
    Environment: Any Aquatic
    Organization: Solitary
    Challenge Rating: 2
    Treasure: None
    Alignment: Always Neutral
    Advancement: 6-8 HD (Large)
    Level Adjustment: ---

    "Thars Seals in them thar Lochs..."

    Hold Breath (Ex):Giant Seals can hold their breath for a number of rounds equal to 6 times their Constitution score before they risk drowning.

    Skills: Giant Seals gain a +8 Racial Bonus to Swim skill checks and may always take 10 on a swim check, even if distracted or endangered. They may also use the Run action while swimming in a straight line.

    Combat: Giant seals tend to fight like regular seals, by swimming away from any danger bigger than themselves. Unless maybe it's mating season and they're feeling territorial.
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  28. - Top - End - #898
    Firbolg in the Playground
     
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    http://www.sacred-texts.com/neu/celt/phy/phy19.htm http://www.isle-of-man.com/manxnoteb...q1904/n091.htm
    http://www.geocities.com/Athens/Forum/4611/fairyP.html see Phynodoree
    http://faerie.monstrous.com/faerie_n-z.htm http://www.tartanplace.com/faery/gobln.html
    http://www.isle-of-man.com/manxnoteb...c1912/ch02.htm http://www.economicexpert.com/a/Buggane.htm


    Buggane
    Large Fey (Aquatic)
    Hit Dice: 10d6+30 (65 hp)
    Initiative: +6
    Speed: 40 ft. (8 squares), burrow 20 ft., swim 30ft.
    Armor Class: 21 (-1 Size, +2 Dex, +10 Natural), touch 11, flat-footed
    19
    Base Attack/Grapple: +5/+18
    Attack: Claw + 13 melee (1d6+9)
    Full Attack: 2 Claws +13 melee (1d6+9) and Bite + 8 melee(1d6+4)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Horrifying Appearance, +3d6 Sneak Attack
    Special Qualities: Low-Light Vision, Alter Appearance
    Saves: Fort +6, Ref +9, Will +9
    Abilities: Str 28, Dex 15, Con 16, Int 14, Wis 14, Cha 16
    Skills: Bluff +16, Climb +22, Hide +15, Intimidate +16, Listen +15,
    Move Silently +15, Spot +15, Swim +30
    Feats: Alertness, Improved Initiative, Power Attack, Staggering Strike
    Environment: Temperate Forest or Aquatic or Underground
    Organization: Solitary or (rarely) a group (3-6)
    Challenge Rating: 7 0r 8?
    Treasure: Standard
    Alignment: Chaotic Evil
    Advancement: 11-18 HD (Large)
    Level Adjustment: ----

    [B]"We avoid the old waterfall at night. If you have any sense you'll do the same."[/I]

    This is the Celtic version of the Buggane before Christian interference (or as close as I got at the time).

    SKills: Bugganes have a +8 Racial Bonus to Swim checks.

    Alter Appearance (Su): Bugganes can use glamer to alter their appearance. They can appear to be anything of Small to Large Size. This is effectively similar to the spell Persistent Image (Caster Level is equal to Bugganes Hit Dice, Will Save DC=18, Save is Cha based), except that it only effects the Bugganes appearance, and can be turned on and off at will. This is used to fool or scare opponents (see below).

    Horrifying Appearance (Su): The Buggane can use its Alter Appearance ability to change into particularly terrifying imaginary forms. If it's opponent fails the Will Save to disbelieve the Bugganes Alter Appearance the Buggane may try using Horrifying Appearance to scare him. If it is successful the Bugganes opponent must flee in Fear for 1d6 rounds if it is 5 Hit Dice or less, or it is Dazed for 2 rounds if it is 6-10 HD. Creatures with 10 or more Hit Dice are unaffected. Creatures who save successfully are immune to this Bugganes Horrifying Appearance ability for 24 hours.

    Sneak Attack (Ex): Works exactly like the Rogue's ability of the same name, and Sneak Attack damage gained from Rogue levels stacks with this.

    Combat: Bugganes prefer to pretend to use their Alter Appearance ability to pretend to be a dead or lame humanoid or animal, and try to lull opponents into lowering their defenses before they attack. Or it jumps from the shadows using its Horrifying Appearance to frighten victims and then pick them off.
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  29. - Top - End - #899
    Firbolg in the Playground
     
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    Think CR 9 is okay for the Krampus?
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  30. - Top - End - #900
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    Dire Pirhana
    Small Animal (Aquatic)
    Hit Dice: 2d8+4 (13 hp)
    Initiative: +1
    Speed: Swim 40 ft. (8 squares)
    Armor Class: 14 (+1 Size, +1 Dex, +2 Natural), touch 12, flat-footed 13
    Base Attack/Grapple: +1/-4
    Attack: Bite +2 melee (1d6-1)
    Full Attack: Bite +2 melee (1d6-1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Shearing Bite
    Special Qualities: Low Light Vision, Blindsense
    Saves: Fort +5, Ref +4, Will +2
    Abilities: Str 8, Dex 13, Con 14, Int 1, Wis 14, Cha 2
    Skills: Hide +6, Listen +4, Spot +4, Swim +7
    Feats: Weapon Finesse
    Environment: Warm Aquatic
    Organization: Solitary or School (2-4)
    Challenge Rating: 1/3
    Treasure: None
    Alignment: Always Neutral
    Advancement: 3-4 HD (Medium)
    Level Adjustment: ---

    "Ah don't like this river Bert."

    "Oh quit complainin' and help me look fer that missin' woman..."

    "The waters too dark. I can't see whats swimmin' in it with us. It makes me feel all twitchy like..."

    "Just relax Abner."

    "Bert...something has my toe...and not in a good way..."

    Dire Pirhana are perhaps more vicious than their smaller brethren. Thankfully there aren't quite as many of them, or the rivers would be stripped of life...

    Shearing Bite (Ex): The Bite of a Pirhana does x4 damage on a successful critical hit.

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

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

    Combat: Dire Pirhanas tend to bite and retreat, repeating until their victim is dead.
    Last edited by Bhu; 2009-10-02 at 05:27 AM.
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