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Thread: Critters

  1. - Top - End - #1
    Titan in the Playground
     
    Bhu's Avatar

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    Default Critters (PEACH please)

    Hi I'm new. In the wizards forum I have a weekly monster thread where in I post odd little critter ideas I have. The original idea was to get feedback and get better at critter making. However despite having plenty of page views, I very rarely get feedback.

    And I've been told that when 4.0 debuts the 3.5 boards will go poof and turn into on single 'out of print board'. Which means the thread will disappear along with several projects I'm working on. So I need a new home.

    You guys seemed nice

    So who likes absurd monsters?

    I got tons of em.

    EDIT: Full list is here
    Last edited by Bhu; 2010-03-12 at 03:52 PM.

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    Djinn_in_Tonic's Avatar

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    Default Re: Critters

    Go for it!

    I, for one, will probably be watching.

    Ingredients

    2oz Djinn
    5oz Water
    1 Lime Wedge


    Instructions

    Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.

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    Troll in the Playground
     
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    Default Re: Critters

    Sounds good to me.

    If you're gonna be hanging around, you might also be interested in the local homebrew competitions. There are the official Design Contests, which run occasionally (I think every couple of months, but I'm not sure), and Vorpal Tribble does a monthly Creature Competition (and the current one, Creepy Crawlers, is here).

    Oh, and welcome to the Playground!
    The Playgrounder Formerly Known as rtg0922

    Homebrew:
    "Themes of Ansalon" - A 4E Dragonlance Supplement
    Homebrew Compendium

  4. - Top - End - #4
    Titan in the Playground
     
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    Default Re: Critters

    Vorpal Tribble is here too? SWEET!!!

    Lets start with teh first Lycanthrope I ever did:

    Were-Kittens

    Originally created by the Goddess of Lycanthropes to serve as her spies, Were Kittens have spread about the world. Many other organizations have found ways to use them besides hers, and they have found a very lucrative niche in some places. Some others simply enjoy life as kittens and the free food that comes with being one

    Were Kitten is an Acquired or Inherited template that can be added to any humanoid.

    Size and Type: Type doesn’t change, but it does gain the Shapechanger subtype. Size in Kitten form is Diminutive, Size in Hybrid form is Tiny. Size in humanoid form is unchanged.

    Hit Dice: Unchanged

    Speed: Land speed is 30 in Hybrid and Kitten forms, otherwise unchanged. May not use any alternate movement forms the humanoid form possesses in the Kitten or hybrid Forms.

    Armor Class: Use the humanoid forms Natural Armor bonus for all 3 forms. Natural Armor bonus increases by +1.

    Base Attack/Grapple: Use the humanoids BAB for all 3 forms (Grapple bonus will change due to Size penalties in Hybrid and Kitten forms).

    Attacks: Same as base creature in Humanoid form, same as Kitten in Kitten Form (Kittens have 2 claw attacks doing 1 point of damage plus Strength bonus, and 1 Bite doing 1d2 + 1/2 Strength bonus), attacks are the same as a Cat in Hybrid form.

    Special Attacks: Hybrid and Kitten Forms gain Cursed Bite.

    Cursed Bite (Su): Identical to the ability listed under Lycanthropes in the Monster Manual, except it only works on Humanoids, and has no limitation on Size.

    Special Qualities: All 3 forms possess Low Light Vision, Scent, Alternate Form, Cat Empathy, and Damage Reduction 5/Silver.

    Alternate Form (Su):Identical to the Alternate Form ability listed in the Monster Manual for Lycanthropes.

    Cat Empathy (Su): Can communicate with Cats and has a +4 Racial bonus on Charisma based checks to influence them.

    Saves: Increase Base creatures Fortitude and Reflex Saves by +2.

    Abilities: Were Kittens gain +2 Wis. Physical Stats in Kitten Form are -10 Str, +10 Dex, Con unchanged. Physical Stats in Hybrid Form are -8 Strength, +8 Dex.

    Skills:Were Kittens gain a + 8 Racial bonus to Jump and Balance checks. They also have a +4 Racial bonus to Climb, Hide, and Move Silently checks. In Kitten and Hybrid forms while in heavy undergrowth or tall grass the Hide bonus increases to +8. Were Kittens may use their Strength or Dexterity modifier for Climb and Jump checks, whichever is better.

    Feats:Weapon Finesse and Iron Will as Bonus Feats.

    Environment: Unchanged.

    Organization: Solitary (Unchanged if there are enough other Were Kittens about, or in squads of 5-10 if working for the Lycanthrope Goddess).

    Challenge Rating:+1

    Treasure: Standard

    Alignment: Usually Neutral with some tendencies towards Chaos.

    Advancement: By Character Class

    Level Adjustment:+1


    Example Were Kitten: 1st level human Ninja, Lil Mister Fuzzy

    Human Form

    Medium Humanoid (Shapechanger)
    Hit Dice: 1d6-1 (5 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (+2 Dex, +1 Natural, +3 Ninja), touch 15, flat-footed 14
    Base Attack/Grapple: +0/+1
    Attack: Short Sword +2 melee (1d6+1) or Short Bow +2 Ranged (1d6)
    Full Attack: Short Sword +2 melee(1d6+1) or Short Bow +2 Ranged (1d6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: +1d6 Sudden Strike
    Special Qualities: Low-Light Vision, Scent, Alternate Form, Cat Empathy, DR 5/Silver, Trapfinding, Ki Power 4/day
    Saves: Fort +1, Ref +6, Will +3
    Abilities: Str 12, Dex 15, Con 8, Int 10, Wis 16, Cha 13
    Skills: Balance, Climb, Hide, Jump, Move Silently
    Feats: Alertness, Iron Will, Weapon Finesse
    Environment: Any
    Organization: Solitary or Organization (10-1000)
    Challenge Rating: 2
    Treasure: Standard
    Alignment: Neutral
    Advancement: By character class
    Level Adjustment: +1


    Hybrid Form

    Tiny Humanoid (Shapechanger)
    Hit Dice: 1d6-1 (5 hp)
    Initiative: +6
    Speed: 30 ft. (6 squares)
    Armor Class: 22 (+2 Size, +6 Dex, +1 Natural, +3 Ninja), touch 21, flat-footed 16
    Base Attack/Grapple: +0/-11
    Attack: Claw +6 melee (1d2-3)
    Full Attack: 2 Claws +8 (1d2-3) and 1 Bite +3 melee(1d3-3)
    Space/Reach: 2 1/2 ft./ 0 ft.
    Special Attacks: +1d6 Sudden Strike, Cursed Bite
    Special Qualities: Low-Light Vision, Scent, Cat Empathy, Alternate Form, DR 5/Silver, Trapfinding, Ki Power 4/day
    Saves: Fort +1, Ref +10, Will +3
    Abilities: Str 4, Dex 23, Con 8, Int 10, Wis 16, Cha 13
    Skills: Balance, Climb, Hide, Jump, Move Silently
    Feats: Alertness, Iron Will, Weapon Finesse
    Environment: Any
    Organization: Solitary or Organization (10-1000)
    Challenge Rating: 2
    Treasure: Standard
    Alignment: Neutral
    Advancement: By Character Class
    Level Adjustment: +1

    Kitten Form

    Diminutive Humanoid (Shapechanger)
    Hit Dice: 1d6-1 (5 hp)
    Initiative: +7
    Speed: 30 ft. (6 squares)
    Armor Class: 25 (+4 Size,+7 Dex, +1 Natural, +3 Ninja ), touch 24, flat-footed 18
    Base Attack/Grapple: +0/-16
    Attack: Claw +11 melee (1 point -4)
    Full Attack: 2 Claws +11 melee (1 point-4) and 1 Bite +6 melee (1d2-4)
    Space/Reach: 1 ft./0 ft.
    Special Attacks: +1d6 Sudden Strike, Cursed Bite
    Special Qualities: Low-Light Vision, Scent, Cat Empathy, Alternate Form, DR 5/Silver, Trapfinding, Ki Power 4/day
    Saves: Fort +1, Ref +11, Will +3
    Abilities: Str 2, Dex 25, Con 8, Int 10, Wis 16, Cha 13
    Skills: Balance, Climb, Hide Jump, Move Silently
    Feats: Alertness, Iron Will
    Environment: Any
    Organization: Solitary or Organization (10-1000)
    Challenge Rating: 2
    Treasure: Standard
    Alignment: Neutral
    Advancement: By Character Class
    Level Adjustment: +1

    Lord Fuzzington: Good evening everyone, please be seated!
    (crowd murmurs)
    Lord Fuzzington: As you know the local sushi house, Bob's Stale Fish has been ransacked and taken over by PIRATES!
    Crowd: BOOOOOOOOOOOOOOOO!!!! HIIISSSS!!
    Lord Fuzzington: We cannot allow this!
    Crowd: YEAH!
    Lord Fuzzington:Tonite our claws shall drink deeply into their poofy pirate pants!
    Crowd: YEAH!
    Lord Fuzzington: And their poofy pirate ways!
    Crowd: YEAH!
    Lord Fuzzington: As I understand the captain and his core crew are currently passed out drunk at the Buggered Choir Boy. After we dispatch them we retake Bobs!
    Crowd: YEAH!
    Lord Fuzzington: And the gods willing Bob will be a little less stingy with the free sashimi for kitties in the future...
    Crowd: YEAH!
    Last edited by Bhu; 2008-12-19 at 05:08 AM.

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    Ogre in the Playground
     
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    Default Re: Critters

    Welcome to the boards, and I await additional...additions with eager...eagerness.
    For the last time, it stands for Shadow of Darkness!

    Thankin' Nevitan fer me babytar!

    Kasaad Shadowweb-Chitine Paladin of Freedom (now a clickable link!).

    Spoiler
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    Quote Originally Posted by Mauve Shirt
    SoD is my favorite too.
    Quote Originally Posted by TigerHunter View Post
    SoD casts Pun
    SoD's Pun crits TigerHunter for 10k.
    TigerHunter dies.


    Genderbender week comin' up! SoDess by Bisected8 *applause*

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    Default Re: Critters

    I like it.

    Maybe it's a good idea to use some formatting. A monster write-up is a lot more legible if you use bold for titles (ex: Hit Dice: Unchanged) and italic for special abilities.

    Also, welcome to the boards!
    Last edited by Lord Herman; 2008-03-11 at 02:47 AM.

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    Hi all. Got some minimal formatting up. Here's another one:

    Sometimes the gods have a particularly odd sense of humor. Or perhaps they like to get drunk or stoned. In any event they seem to be responsible for cursing the occasional animal with Were-humanism. Under the light of the full moon these poor creatures become humans. This is not a pleasant experience for them, as slowly over the period of a month they become fully intelligent. But even though they have intelligence that doesn't immediately help them. Fish in the middle of the ocean or birds who are flying at a great height....usually don't enjoy their first transformation. Or survive it. Even animals that do survive the wilderness and learn to control their transformation over time have problems when discovered by people. They're naked, cant talk, and act like animals. Which means people think they are cursed (which is true) and find someone to dispel the curse (turning the Were Human into a normal, unintelligent animal again), burn them as witches in some sort of misunderstanding, or take them in and try to teach them to be people "again". This rarely works out well as the Were Human still has certain atavistic responses. Spiders are still tempted to eat their mates after um..mating. Sharks still view everything as food. Squirrels are obsessed with hoarding nuts. You get the idea.


    Creating a Were Human

    Were Human is an Acquired or Inherited template that can be added to any Animal or Vermin.

    Size and Type: The base creatures type changes to Magical Beast, and it gains the Shapechanger subtype. Size in animal form is unchanged. Size in Human form is Medium. Size in Hybrid form is midway between the two. For example a Colossal Giant Spider would be Huge in its Hybrid form. (To make this easier assign each Size Class a number, add the 2 numbers and divide by 2 and round down. Fine:1, Diminutive:2, Tiny:3, etc.).

    Hit Dice: Hit Dice become d10's now that the Were Human is a Magical Beast.

    Speed: Land and Swim speed remains unchanged in all 3 forms. If the base creature has no land speed, the hybrid form has a land speed of 15. Flight speed is unavailable in Human form, and half normal in Hybrid form (maneuverability class is one worse than Animal form).

    Armor Class: Remains unchanged in animal form. Natural armor bonus is half normal (round up) in Hybrid form, and +0 in human form.

    Attack: Base Attack Bonus now becomes +1 per Hit Die. The Were Human retains all natural attacks in Hybrid and Animal forms (although the damage of the attacks in it's Hybrid form may be modified due to the change in Size, see page 291 of the Monster manual). In human form a Were-Human is considered to have the Improved Unarmed Strike Feat

    Special Attacks: All Special Attacks are retained in Animal and Hybrid Forms. Only the following Special Attacks are retained in Human form: Ferocity, Improved Grab, Pounce, Rage, Trip. Improved Grab now triggers with a successful unarmed strike. It also gains Cursed Attack while in Animal and Hybrid form:

    Cursed Attack (Su): Any animal or vermin successfully bitten by a Were Human becomes a Were Human itself unless it makes a successful Fortitude Save. Save DC is 10 + 1/2 Hit Dice + Constitution modifier. If the base creature does not normally have a bite attack it now gains a Bite as a secondary attack doing 1 point of damage plus 1/2 Strength modifier.

    Special Qualities: The Were Human retains all Special qualities in all 3 forms, except Ink Cloud, Jet, Blindsight, and qualities based on alternative physiologies. These are only available in Animal and Hybrid Forms. Vermin Were Humans lose the Mindless Trait as well. Aquatic Were Humans (i.e. Fish) gain Hold Breath in Human form. They may hold their breath for 8 x their Constitution modifier in rounds before they risk drowning (but since they have no problem making swim checks it wont be too much of a problem). All Were Humans gain Alternate Form, Empathy, and DR 10/Silver in all 3 forms.

    Alternate Form (Su): The Were Human can assume a bipedal Hybrid Form or become a human. Only the appearance really changes. The Human and Hybrid forms have hands, but that's the only real difference. Changing forms is a full round action until the Were Human has made a DC 15 Willpower Save to control it. After this changing forms is a standard action. Separated body parts or dead Were Humans revert to animal form.

    Empathy (Su): The Were Human can communicate with animals of its own species and receives a +4 Racial bonus on Charisma based skill checks against them. It doesn't know how to speak human languages, but still receives the +4 bonus on Charisma based skill checks. Maybe its pheromones. Or maybe people aren't as smart as they think....

    Abilities: With the exception of Strength abilities remain the same in all 3 forms. The Were Human rolls 3d6 for Int, and gets +2 Wis, and +4 Cha. For Strength in Hybrid Form, add 10 plus the Animal Forms Strength, divide by 2, and round up. For Strength in human form take 10 and add (or subtract if negative) the Animal Forms Strength modifier.

    Saves: If the Were Human was a vermin its Saving Throws must be recalculated as it is now a Magical Beast.

    Skills: Racial skill bonuses are retained in all 3 forms. Initially the Were Human knows no languages, but can learn them.

    Feats: Unchanged.

    Environment: Unchanged.

    Organization: Usually becomes Solitary. Pack creatures may form packs if there are enough of them.

    Challenge Rating:+1

    Treasure: Standard

    Alignment: Still Neutral, though that may begin to alter depending on the Were Humans newfound circumstances.

    Advancement: By Character Class

    Level Adjustment:+1

    Human Appearance: The Were Humans human form appears to be of a member of the nearest human race. In a land of Mongolians, it appears as a Mongolian. Scaly animals will have rough skin, hairy animals will still be uncommonly hairy, etc. Animals without hair will be bald in human form. Skin color will be within the human range but similar to its animal form. For example a shark will be very pale, or have a slight greyish cast to its skin. A giant Fire Ant will be copper colored similar to a Native American. This causes some problems when skin color and racial type are not similar, but since most people will believe the Were Human is cursed anyway it lessens the impact of their strange appearance.



    Authors Note: I know this is somewhat different than the standard Lycanthrope Template, but it IS a bit unusual, and meant for a silly campaign.

    Example Were-Human: "Buffalo" Bill Johnson

    Human Form
    Medium Magical Beast (Shapechanger)
    Hit Dice: 5d8+15 (37 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares)
    Armor Class: 10 , touch 10, flat-footed 10
    Base Attack/Grapple: +5/+8
    Attack: Unarmed Strike +8 melee (1d3+3)
    Full Attack: Unarmed Strike +8 melee (1d3+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities: Low-Light Vision, Scent, DR 10/Silver, Alternate Form, Empathy
    Saves: Fort +7, Ref +4, Will +1
    Abilities: Str 16, Dex 10, Con 16, Int 10, Wis 13, Cha 8
    Skills: Listen +7, Spot +7
    Feats: Alertness, Endurance
    Environment: Temperate Plains
    Organization: Solitary
    Challenge Rating: 3
    Treasure: None
    Alignment: Neutral
    Advancement: By Class Levels
    Level Adjustment: -


    Hybrid Form
    Medium Magical Beast (Shapechanger)
    Hit Dice: 5d8+15 (37 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares)
    Armor Class: 12 (+2 Natural), touch 10, flat-footed 12
    Base Attack/Grapple: +5/+8
    Attack: Gore +8 melee (1d6+4)
    Full Attack: 1 Gore +8 melee (1d6+4 and 1 Bite +3 melee (2 pts)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Cursed Attack
    Special Qualities: Low-Light Vision, Scent, DR 10/Silver, Alternate Form, Empathy
    Saves: Fort +7, Ref +4, Will +1
    Abilities: Str 16, Dex 10, Con 16, Int 10, Wis 13, Cha 8
    Skills: Listen +7, Spot +7
    Feats: Alertness, Endurance
    Environment: Tempreate Plains
    Organization: Solitary
    Challenge Rating: 3
    Treasure: None
    Alignment: Neutral
    Advancement: By Class Levels
    Level Adjustment: ----


    Bison Form
    Large Magical Beast (Shapechanger)
    Hit Dice: 5d8+15 (37 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares)
    Armor Class: 13 (-1 Size, +4 Natural), touch 9, flat-footed 13
    Base Attack/Grapple: +5/+15
    Attack: Gore +11 melee (1d8+9)
    Full Attack: 1 Gore +11 melee (1d8 +9) and 1 Bite +8 melee (5pts)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Cursed Attack
    Special Qualities: Low-Light Vision, Scent, DR 10/Silver, Empathy, Alternate Form
    Saves: Fort +7, Ref +4, Will +1
    Abilities: Str 22, Dex 10, Con 13, Int 10, Wis 13, Cha 8
    Skills: Listen +7, Spot +7
    Feats: Alertness, Endurance
    Environment: Temperate Plains
    Organization: Solitary
    Challenge Rating: 3
    Treasure: None
    Alignment: Neutral
    Advancement: By Class level
    Level Adjustment: ---

    Late one July evening a simple Buffalo was bitten by a Coyote Were-Human whom his herd promptly stomped to death. This Buffalo found himself growing ever more self aware over the coming weeks. He began to think. "Is this all I do with my life? Eat grass?" "Why are the other Buffalo so bloody stupid?" Man, I really need a bath."

    Eventually he split from the herd and wondered near a human settlement on the night of the full moon where he received the shock of his life as he turned into a naked man. He then received the second great shock of his life as a woman marched out of her hut, screamed upon seeing him, and knocked him blissfully unconscious with the club she was carrying. At which point he became a Buffalo.

    Thankfully the town knew of a nearby Druid who explained things. Bill has been adopted by the Johnson family who are currently trying to teach him several things: How to speak the common language, how to work a farm, and why being naked is bad for you.
    Last edited by Bhu; 2008-12-19 at 05:03 AM.

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    Titan in the Playground
     
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    Default Re: Critters

    <Snerk>... I like it.
    Did you mean to give the +4 adjustment to Charisma and the +4 to Charisma based social checks?
    [Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
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    Ogre in the Playground
     
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    Default Re: Critters

    Interesting... welcome to the playground Bhu. In terms of saving time with formatting, I might suggest Fax's Guide and Reina's other Tools.
    [CENTER]So You Wanna Be A DM? A Potentially Helpful Guide
    Truly wonderful avatar made by Cuthalion

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    Titan in the Playground
     
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    Quote Originally Posted by DracoDei View Post
    <Snerk>... I like it.
    Did you mean to give the +4 adjustment to Charisma and the +4 to Charisma based social checks?
    Yup. Since most of the animals have a Charisma in the 2-6 range I thought they could use the help.

  11. - Top - End - #11
    Titan in the Playground
     
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    Quote Originally Posted by AKA_Bait View Post
    Interesting... welcome to the playground Bhu. In terms of saving time with formatting, I might suggest Fax's Guide and Reina's other Tools.
    Kewl the playground has goodies!

    Here's one for you sadistic Christmas DM's


    Figgy Pudding
    Medium Ooze
    Hit Dice: 3d10+15 (31 hp)
    Initiative: +0
    Speed: 10’ (2 squares)
    Armor Class: 10, touch 10, flat-footed 10
    Base Attack/ Grapple: +2/ +3
    Attack: Slam +3 melee (1d6+1 plus 1d6 acid)
    Full Attack: Slam +3 melee (1d6+1 plus 1d6 acid)
    Space/ Reach: 5’/ 5’
    Special Attacks: Constrict 1d6+1 plus 1d6 acid, improved grab, Intoxicating Scent
    Special Qualities: Blindsight 60’, Immune to cold and fire, ooze traits, addictive flesh
    Saves: Fort +6, Ref +1, Will -4
    Abilities: Str 12, Dex 10, Con 21, Int --, Wis 1, Cha 1
    Skills: Climb +13
    Feats: --
    Environment: Cold Forest and Mountains
    Organization: Solitary
    Challenge Rating: 5??
    Treasure: None
    Alignment: Neutral
    Advancement: 4-6 HD (Medium), 7-9 HD (Large)
    Level Adjustment: --


    "MUST...CONSUME...PUDDING..."

    Figgy Puddings look like blobs of some sort of foodlike substance, and smell delicious. They remain underground in hibernation until winter when they come forth to hunt.

    Improved Grab (Ex): If the Figgy Pudding hits with it's Slam attack it gets an automatic Grapple check as a Free action without provoking an attack of opportunity. If it is successful it may begin doing Constriction damage each round it maintains the Grapple.

    Constrict (Ex): On a successful Grapple check the Figgy Pudding does 1d6+1 damage and an additional 1d6 acid damage.

    Intoxicating Scent (Ex): Anyone within 30 feet of a Figgy Pudding (50 feet if they have Scent) must make a DC 16 Willpower Save (Save DC is Con based) or be consumed by desire to eat the Figgy Pudding. If this happens the Figgy Pudding will split off a small portion of itself (it loses 3 hit points temporarily) and allow it to be consumed. This smaller Figgy Pudding will consume the victim from the inside doing 1d6 points of acid damage per round (beings immune to acid damage will eventually 'evacuate' the pudding) until the victim dies (and it rejoins the larger pudding in devouring the corpse), or a Remove Disease spell kills it (in which case the loss of 3 hit points is permanent for the parent pudding).

    Addictive Flesh (Ex): Anyone tasting the flesh of a Figgy Pudding must make a DC 16 Willpower Save (Save DC is Con based) or become addicted to the taste. Thereafter each week the addict must make a DC 10 Willpower Save or compulsively hunt down and try to eat a Figgy Pudding. DC check raises by +1 each week the Save is successful. If the addict cannot get to a Figgy Pudding within one week after a Failed Save he suffers from Insanity (as per the spell) until cured or he gets a Figgy Pudding.

    Combat: The Figgy Pudding will let it's Intoxicating Scent do the work for it, and let a potential victim munch away while enveloping it. Should that fail it will immediately attack the nearest person and attempt to constrict.
    Last edited by Bhu; 2009-01-26 at 06:37 AM.

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    Ogre in the Playground
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    Default Re: Critters

    Figgy Pudding is now my new favorite ooze.

    And I suddenly have the urge to make a prestige class along the lines of "Ambrosal Taster of Figgy goodness."
    Last edited by Lappy9000; 2008-03-12 at 08:27 PM.

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    Carnivorous Jungle Death Penguin Swarm
    Tiny Magical Beast (Swarm)
    Hit Dice: 5d10+5 (32 hp)
    Initiative: +0
    Speed: 15 ft. (3 squares), Swim 15 ft.
    Armor Class: 12 (+2 Size), touch 12, flat-footed 12
    Base Attack/Grapple: +5/-
    Attack: Swarm (1d6)
    Full Attack: Swarm (1d6)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction
    Special Qualities: Dark Vision 60', Swarm Traits, Half Damage from Slashing/Piercing Weapons
    Saves: Fort +5, Ref +4, Will +3
    Abilities: Str 2, Dex 10, Con 12, Int 2, Wis 14, Cha 2
    Skills: Hide +10, Jump +16, Listen +5, Spot +5, Swim +8
    Feats: Alertness, Endurance
    Environment: Warm Forest
    Organization: Solitary, Pair, Group (3-5 Swarms)
    Challenge Rating: 3
    Treasure: None
    Alignment: Always Neutral
    Advancement: -
    Level Adjustment: -

    "Penguins? What the hell are penguins doing in the jungle?"

    Humphrey Billingsworth the 3rd was a liar, a cheat, and a complete and utter scoundrel. Unfortunately for the world he also had a taste for primitive tribal women. A taste he indulged while in wizardry school. One, an Orc named Ils, taunted him into entering a competition to create a new species. Humphrey should have known better. Usually these competitions get out of hand, and half the contestants get killed when someones awakened land roving giant squid entry creates an army of the dead and proceeds to take over the campus. But he was in lust. He was also broke. And lacking in even the most basic tenets of common sense. So he broke into the colleges menagerie to steal some subjects, nearly got eaten by an Owlbear, and managed to abscond with several penguins. He was supposed to make a species for jungle habitats.

    With penguins.

    Needless to say he quickly got incredibly drunk out of despair. And then he decided to say what the hell and just give mutating them a try. Unfortunately for the world "what the hell" came after 3 bottles of Elvish wine. Penguins had several problems adapting to a jungle existence. They couldn't stand heat, they had ridiculously stubby little legs, and virtually no real offensive capability. So he gave them retractable fangs to fix the fighting problem. He tried giving them flight, but at best they had some of pseudo levitation they could use in spurts that allowed them to travel by hopping which they seemed to enjoy immensely. Running out of time he decided to try and use the tactic that "no one would see them coming, they'll make the perfect ambush minion" when he introduced them to the judges the next day. He then locked the penguins up for the night, and passed out.

    He locked them up next to a fiendish artifact the school had just taken in for study that had gigantic signs around it saying "STAY 30 FEET FROM THIS THING AT ALL TIMES".

    In his defense he was stone drunk.

    Long story short the several penguins became several thousand overnight. They ate the competition. And Humphrey, and Ils, and most of the local population. In the afterlife the Gods and Fiends both pretty much rejected Humphrey's soul, and at this moment it seems likely he will become a Vestige. A sad penguiny Vestige.

    Skills: Jungle Death Penguins have a +8 Racial Bonus to Swim checks, and can always Take 10 on a Swim chck. They also have a +20 Racial Bonus to Jump Checks.

    Combat: Ummm..they're penguins. Penguins aren't known for tactical sense. They just sort of bounce toward the victim and nibble.
    Last edited by Bhu; 2009-01-18 at 03:28 AM.

  14. - Top - End - #14
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    Quote Originally Posted by Bhu View Post
    Vorpal Tribble is here too?
    Nothing but another wild rumor, I assure you...


    These forums are great though for homebrewing. Be assured you'll get feedback. Wish I could give feedback more on both forums, but I barely have time to make my own before having to run off again.
    Last edited by The Vorpal Tribble; 2008-03-13 at 02:00 PM.

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    Quote Originally Posted by The Vorpal Tribble View Post
    Nothing but another wild rumor, I assure you...


    These forums are great though for homebrewing. Be assured you'll get feedback. Wish I could give feedback more on both forums, but I barely have time to make my own before having to run off again.
    I know the feeling. And since I'm here, another critter swarm:


    Vorpal Shrew Swarm
    Diminutive Magical Beast (Swarm)
    Hit Dice: 12d10+12 (78 hp)
    Initiative: +5
    Speed: 15 ft. (3 squares), climb 15 ft.
    Armor Class: 20 (+4 Size, +5 Dex, +1 Natural), touch 19, flat-footed 15
    Base Attack/Grapple: +12/-
    Attack: Swarm (3d6 plus poison)
    Full Attack: Swarm (3d6 plus poison)
    Space/Reach: 10 ft./0 ft.
    [B]Special Attacks:[/B} Vorpal Attacks, Distraction, Poison
    Special Qualities: Immune to Weapon Damage, Low Light Vision, Scent, Swarm Traits
    Saves: Fort +9, Ref +13, Will +6
    Abilities: Str 6, Dex 20, Con 13, Int 6, Wis 14, Cha 10
    Skills: Balance +13, Climb +16, Hide +12, Listen +7, Move Silently +12, Spot +7
    Feats: Alertness, Endurance, Diehard, Track
    Environment: Any Forest
    Organization: Solitary, Pair, Mob (2-4 Swarms), Big Mob (10-15 swarms)
    Challenge Rating: 8
    Treasure: None
    Alignment: Always Neutral
    Advancement: -
    Level Adjustment: ---

    "Abner...I don't like the way thet grass is movin'..I think we should leave..."

    Vorpal Shrews are creations by Prak the Mad, the mage of Bad Critter Forest (and one he actually regrets). Their magically enhanced natural weapons cut through anything (meaning a single shrew makes touch attacks). They appear to be normal (if somewhat rabid) shrews. And by somewhat rabid we mean "teensy mouth-frothing horrors from the Pit".

    Poison (Ex): Injury, Fortitude Save DC 17, Initial and Secondary Damage 1d4 Dex. Save DC is Constitution Based. Shrews excrete most of the poisons that build up in their body in their saliva.

    Vorpal Attacks (Su): The damage from Vorpal Shrews Natural Attacks is untyped, meaning it bypasses Damage Reduction.

    Skills: Vorpal Shrews have a +8 Racial Bonus on Balance, and Climb checks. They also have a +4 Racial Bonus on Hide and Move Silently checks. They may use their Dex or Str modifier for Climb checks, whichever is better, and may always Take 10 on Climb checks, even if rushed or threatened.

    Combat: Vorpal Shrews pretty much use standard swarm tactics, i.e. rush the victim and start chewing. Plus they make these horrifying lil' squeaky noises that will keep you awake at nights if you survive.
    Last edited by Bhu; 2009-01-13 at 05:57 AM.

  16. - Top - End - #16
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    *giggles maniacally*

    I can imagine them. Vicious little creatures, as soon as have your head off as look at you.

    ...

    ...


    OMG VORPAL GAZE ATTACKS!!!!!!!!
    Steampunk GwynSkull by DR. BATH

    "Live to the point of tears"
    - Albert Camus


    Quote Originally Posted by Wyntonian View Post
    What. Is. This. Madness.

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    Time to break out the heavy artillery:

    Big Spookity Kitty
    Tiny Magical Beast
    Hit Dice: 6d10+18 (51 hp)
    Initiative: +6
    Speed: 30 ft. (6 squares)
    Armor Class: 18 (+2 Size, +3 Dex, +3 Natural), touch 15, flat-footed 15
    Base Attack/Grapple: +6/+16
    Attack: Claw +14 melee (1d2+6)
    Full Attack: 2 Claws +14 melee (1d2+6) and 1 Bite +9 melee (1d3+3)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Improved Grab, Pounce, Rake 1d2+6, Mean Little Bastard
    Special Qualities: Low Light Vision, Scent, Sassy, Dark Vision 60'
    Saves: Fort +8, Ref +7, Will +3
    Abilities: Str 23, Dex 15, Con 17, Int 8, Wis 12, Cha 12
    Skills: Balance +12, Climb +12, Hide +8, Jump +16, Listen +3, Move Silently +7, Spot +3
    Feats: Anklebiter, Dodge, Improved Initiative
    Environment: Temperate Plains
    Organization: Solitary, Pair, or Family (3-5 plus 5-20 Little Spookity Kitties)
    Challenge Rating: 3???
    Treasure: Standard
    Alignment: Always Neutral
    Advancement: 7-12 HD (Tiny), 13-18 HD (Small)
    Level Adjustment: ----

    "Aww, look at the lil kitties!!!"

    Big Spookity Kitties were an experiment by a particularly loony mage who wanted intelligent guards that didn't stand out, but still had a punch. They appear to be ordinary housecats but for that little gleam in their eyes. They understand common, but cannot speak.

    Mean Little Bastard (Ex): Big Spookity Kitties do not take a Size penalty to Grapple checks.

    Sassy (Ex): Big Spookity Kitties are immune to fear and morale effects.

    Skills (Ex): Kitties have a +4 Racial Bonus on Climb, Hide, and Move Silently checks (hide bonus increases to +8 in tall grass or heavy undergrowth). They also have a +8 Racial Bonus to Balance and Jump checks. And a +4 Racial Bonus to all Grapple checks.

    Improved Grab (Ex): If the Kitty hits with a bite or claw attack it may attempt a grapple check as a free action without provoking an attack of opportunity. If the grapple check succeeds it may use its Rake attack.

    Combat: Kitties tend to enjoy stalking their prey and will use group tactics if they aren't on a solo hunt. Otherwise they are very straightforward, charging in and immediately attempting to set up a grapple so they can Rake their opponent into submission.

    Little Spookity Kitty
    Diminutive Magical Beast
    Hit Dice: 3d10+6 (22 hp)
    Initiative: +5
    Speed: 20 ft. (4 squares)
    Armor Class: 16 (+4 Size, +1 Dex, +1 Natural), touch 15, flat-footed 15
    Base Attack/Grapple: +3/+10
    Attack: Claw +10 melee (4 pts)
    Full Attack: 2 Claws +10 melee (4 pts) and 1 Bite +5 melee (1d2+1)
    Space/Reach: 1 ft./ 0 ft.
    Special Attacks: Improved Grab, Pounce, Rake (4 pts), Mean Little Bastard
    Special Qualities: Low Light Vision, Scent, Sassy, Dark Vision 60'
    Saves: Fort +5, Ref +4, Will +1
    Abilities: Str 16, Dex 12, Con 15, Int 4, Wis 10, Cha 10
    Skills: Balance +9, Climb +7, Hide +6, Jump +11, Listen +4, Move Silently +6, Spot +4
    Feats: Alertness, Improved Initiative
    Environment: Temperate Plains
    Organization: Solitary, Pair, or Pack (5-20)
    Challenge Rating: 2??
    Treasure: Standard
    Alignment: Always Neutral
    Advancement: 4-5 HD (Diminutive)
    Level Adjustment: ----

    "Awwwwww...look at the little teeny kitties.."

    Little Spookity Kitties are Big Spookity Kitty kittens.

    Mean Little Bastard (Ex): Kitties do not take a Size penalty to Grapple checks.

    Sassy (Ex): Little Spookity Kitties are immune to fear and morale effects.

    Skills (Ex): Kitties have a +4 Racial Bonus on Climb, Hide, and Move Silently checks (hide bonus increases to +8 in tall grass or heavy undergrowth). They also have a +8 Racial Bonus to Balance and Jump checks. And a +4 Racial Bonus to all Grapple checks.

    Improved Grab (Ex): If the Kitty hits with a bite or claw attack it may attempt a grapple check as a free action without provoking an attack of opportunity. If the grapple check succeeds it may use its Rake attack.

    Combat: Pretty much just like the Big Spookity Kitties.




    Little Spookity Kitty Swarm
    Diminutive Magical Beast (Swarm)
    Hit Dice: 18d10 +36 (135 hp)
    Initiative: +5
    Speed: 20 ft. (4 squares)
    Armor Class: 16 (+4 Size, +1 Dex, +1 Natural), touch 15, flat-footed 15
    Base Attack/Grapple: +18/-
    Attack: Swarm (4d6)
    Full Attack: Swarm (4d6)
    Space/Reach: 10 ft./ 0 ft.
    Special Attacks: Distraction
    Special Qualities: Low Light Vision, Scent, Sassy, Dark Vision 60'. Swarm traits, Immune to Weapon Damage
    Saves: Fort +13, Ref +13, Will +6
    Abilities: Str 16, Dex 12, Con 15, Int 4, Wis 10, Cha 10
    Skills: Balance +9, Climb +8, Hide +9, Jump +11, Listen +6, Move Silently +9, Spot +6
    Feats: Anklebiter, Improved Initiative
    Environment: Temperate Plains
    [B]Organization: Solitary
    Challenge Rating: 10
    Treasure: Standard
    Alignment: Always Neutral
    Advancement: -
    Level Adjustment: ----


    "Ummm..why are those kitties lookin' at us like that Granpa?"

    Sometimes Little Spookity Kitties are separated from their parents by death or misfortune. If not killed or raised by Druids as companions they form small prides and ambush prey.

    Sassy (Ex): Spookity Kitties are immune to fear and morale effects.

    Skills (Ex): Kitties have a +4 Racial Bonus on Climb, Hide, and Move Silently checks (hide bonus increases to +8 in tall grass or heavy undergrowth). They also have a +8 Racial Bonus to Balance and Jump checks. And a +4 Racial Bonus to all Grapple checks.

    Distraction (Ex): Any living creature that begins its turn with a swarm in its square must make a DC 21 Fortitude Save or be Nauseated for 1 round (Save is Constitution based).

    Combat: Rush em and start tearing is the standard. Not very tactical are kittens...



    Anklebiter
    You are well adjusted to attacking from below
    Prerequisites: Tiny Size Class or smaller
    Benefits: Normally with a Reach of 0 you would provoke an attack of opportunity when entering someone else's square. But not in this case. You're a special kitty who breaks that rule due to training. You do not provoke an AoO from entering an opponents square.
    Last edited by Bhu; 2008-12-19 at 04:59 AM.
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    Barbearian
    Large Magical Beast
    Hit Dice: 8d10+32 (76 hp)
    Initiative: +1
    Speed: 50 ft. (10 squares)
    Armor Class: 15 (-1 Size, +1 Dex, + 5 Natural), touch 10, flat-footed 14
    While raging 13 (-1 Size, +1 Dex, +5 Natural, -2 Rage), touch 8,
    flat-footed 12
    Base Attack/Grapple: +8/+20
    Attack: Claw +15 melee (1d8+8), while raging: Claw +17 melee (1d8+10)
    Full Attack: 2 Claws +15 melee (1d8+8) and 1 Bite +10 melee (2d6+4), while raging: 2 Claws +17 melee (1d8+10) and 1 Bite +12 melee (2d6+5)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved Grab, Rage 3/day
    Special Qualities: Dark Vision 60 ft., Low Light Vision, Scent, Damage Reduction: 1/-, Trap Sense +2, Improved Uncanny Dodge
    Saves: Fort +10 (+12 while raging), Ref +7, Will +3 (+5 while raging)
    Abilities: Str 26, Dex 12, Con 18, Int 8, Wis 12, Cha 10
    Skills: Listen +6, Spot +7, Swim +16
    Feats: Power Attack, Cleave, Destructive Rage, Intimidating Rage
    Environment: Cold Forests
    Organization: Solitary or Pair
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Chaotic Neutral
    Advancement: By character class
    Level Adjustment: ---

    Frenzied Bearserker (Barbearian, Frenzied Berserker 6
    Large Magical Beast
    Hit Dice: 8d10+6d12+70 (153 hp)
    Initiative: +1
    Speed: 50 ft. (10 squares)
    Armor Class: 15 (-1 Size, +1 Dex, + 5 Natural), touch 10, flat-footed 14
    While raging 9 (-1 Size, +1 Dex, +5 Natural, -2 Rage, -4 Frenzy), touch 4,
    flat-footed 11
    Base Attack/Grapple: +14/+27
    Attack: Claw +22 melee (1d8+9), while raging: Claw +17 melee (1d8+10)
    Full Attack: 2 Claws +22 melee (1d8+9) and 1 Bite +20 melee (2d6+4), while raging: 2 Claws +27 melee (1d8+15) and 1 Bite +25 melee (2d6+10)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved Grab, Rage 3/day, Frenzy 3/day, Supreme Cleave, Improved Power Attack, Inspire Frenzy 1/day
    Special Qualities: Dark Vision 60 ft., Low Light Vision, Scent, Damage Reduction: 1/-, Trap Sense +2, Improved Uncanny Dodge, Deathless Frenzy
    Saves: Fort +16 (+18 while raging), Ref +10, Will +6 (+8 while raging)
    Abilities: Str 28, Dex 12, Con 20, Int 8, Wis 12, Cha 10
    Skills: Intimidate +6, Listen +6, Spot +7, Swim +16
    Feats: Power Attack, Cleave, Destructive Rage, Diehard, Instantaneous Rage, Intimidating Rage, Multiattack
    Challenge Rating: 14
    Treasure: Standard
    Alignment: Chaotic Neutral

    "Abner thet there bawr is lookin' at me like I grabbed his wifes butt..."

    Barbearians are very large Brown Bears with horrible tempers, and awakened intelligence. The usual requisite insane mage is to blame supposedly. God knows why he'd want surly, irritable, possibly homicidally insane servants but mages are some weird guys. Barbearians have all the abilities of a Barbarian equal to their Hit Dice level, and can qualify for Feats etc as if they were Barbarians. Favored Class is of course Barbarian. For all intents and purposes they appear to be normal Brown Bears. They speak Common and Sylvan.

    Skills: The Barbearian gains a +4 Racial Bonus on Swim checks.

    Improved Grab (Ex): If a Barbearian hits with a Claw attack it may attempt a Grapple check as a free action without provoking an attack of opportunity.

    Combat: Barbearians fight like most bears do, with the addition of Rage, and some intelligence. Grappling is preferred but they'll leisurely beat you to death with their paws if they have the time.
    Last edited by Bhu; 2008-12-31 at 05:13 AM.
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    DIRE THINGIE TEMPLATE

    Dire Thingie is an Inherited or Acquired Template that can be added to any living creature with an Intelligence of 2 or less that has had it's Size Class increased to two Size Classes bigger (with a minimum Size Class of Small), and it's Hit Dice Advanced to twice it's normal amount (with a set minimum based on Size). The minimum Hit Dice based on Base Creatures new Size is Small = 3 HD, Medium = 4 HD, Large = 8 HD, Huge = 12 HD, Gargantuan = 20 HD, Colossal = 36 HD. For example if applied to a Porpoise (which is normally 2 Hit Dice) the Porpoise becomes 4 Hit Dice. If applied to a Rat (which is less than 1 Hit Die) it becomes 3 Hit Dice. Recalculate BAB, Saves, Skills, Stats, Armor Class, Feats, Damage, and Save DC's of special attacks due to new Hit Dice and Size. Recalculate CR (See MM page 294 for suggestions), and then apply this template.

    Size and Type: Type does not change.

    Hit Dice: Unchanged.

    Speed: If the creature is Large or larger it's Base Land Speed (if it has one) increases to 40 feet. Otherwise speed remains unchanged.

    Armor Class:The Base Creatures Natural Armor Bonus is 1.5 times greater (round down). For example if the Base Creature had a +4 Natural Armor bonus, it now has a +6. If the base creature has heavy natural armor (i.e. a turtle or armadillo shell for example) it doubles instead. There is a minimum Natural AC Bonus based on Size: Small=+3, Medium=+4, Large=+5, Huge=+6, Gargantuan=+7, and Colossal=+8.

    Attacks: Unchanged.

    Damage: Unchanged.

    Special Attacks: Retains all Special Attacks of Base Creature. Range or Area of Effect is 1.5 times bigger (for example if the Base Creature has a Breath Weapon that's a 30' Cone, it's now a 45' Cone).

    Special Qualities: Retains all Special Qualities of Base Creature.

    Saves: Unchanged.

    Abilities: +2 Str, +2 Dex, +2 Con, +4 Cha.

    Skills: Unchanged.

    Feats: The Base Creature gains Improved Toughness as a Bonus Feat.

    Environment: Unchanged

    Organization: Usually Solitary

    Challenge Rating: +1

    Treasure: Unchanged

    Alignment: Unchanged

    Advancement: Up to double it's base Hit Dice. If that puts it past the minimum for the next size class, it goes up too. For example if the Base Creature is 8 HD, it can go up to 16 HD. It would be 9-11 (Large), 12-16 (Huge).

    Level Adjustment: +1

    Example of creature using template here:

    Dire Lemure
    Huge Outsider (Baatezu, Evil, Extraplanar, Lawful)
    Hit Dice: 12d8+72 (126 hp)
    Initiative: -1
    Speed: 40 ft. (8 squares)
    Armor Class: 20 (-2 Size, -1 Dex, +13 Natural), touch 7, flat-footed 23
    Base Attack/Grapple: +12/+29
    Attack: Claw +19 melee (1d8+9)
    Full Attack: 2 Claws +19 melee (1d8+9)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: -
    Special Qualities: Damage Reduction 5/Good or Silver, Dark Vision 60', Immunity ot Fire and Poison, Mindless, See in Darkness
    Saves: Fort +13, Ref +7, Will +8
    Abilities:[/B] Str 28, Dex 8, Con 20, Int -, Wis 11, Cha 9
    Skills: -
    Feats: Improved Toughness (B)
    Environment: Nine Hells of Baator
    Organization: Solitary
    Challenge Rating:
    Treasure: None
    Alignment: Always Lawful Evil
    Advancement: 13-19 HD (Huge), 20-24 HD (Gargantuan)
    Level Adjustment: ---


    Dire Dire Badger
    Huge Animal
    Hit Dice: 12d8+111 (165 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares), burrow 10 ft.
    Armor Class: 22 (-2 Size, +2 Dex, +12 Natural), touch 10, flat-footed 20
    Base Attack/Grapple: +9/+28
    Attack: Claw +18 melee (1d8+11)
    Full Attack: 2 Claws +18 melee (1d8+11) and 1 Bite +13 melee (2d6+5)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Rage
    Special Qualities: Low Light Vision, Scent
    Saves: Fort +16, Ref +10, Will +5
    Abilities: Str 32, Dex 15, Con 27, Int 2, Wis 12, Cha 14
    Skills: Listen +10, Spot +11
    Feats: Improved Toughness (B), Track (B), Alertness, Toughness, Power Attack, Cleave
    Environment: Temperate Forests
    Organization: Solitary
    Challenge Rating:
    Treasure: None
    Alignment: Always Neutral
    Advancement: 13-19 HD (Huge), 20-24 HD (Gargantuan)
    Level Adjustment: ---

    Dire Frost Worm
    Colossal Magical Beast (Cold)
    Hit Dice: 36d8+504 (666 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares), burrow 10 ft.
    Armor Class: 30 (-8 Size, +28 Natural), touch 2, flat-footed 38
    Base Attack/Grapple: +36/+69
    Attack: Bite +45 melee (4d6+25/19-20 plus 1d8 cold)
    Full Attack: Bite +45 melee (4d6+25/19-20 plus 1d8 cold)
    Space/Reach: 30 ft./20 ft.
    Special Attacks: Trill, Cold, Breath Weapon
    Special Qualities: Dark Vision 60', Death Throes, Immunity to Cold, Low Light Vision, Vulnerability to Fire
    Saves: Fort +20, Ref +20, Will +14
    Abilities: Str 44, Dex 10, Con 36, Int 2, Wis 11, Cha 15
    Skills: Hide +3, Listen +12, Spot +12
    Feats: Improved Toughness (B), Ability Focus (Trill, Breath Weapon), Alertness, Cleave, Great Cleave, Improved Critical (Bite), Improved Initiative, Improved Natural Attack (Bite), Iron Will, Large and In Charge, Power Attack, Power Critical (Bite), Weapon Focus (Bite)
    Environment: Cold Plains
    Organization: Solitary
    Challenge Rating:
    Treasure: None
    Alignment: Neutral
    Advancement: 37-72 HD (Collosal)
    [B]Level Adjustment: ---

    Trill (Su): 200' area, Will Save DC 32

    Breath Weapon (Su): 60' Cone, Reflex Save DC 36

    Death Throes (Su): 100' area, Reflex Save DC 34
    Last edited by Bhu; 2009-02-07 at 05:46 AM.
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  20. - Top - End - #20
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    Hmmm....I sense quietness...

    Time to go with one of the more surreal templates...

    Superhero Template

    Superhero is an Acquired Template that can be applied to any creature.

    Size and Type: Unchanged (Animals become Magical Beasts).

    Hit Dice: The base creature is raised to 5 Hit Dice. If it has 5 or more Hit Dice it gains 5 Hit Dice.

    Speed: Base creature gains Fly 120 ft (Good).

    Armor Class: Gains +10 Deflection bonus to Armor Class.

    Attacks: Unchanged.

    Damage: Unchanged.

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

    Hard Fists: The Base creatures Unarmed Strikes do not provoke attacks of opportunity and do lethal damage.

    Ray Vision (Su): Once every 1d4 rounds the Superhero unleashes an energy ray (choose Cold, Electricity, Fire, Force, or Sonic damage). This is a ranged touch attack with a range of 100 feet. Damage is 2d6 plus 1d6 more for every 3 Hit Dice it has.

    Special Qualities: Keeps all Special Qualities of Base Creature and gains the following:

    Damage Reduction: Gains DR 5/-.

    Immunities: Immune to Fear, Disease, Poison, stunning, sleep effects, nonlethal damage, or critical hits.

    Tuff Guy: Gains a Racial bonus to all Saving Throws equal to it's Charisma Bonus (minimum +1)

    Enhanced Senses(Ex): The superhero gains a Racial Bonus to all Listen, Search, and Spot rolls equal to it's Charisma Bonus (minimum +1). It also gains this bonus to Survival rolls when tracking by Scent (if it has Scent).

    Born Fighter (Ex): The Superhero takes no size penalties to combat maneuvers.

    Saves: Unchanged (but see above).

    Abilities: +16 Strength, +10 Constitution, Int raises (or lowers) to 10, +4 Charisma.

    Skills: Unchanged, remember to add the skill points from the extra Hit Dice.

    Feats: Unchanged, remember to add Feats gained because of the extra Hit Dice.

    Environment: Any

    Organization: Unique

    Alignment: Becomes Chaotic Good

    Treasure: Unchanged

    Challenge Rating: +5?

    Advancement: Unchanged (or by Character Class).

    Level Adjustment: +6

    [B]"Abner...Abner that skwirl has a cape...and I don't think he likes you touching his nuts..."[/I]

    Superheroes are cape wearing lunatics who believe they fight for the common good. In reality they cause massive amounts of property damage fighting villains, and usually level the small towns they are in the process of saving. They have the same appearance as the base creature, but with a cape or unusual mask or headdress or something. Some got their power from the Gods, some get it from magical experiments, some are just freaks of nature. But they've all had some life altering event that made them very powerful, and fried their brain.

    Example: THE IRON SQUIRREL


    Diminutive Magical Beast (Augmented)
    Hit Dice: 5d10+25 (52 hp)
    Initiative: +7
    Speed: 30 ft. (6 squares), 30 ft. climb, 120 ft Fly (Good)
    Armor Class: 27 (+4 Size, +3 Dex, +10 Deflection), touch 27, flat-footed 24
    Base Attack/Grapple: +5/+9
    Attack: Bite +12 melee (1d3+4)
    Full Attack: Bite +12 melee (1d3+4)
    Space/Reach: 1 ft./0 ft.
    Special Attacks: Ray Vision, Hard Fists
    Special Qualities: Damage Reduction 5/-, Immunities, Enhanced Senses, Tuff Guy, Born Fighter
    Saves: Fort +10, Ref +8, Will +3
    Abilities: Str 18, Dex 17, Con 20, Int 10, Wis 12, Cha 10
    Skills: Balance +11, Climb +11, Intimidation +4, Listen +3, Spot +3
    Feats: Alertness, Improved Initiative
    Environment: Any
    Organization: Unique
    Challenge Rating: 5
    Treasure: None
    Alignment: Chaotic Good
    Advancement: By Character Class
    Level Adjustment:+6


    The Iron Squirrel appears o have been always powerful, he simply got tired of people picking on his nuts one day. he ferociously defends the local forests nut trees, and may the Gods help anyone trying to raid them.

    Skills: Squirrels have a +8 bonus racial bonus on Balance and Climb checks. A squirrel can always choose to take 10 on a Climb check, even if rushed or threatened. A squirrel uses its Dexterity modifier for Climb checks.

    Hard Fists: The Iron Squirrels Unarmed Strikes do not provoke attacks of opportunity and do lethal damage.

    Ray Vision (Su): Once every 1d4 rounds the Iron Squirrel can shoot a ray from his eyes. The ray is a 100' ranged touch attack doing 3d6 Force damage.

    Immunities: Immune to Fear, Disease, Poison, stunning, sleep effects, nonlethal damage, or critical hits.

    Tuff Guy: Gains a Racial bonus to all Saving Throws equal to his Charisma Bonus

    Enhanced Senses(Ex): The Iron Squirrel gains a Racial Bonus to all Listen, Search, and Spot rolls equal to his Charisma Bonus.

    Born Fighter (Ex): The Iron Squirrel takes no size penalties to combat maneuvers.
    Last edited by Bhu; 2009-02-16 at 05:52 AM.
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    I'm in the process of editing some extra fluff and what not into the earlier entries. Here's another cutesy death swarm for you in teh meanwhile:

    Death Gerbil Swarm
    Diminutive Magical Beast
    Hit Dice: 15d10+45 (127 hp)
    Initiative: +9
    Speed: 15 ft. (3 squares), Climb 15 ft., Swim 15 ft., Burrow 15 ft.
    Armor Class: 24 (+4 Size, +5 Dex, +5 Natural), touch 19, flat-footed 19
    Base Attack/Grapple: +15/-
    Attack: Swarm (3d6 plus poison)
    Full Attack: Swarm (3d6 plus poison)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction, Poison
    Special Qualities: Immune to Weapon Damage, Low Light Vision, Scent, Swarm Traits, Dark Vision 60', Preternatually Tough
    Saves: Fort +11, Ref +15, Will +8
    Abilities: Str 4, Dex 21, Con 12, Int 14, Wis 14, Cha 10
    Skills: Balance +16, Climb +16, Hide +32, Listen +14, Move Silently +19, Spot +14, Survival +12, Swim +12
    Feats: Alertness, Ability Focus (Poison), Dodge, Improved Initiative, Brachiation (B, yes I know they have pudgy little hamster legs, they still swing from trees)
    Environment: Any Warm
    Organization: Solitary, Pair, or Big Swarm (3-6 swarms)
    Challenge Rating: 8??
    Treasure: Standard
    Alignment: Usually Neutral Evil
    Advancement: -
    Level Adjustment: ---

    "Abner...Abner I think that mouse ate something bad 'fore it bit me..."

    Death Gerbils are small gerbil or hamster like critters once again made by insane wizards hellbent on ruining the reputation of their profession. Just once you think they'd make soemthing useful that didn't end up killing people and infesting the town. Colors vary, but most have the same insane gleam in their eyes. It's easy to recognize them from the local rodents as they're cuter, and look like they want to eat you. Most gerbils aren't carnivorous, nor do they discuss with you how you'd like to be prepared after you are killed. Death Gerbils understand Common, and 2 other languages (usually of nearby races wherever they live).

    Skills: Death Gerbils have a +8 Racial Bonus on Balance, and Climb checks. They also have a +4 Racial Bonus on Hide and Move Silently checks. They may use their Dex or Str modifier for Climb checks, whichever is better, and may always Take 10 on Climb checks, even if rushed or threatened.

    Poison (Ex): Injury, Fort Save DC 20, Initial and Secondary Damage 1d4 Strength

    Preternaturally Tough (Ex): Death Gerbils have a Racial Bonus to their Saving Throws equal to their Constitution Modifier (yes this means they get double their Con mod for Fort Saves). They also get an additional 2 hp per Hit Die.

    Combat: Capable of climbing, swimming, burrowing, or swinging through the trees if necessary, Death Gerbils are all terrain munching machines. Think of them as fuzzy pirhana. Being intelligent it is possible to bribe them however. If you happen to have dozens of suits of gerbil sized magical armor on you it might even be exceptionally possible.
    Last edited by Bhu; 2009-01-18 at 03:16 AM.
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    I can't beleive you forgot to give the squirrel ranks in jump...

    And you are mixing Hamster and Gerbil in the last entry...
    Last edited by DracoDei; 2008-03-19 at 08:10 PM.
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    Default Re: Critters

    I love the superhero and dire thingy templates and like the kitty even though the one in my sig would tear them all to shreds.

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    Quote Originally Posted by DracoDei View Post
    I can't beleive you forgot to give the squirrel ranks in jump...

    And you are mixing Hamster and Gerbil in the last entry...
    Fixed the Gerbil. The Squirrel can fly so I didnt think he'd need jump, but I can add it in.
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    Quote Originally Posted by GoC View Post
    I love the superhero and dire thingy templates and like the kitty even though the one in my sig would tear them all to shreds.
    Wait'll you see the Kitty I can make with my revised 3.5 Kaiju template.....
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    Here's a list of the current critters I have done or am working on right now. If none of them catches anyones eye, I also do requests if there's something you'd like made.

    SILLY CAMPAIGNS
    Antbird (Page 6)
    Apes of Wrath (Page 43)
    Archer Fish (Page 6)
    Arctic Fox (Page 6)
    Armordillo (Page 2)
    Armored Turtle (Page 2)
    Atlas Hamster (Page 41)
    Awakened Spells (Page 8)
    Bafoon (Page 37)
    Banana Muffin Swarm (Page 43)
    Banana Tree Dryad (Page 25)
    Barbearian (Page 1)
    Beer Pudding (Page 15)
    Bee Holder (Page 42)
    Bee Swarm (Page 42)
    Beholder Cyclops, Calxos (Page 15)
    Beholder Cyclops, Carnivex (Page 7)
    Beholder Cyclops, Hypnos (Page 13)
    Beholder Cyclops, Impetos (Page 15)
    Beholder Cyclops, Magos (Page 6)
    Beholder Cyclops, Necros (Page 14)
    Beholder Cyclops, Phobos (Page 14)
    Beholder Cyclops, Somnos (Page 14)
    Beholder Cyclops, Tardos (Page 15)
    Beholder, Mutate (Page 15)
    Beholder Folk (Page 15)
    Bell Golem (Page 2)
    Bighorn Sheep (Page 6)
    Big Bees (Page 42)
    Big Bee Swarm (Page 42)
    Big Spookity Kitty (Page 1)
    Blowfly (Page 6)
    Blunderbore (Page 33)
    Booze Golem (Page 2)
    Bore (Page 35)
    Bugbear (Page 7)
    Bullfrog (Page 6)
    Cactus Dryad (Page 4)
    Cameleon (Page 37)
    Carnal Mindflayer (not what you're thinking, Page 3)
    Carnal Mindflayer Albiniid (Page 4)
    Carnal Mindflayer Beholder (Page 3)
    Carnal Mindflayer Bimbo (Page 3)
    Carnal Mindflayer Blob (Page 3)
    Carnal Mindflayer Brain (Page 3)
    Carnal Mindflayer Brute (Page 3)
    Carnal Mindflayer Childer (Page 3)
    Carnal Mindflayer Childer, Mob (Page 3)
    Carnal Mindflayer Cuttleworm (Page 4)
    Carnal Mindflayer Egg Sac (Page 3)
    Carnal Mindflayer Hexapod (Page 3)
    Carnal Mindflayer Medusae (Page 3)
    Carnal Mindlayer Nautiloid (Page 3)
    Carnal Mindflayer Selachii Page 4)
    Carnal Mindflayer Slime (Page 4)
    Carnal Mindflayer Twitcher (Page 3)
    Carnivorous Jungle Death Penguin Swarm (Page 1)
    Cash Cow (Page 6)
    Catfish God (Page 29)
    Chicken Lord (Page 15)
    Crab Spider (Page 6)
    Cow Bird (Page 43)
    Cryptid PrC (Page 4)
    Danubans (Page 44)
    Death Gerbil Swarm (Page 1)
    Devilish Attorney (Page 7)
    Devil Mice Swarm (Page 7)
    Dire Ankylosaur (Page 23)
    Dire Arapaima (Page 32)
    Dire Armadillo (Page 18)
    Dire Candiru (Page 33)
    Dire Chameleon (Page 18)
    Dire Chicken (Page 24)
    Dire Cow (Page 38)
    Dire Duck (Page 21)
    Dire Electric Eel (Page 20)
    Dire Elephant (Page 25)
    Dire Flamingo (Page 26)
    Dire Giraffe (Page 20)
    Dire Groundhog (Page 19)
    Dire Guinea Pig (Page 20)
    Dire Gulper Eel (Page 21)
    Dire Hamster (Page 19)
    Dire Hare (Page 18)
    Dire Ibis (Page 22)
    Dire Kangaroo (Page 24)
    Dire Keet (Page 25)
    Dire Kitty (Page 21)
    Dire Komodo Dragon (Page 23)
    Dire Lemur (Page 23)
    Dire Monkeys (Page 12)
    Dire Moose (Page 26)
    Dire Muntjac Deer (Page 21)
    Dire Naked Mole Rat (Page 18)
    Dire Nymph (Page 2)
    Dire Okapi/Okapi (Page 21)
    Dire Ostrich (Page 21)
    Dire Parrot (Page 25)
    Dire Penguin (Page 24)
    Dire Pigeon (Page 24)
    Dire Pika (Page 25)
    Dire Pirhana (Page 30)
    Dire Pocket Gopher Swarm (Page 20)
    Dire Poison Arrow Frog (Page 18)
    Dire Porcupine (Page 18)
    Dire Rabbit (Page 19)
    Dire Rhea (Page 21)
    Dire Rock Wallaby (Page 24)
    Dire Rust Monster (Page 41)
    Dire Shrew (Page 19)
    Dire Spitting Cobra (Page 18)
    Dire Squirrel (Page 25)
    Dire Stingray (Page 30)
    Dire Swan (Page 22)
    Dire Thingie Template (Page 1)
    Dire Toucan (Page 34)
    Dire Tree Kangaroo (Page 18)
    Dire Turkey (Page 25)
    Dire Vampire Squid (Page 21)
    Dire Vole (Page 21)
    Dire Whitetail Deer (Page 21)
    Dragon Millipede (Page 19)
    Edible Golem (Page 16)
    Electric Yak (Page 2)
    Emperor Ralph (Page 40)
    Evil Minion
    Fairy Shrimp (Page 6)
    Faux Beholder (Page 41)
    Faux Spider (Page 41)
    Figgy Pudding (Page 1)
    Fire Beetle (Page 16)
    Freed Outsider (Page 16)
    Fungal Golem (Page 37)
    Funk Ape (Page 4)
    Giant Banana Slug (Page 22)
    Giant Mosquito (Page 17)
    Giant Sea Urchin (Page 21)
    Giant Tick (Page 3)
    Good Kitty (Page 7)
    Gunpowder Golem (Page 2)
    Habanero Dryad (Page 4)
    Hairbeasts (Page 22)
    Half-Illithid, Carnal (Page 13)
    Hive Golem (Page 37)
    Hulk, Aquamarine (Page 16)
    Hulk, Cerise (Page 16)
    Hulk, Cerulean (Page 16)
    Hulk, Fucshia (Page 17)
    Hulk, Green (Page 17)
    Hulk, Grey (Page 17)
    Hulk, Lavender (Page 16)
    Hulk, Magenta (Page 16)
    Hulk, Orange (Page 17)
    Hulk, Periwinkle (Page 17)
    Hulk, Sepia (Page 17)
    Hulk, Sienna (Page 16)
    Hulk, Teal (Page 16)
    Hummingbird Swarm (page 7)
    Idiot Box (Page 43)
    Landsquid (Page 41)
    Larval Otyugh (Page 31)
    Lemming Swarm (Page 7)
    Liberator Fish (Page 42)
    Little Spookity Kitty (Page 1)
    Little Spookity Kitty Swarm (Page 1)
    Main Lobster (Page 25)
    Manakin (Page 38)
    Manakin Golem (Page 38)
    Marble Golem (Page 2)
    Martian Template (Page 8)
    Mimic Sheep (Page 43)
    Moss Dryad (Page 25)
    Mother of All Hummingbirds (Page 1)
    Mushroom Dryad (Page 25)
    Mysterious Magical Maniacal Miniaturized Moose Swarm (Page 4)
    Nerf Golem (Page 39)
    Omnicidal Furry(Page 41)
    Orc Amazons (Page 12)
    Pan-Da (Page 2)
    Paralegal Imp (Page 6)
    Pegataur (Page 48)
    Pet Tentacle Monster (Page 42)
    Pirhanakeet Swarm (Page 43)
    Poop Golem (Page 14)
    Putty Panda (Page 2)
    Rainbow Butt Monkey (Page 43)
    Ram (Page 35)
    Rhinoctopus (Page 40)
    Rosebush Dryad (Page 28)
    Sage Buzzard (Page 8)
    Seaweed Dryad (Page 6)
    Shark Bird (Page 42)
    Shark Bird Swarm (Page 42)
    Smiley Faced Spider (Page 37)
    Snow Golem (Page 15)
    Speaker (Page 7)
    Squig (Page 41)
    Stone Crab (Page 6)
    Stoner (Page 15)
    Superhero Template (Page 1)
    Swarm Fish (Page 42)
    The Basset Folk (Page 41)
    The Guppy Folk (Page 44)
    The Noble Platypi (Page 41)
    The Perfect Template (Page 40)
    Tick Swarm (Page 3)
    Titan Budgie (Page 26)
    Troll Boar (Page 36)
    Unfeeling Brute Template (Page 4)
    Voracious Lemming (Page 43)
    Vorpal Shrew Swarm (Page 1)
    Were Humans (Page 1)
    Were Kittens (Page 1)
    Were Otters (Page 23)
    Whale Golem (Page 2)
    Vampire Baby Swarm (Page 3)
    Vampiric Vermin (Page 4)
    Vorpal Shrew Swarm (Page 1)
    Voyeur (Page 7)
    Yellow Beholder (Page 2)


    HORROR CAMPAIGNS
    Alp (Page 33)
    Amanga Impisi (Page 5)
    Bajang (Page 39)
    Beast of Blackwater Moor (Page 21)
    Cannibal Template (Page 18)
    Corporeal Spirit Template (Page 5)
    Demoniac Spirit Template (Page 5)
    Demon of the Seas (Page 5)
    Devil Beast Template (Page 23)
    Dinogloth (Page 36)
    Dislacer Drake (Page 12)
    Displacer Eel (Page 11)
    Displacer Fish Swarm (Page 11)
    Displacer Newt (Page 12)
    Displacer Wyrm (Page 12)
    Drei (Page 40)
    Face Eater (Page 18)
    Fetid Abomination (Page 40)
    Firespitter Template (Page 26)
    Ghostly Concubine Template (Page 5)
    Ghost Feats (Page 4)
    Ghost Squid (Page 8)
    Ghost Squidling Swarm (Page 8)
    Giant Tarantula (Page 37)
    Half Ghost Template (Page 5)
    Juggernaut Template (Page 23)
    Jungle Ghost (Page 18)
    Jungle Ghost Mob (Page 18)
    Legendary Ghost Template (Page 4)
    Legendary Shade Template (Page 4)
    Legendary Spectre Template (Page 4)
    Legendary Wraith Template (Page 5)
    Mansect Template (Page 8)
    Pale Shark (Page 42)
    Primordial Ghost Template (Page 5, in progress)
    Ptera-Gloth (Page 36)
    Rot Elemental (Page 19)
    Scorpionfly Swarm (Page 17)
    Spectral Ape (Page 6)
    Spectral Dire Ape (Page 6)
    Spectral Swarm (Page 5)
    Spectral Vermin Template (Page 5)
    Spirit Bird (Page 42)
    The Blighted (Page 19)
    The Burning Dead Template (Page 38)
    The Corrupt Template (Page 8)
    The Darkness of Old Night (Page 7)
    The Fly People (Page 17)
    The Gray Company Template (Page 5)
    Tiger Spirit of the Sundarbans (Page 24)
    Vampire Squid (Page 5)


    BIGGIE SIZE
    BIG Sasquatch (Page 31)
    Gak, Space Chicken (Page 24)
    Greater Kaiju (Page 34)
    Kaiju (Page 33)
    King Kong (Page 5)
    Lesser Kaiju (Page 26)
    Revised Kaiju Template (Page 5)
    The Black Eye (Page 8)
    The Dire Goldfish (Page 3)

    ATMOSPHERIC CRITTERS
    Black Floater (Page 3)
    Cloud Kraken (Page 3)
    Floater Ghost (Page 3)
    Floating Reef (Page 3)
    Sky Trap (Page 3)
    Suncatcher (Page 3)
    Violet Floater (Page 3)


    MYTHOLOGICAL

    Adlet (Page 20)
    Adze (and Witch Template, Page 31)
    Ahkiyyinni (Page 20)
    Algul (Page 30)
    Aswang (page 37)
    Bajang (Page 39)
    Baobhan Sith (Page 40)
    Baykok (Page 21)
    Beaver Women (Page 8)
    Bebarlang (Page 41)
    Bibi (Page 42)
    Big Owl (Page 21)
    Brahmaparusha (Page 22)
    Bruxsa (Page 43)
    Buggane (Page 30)
    Cannibal Baby (Page 8)
    Chenoo (Page 8)
    Deer Woman (Page 12)
    Ethiopian Bulls (Page 20)
    Empusa (Page 19)
    Euryale (Page 29)
    Gayal (Page 22)
    Gougou (Page 8)
    Krampus (Page 29)
    Kushtaka (Page 23)
    Medusa (Page 30)
    Mmbyu (Page 22)
    Pacu Pati (Page 22)
    Pugwis (Page 21)
    Rakshasa (Page 22 and 23)
    Serpentoid Template (Page 8)
    Stheno (Page 28)
    The Bouda Tribe (Page 19)
    The Ghost Wrestler (Page 20)
    The Serpent Woman (Page 8)
    The Terichik (Page 25)
    The Worm Men (Page 8)
    Tympanios (Page 22)
    Vetala (Page 21)
    Wolpertinger (Page 27)

    CRYPTIDS
    Ahool (Page 30)
    Altamaha-Ha (Page 20)
    Atmospheric Beast (Page 21)
    Batsquatch (Page 31)
    Beast of Busco (Page 24)
    Bigfoot (Star People)(Page 31)
    Bigfoot, Wise Ones (Star People)(Page31)
    Buru (Page 24)
    Bigfoot, Cinematic (Page 22)
    Cattle Mutilator (Page 21)
    Canvey Island Monster (Page 24)
    Con Rit (Page 26)
    Dunak (Page 26)
    El Chupacabra (Page 26 and 27)
    Emela-ntouka (Page 30)
    Fear Liath Mor (Page 27)
    Flatwoods Monster (Page 30)
    Gazeka (Page 25)
    Generic Lake Monster (Page 30)
    Guariba-boia/Howler Monkey Snake (Page 30)
    Jersey Devil (Page 30)
    Kalanoro (Page 29)
    Lake Flatwoods Monster (Page 30)
    Lukwata (Page 30)
    Mahambo (Page 20)
    Mamlambo (Page 30)
    Minhocao (Page 24)
    Mokole-Mbembe (Page 30)
    Mountain Boomer (Page 25)
    Mulilo (Page 27)
    Nessie (Giant Eel/Seal/Worm, Page 30)
    Sucuriju Gigante (Page 20)
    Tatzelwurm (Page 27)
    Tzuchinoko (Page 30)
    Umdhlebi (Page 24)
    Veo (Page 26)

    REQUESTS
    Abeil Queen, Debarta (Page 27)
    Abeil Queen, Gaborah (Page 28)
    Abeil Soldier, Debarta (Page 27)
    Abeil Soldier, Gaborah (Page 28)
    Abeil Vassal, Debarta (Page 27)
    Abeil Vassal, Gaborah (Page 28)
    Atomic Golem (Page 14)
    Banana Muffin Swarm (Page 43)
    Beer Lurker (Page 34)
    Biggie Sized Leech (Page 48)
    Blunderbore (Page 33)
    Capsichum (Page 32)
    Culvert Fiend (Page 33)
    Cyclopean DreadGuard (Page 37)
    Darwin Monkey (Page 39)
    Dinosaur Satan (Page 23)
    Elder Terror (Page 48)
    Gorr (Page 48)
    Hodag (Page 40)
    Kirby (Page 23)
    Larval Otyugh (Page 31)
    Leechmen (Page 32)
    Mad Turtle Swarm (Page 43)
    Needleshot Gourna
    Psychic Parasite (Page 44)
    Ptera-Gloth (Page 34)
    Rainbow Butt Monkey (Page 43)
    Spleenmocker (Page 48)
    Spinal Parasite (Page 46)
    Sting (Page 47)
    The Nether King (Page 45)
    The Seasons (Page 44)
    They Who Lie in Wait (Page 33)
    Vogoi (Page 20)
    Wormfish (Page 46)
    Xorth Controller (Page 10)
    Xorth Crawler (Page 9)
    Xorth Detonator (Page 10)
    Xorth Destroyer (Page 9)
    Xorth Husk (Page 11)
    Xorth Kite (Page 11)
    Xorth Orb (Page 11)
    Xorth Ravager (Page 9)
    Xorth Runner (Page 10)
    Xorth Soldier (Page 8)

    MONSTER CONTEST ENTRIES
    Bee-Holder (Page 42)
    Bloody Handed Jack (Page 22)
    Bubba the Headless Chicken (Page 13)
    Edible Golem (Page 16)
    False Gods (Page 27)
    Kiseichuu Yuurei (Page 39)
    Pembunuh (Page 11)
    Singers From Outside (Page 11)
    The Angel of Death (Page 36)
    The Black Mask (Page 12)
    The Mother of Teeth (Page 18)
    The Resurrection Women (Page 28)
    Voracious Lemming (Page 43)

    MISCELLANEOUS
    Ammonoid Kraken (Page 21)
    Black Render (Page 21)
    Chiropterid (Page 12)
    Cirrate Kraken (Page 21)
    Ghost Kraken (Page 21)

    CRITTERS BY OTHERS
    Dire Raven by Serpentine (Page 49)
    Flying Fish by Shrieking Drake (Page 46)
    Mountain Tortoise by Serpentine (Page 49)
    Time Flies by Zom B (Page 34)
    Last edited by Bhu; 2010-09-30 at 12:50 AM.
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    DracoDei's Avatar

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    Personally I am most interested in the atmospheric creatures and the "Mother of All Hummingbirds"... but I want to see them ALL.
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  28. - Top - End - #28
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    The atmospheric critters were for someone's campaign, an unusual one in which most people lived in islands miles above the planets surface (which was unseen due to clouds, and no one who went there ever returned). For some odd reason I don't have them saved off on my PC So while I fix that, here's the MoaH.


    The Mother Of All Hummingbirds
    Medium Magical Beast
    Hit Dice: 12d10+60 (138 hp)
    Initiative: +9
    Speed: Fly 240 ft. ( 48 squares), Perfect
    Armor Class: 20 (+5 Dex, +5 Deflection), touch 20, flat-footed 15
    Base Attack/Grapple: +12/+12
    Attack: Peck +17 melee (1d6)
    Full Attack: Peck +17 melee (1d6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities: Hurricane Flight, Evasion, Improved Evasion, Uncanny Dodge, Improved Uncanny Dodge
    Saves: Fort +13, Ref +15, Will +7
    Abilities: Str 11, Dex 21, Con 20, Int 10, Wis 16, Cha 20
    Skills: Hide +10, Listen +8, Spot +8
    Feats: Fly-By Attack, Hover, Improved Initiative, Lightning Reflexes, Weapon Finesse, Wingover
    Environment: Any (only appears when summoned)
    Organization: Unique
    Challenge Rating: 8?
    Treasure: None
    Alignment: Neutral
    Advancement: 13+ HD
    Level Adjustment: ---

    "What the hell is that humming sound?"

    The Mother of All Hummingbirds is a rather large rainbow colored hummingbird that is rarely seen unless summoned magically. It's purpose and desires are unknown. It is however quite destructive, though it doesn't seem to intend to cause harm. The winds stirred up by it's flight can destroy small villages. But people like it cause it's so pwetty. Darn ignorant them peasants. Despite being almost 6' long the MoaH is only 80 pounds. While she cannot speak she does understand Common, Elven, Auran, and Sylvan.

    Hurricane Flight (Ex): When flying the Mother of All Hummingbirds stirs up hurricane force winds around it (it is impossible for it to make Hide or Move Silently Checks while flying). Anything within 10' of the Hummingbird is subject to a Whirlwind Spell (caster level is irrelevant as this spell has no level dependent benefits, the range is fixed, and it can only be dispelled by making the Hummingbird cease to fly). Ranged Attacks against the MoAH are impossible unless made with siege equipment (which still takes a -8 to the attack roll). Listen checks within the 10' are impossible to make, and Spot checks to see inside the area are likewise impossible in dusty areas (the Hurricane Flight grants complete concealment).

    Evasion: See PHB page 50.

    Improved Evasion: See PHB page 51.

    Uncanny Dodge: See PHB page 50.

    Improved Uncanny Dodge: See PHB page 50.

    Combat: The Mother of All Hummingbirds usually relies on Fly-By attacks and it's Hurricane Flight to finish off foes. If neither of those work it simply flees.
    Last edited by Bhu; 2008-12-31 at 05:25 AM.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
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    Behold the Power of Kitteh!
    Backup threads available here

  29. - Top - End - #29
    Barbarian in the Playground
     
    DruidGuy

    Join Date
    Feb 2006
    Location
    Beyond the madness
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    Default Re: Critters

    I want golens! gimme golens! \o/

    Specially Bell Golem and the Booze Golem, me and some friends are working in a project about taverns, would mind if we use them? xP
    Pround Founder and Master Teamancer of the The Outstanding Banjo Teaparty Club!

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    You can now make a will save.

    Quote Originally Posted by Demented View Post
    There's a little part of every one of us that doesn't care exactly what we're humping.


  30. - Top - End - #30
    Banned
    Join Date
    Nov 2006

    Default Re: Critters

    Bhu, the bolding on the MoaH isn't working correctly. You forgot to include the closing bit: [/b]
    EDIT: I want to see the Armordillo!
    Last edited by GoC; 2008-03-21 at 03:28 PM.

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