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  1. - Top - End - #451
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    Default Re: Critters III! Now also in 5e!

    https://cryptidz.fandom.com/wiki/Octo-squatch
    https://non-aliencreatures.fandom.com/wiki/Octo-Squatch
    https://www.cryptopia.us/site/2015/0...squatch-spain/

    Octosquatch
    Small Aberration
    Hit Dice: 3d8+6 (19 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 17 (+1 Size, +2 Dex, +4 Natural), touch 13, flat-footed 15
    Base Attack/Grapple: +2/+9
    Attack: Unleash Hell +6 melee (1d6+4)
    Full Attack: Unleash Hell +6 melee (1d6+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Fear Aura, Improved Grab, Constrict, Saddle Up
    Special Qualities: 60 foot Darkvision, Light Sensitivity, Mindless
    Saves: Fort +3, Ref +3, Will +3
    Abilities: Str 16, Dex 14, Con 14, Int -, Wis 11, Cha 7
    Skills: ---
    Feats: ---
    Environment: Temperate Mountains
    Organization: Solitary?
    Challenge Rating: 2
    Treasure: None
    Alignment: Neutral Mindless
    Advancement: 4-6 HD (Small); 7-12 HD (Medium)
    Level Adjustment: ---

    Seen only one in Spain in 1961, this ppears to be a 4 limbed, hairy, rust colored land octopus. Virtually nothing else is known, as it has never been seen again.

    Fear Aura (Su): Octosquatch can radiate a 20-foot-radius fear aura as a free action. Affected creatures must succeed on a DC 13 Will save or be affected as though by a fear spell (caster level 5th). A creature that successfully saves cannot be affected again by the same Octosquatches aura for 24 hours. Other Octosquatch are immune to the aura. The save DC is Wisdom-based with a +2 Racial Bonus.

    Improved Grab (Ex): To use this ability, an Octosquatch must hit a Large or smaller opponent when it Unleashes Hell. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Octosquatches receive a +4 racial bonus on grapple checks, which is already included in the statistics block.

    Constrict (Ex): An Octosquatch deals 1d6+4 points of damage with a successful grapple check against a Large or smaller creature.

    Saddle Up (Ex): As a Standard Action, an Octosquatch that is Grappling an opponent may climb onto it's back and dig in, seizing it by the throat if it makes a successful Grapple Check. Due to this it's opponent cannot speak or cast spells with verbal components. The Octosquatch then will attempt to Constrict, burying it's hairlike filaments into it's victims flesh. After three successful rounds of this it is fused with the opponent until one of them dies. If either is attacked, there is a 50% chance the other takes the damage. The Octosquatch controls it's victim while attached in this manner, and is considered to be Grappling as long as it is attached. It may detach as a Move Action.

    Grappler (Ex): The Octosquatch takes no Size Penalty to Grapple Checks.

    Light Sensitivity (Ex): Octosquatch are dazzled in bright sunlight or within the radius of a daylight spell.

    Combat: he Octosquatch will stare mindlesssly until something approaches, and then ride them like a big furry hat.

    Last edited by Bhu; 2023-03-18 at 09:30 PM.
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  2. - Top - End - #452
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    Default Re: Critters III! Now also in 5e!

    https://theclio.com/entry/85663
    https://cryptidz.fandom.com/wiki/Sheepsquatch
    https://modernfarmer.com/2013/12/mov...-sheepsquatch/

    Sheepsquatch
    Large Animal
    Hit Dice: 8d8+40 (76 hp)
    Initiative: +1
    Speed: 40 ft. (8 squares)
    Armor Class: 17 (-1 Size, +1 Dex, +7 Natural), touch 10, flat-footed 16
    Base Attack/Grapple: +6/+18
    Attack: Bite +13 melee (3d6+8)
    Full Attack: 1 Bite +13 melee (3d6+8) and 2 Claws +11 melee (1d8+4)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Musk Gland, Scary Scream, Ram
    Special Qualities: Low-light Vision
    Saves: Fort +11, Ref +7, Will +3
    Abilities: Str 26, Dex 13, Con 20, Int 2, Wis 12, Cha 6
    Skills: Jump +9, Listen +6, Spot +6
    Feats: Ability Focus (Musk Gland), Improved Natural Attack (Bite), Multiattack
    Environment: Temperate Forest
    Organization: Unique?
    Challenge Rating: 6
    Treasure: None
    Alignment: Neutral
    Advancement: 9-16 HD (Large)
    Level Adjustment: ---

    Sheepsquatch is the most famous of the 'white thing' sightings in West Virginia. It is described as a quadruped that sometimes walks on two legs covered in woolly white fur. It has a doglike face, raccoon like paws, and an opossum like tail. It's armed with horns, saber teeth, and a thick, sulfurous stench. It seems devoted to scaring teeens, and ripping apart animals.

    Musk Gland (Ex): All living creatures (except Sheepsquatch) within 30 feet of a Sheepsquatch must succeed on a DC 21 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same Sheepsquatches stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

    Scary Scream (Ex): Once every 1d4 rounds the Sheepsquatch lets out a terrifying scream, requiring all living creatures within 30 feet to make a DC 15 Willpower Save (Save DC is Wisdom based). Creatures who fail their Save are Shaken for 1d6 rounds. Creatures who succeed are immune to this Sheepsquatches Scream for 24 hours.

    Ram (Ex): A Sheepsquatch deals 4d6+16 points of damage when it makes a charge.

    Combat: The Sheepsquatch usually charges or runs off. You reeeally want it to run off.

    Last edited by Bhu; 2023-03-18 at 09:32 PM.
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  3. - Top - End - #453
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    Default Re: Critters III! Now also in 5e!

    http://en.wikipedia.org/wiki/Lizard_...cape_Ore_Swamp
    https://discoversouthcarolina.com/ar...the-lizard-man
    https://cryptidz.fandom.com/wiki/Liz...cape_Ore_Swamp
    https://cryptidarchives.fandom.com/w...cape_Ore_Swamp

    Lizard Man of Scape Ore Swamp
    Medium Monstrous Humanoid
    Hit Dice: 6d8+18 (45 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares), Climb 30 ft., Swim 20 ft.
    Armor Class: 17 (+3 Dex, +4 Natural), touch 13, flat-footed 14
    Base Attack/Grapple: +6/+12
    Attack: Claw +12 melee (1d6+6)
    Full Attack: 2 Claws +12 melee (1d6+6) and 1 Bite +7 melee (1d6+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Improved Grab, Rend
    Special Qualities: Dark Vision 60 ft.
    Saves: Fort +7, Ref +8, Will +6
    Abilities: Str 22, Dex 16, Con 16, Int 3, Wis 13, Cha 12
    Skills: Climb +14, Listen +4, Jump +9, Spot +4, Swim +14
    Feats: Diehard, Endurance, Great Fortitude
    Environment: Temperate Swamp
    Organization: Unique?
    Challenge Rating: 4
    Treasure: None
    Alignment: Always Neutral
    Advancement: 7-12 HD (Medium)
    Level Adjustment: ---

    "Damn lizard man been eating the car agin Jessi. Ah say we need tuh kilt him."

    The Lizard Man of Scape Ore Swamp is a bizarre reptilian humanoid known for chewing on, and damaging, cars.

    Improved Grab (Ex): If the Lizard Man hits with it's claw attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it may Rend.

    Rend (Ex): If the Lizard Man successfully hits with both claws it latches on and Rends for an additional 2d6+9 damage. It may also rend with a successful Grapple Check.

    Skills (Ex): The Lizard Man gets a +8 Racial Bonus on Climb and Swim Checks, and may always Take 10 on a Climb or Swim Check.

    Combat: The Lizard Man doesn't seem to be a tactical genius. Most of his tactics seem to be "charge and tear into opponent".

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  4. - Top - End - #454
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    Default Re: Critters III! Now also in 5e!

    Wiederganger

    Wiederganger is an Acquired Template that can be applied to any Humanoid (and likely Animals to). In Germany, Wiederganger is a broad term for corporeal undead. I am using it here to refer to dead bodies animated by the Devil. In D&D terms, any Devil with 6 Levels of the Fiend of Possession Prestige Class (see Fiend Folio). The possessed will hereafter be referred to as the Base Creature, and the possessor will be referred to as the Base Devil. In folklore the Devil possesses the body of the recently deceased when called to by a mage, or allowed to because the deceasedwas very wicked in life. Intense prayer is needed to cast him out (though sometimes he just up and leaves). Otherwise it is necessary to bury the body with a wooden pole running through the middle of it to keep it down. Much thanks to Jurgen Hubert again.

    Size and Type: Retains the Types and Subtypes of the Base Devil. Size is the same as the Base Creature.

    Hit Dice: All current and future Hit Dice become d12's. Hit Dice are those of the Base Devil.

    Speed: Retains the movement speeds of the Base Creature.

    Armor Class: Retains the Natural Armor Bonus to AC of the Base Creature, which increases depending on the Base Creatures Size: Tiny or Smaller (+0), Small (+1), Medium (+2), Large (+3), Huge (+4), Gargantuan (+7).

    Attacks: A Wiederganger retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the Base Creature. A Wiederganger also gains a slam attack (2 slams with a full attack). The Wiederganger uses the BAB of the Base Devil.

    Damage: The Wiederganger's Slam does damage equal to the Base Creature's Size: Fine (1 point), Diminutive (1d2), Tiny (1d3), Small (1d4), Medium (1d6), Large (1d8), Huge (2d6), or Gargantuan (2d8).

    Special Attacks: The Wiederganger retains no Special Attacks, but gains the following:

    Frightening Presence (Ex): A Wiederganger can unsettle foes with its mere presence. The ability takes effect automatically whenever the Wiederganger attacks, charges, or does something an opponent finds personally upsetting. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the Wiederganger. A potentially affected creature that succeeds on a Will save (DC 10 + ½ Wiederganger’s HD + Wiederganger’s Cha modifier) remains immune to that Wiederganger’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Wiedergangers ignore the frightful presence of other Wiedergangers.

    Special Qualities: The Wiederganger retains any Extraordinary Special Qualities of the Base Creature that improve it's melee or ranged attacks. It retains Darkvision, See in Darkness and Telepathy from the Base Devil. It also gains the following:

    Damage Reduction (Ex): The body gains DR 5/slashing.

    Undead Traits: Despite not being dead the body of the Wiederganger is immune to poison, sleep effects, paralysis, stunning and disease. It is not subject to critical hits or non-lethal damage and fatigue/exhaustion effects. It uses it's Charisma modifier for Concentration checks. Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed. If the body is destroyed, the possessing entity is set free and appears in the same square as the body falls to the ground. The body does not need to breathe, eat or sleep.

    Weaknesses: Reducing a Wiederganger’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (it rises again in 24 hours). Driving a wooden stake/pole through the center of a Wiederganger’s body instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. Spells that send away Extraplanar Creatures (Banishment, Dismissal, Dispel Evil, etc.) instantly destroy the Wiederganger if the possessing Devil fails it's Save.

    Saves: Retains the Saving Throws of the Base Devil.

    Abilities: Int, Wis and Cha are those of the Base Devil. Con becomes -. Strength and Dex are Base Creature +2.

    Skills: Use the Skills of the Base Devil.

    Feats: Use the Feats of the Base Devil.

    Environment: Any

    Organization: Solitary

    Challenge Rating: Base Devil's CR is divided by 2 (round up).

    Treasure: None

    Alignment: Lawful Evil

    Advancement: As Base Devil.

    Level Adjustment: ---

    Example of creature using template here:

    Rolf (Male Human Noble 3/Erinyes/Wiederganger)
    Medium Outsider (Evil, Extraplanar, Lawful)
    Hit Dice: 9d12 (58 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares)
    Armor Class: 13 (+1 Dex, +2 Natural), touch 11, flat-footed 12
    Base Attack/Grapple: +9/+9
    Attack: Slam +9 melee (1d6)
    Full Attack: 2 Slams +9 melee (1d6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Frightful Presence (DC 19)
    Special Qualities: Darkvision 60 ft., See In Darkness, Telepathy 100 ft., DR 5/Slashing, Weaknesses
    Saves: Fort +11, Ref +11, Will +10
    Abilities: Str 10, Dex 12, Con -, Int 14, Wis 18, Cha 20
    Skills: Concentration +17, Diplomacy +7, Escape Artist +17, Hide +17, Knowledge (any two) +14, Listen +16, Move Silently +17, Search +14, Sense Motive +16, Spot +16, Survival +4 (+6 following tracks), Use Rope +5 (+7 with bindings)
    Feats: Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Dodge (B), Mobility (B)
    Environment: Any
    Organization: Solitary
    Challenge Rating: 4
    Treasure: None
    Alignment: Lawful Evil
    Advancement: 10-18 HD (Medium)
    Level Adjustment: ---

    Rolf was a swindler in life, and now in death his body belongs to the Devil. Who mostly uses it for very awkward conversations with people.

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  5. - Top - End - #455
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    Default Re: Critters III! Now also in 5e!

    https://www-sagen-at.translate.goog/..._x_tr_pto=wapp

    Totenkopfspinne
    Tiny Magical Beast
    Hit Dice: 4d10+8 (30 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares), Climb 20 ft.
    Armor Class: 17 (+2 Size, +3 Dex, +2 Natural), touch 15, flat-footed 14
    Base Attack/Grapple: +4/-8
    Attack: Bite +9 melee (1d3-4)
    Full Attack: Bite +9 melee (1d3-4)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Mind Poison, Web
    Special Qualities: Darkvision 60 ft., Tremorsense 60 ft.
    Saves: Fort +6, Ref +7, Will +3
    Abilities: Str 3, Dex 17, Con 15, Int 14, Wis 14, Cha 18
    Skills: Balance +7, Climb +12, Hide +15, Jump +6, Knowledge (Arcana, Nature) +6, Move Silently +7, Search +4, Spot +8, Survival +6
    Feats: Ability Focus (Mind Poison), Weapon Finesse
    Environment: Temperate Mountain, Underground
    Organization: Unique
    Challenge Rating: 3
    Treasure: None
    Alignment: Neutral Evil
    Advancement: 5-6 HD (Tiny), 7-12 HD (Small)
    Level Adjustment: ---

    My apologies, I couldn't find any English language sites with this story, but you can find it in one of Jurgen Huberts books. There is a cave on Sonnenberg Mountain in Germany called the Lorrgenloch. In it lives the Wildg'fahr, a personification of the Wild Hunt. It emerges at night and haunts the countryside. It is also the home of the Totenkopfspinne, a spide the size of a babies skull. It resembles a black-brown human skull so closely it causes some people who see it to expire of fright, but nothing else is known of it. It is assumed to have some relationship with the Wildg'fahr, or the other legends of evil spiders in the area.

    Mind Poison (Su): Anything able to see the Totenkopfspinne needs to make a DC 18 Willpower Save (Save DC is Cha based) each round it is visible. If a creature fails the save, it takes 1d4 temporary Wisdom damage, and dies if it reaches 0 Wisdom. If it misses the Save by 5 or more it is Frightened for 1d6 rounds as well.

    Web (Ex): The Totenkopfspinne is a web-spinner.. A single strand is strong enough to support the spider and one creature of the same size. The Totenkopfspinne can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to Small size. An entangled creature can escape with a successful DC 14 Escape Artist check or burst it with a DC 18 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

    The Totenkopfspinne often create sheets of sticky webbing up to 10 feet square. It usually positions these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 6 hit points, and sheet webs have damage reduction 5/—.

    The Totenkopfspinne can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

    Skills: The Totenkopfspinne has a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. The Totenkopfspinne can always choose to take 10 on Climb checks, even if rushed or threatened. The Totenkopfspinne uses it's Dexterity modifier for Climb or Jump checks.

    Combat: The Totenkopfspinne relies on it's ability to sow fear and madness to put down prey. If that doesn't work it flees.

    Last edited by Bhu; 2023-03-18 at 09:37 PM.
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  6. - Top - End - #456
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    Default Re: Critters III! Now also in 5e!

    A good set! Lots of crazy stuff. Just the way I like it.

    Quote Originally Posted by Bhu View Post
    Batsquatch
    Large Animal
    Abilities: Str 22, Dex 11, Con 18, Int 6, Wis 14, Cha 8
    INT 6 on an Animal is perfectly RAW-legal, but highly unusual. Was that on purpose?

    EMP Radar (Ex): The Batsquatch has Blindsight in a 60 foot Cone. It also fries electronics. Any computer, telephone, television, or other device with a computer processor inside ceases to function immediately, and the contents of hard drives and other storage media are scrambled. It usually stops cars as well.
    That's got some wonderful flavour, but the latter half of it is all but useless in upwards of 99% of all 3.5 games I can conceive. Could it, perhaps, mess up spells with the Electricity descriptor and special abilities using electricity?

    Quote Originally Posted by Bhu View Post
    Octosquatch
    Small Aberration
    Base Attack/Grapple: +2/+9
    Grapple's +5 (+2 BAB, +3 STR, -4 size, +4 racial).

    Attack: Unleash Hell +5 melee (1d6+4)
    Full Attack: Unleash Hell +5 melee (1d6+4)
    +6 to hit; it's Small. Also, is Unleash Hell just a cool name for a perfectly normal natural attack or a SA that's not written up? In either case, what's the damage type?

    Saddle Up (Ex): As a Standard Action, an Octosquatch that is Grappling an opponent may climb onto it's back and dig in, seizing it by the throat if it makes a successful Grapple Check. Due to this it's opponent cannot speak or cast spells with verbal components. The Octosquatch then will attempt to Constrict, burying it's hairlike filaments into it's victims flesh. After three successful rounds of this it is fused with the opponent until one of them dies. If either is attacked, there is a 50% chance the other takes the damage. The Octosquatch controls it's victim while attached in this manner, and is considered to be Grappling as long as it is attached. It may detach as a Move Action.
    Nice. Creepy and sick, but nice.

    Quote Originally Posted by Bhu View Post
    Sheepsquatch
    Saves: Fort +8, Ref +7, Will +3
    Fort +11 (2 base, +4 RHD, +5 CON).

    Sheepsquatch is the most famous of the 'white thing' sightings in West Virginia. It is described as a quadruped that sometimes walks on two legs covered in woolly white fur. It has a doglike face, raccoon like paws, and an opossum like tail. It's armed with horns, saber teeth, and a thick, sulfurous stench. It seems devoted to scaring teeens, and ripping apart animals.
    Heh. The teeens should be grateful; it could be scaring animals and ripping them apart!

    Quote Originally Posted by Bhu View Post
    Lizard Man of Scape Ore Swamp
    "Damn lizard man been eating the car agin Jessi. Ah say we need tuh kilt him."

    The Lizard Man of Scape Ore Swamp is a bizarre reptilian humanoid known for chewing on, and damaging, cars.
    Hm. If it chews on in no small part metallic objects for a living, I could imagine its having some way of reducing hardness. Rend helps with that, of course, but I could see it.

    Quote Originally Posted by Bhu View Post
    Wiederganger

    Wiederganger is an Acquired Template that can be applied to any Humanoid (and likely Animals to).
    Armor Class: Retains the Natural Armor Bonus to AC of the Base Creature, which increases depending on the Base Creatures Size: Tiny or Smaller (+0), Small (+1), Medium (+2), Large (+3), Huge (+4), Gargantuan (+7).

    Attacks: A Wiederganger retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the Base Creature. A Wiederganger also gains a slam attack (2 slams with a full attack). The Wiederganger uses the BAB of the Base Devil.

    Damage: The Wiederganger's Slam does damage equal to the Base Creature's Size: Fine (1 point), Diminutive (1d2), Tiny (1d3), Small (1d4), Medium (1d6), Large (1d8), Huge (2d6), or Gargantuan (2d8).
    Hm. What about Colossal? There are no Fine Humanoids that I know of, but Colossal Animals are a thing.

    Quote Originally Posted by Bhu View Post
    Totenkopfspinne
    Tiny Magical Beast
    Hit Dice: 4d10+12 (34 hp)
    4d10+8 (30 hp); CON's 15.

    Attack: Bite +7 melee (1d3-4)
    Full Attack: Bite +7 melee (1d3-4)
    Should have +9 to hit; it's Tiny.

    Skills: Balance +7, Climb +12, Hide +15, Jump +5, Knowledge (Arcana, Nature) +6, Move Silently +7, Search +4, Spot +8, Survival +6
    Feats: Ability Focus (Mind Poison), Weapon Finesse
    I think it still has a (as in, 1) skill point available for spending.

  7. - Top - End - #457
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Metastachydium View Post
    A good set! Lots of crazy stuff. Just the way I like it.

    INT 6 on an Animal is perfectly RAW-legal, but highly unusual. Was that on purpose?

    That's got some wonderful flavour, but the latter half of it is all but useless in upwards of 99% of all 3.5 games I can conceive. Could it, perhaps, mess up spells with the Electricity descriptor and special abilities using electricity?
    It's supposed to be quite smart for a beast. EMP won't affect lightning so far as I can tell, but apparently it can cause lightning.


    Also, is Unleash Hell just a cool name for a perfectly normal natural attack or a SA that's not written up? In either case, what's the damage type?
    It's just a funny name (see the critters alignment). I leave the damage type up to the DM :D


    Hm. If it chews on in no small part metallic objects for a living, I could imagine its having some way of reducing hardness. Rend helps with that, of course, but I could see it.
    I was thinking about it but realized it would likely never get used in a fight.



    Hm. What about Colossal? There are no Fine Humanoids that I know of, but Colossal Animals are a thing.
    Is there something other than maybe a few dinosaurs?
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  8. - Top - End - #458
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    It's supposed to be quite smart for a beast.
    That's quite alright. I think that should happen more, not less! I just wanted to be sure it's intentional.

    EMP won't affect lightning so far as I can tell, but apparently it can cause lightning.
    Fair. [Electricity] stuff is mostly about generating big discharges.

    It's just a funny name (see the critters alignment). I leave the damage type up to the DM :D
    Heh. I think I'd go for ALL OF THEM.

    I was thinking about it but realized it would likely never get used in a fight.
    There's nothing wrong with monsters having stuff that's useful outside combat.

    Is there something other than maybe a few dinosaurs?
    Rocs and the big whales advance into it at 33 and 19 HD, respectively. There might be others as well.

  9. - Top - End - #459
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    Default Re: Critters III! Now also in 5e!

    https://www.youtube.com/watch?v=iSIfoyvmtP8

    https://dwollsadventures.tumblr.com/...beings-related

    Much thanks again to Jurgen Hubert!

    Drak
    Small Dragon (Fire)
    Hit Dice: 3d12+6 (25 hp)
    Initiative: +3
    Speed: 20 ft. (4 squares), Fly 90 ft. (Good)
    Armor Class: 17 (+1 Size, +3 Dex, +3 Natural), touch 14, flat-footed 14
    Base Attack/Grapple: +3/+0
    Attack: Bite +7 melee (1d6+1 plus 1d6 Fire)
    Full Attack: 1 Bite +7 melee (1d6+1 plus 1d6 Fire) and 2 Claws +2 melee (1d4 plus 1d6 Fire)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Fiery Presence, Alternate Form, Sulfurize
    Special Qualities: Darkvision 60 ft., Low-Light Vision, Treasure
    Saves: Fort +5, Ref +6, Will +6
    Abilities: Str 13, Dex 17, Con 15, Int 10, Wis 16, Cha 16
    Skills: Appraise +4, Intimidate +7, Knowledge (Local, Nature) +4, Listen +7, Move Silently +7, Perform (Sing) +7, Search +4, Spot +7
    Feats: Ability Focus (Fiery Presence), Weapon Finesse
    Environment: Any
    Organization: Solitary
    Challenge Rating: <##>
    Treasure: Double Standard due to active thieving
    Alignment: Usually Chaotic Neutral
    Advancement: 4 HD (Small), 5-9 HD (Medium), 10-12 HD (Large)
    Level Adjustment: ---

    Draks are small, winged Dragons with more in common with the Fey than with Lindwurms. They are infamous thieves, sneaking into storehouses to remove goods, which they then place in the storehouses of others. Dealing with them can make one quite wealthy, but usually ends in tragedy. When flying they are obscured in right fire.

    Fiery Presence (Su): The Drak appears as wreathed in flame when flying if it wishes to (it can actually turn this on or off once per round as a Free Action, it just doesn't usually have it on when not flying to avoid burning everything down). While it is on fire the Drak gains Total Concealment. Anyone it attacks in melee or Grapples takes +1d6 Fire damage. Anyone Grappling it or attacking it with a non-Reach melee weapon likewise takes 1d6 Fire damage. Anything the Drak does Fire damage to must make a DC 15 Reflex Save or catch fire (see Alchemist's Fire in the PHB, Save DC is Con based). As a Standard Action the Drak can extend it's fire to cover everything within a 10 foot radius of itself. Anything in this area takes 2d6 Fire damage, and must make a DC 15 Reflex Save or catch fire.

    Alternate Form (Su): A Drak can assume any animal form of Small size or smaller as a standard action three times per day. The Drak can remain in its animal form until it chooses to assume a new one or return to its natural form.

    Sulfurize (Su): Draks can curse those who disrespect them with a sulfurous odor. This is a Standard Action in which the Drak makes a melee attack. If it hits, the target must make a DC 13 Willpower Save (Save DC is Con based) or stink of sulfur until they receive a Remove Curse spell. Stench (Ex): All living creatures (except Drak) within 30 feet of the target must succeed on a Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same targets stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

    Treasure (Su): Draks are known for stealing goods from storehouses in the form of food, grain, goods or money. How they do this with no arms and while on fire isn't mentioned. It can be persuaded to part with this wealth in one of various ways. Usually by promising it a daily meal (usually of millet), befriending it, or calling out to it as it passes by overhead. Those making a deal with the Drak can get a total of 1d10x10 GP in goods, food and money per instance they make an exchange with it, but should take care to always respect the Drak and keep promises to it. Otherwise it burns down their house.

    Combat: Draks rarely fight, preferring to flee and play pranks on offenders. Offend them badly enough, and they'll simply tear into you though.



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    http://translate.google.com/translat...channel%3Dfflb

    http://czarnaarcher.deviantart.com/a...ew=3&offset=10

    http://****yeahstrangemythology.tumb...ik-or-chmurnik

    https://www.amazingworldreality.com/...d-control.html

    https://brendan-noble.com/planetnik-...s-and-weather/

    https://lamusdworski.wordpress.com/2...gy-planetnicy/

    https://en.wikipedia.org/wiki/Zduha%C4%87

    Much thanks to Kaworu for a better translation of the wiki article than google provided above!

    Planetnik
    Medium Fey
    Hit Dice: 18d6+90 (153 hp)
    Initiative: +9
    Speed: 30 ft. (6 squares), Fly 120 ft. (Good)
    Armor Class: 21 (+5 Dex, +6 Deflection), touch 21, flat-footed 16
    Base Attack/Grapple: +9/+14
    Attack: Tree +15 ranged (4d10)
    Full Attack: Tree +15/+10 ranged (4d10)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Weather Control, Alternate Form, Tree
    Special Qualities: Low Light Vision, Endure Elements, Dark Vision 120 ft., Weather Immunity, Spiritual Power, Weather Sense
    Saves: Fort +17, Ref +22, Will +22
    Abilities: Str 20, Dex 20, Con 20, Int 20, Wis 20, Cha 22
    Skills: Concentration +25, Knowledge (Arcana, Geography, Local, Nature, Religion) +25, Listen +25, Sense Motive +25, Spellcraft +25, Spot +25, Survival +25, Use Magic Device +17
    Feats: Adroit Flyby Attack (Draconomicon), Boost Spell-Like Ability (Greater Whirlwind, Book of Vile Darkness), Combat Casting, Flyby Attack, Hover, Improved Initiative, Wingover
    Environment: Any
    Organization: Solitary
    Challenge Rating: 14
    Treasure: None
    Alignment: Usually Neutral Good or Neutral Evil
    Advancement: By Character Class
    Level Adjustment: ---

    Planetnik (also called Chmurnik or Oblocznik) are (in some myths) the souls of men who died from violent death, suicide or drowning turned into 'demons'. It's also said they were men whose souls left their bodies and ascended into the clouds on rainbows to fight weather or monsters. Nearby countries also have weather wizards whose souls leave their bodies at night to fight storms, the undead, dragons, demons, each other, etc.. They appear as a small hairy goblinoid, an old man with a bird or straw hat, animals, a young man with long hair, or in some cases a humanoid cloud. Planetnik haul the clouds across the sky and create or dispel weather and wind.. They send hail and storms, or can be bribed to drive them away. I will be doing the human Planetnik later under the name Zduhacs, this version is the transformed spirit of a suicide.

    Weather Control (Sp): At Will: Call Lightning, Capricious Zephyr (Spell Compendium), Cloudburst (Magic of Faerun), Create Water, Dispel Fog (Shining South), Fog Cloud, Gaseous Form, Gust of Wind, Hailstones (Spell Compendium), Sleet Storm, Thunderhead (Spell Compendium)
    3/day: Blizzard (Frostburn), Control Winds, Eye of the Hurricane (Spell Compendium), Ice Storm
    1/day: Control Weather, Greater Whirlwind (Complete Divine), Mastery of the Sky (Races of the Wild), Towering Thunderhead (Complete Mage)

    Alternate Form (Su): A Planetnik can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The Planetnik can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

    Tree (Su): The Planetik can use the wind to uproot trees and use them as clubs, or hurl debris in the same manner. This does 4d10 Bludgeoning damage (unlesss the debris is sharp or pointy), and the Planetnik can move it up to 60 feet per round. It uses it's Cha mod for attack rolls.

    Endure Elements (Ex): The Planetnik permanently has the benefits of an Endure Elements spell.

    Weather Immunity (Ex): Planetniks do not suffer penalties to attack rolls or skill/ability checks due to weather. They cannot be knocked down, blown away or checked by winds (see DMG). Weather does not affect it's movement.

    Spiritual Power (Su): A Planetnik adds his Charisma modifier as a bonus on all his saving throws, and as a deflection bonus to his Armor Class. (The statistics block already reflects these bonuses).

    Weather Sense (Su): Planetnik know the weather up to a week in advance.

    Combat: Planenik prefer to save fling trees for duels with equals. Everything else gets blasted with spells from a distance.



    Capricious Zephyr
    3rd Level Evocation
    Casting Time: 1 Action
    Range: 120 feet
    Components: V, S
    Duration: Concentration, up to 1 Minute
    You create a 5 foot sphere of swirling wind that you can move up to 30 feet as a Bonus Action. Anything whose area the sphere enters (or vice versa) must make a Strength Save or be shoved up to 30 feet in any direction and knocked prone. The spell ends if the sphere ever moves out of the spells range.


    Hailstones
    3rd Level Evocation
    Casting Time: 1 Action
    Range: 120 feet
    Components: V, S, M (crystal globe)
    Duration: Instantaneous
    You create icy hailstones to attack your enemies. This is a ranged spell attack doing 3d10 Cold damage.

    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you get one additional hailstone for every 2 spell slot levels above 3rd (i.e. 2 stones at 5th, 3 stonesat 7th, etc.).


    Thunderhead
    1st Level Evocation
    Casting Time: 1 Action
    Range: 60 feet
    Components: V, S, M (small piece of copper wire)
    Duration: Concentration, up to 1 Minute
    You create a small thundercloud over the head of the target that follows him. For the duration of the spell the target has disadvantage on Perception (Sight) checks due to rain. Anytime it is successfully attacked before the spells end, it takes an additional 1d6 lightning damage as the cloud lights it up.


    Blizzard
    9th Level Transmutation
    Casting Time: 10 Minutes
    Range: Self (5 Mile Radius)
    Components: V, S
    Duration: Concentration, up to 6 Hours
    This spell summons blinding winds and snow. At the end of every hour spend in a Blizzard, anyone in it must make a Constitution saving. On failure, they take 3d4 cold damage and gain one level of exhaustion. They make this check with advantage if you have proper cold weather gear. All creatures are heavily obscured from any other creature they are more than 20 feet away. All terrain is difficult terrain. The sky is darkened. Flying creatures more than 40 feet up have total cover, and outdoor light does not count as sunlight (for the purposes of sunlight sensitivity and similar traits). Checks using Navigation Tools to determine your location based on celestial observation are made with disadvantage. Due to high winds, creatures moving must make a Strength Saving Throw to move. If they fail by 5 or more they are also knocked prone. All ranged attack rolls are made with disadvantage.

    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you x


    Eye of the Hurricane
    4th Level Abjuration
    Casting Time: 1 Action
    Range: Self (40 foot radius)
    Components: V, S
    Duration: Concentration, up to 1 Minute
    This creates an intense storm in a 40 foot radius around you, and a calm area 10 feet around you in the center. If you move, the area effect of the spell moves with you. Anything in the area of the storm is affected as if they had entered a Wind Wall spell. Additionally, if a hostile creature fails the Strength Save against the Wind Wall effect, it is knocked prone. If it fails by 5 or nore, it is shoved to the edge of the storms area of effect.


    Master of the Sky
    8th Level Transmutation
    Casting Time: 1 Action
    Range: Self
    Components: V
    Duration: Concentration, up to 10 Minutes
    This spell causes the winds to enhance your flight and attacks. While flying, you have advantage on all attack rolls, and use your spellcasting ability modifier for all attack and damage rolls. You can now Hover, and high winds do not affect your movement. Melee attacks against you are made with disadvantage, and ranged attacks automatically miss. Your flight speed increases by +20 feet. If you have no flight speed, you can now fly with a speed of 40 feet.


    Towering Thunderhead
    9th Level Conjuration
    Casting Time: 1 Action
    Range: Sight
    Components: V, S
    Duration: Concentration, up to 1 Minute
    This creates a mass of storm clouds in a cylinder with a 400 foot radius and a 60 foot height. Anything inside this area is affected as if they were in the areas of a Fog Cloud and Wind Wall spells, and all movement is halved. For the duration of the spell, any other spell cast by you or friendly creatures that does thunder or lightning damage is empowered (When you or they roll damage for a qualifying spell, you can reroll a number of the damage dice up to your spellcasting ability modifier (minimum of one). You must use the new rolls.).


    Greater Whirlwind
    9th Level Conjuration
    Casting Time: 1 Action
    Range: 300 feet
    Components: V, S
    Duration: Concentration, up to 1 Minute
    A whirlwind howls down to a point on the ground you specify. The whirlwind is a 20-foot-radius, 60-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 60 feet in any direction along the ground. The whirlwind sucks up any Large or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

    A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 15d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Huge or smaller creature that fails the save must succeed on a Strength saving throw or become restrained and incapacitated in the whirlwind until the spell ends.

    When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.

    A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction and knocked prone..
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  11. - Top - End - #461
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    I know I don't normally make a bunch of 5e translations, but I need to post some critters for the Screwball Mage thread.



    Bloodbloater Swarm
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim and I are in the marshy areas of the Dark Sea looking for oozes. I see you already have the forcewall up Jim!"

    They Form Massive Swarms

    "That's because a massive Bloodbloater Swarm is heading this way Harlan."

    "You're right, I can see them now. My goodness there are a lot of them. Can we lower the wall long enough to snatch a sample?"

    "That would be unwise. They get their names because they have no satiety response. They continue draining blood even after it runs off into the water.."


    They Can Never Fill Up

    "They don't seem to have an understanding of forcewalls either Jim."

    "Yeah, it's time to move."



    Flotsam Ooze
    "That cube of force has certainly paid for itself."

    Fairly Invisible In Water

    "And it will continue to do so. You see that pile of floating debris?"

    "Is it...moving?"

    "Indeed. That's a Flotsam Ooze."


    A Sticky Situation

    "Does it use the debris as concealment on purpose?"

    "No. It's already fairly clear, and difficult to see in the water. It just adheres itself to whatever it touches."




    Reekmurk
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim and I have just gone aground after a massive undersea quake!"

    They Prefer The Lightless Depths

    "Just in time too. That inky slick forming on the water is likely a Reekmurk driven up by the quake."

    "That explains the smell."

    "Even Troglodytes aren't this bad.."


    You Can Almost Taste It

    "The sun is going down, we should probably leave."

    "You'll get no argument from me."





    Flesh Jelly
    "...and it appears we have fled the wrong way...l."

    Always Hungry

    "Why are there so many of these things in this swamp?"

    "Perhaps it's that they're efficient enough predators to have taken over the local ecosystem?"

    "Fair enough, but I'm not buying it. Oozes generally don't prey on one another.."


    Resembles A Pile Of Hairy Flesh

    "Are we sure that's really an ooze? It looks like boneless, skin covered flesh instead of jelly."

    "There's no Wizard out here is there?"




    Corrupture
    "I'd say no, but here comes another one."

    Born From The Defilement Of Nature

    "Sweet Jebus..."

    "I've seen things like that before. They're always a sign of magic or the natural world going bad."

    "It looks a little big to fight."


    Acid Filled Bags

    "They're full of corrosive fluids, it's best we flee."

    "Lets hope the aquatic oozes have simmered down."
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    Beelemnoid
    Gargantuan Aberration
    Hit Dice: 20d8+200 (290 hp)
    Initiative: +7
    Speed: Swim 20 ft. (4 squares)
    Armor Class: 25 (-4 Size, +3 Dex, +16 Natural), touch 9, flat-footed 22
    Base Attack/Grapple: +15/+38
    Attack: Arm +22 melee (1d6+11 plus poison)
    Full Attack: 10 Arms +22 melee (1d6+11 plus poison)
    Space/Reach: 20 ft./15 ft.
    Special Attacks: Improved Grab, Constrict, Poison
    Special Qualities: Darkvision 60 ft., Jet, Ink Cloud, Low-Light Vision
    Saves: Fort +16, Ref +11, Will +18
    Abilities: Str 32, Dex 16, Con 30, Int 14, Wis 22, Cha 20
    Skills: Intimidate +15, Knowledge (Geography, Nature) +13, Listen +26, Search +12, Sense Motive+6, Spot +30, Survival +16, Swim +19
    Feats: Blind-Fight, Combat Expertise, Combat Reflexes, Endurance, Improved Initiative, Improved Trip, Lightning Reflexes
    Environment: Warm Aquatic
    Organization: Solitary
    Challenge Rating: 12
    Treasure: Triple Standard
    Alignment: Usually Lawful Evil
    Advancement: 21-32 HD (Gargantuan); 33-60 HD (Colossal)
    Level Adjustment: ---

    Beelemnoids are a horrifying amalgamation of bee and squid. Unlike most squids they have 10 short arms with poisoned barbs, compound eyes, and chitinous plating over it's normal hide. They are the heavy aquatic shock troops of the Hives,

    Improved Grab (Ex): To use this ability, the Beelemnoid must hit with an arm attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

    Constrict (Ex): A Beelemnoid deals automatic arm damage with a successful grapple check.

    Poison (Ex): Injury, DC 30 Fortitude Save (Save DC is Con based), initial and secondary damage is 2d4 Con.

    Jet (Ex): A Beelemnoid can jet backward once per round as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

    Ink Cloud (Ex): A Beelemnoid can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the Beelemnoid normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.

    Skills: Beelemnoids have a +4 Racial Bonus on Spot Checks, and a +8 Bonus on Swim Checks. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    Combat: Beelemnoids strike their opponents with their barbed arms, then grab and crush or drag victims into the waters. An opponent can make sunder attempts against a Beelemnoids tentacles or arms as if they were weapons. A Beelemnoids tentacles have 20 hit points, and its arms have 10 hit points. If a Beelemnoid is currently grappling a target with one arm, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a Beelemnoids arm deals damage to the Beelemnoid equal to half the limb’s full normal hit points. A Beelemnoid usually withdraws from combat if it loses three of its arms. A Beelemnoid regrows severed limbs in 1d10+10 days.




    Beelemnoid
    "What's that approaching off the starboard bow?"

    Enforcers For The Bee Cults

    "It looks kind of like an armored squid."

    "It seems purposeful. I'm breaking out the Lightning Bolt wand."

    "Normally I would say wait and seee, but it's moving a little too fast for my comfort."


    They Try To Leave No Survivors

    "It would appear to be some sort of bee/squid hybrid. That implies wizard experiments, which would explain the oozes. Someone has been up to something.."

    "Didn't those farmers we interviewed mention a cult obsessed with some sort of beepocalypse?"
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    Dragonflesh Golem
    "We're here for a Golem bodyguard. Preferably used. Maybe an early warning system type?"

    The Most Spectacularly Bad Idea

    "What in the name of the Gawds is that?"

    "It's just a Flesh Golem."

    "It seems remarkably dragon shaped."

    "That's cause we made it from dragon parts"

    "Do you think that was wise?"


    Mess Not With Dragons

    "It's not like the dragons know about it."

    "Sir...you have it on display in a public building..."

    "Excuse me sir? The Cult of Tiamat and the Church of Bahamut are outside. They'd like a word."

    BAMF!

    "Of course he'd teleport out...can we get another salesman?"




    Demonflesh Golem
    "Okay, once again. We're here for a Golem bodyguard. Preferably used. Preferably specializing in anti bee capabilities."

    To Makers Of Golems: Who Hurt You?

    "What in the name of the Gawds is that?"

    "It's just a Flesh Golem sir."

    "It looks quite demonic..."

    "That's cause we made it from demon parts"

    "Sweet Jebus, you're crazier than the last one..."


    Surprisingly Devious

    "It's not like I need the Abysses approval for use of dead parts."

    "Sir...have you met the Tanar'ri?"

    "Excuse me sir? A Mr. Orcus would like a word."

    BAMF!

    "Third times the charm?"
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    Vampire Golem
    Large Construct
    Hit Dice: 14d10+30 (107 hp)
    Initiative: +5
    Speed: 30 ft. (6 squares)
    Armor Class: 26 (-1 Size, +1 Dex, +16 Natural), touch 10, flat-footed 25
    Base Attack/Grapple: +10/+22
    Attack: Slam +17 melee (2d8+8 plus Energy Drain)
    Full Attack: 2 Slams +17 melee (2d8+8 plus Energy Drain) and 1 Bite +17 melee (1d8+4 plus Energy Drain)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Blood Drain, Dominate, Create Spawn, Energy Drain
    Special Qualities: Construct traits, Immunities, DR 10/Adamantine, Darkvision 60 ft., Immunity to Magic, Low-light Vision, Fast Healing 5, Gaseous Form, Spider Climb, Turn Resistance
    Saves: Fort +4, Ref +7, Will +6
    Abilities: Str 27, Dex 13, Con -, Int 12, Wis 14, Cha 18
    Skills: Bluff +12, Climb +12, Diplomacy +12, Hide +11, Jump +12, Knowledge (Arcana) +12, Listen +12, Move Silently +11, Search +11, Sense Motive +11, Spellcraft +11, Spot +12, Use Magic Device +12
    Feats: Awesome Blow, Improved Bull Rush, Improved Multiattack, Multiattack, Power Attack, Alertness (B), Combat Reflexes (B), Dodge (B), Improved Initiative (B), Lightning Reflexes (B)
    Environment: Any
    Organization: Unique (?)
    Challenge Rating: 13
    Treasure: Double Standard
    Alignment: Neutral Evil
    Advancement: 15-21 HD (Large); 22-42 (Huge)
    Level Adjustment: ---

    "We had a contract with the Grey brothers for bodies. We needed many of them for our...experiments. The bodies were always headless with stakes in the heart, but we paid it no mind. The locals were paranoid about vampire, and frequently formed violent mobs to root them out. If only they'd known the Vampires had died out a hundred years ago.

    If only we'd known that wasn't true. We were so absorbed in our work that we'd thought the whispers of their return were superstitious paranoia. We found out wrong when we made our new Golem from them. It was different. The teeth were those of a predator, and it's flesh was dark, with no sign of decay. It was smart, and sly, and we occasionally thought it might be thinking for itself. If only we'd known. Our first real clue was when it fled the sunlight, smoke trailing as it went. A week later it returned with it's 'children'. Most of us were wiped out, or 'joined' their sidde. I survived by fleeing and never looking back.

    But now I must bid you adieu. If you could find me, they can find me. I'm afraid I can't leave you alive, seeing as you're the only one who knows my current face, but I'll make it quick. I am not without mercy."

    Vampire Golems are "ordinary" Flesh Golems that happen to be composed of the remains of Vampire, in one on mankinds more stunning displays of stupidity.

    Blood Drain (Ex): A Vampire Golem can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the Vampire Golem gains 5 temporary hit points.

    Dominate (Su): A Vampire Golem can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the Vampire Golem must use a standard action, and those merely looking at it are not affected. Anyone the Vampire Golem targets must succeed on a DC 21 Will save or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 17th). The ability has a range of 30 feet. Save DC is Cha based.

    Create Spawn (Su): A humanoid or monstrous humanoid slain by a Vampire Golem’s energy drain rises as a vampire spawn 1d4 days after burial. If the Vampire Golem instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the Vampire Golem that created it and remains enslaved until its master’s destruction. At any given time a Vampire Golem may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master Vampire Golem can control a number of lesser vampires in this fashion. A Vampire Golem may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

    Energy Drain (Su): Living creatures hit by a Vampire Golem’s slam attack (or any other natural weapon the Vampire Golem might possess) gain two negative levels. For each negative level bestowed, the Vampire Golem gains 5 temporary hit points. A Vampire Golem can use its energy drain ability once per round.

    Immunities: Vampire Golems are immune to Cold and Electricity damage.

    Fast Healing (Ex): A Vampire Golem heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a Vampire Golem forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.

    Gaseous Form (Su): As a standard action, a Vampire Golem can assume gaseous form at will as the spell (caster level 14th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

    Spider Climb (Ex): A Vampire Golem can climb sheer surfaces as though with a spider climb spell.

    Turn Resistance (Ex): A Vampire Golem has +4 turn resistance.

    Weaknesses: A Vampire Golem has all the Standard Vampire Weaknesses (see Monster Manual). Unlike standard Golems it isn't immune to Necromancy effects, and can be Turned as an Undead. Other spells or effects that affect Undead will affect a Vampire Golem.

    Skills: Vampire Golems have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

    Combat: Vampire Golems rely on their physicality, fighting more like Vampire Spawn than Lords.




    Vampire Golem
    "Please tell me you have Golems that won't lead to persecution by other species?."

    Does No One Make Simple Golems Anymore?

    "What in the name of the Gawds is that?"

    "It's just a Flesh Golem sir."

    "It looks quite remarkably well preserved..."

    "That's cause we made it from Vampire bodies."

    "Who keeps thinking these are good ideas?"


    Extra Spicy Flash Golems

    "It's immune to bees though!."

    "It's also gone."

    "Excuse me, I need to find security."

    "We need to find another shop."

    "NO! No sir, whut yew need is Big Bawb!"
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  15. - Top - End - #465
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    Quote Originally Posted by Bhu View Post
    Drak
    Small Dragon (Fire)
    Okay, these are cute. (And I love how they were kobold-related centuries before the little dragon kobolds got mainstream.)

    Saves: Fort +5, Ref +6, Will +7
    Will +6, I think (3 base, +3 WIS).

    Fiery Presence (Su): The Drak appears as wreathed in flame when flying (it can actually turn this on or off once per round as a Free Action. While it is on fire the Drak gains Total Concealment. Anyone it attacks in melee or Grapples takes +1d6 Fire damage. Anyone Grappling it or attacking it with a non-Reach melee weapon likewise takes 1d6 Fire damage.
    O-okay. So, being on fire while at flight and extra fire damage are separate facets of the same ability or does the li'l one only do extra fire damage when at flight (with FP active)?

    Sulfurize (Su):
    Interesting! (Although I'm sure it can be turned into a blessing rather than a curse.)

    Quote Originally Posted by Bhu View Post
    Planetnik
    Heh. I happen to know this and that about the Croatian/Hungarian/Romanian cousin of these (i.e. the dragon-riding cloaked devil's apprentice weather specialist mage) and I knew the Planetnik was something like those but distinct in a number of ways, so it's nice to see it statted up here. Looking forward to the template!

    Skills: Concentration +25, Knowledge (Arcana, Geography, Local, Nature, Religion) +25, Listen +25, Sense Motive +25, Spellcraft +25, Spot +25, Survival +25, Use Magic Device +11
    I count 6 skill points still available for spending, though.

    Feats: Adroit Flyby Attack (Draconomicon), Combat Casting, Flyby Attack, Hover, Improved Initiative, Wingover
    It's also missing a feat.

    Quote Originally Posted by Bhu View Post
    Beelemnoid
    Gargantuan Aberration
    Attack: Arm +22 melee (1d6+11 plus poison)
    Full Attack: 10 Arms +22 melee (1d6+11 plus poison)
    Even with 10 of those, 1d6 is kind of sad. I mean, a Gargantuan creature gets an unarmed attack a full die higher by default!

    Skills: Intimidate +5, Knowledge (Geography, Nature) +2, Listen +6, Search +2, Sense Motive+6, Spot +6, Survival +6, Swim +19
    I don't see a single skill point spent here and the bonus to Spot isn't factored in.

    Constrict (Ex): A Beelemnoid deals automatic arm or tentacle damage with a successful grapple check.
    Combat: Beelemnoids strike their opponents with their barbed arms, then grab and crush or drag victims into the waters. An opponent can make sunder attempts against a Beelemnoids tentacles or arms as if they were weapons. A Beelemnoids tentacles have 20 hit points, and its arms have 10 hit points.
    But, um, it doesn't have tentacles?

    Quote Originally Posted by Bhu View Post
    Vampire Golem
    Large Construct
    Strange minds! My vampiric Construct came out just a few days earlier.

    Skills: Bluff +12, Climb +12, Diplomacy +12, Hide +10, Jump +12, Knowledge (Arcana) +11, Listen +12, Move Silently +10, Search +10, Sense Motive +10, Spellcraft +11, Spot +12, Use Magic Device +12
    5 skill points remain unspent.

    "NO! No sir, whut yew need is Big Bawb!"
    Huh. What's a Big Bob?

  16. - Top - End - #466
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Metastachydium View Post
    Even with 10 of those, 1d6 is kind of sad. I mean, a Gargantuan creature gets an unarmed attack a full die higher by default!
    I would have made it more, but it's already doin 10d6+110 plus poison plus grab per round. I thought if I made it any higher it would've been too much.



    Strange minds! My vampiric Construct came out just a few days earlier.
    Got a link?



    Huh. What's a Big Bob?
    That cliffhanger continues today!


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    Shark Golem
    Huge Construct
    Hit Dice: 15d10+40 (122 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares), Swim 50 ft.
    Armor Class: 22 (-2 Size, +1 Dex, +13 Natural), touch 9, flat-footed 21
    Base Attack/Grapple: +11/+27
    Attack: Bite +17 melee (2d10+8)
    Full Attack: 1 Bite +17 melee (2d10+8) and 2 Slams +12 melee (2d10+4)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Berserk, Improved Grab, Swallow Whole
    Special Qualities: Construct traits, DR 10/Adamantine, Darkvision 60 ft., Low-light Vision, Immunity to Magic, Keen Scent, Blindsense 30 ft.
    Saves: Fort +5, Ref +6, Will +5
    Abilities: Str 27, Dex 13, Con -, Int -, Wis 11, Cha 1
    Skills: Swim+16
    Feats: ---
    Environment: Any
    Organization: Solitary or gang (2-4)
    Challenge Rating: <##>
    Treasure: None
    Alignment: Always Neutral
    Advancement: 16-22 HD (Huge), 23-45 HD (Gargantuan)
    Level Adjustment: ---

    A Shark Golem is an 18 foot tall humanoid monstrosity composed of the dead bodies of sharks. It's Wizard creator thought the first one was so cool he didn't even try to hide his involvement. Which made it easy for the lawyers to find him when it inevitably got loose.

    Berserk (Ex): When a Shark Golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 25 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%. Double the chances of going Berserk if the Shark Golem can smell blood. If it successfully tastes blood due to biting a living creature, it automatically goes berserk until there is no living creature left in sight (it also gains a +2 Morale Bonus to attack rolls during this time). If more than one Shark Golem is present, and one of them goes Berserk, all of them go Berserk.

    Improved Grab (Ex): To use this ability, a Shark Golem must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe in the following round.

    Swallow Whole (Ex): A Shark Golem can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 2d6+8 points of bludgeoning damage from the Shark Golem's gizzard. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the Shark Golem's 'digestive tract' (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

    A Huge Shark Golem’s gullet can hold 2 Large, 8 Medium or Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.

    Immunity to Magic (Ex): A Shark Golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

    A magical attack that deals cold or fire damage slows a Shark Golem (as the slow spell) for 2d6 rounds, with no saving throw.

    A magical attack that deals electricity damage breaks any slow effect on the Shark Golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Shark Golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a Shark Golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A Shark Golem gets no saving throw against attacks that deal electricity damage.

    Keen Scent (Ex): A Shark Golem can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

    Skills: A Shark Golem has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    Combat: Shark Golems pretty much act like any other shark, with the addition of being able to punch you.




    Shark Golem
    "We meet again Bawb."

    "You two know each other?"

    As If Regular Flash Golems Weren't Bad Enough

    "Indeed we do sir! Why young Jurgens used to be one of my best clients!"

    "Used to be?"

    "I got wiser."

    "To business! You gentlemen need a Golem! And no one knows Golems like Big Bawb."

    "Jebus, that thing is huge."


    Don't Bleed Near Them

    "It's also part shark. Pass."

    "But you haven't even heard the sales pitch yet!"

    "You forget I know you Bawb."

    "What about that one?"
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    Bear Golem
    Huge Construct
    Hit Dice: 15d10+40 (122 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 21 (-2 Size, +13 Natural), touch 8, flat-footed 21
    Base Attack/Grapple: +11/+31
    Attack: Claw +21 melee (2d8+12)
    Full Attack: 2 Claws +21 melee (2d8+12) and 1 Bite +16 melee (4d6+6)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Berserk, Improved Grab, Haste
    Special Qualities: Construct traits, Darkvision 60 ft., Low-light Vision, Immunity to Magic, DR 10/Adamantine, Scent
    Saves: Fort +5, Ref +5, Will +5
    Abilities: Str 35, Dex 11, Con -, Int -, Wis 10, Cha 6
    Skills: Swim +16
    Feats: ---
    Environment: Any
    Organization: Solitary or gang (2-4)
    Challenge Rating: <##>
    Treasure: None
    Alignment: Always Neutral
    Advancement: 16-22 HD (Huge), 23-45 HD (Gargantuan)
    Level Adjustment: ---

    The original Bear Golem was a flesh golem made from bears for a crime lord in Alfheim who used it to guard his drug operation. Unfortunately for him the local bears had a thing for coca leaves...

    Berserk (Ex): When a Bear Golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 25 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%. Double the chances of going Berserk if the Bear Golem can smell cocaine.

    Improved Grab (Ex): To use this ability, a Bear Golem must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

    Haste (Ex): When the Bear Golem is 'exposed' to a certain white powder, it gains the effects of a Haste spell for 20 rounds.

    Immunity to Magic (Ex): A Bear Golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

    A magical attack that deals cold or fire damage slows a Bear Golem (as the slow spell) for 2d6 rounds, with no saving throw.

    A magical attack that deals electricity damage breaks any slow effect on the Bear Golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Bear Golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a Bear Golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A Bear Golem gets no saving throw against attacks that deal electricity damage.

    Skills: A Bear Golem has a +4 racial bonus on Swim checks.

    Combat: Pretty much acts like your standard bear so long as it's drug free. It's a wee bit...aggressive otherwise.



    Bear Golem
    "Is that what I think it is?"

    Comes With The Bear Necessities

    "Yessir! The original Bear Golem! Made for Old Scarface herself!"

    "Wasn't she a drug dealer?"

    "Pass."

    "It's in mint condition, I swear!"

    "it does look fairly tough Harlan."


    It Has Issues

    "Bawb forgets to mention that the Golem was made from bears addicted to Scarface's product. So is the Golem made from them."

    "It's been to rehab! I swear!"

    "Pass."
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    Advanced Flesh Golem

    Advanced Flesh Golem is an Acquired Template that can be applied to any corporeal Aberration, Animal, Dragon, Giant, Humanoid, Magical Beast, Monstrous Humanoid or Vermin. Some Mages have perfected the process of creating Flesh Golems to the point that if a body is relatively intact they can reanimate it as a Flesh Golem, with the original personality intact.

    Size and Type: Size is unchanged, Type becomes Construct.

    Hit Dice: All current and future Hit Dice become d10's, and the base creature gains hit points based on size like any other Construct.

    Speed: Unchanged..

    Armor Class: The Base Creatures Natural Armor Bonus to AC increases by an amount depending on it's Size: Tiny or Smaller (+0), Small (+1), Medium (+2), Large (+3), Huge (+4), Gargantuan (+7) and Colossal (+11). There is also a minimum Natural AC Bonus based on Size: Tiny or Smaller (+1), Small (+3), Medium (+6), Large (+10), Huge (+12), Gargantuan (+21) and Colossal (+33).

    Attacks: The Base Creature retains it's BAB and natural attacks (though those attacks increase in damage). If the Base Creature is a Humanoid or similar being with only an Unarmed Strike gets a Slam attack (2 Slams with a Full Attack) whose damage depends on Size.

    Damage: Creatures that gain a Slam Attack base it's damage on their Size: Tiny or smaller (1d6), Small (1d8), Medium (1d10), Large (2d8), Huge (3d8), Gargantuan (4d8) or Colossal (5d8). If the creature has Natural Attacks, their damage increases by 1 step as if it had increased in size.

    Special Attacks: Retains all Special Attacks of the Base Creature.

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

    Damage Reduction (Ex): The Base creature gains DR x/Adamantine, the amount of which depends on the Base Creatures Size: Tiny or Smaller (DR 3), Small or Medium or Large (DR 5), Huge or Gargantuan (DR 10), or Colossal (DR 15).

    Immunity to Magic (Ex): A flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

    A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds, with no saving throw.

    A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a flesh golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A flesh golem gets no saving throw against attacks that deal electricity damage.

    Saves: All Saves are bad Saves and must be recalculated.

    Abilities: The Base Creature no longer has a Constitution score. -2 Dex. Strength increases by an amount depending on the Base Creatures Size: Tiny or smaller (+2), Small (+4), Medium (+6), Large (+10), Huge (+14), Gargantuan (+18), Colossal (+22).

    Skills: Unchanged.

    Feats: Mention any changes in Feats or Bonus Feats here.

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: Tiny or Smaller (+1), Small (+2), Medium (+2), Large (+2), Huge (+3), Gargantuan (+3), Colossal (+4).

    Treasure: Unchanged.

    Alignment: Tends to shift towards Neutral, with a few going mad and becoming Neutral Evil.

    Advancement: Unchanged.

    Level Adjustment: Tiny or Smaller (+1), Small (+4), Medium (+4), Large (+5), Huge (+5), Gargantuan (+7), Colossal (+8).

    Example of creature using template here:

    Eliza (Commoner 2/Advanced Flesh Golem
    Medium Construct
    Hit Dice: 2d10+20 (31 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (+6 Natural), touch 10, flat-footed 16
    Base Attack/Grapple: +1/+3
    Attack: Slam+3 melee (1d10+2)
    Full Attack: 2 Slams+3 melee (1d10+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities: Construct traits, Immunity to Magic, Low-light Vision, Darkvision 60 ft., DR 5/Adamantine
    Saves: Fort +0, Ref +0, Will +1
    Abilities: Str 14, Dex 11, Con -, Int 10, Wis 12, Cha 15
    Skills: Climb +4, Craft +2, Handle Animal +4, Listen +3, Ride +3, Spot +3, Swim +3
    Feats: Alertness
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Neutral
    Advancement: By Character Class
    Level Adjustment: +4

    Eliza was a poor farmers daughter struck down before her time, re-animated by a crazy mage intent on proving he could resurrect people without needing the Gawds. Said Gawds lightning bolted him for his trouble. Eliza leads a fairly normal life after decades of therapy.


    5E ADVANCED FLESH GOLEM TEMPLATE

    An Aberration, Beast, Dragon, Giant, Humanoid or Monstrosity can become an Advanced Flesh Golem.

    Challenge. Recalculate the Challenge Rating after you apply the template.

    Attributes. Increase your Strength and Constitution scores by +2, reduce Dexterity score by -2.

    Damage Immunities. The base creature becomes immune to the following damage types: Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine.

    Condition Immunities. The base creature becomes immune to the following conditions: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned.

    Senses. If the base creature has no Darkvision (or it's range is less than 60 feet), it gains Darkvision with a range of 60 feet.

    Immutable Form. The base creature is immune to any spell or effect that would alter its form.

    Lightning Absorption. Whenever the base creature is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

    Magic Resistance. The base creature has advantage on saving throws against spells and other magical effects.

    Magic Weapons. The base creature's weapon attacks are magical.

    New Action: Multiattack. If the base creature has no natural attacks, it gains the ability to make 2 Slam attacks.

    New Action: Slam If the base creature has no natural attacks, it gains a melee Slam attack. Attack roll and damage bonus are based on Strength or Dexterity, whichever is higher. Range depends on the Base creatures size: Large or smaller (5 feet), Huge (10 feet), Gargantuan (15 feet). Damage is also based on the base creature's size: Tiny (1d8), Small (2d6), Medium (2d8), Large (2d10), Huge (4d6), Gargantuan (4d8).

    Advanced Flesh Golem
    "Who is that young girl?"

    Resurrection Is Not Fun

    "Her? That's Eliza. Rescued her from a mob. She's my assistant."

    "Is she okay? She seems a little out of it."

    "Good evening miss."

    "She's an experimental flesh golem. She's a misfit, like us."

    "What happened to her creator?"


    Do Not Usurp The Gawds

    "He got smote."

    "Which of Bawb's creations would you take madam?"

    "I'd take Clucky."

    "Would that be the Chicken?"
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    Chicken Golem
    Small Golem
    Hit Dice: 3d10+10 (26 hp)
    Initiative: +1
    Speed: 20 ft. (4 squares), Fly 20 ft. (Clumsy)
    Armor Class: 16 (+1 Size, +1 Dex, +4 Natural), touch 12, flat-footed 15
    Base Attack/Grapple: +2/-3
    Attack: Peck +4 melee (1d4-1)
    Full Attack: 1 Peck +4 melee (1d4-1) and 2 Claws -1 melee (1d3-1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Flying Charge, Persnickety
    Special Qualities: Construct traits, Darkvision 60 ft., Low-light Vision, Immunity to Magic, DR 5/Adamantine, Short Term Flight
    Saves: Fort +1, Ref +2, Will +2
    Abilities: Str 8, Dex 13, Con -, Int -, Wis 12, Cha 6
    Skills: Search +8
    Feats: Weapon Finesse (B)
    Environment: Any
    Organization: Solitary or Flock (10-30)
    Challenge Rating: <##>
    Treasure: None
    Alignment: Always Neutral
    Advancement: 4-6 HD (Small, 7-9 HD (Medium)
    Level Adjustment: ---

    Chicken Golems are flesh golems made of chicken. Because apparently the world wasn't disturbing enough.

    Flying Charge (Ex): When the Chicken Golem charges it uses it's Flight Speed to gain momentum, launching itself onto it's opponent in the air. It makes a Full Attack with the charge, and it's opponent must make a DC 11 Willpower Save (Save DC is 10 plus half Hit Dice plus Cha Modifier plus a +2 Racial Bonus) or be Shaken for 1d6 rounds.

    Persnickety (Ex): Whenever it is given an order, there is a cumulative 1% chance the Chicken Golem disobeys, and does whatever the hell it feels like doing instead (it still thinks of itself as a chicken). The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 13 Charisma check. If he fails, the Golem pecks him (and maybe everyone else nearby).

    Immunity to Magic (Ex): A Chicken Golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

    A magical attack that deals cold or fire damage slows a Chicken Golem (as the slow spell) for 2d6 rounds, with no saving throw.

    A magical attack that deals electricity damage breaks any slow effect on the Chicken Golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Chicken Golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a Chicken Golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A Chicken Golem gets no saving throw against attacks that deal electricity damage.

    Short Term Flight (Ex): A Chicken Golem can fly for 5 rounds before it must land and rest for 2 rounds (and by rest we mean no flying, it can still move or perform other actions). It gains altitude half as quickly as other fliers do as well, but it may subtract 20' from any fall before calculating damage.

    Skills: Chicken Golems gain a +8 Racial Bonus to Search Checks.

    Combat: Pretty much like any other chicken, with a little extra terrifying.



    Chicken Golem
    "Yessir."

    Stubborn As The Real Thing

    "You want Clucky? But she's the least powerful Golem we got."

    "Chickens do punch above their weight."

    "Indeed. How much?"

    "It's hard to put a price on something I have an emotional attachment to."

    "Maybe we can 'rent' her?"


    Revenge Minded

    "Perhaps a task we can perform?"

    "You can help round up the Invisiblobs."

    "And now I regret speaking."
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    Default Re: Critters III! Now also in 5e!

    Invisiblob
    Medium Ooze
    Hit Dice: 4d10+20 (42 hp)
    Initiative: +0
    Speed: 10 ft. (2 squares)
    Armor Class: 10, touch 10, flat-footed 10
    Base Attack/Grapple: +3/+4
    Attack: Slam +4 melee (1d6+1 plus 1d6 Acid)
    Full Attack: Slam +4 melee (1d6+1 plus 1d6 Acid)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Acid, Invisibility
    Special Qualities: Blindsight 60 ft., Immunity to cold and fire, Ooze traits
    Saves: Fort +6, Ref +1, Will -4
    Abilities: Str 12, Dex 10, Con 21, Int -, Wis 1, Cha 1
    Skills: ---
    Feats: ---
    Environment: Any
    Organization: Solitary
    Challenge Rating: 4
    Treasure: None
    Alignment: Always Neutral
    Advancement: 5-6 HD (Medium), 7-12 HD (Large)
    Level Adjustment: ---

    Invisiblobs are from Grey Ooze stock. They were magically manipulated to be invisible, and thus be more effectivee minions. There are no records of their creators, likely because they were wiped out.

    Acid (Ex): An Invisiblob secretes a digestive acid that dissolves only flesh. Any melee hit deals acid damage

    Invisibility (Su): Invisiblobs are permanently invisible, even when thy attack.

    Combat: Due to their invisibility, Invisiblobs merrily hop along until they sense prey, and begin the punching when they find one.



    Invisiblob
    "Explain to me why we're doing this? Who is Big Bawb?"

    Surprisingly Emotive For An Ooze

    "Bawb is a powerful Fey, and an agent of chaos and instability. He has good intentions, but cannot foresee how they will turn out. He seems a mere peddler of powerful magical items, but those items are often flawed or come at an unforeseen price. You never take what he first offers you, you look for a clue as to what item to take. That girl may have been staring slackjawed, but she was staring straight at the Chicken Golem."

    "So we're pursuing invisible monsters to rent a Golem on a wild hunch?"

    "Yes."

    "We're in trouble aren't we?"


    Very Agile For Oozes

    "We have attracted the attention of Powers within the world, yes."

    "How long have you dealt with Bawb?"

    "Actually we've dealt with Bawb before, He's indirectly responsible for at least two of your deaths."
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  22. - Top - End - #472
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    Stunjelly
    Large Ooze
    Hit Dice: 4d10+32 (54 hp)
    Initiative: -5
    Speed: 10 ft. (2 squares), Climb 10 ft.
    Armor Class: 4 (-1 Size, -5 Dex), touch 4, flat-footed 4
    Base Attack/Grapple: +3/+7
    Attack: Slam +2 melee (1d6 plus 1d6 acid)
    Full Attack: Slam +2 melee (1d6 plus 1d6 acid)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Acid, Engulf, Paralysis
    Special Qualities: Blindsight 60 ft., Ooze traits, Camouflage, Immunity to Electricity
    Saves: Fort +9, Ref -4, Will -4
    Abilities: Str 10, Dex 1, Con 26, Int 0, Wis 1, Cha 1
    Skills: Hide -9 (+3 among stone), Move Silently +3
    Feats: ---
    Environment: Underground
    Organization: Solitary
    Challenge Rating:
    Treasure: 1/10th coins, 50% goods (no nonmetal or nonstone), 50% items (no nonmetal or nonstone)
    Alignment: Always Neutral
    Advancement: 5-12 HD (Large); 13-24 HD (Huge)
    Level Adjustment: ---

    "Your sample evil minion is a wall."

    "Nawsir. It's a jelleh dat looks like a wall."

    'So you modified a Gelatinous Cube?"

    "Um...no..." :blush

    Stunjellies are virtually identical to Gelatinous Cubes, besides their camouflage ability. They seem to be composed of stone, but are slightly translucent if a light is held up to them. They can also be recognized by their faint vinegar smell.

    Acid (Ex): A Stunjelly’s acid does not harm metal or stone.

    Engulf (Ex): Although it moves slowly, a Stunjelly can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The Stunjelly merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the jelly, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 13 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the jelly moves forward. Engulfed creatures are subject to the jelly’s paralysis and acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus.

    Paralysis (Ex): A Stunjelly secretes an anesthetizing slime. A target hit by a jelly’s melee or engulf attack must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds. The jelly can automatically engulf a paralyzed opponent. The save DC is Constitution-based.

    Camouflage (Ex): In areas of worked stone, such as buildings, the Stunjelly seems to be just another wall. It takes no Size Penalty to Hide Checks, and may use the Hide skill even while being observed. Stunjellies also gain a +8 Racial Bonus to Hide Checks in stone areas.

    Skills: +8 Racial Bonus to Move Silently Checks.

    Combat: Pretty similar to it's cousin the Gelatinous Cube.



    Stunjelly
    "What?"

    Cheap Rip-off Of The Gelatinous Cube

    "We weren't always so careful with our choosing. It's one of the reasons you're a clone. The Gawds refused to resurrect you to spite me."

    "How many Jim's have there been?"

    "Too many."

    "Is that wall moving?"


    Resembling Stone Walls Does Not Evolve Naturally

    "Crap, it looks like the place uses Stunjellies as security. I guess we can use one of the ooze traps to stop it. Keep an eye out for more walls.."

    "We aren't done with this conversation yet."

    "I know."
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    Protein Polymorph
    Large Ooze (Shapechanger)
    Hit Dice: 8d10+40 (84 hp)
    Initiative: +5
    Speed: 20 ft. (4 squares)
    Armor Class: 18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 17
    Base Attack/Grapple: +6/+15
    Attack: Pseudopod +10 melee (2d4+7)
    Full Attack: Pseudopod +10 melee (2d4+7)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Imitation, Improved Grab, Engulf
    Special Qualities: Blindsight 60 ft., Ooze traits
    Saves: Fort +7, Ref +3, Will +4
    Abilities: Str 20, Dex 12, Con 20, Int 10, Wis 14, Cha 6
    Skills: Disguise +10, Hide +6, Listen +6, Move Silently +6, Spot +6, Survival +8
    Feats: Alertness, Improved Initiative, Stealthy
    Environment: Any Temperate or Warm Land
    Organization: Solitary
    Challenge Rating: 5
    Treasure: Standard
    Alignment: Chaotic Neutral
    Advancement: 9-13 HD (Large), 1-27 HD (Huge)
    Level Adjustment: ---

    Protein Polymorphs are colonies of single celled organisms forming a hivemind. They resemble a tower of grey protoplasm in their natural form, but can mimic just about anything. They can't speak or make facial expressions though, so potential victims that get close enough will probably realize something isn't right, especially if they touch the Protein Polymorph.

    Imitation (Ex): The Protein Polymorph can change it's form as a Move Action. It can appear as any Large or smaller creature whose Hit Dice do not exceed it's own. Optionally it can form 2 Medium creatures or 4 Small or smaller creatures, all connected by a thin, nearly invisible thread of protoplasm (DC 20 Spot check to see). If these forms have hands it may use them to wield weapons. It loses the natural weapons, and extraordinary special attacks of its original form, and gains the natural weapons, and extraordinary special attacks of its new form. It retains the special qualities of its original form and does not gain any spell-like abilities, supernatural attacks, or special qualities of its new form. It gains the physical ability scores (Str, Dex, Con) of its new form and retains the mental ability scores (Int, Wis, Cha) of its original form. It retains its hit points, base attack bonus, and base save bonuses, although its save modifiers may change due to a change in ability scores. It cannot assume an incorporeal or gaseous form. If it mimics multiple weapon bearing creatures, it gains one weapon attack at it's highest BAB with each one (assuming it has a weapon). It can also appear as inanimate objects, pieces of walls or just about anything it has seen so long as it is the appropriate size.

    Improved Grab (Ex): To use this ability, a Protein Polymorph must hit with its Pseudopod attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

    Engulf (Ex): Although it moves slowly, a Protein Polymorph can simply mow down Large or smaller creatures as a standard action. It cannot make a Pseudopod attack during a round in which it engulfs. The Protein Polymorph merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the Protein Polymorph, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 19 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the Protein Polymorph moves forward. Engulfed creatures are considered to be grappled and trapped within its body. The save DC is Strength-based. While it has an opponent Engulfed, the Protein Polymorph can do 6d4+7 Bludegeoning damage.

    Skills: The Protein Polymorph has a +8 Racial Bonus to Disguise Checks. It is proficient with Simple and Martial Weapons.

    Combat: The Protein Polymorph is an ambush predator often appearing as treasure, objects, or even parts of the wall or floor. It usually attempts to crush single opponents by engulfing them. Against multiple opponents it will use Imitation to shapeechange into one or more creatures, and may even wield weapons if it has them available.




    Protein Polymorph
    "It looks like we've found some of the staff."

    Better At Their Job Than Mimics

    "Greetings gentlemen! Have no worries, we're here to help. You can put the swords down."

    "Harlan look at the floor."

    "What are those threads running between them...oh hell, it's a Protein Polymorph.."

    "We can assure you we mean you no harm. We're just looking for the Invisiblobs."


    They Reproduce by Subdivision

    "It's pointing left."

    "Much obliged!"

    "Are we really trusting the ambush predator?"
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  24. - Top - End - #474
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    Bee Golem
    Large Construct
    Hit Dice: 11d10+30 (90 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares)
    Armor Class: 18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 17
    Base Attack/Grapple: +8/+16
    Attack: Spiny Slam +11 melee (2d6 Bludgeoning+1d6 Piercing+4 plus poison)
    Full Attack: 2 Spiny Slams +11 melee (2d6 Bludgeoning+1d6 Piercing+4 plus poison)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Berserk, Poison, Spiny Defense
    Special Qualities: Darkvision 60 ft., Low-Light Vision, All-around Vision, construct traits, DR 10/Adamantine, Immunity to Magic
    Saves: Fort +3, Ref +4, Will +5
    Abilities: Str 18, Dex 12, Con -, Int -, Wis 14, Cha 11
    Skills: Search +4, Spot +6
    Feats: -
    Environment: Warm or Temperate Plains
    Organization: Solitary or Gang (2-4), often accompanied by a Hive of giant bees or bee-like entities
    Challenge Rating: 10
    Treasure: None
    Alignment: Always Neutral
    Advancement: 12-16 HD (Large), 17-22 HD (Huge)
    Level Adjustment: ---

    Bee Golems are hulking 10 foot Constructs composed of the stings, eyes and exoskeletons of dead bees and bee-like creatures. To say they creep the bejeezus out of people is an understatement. The Hives of course find them an excellent way to use the bodies of the fallen to continue in their defense of all beekind.

    Berserk (Ex): When a Bee Golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once a Bee Golem goes berserk, no known method can reestablish control.

    Poison (Ex): Injury, Fortitude DC 19, initial and secondary damage 1d4 Con. The save DC is Constitution-based with a +4 Racial Bonus. Opponents must make a Save when successfully injured by the Golems Spiny Defense.

    Spiny Defense (Ex): Attacks by the Golem do +1d6 Piercing damage (this includes successful Grapple Checks). Opponents who attack the Golem with Natural attacks, Unarmed strikes or Grapples also take 1d6 Piercing damage plus their own Strength Modifier.

    All-around Vision (Ex): The Bee Golems multiple eyes give it a +4 racial bonus on Spot and Search checks, and they cannot be flanked.

    Immunity to Magic (Ex): A Bee Golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted here: The Armored Vermin spell affects the Bee Golem as though it were a Vermin.

    Combat: If it looks weaker the Bee Golem Grapples an opponent. If not it beats them with it's fists like a mad thing.


    Construction


    A Bee Golem’s body must be sculpted from various body parts of giant bees or beelike creatures weighing at least 1,000 pounds, treated with rare oils and powders worth 1,500 gp. Creating the body requires a DC 15 Craft (taxidermy) check check.

    CL 11th; Craft Construct, animate dead, commune, geas/quest, caster must be at least 11th level; Price 40,000 gp; Cost 21,500 gp + 1,540 XP.




    Bee Golem
    "We found a few extras Bawb."

    Excellent Guards

    "No worries, I can always use extras."

    "Also, there's a Protein Polymorph stalking the place, so be on the lookout."

    "I imagine we'll see you again when all is said and done like usual?"

    "Afraid so. Sure I can't interest you in some magical disguises? I have my very own patented Big Bawb's Big Dead Frawg Suit.."

    "What does it do?"


    Enforcers For The Bee Cults

    "It makes you look like a giant dead frawg."

    "Pass. Say, is that twitchy looking Golem one of yours?"

    "No sir, I don't deal in Bee Golems. I'm above board."

    "Get ready Jim."
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  25. - Top - End - #475
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    I would have made it more, but it's already doin 10d6+110 plus poison plus grab per round. I thought if I made it any higher it would've been too much.
    Hm. You've got a point there for sure, but… At level 10 (a magical two points behind this thing's CR), PCs will commonly get to spam 10d6 magnitude attacks with standard actions or from way afar (e.g. Duskblades with the tried and tested Vampiric Touch strike or a Warmage/Sorcerer tossing out boring old Empowered Fireballs). The kraken (at the same CR), meanwhile, deals somewhat lower average/max damage overall, but it has a 60/30/15 ft. reach on its grabbing attacks, and three of those naturals deal big dice damage (2d8/2d8/4d6) and better to-hit even on secondaries. I'm not sure anything would break that hard.

    Got a link?
    You bet I do!

    Edited the rest.
    The Beelemnoid still has hit point values for tentacles, though.

    That cliffhanger continues today!
    And the plot thickeneth! (I'll go through the new stuff sometime later this week.)

  26. - Top - End - #476
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    And incoming:

    Quote Originally Posted by Bhu View Post
    Shark Golem
    Huge Construct
    Berserk (Ex): When a Shark Golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 25 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%. Double the chances of going Berserk if the Shark Golem can smell blood. If it successfully tastes blood due to biting a living creature, it automatically goes berserk until there is no living creature left in sight (it also gains a +2 Morale Bonus to attack rolls during this time). If more than one Shark Golem is present, and one of them goes Berserk, all of them go Berserk.
    Well, that must be the wildest version of Berserk I've seen in a while.

    Swallow Whole (Ex): A Shark Golem can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 2d6+8 points of bludgeoning damage from the Shark Golem's gizzard. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the Shark Golem's 'digestive tract' (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

    A Huge Shark Golem’s gullet can hold 2 Large, 8 Medium or Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.
    Out of academic curiosity: the thing cannot digest stuff (because golem) nor can it vomit. How does one remove dead bodies from it?

    Quote Originally Posted by Bhu View Post
    Bear Golem
    Huge Construct
    Armor Class: 21 (-2 Size, +13 Natural), touch 8, flat-footed 23
    FF 21.

    The original Bear Golem was a flesh golem made from bears for a crime lord in Alfheim who used it to guard his drug operation. Unfortunately for him the local bears had a thing for coca leaves...
    [Psychotic laughter.] I can't believe you actually did a COCAINE BEAR!

    Haste (Ex): When the Bear Golem is 'exposed' to a certain white powder, it gains the effects of a Haste spell for 20 rounds.
    Hrm. There's no limit on how often it can do that, right?

    Quote Originally Posted by Bhu View Post
    Chicken Golem
    Small Golem
    Persnickety (Ex): Whenever it is given an order, there is a cumulative 1% chance the Chicken Golem disobeys, and does whatever the hell it feels like doing instead (it still thinks of itself as a chicken). The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 13 Charisma check. If he fails, the Golem pecks him (and maybe everyone else nearby).
    And this must be the best Berserk variant ever.

    Short Term Flight (Ex): A Chicken Golem can fly for 5 rounds before it must land and rest. It gains altitude half as quickly as other fliers do as well, but it may subtract 20' from any fall before calculating damage
    Setting aside that it's immune to fatigue by virtue of being a Construct, how long does it need to rest?

    Quote Originally Posted by Bhu View Post
    Invisiblob
    Medium Ooze
    Challenge Rating: 5
    Dunno. It's one big gun is the jacked up invisibility and that can be hard-countered by quite a few low-level spells (Faerie Fire, Glitterdust…). Otherwise, it's not really an impressive opponent, statwise or damagewise. I'm pretty sure HD+1 is too high a value.

    Quote Originally Posted by Bhu View Post
    Protein Polymorph
    Large Ooze (Shapechanger)
    Hit Dice: 8d8+40 (76 hp)
    8d10+40 (84 hp) (Oooze).

    Attack: Pseudopod +10 melee (2d4+5)
    Full Attack: Pseudopod +10 melee (2d4+5)
    No 1.5×STR on that single attack?

    Space/Reach: 10 ft./5 ft.
    Well, it's technically described as tall. Short pseudopods?

    Skills: Disguise +10, Hide +4, Listen +6, Move Silently +6, Spot +6
    I think I count 6 skill points still available for spending.


    Imitation (Ex): The Protein Polymorph can change it's form as a Move Action. It can appear as any Large or smaller creature whose Hit Dice do not exceed it's own. Optionally it can form 2 Medium creatures or 4 Small or smaller creatures, all connected by a thin, nearly invisible thread of protoplasm.
    What's the Spot DC for, y'know, spotting those?

  27. - Top - End - #477
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Metastachydium View Post
    Out of academic curiosity: the thing cannot digest stuff (because golem) nor can it vomit. How does one remove dead bodies from it?
    Diplomacy. Also, iy might be able to vomit.



    [Psychotic laughter.] I can't believe you actually did a COCAINE BEAR!
    People have been pestering me to do one even before the movie came out.



    Hrm. There's no limit on how often it can do that, right?
    Only powder access.



    Well, it's technically described as tall. Short pseudopods?
    Looking at the other oozes only one didn't have short reach (and it's a lot bigger). I edited everything else.
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    Thessalmonster, 1st Generation

    Thessalmonster, 1st Generation, is an Acquired Template that can be applied to any Magical Beast or Monstrous Humanoid that is small or bigger. The Wizard Thessalar created the first of these creatures by exposing the eggs and unborn young of monsters to a substance he calls protolife. Most of them died immediately, or aged rapidly and expired hours later. Eventually he had some success, but they were sterile and short lived. Excet Hydras. Thessalar found that monsters with regenerative abilities not only thrived, but were physically unstable enough that they could procreate with any variety of monsters. These 2nd generation monsters were still sterile though, and usually took after the Thessalmonster parent.

    Size and Type: Size is unchanged, Type becomes Aberration.

    Hit Dice: Double the base creatures Hit Dice, and make all current and future Hit Dice d8's.

    Speed: All movement speeds increase by +10 feet.

    Armor Class: Increase the base creatures Natural Armor Bonus by an amount dependent on it's Size: Small (+8), Medium (+10), Large (+12), Huge (+15), Gargantuan (+18), Colossal (+20).

    Attacks: The Base Creature gains a Bite Attack as it's Primary attack (it gains this in addition to any bite it may already have), and all other attacks are now Secondary attacks. If it has a tail, it also gains a Tail Pincer attack. Bab becomes equal to ¾ total Hit Dice (as cleric).

    Damage: Bite damage is based on Size: Small (1d6), Medium (1d10), Large (2d8), Huge (4d6), Gargantuan (6d6) or Colossal (9d6). Tail Pincer damage, if it gets one, is likewise based on size: Small (1d4), Medium (1d6), Large (1d8), Huge (2d6), Gargantuan (3d6) or Colossal (4d6). Damage of the base creatures attacks are actually reduced one step.

    Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following: Mention whether or not the base creature retains any of it’s special attacks or gains any new ones here:

    Improved Grab (Ex): To use this ability, a Thessalmonster must hit an opponent with its Primary bite attack or Tail Pincer attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

    Breath Weapon (Su): Once every 1d4+1 rounds a Thassalmonster may spit a glob of acid. This Glob has a range and affects an area spread dependent on the Thassalmonsters Size: Small (20 ft. range, ranged attack roll instead of a spread), Medium (20 ft. range, 5 foot radius spread), Large (30 ft. range, 10 foot radius spread), Huge (30 ft. range, 10 foot radius spread), Gargantuan (60 ft. range, 20 foot radius spread), Colossal (60 ft. range, 20 foot radius spread). Creatures in this area take acid damage (half as much damage if they make a Reflex Save, Saving Throw is Constitution based). Acid damage is based on Size: Small (1d4), Medium (2d6), Large (8d6), Huge (12d6), Gargantuan (18d6), Colossal (24d6). If a character fails the Save, 1d4 of his items (determine which items are affected using Table 10-1 on page 177 of the PHB) suffer the damage as well, though the PC may attempt a new Reflex Save for each item affected in an attempt to halve the damage.

    Acid (Ex): The Thessalmonsters Primary Bite drips with Acid, doing damage based on the monsters size: Small (+1d6), Medium (+1d10), Large (+2d8), Huge (+4d6), Gargantuan (+6d6), Colossal (+9d6). The target must also make a Refle Save (Save DC is Constitution based), or it's armor or robs takes the acid damage as well.

    Poison (Ex): The Thessalmonsters secondary bites (if any) are venomous. Injury, Fortitude Save (Save DC is Constitution based). Initial and Secondary damage depends on the creatures size: Small (1d2 Strength), Medium (1d3 Strength), Large (1d4 Strength), Huge (1d6 Strength), Gargantuan (1d8 Strength), Colossal (2d6 Strength).

    Swallow Whole (Ex): A Thessalmonster can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. The swallowed creature takes bludgeoning damage and acid damage per round from the Thessalmonsters gizzard (damage is based on the Thessalmonsters size). A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal x points of damage (this depends on the Thassalmonsters Size) to the gizzard (AC 10 + 1/2 the Thessalmonsters Natural Armor Bonus). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Gizzard damage is as follows: Large (1d8+Strength modifier bludgeoning and 12 acid), Huge (2d6+Strength modifier bludgeoning and 15 acid), Gargantuan (3d6+Strength modifier bludgeoning and 18 acid), Colossal (4d6+Strength modifier bludgeoning and 20 acid). Damage to cut oneself out of the Gizzard is as follows: Large (12), Huge (25), Gargantuan (25), Colossal (50). The amount of creatures the Thessalmonsters stomach can hold is as follows: 1 creature that is one Size smaller than the Thessalmonster. 2 creatures that are two Sizes smaller, 8 creatures that are three Sizes smaller, 32 creatures that are four Sizes smaller, and 128 creatures that are 5 or more Sizes smaller.

    Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following: Mention whether or not the base creature retains any of it’s special attacks or gains any new ones here:

    Repressed Healing (Ex): Fast Healing and Regeneration rates by the base creature are halved (rounded up). For example if the base creature has Fast Healing 20, the Thessalmonster has Fast Healing 10.

    All-Around Vision (Ex): The Thessalmonsters many eyes give them a +4 racial bonus to Spot and Search checks and they can't be flanked.

    Immunity to Acid damage and Poison.

    Saves: Only Willpower Saves are Good Saves, and Saving Throws must be recalculated.

    Abilities: -2 Dex, +4 Int, +4 Wis, +2 Cha. Str and Con depend on Size: Small (+8 Str), Medium (+12 Str, +2 Con), Large (+12 Str, +2 Con), Huge (+16 Str, +6 Con), Gargantuan (+16 Str, +6 Con), Colossal (+20 Str, +10 Con).

    Skills: Skills must be recalculated.

    Feats: The base creature gains Feats due to the extra Hit Dice, It tends to prioritize the following: Ability Focus (Breath Weapon), Improved Critical, Improved Initiative, Iron Will, Multiattack.

    Environment: Any Swamp, Forest or Underground.

    Organization: Solitary

    Challenge Rating:
    CR increase depends on Size: Small (+5), Medium (+5), Large (+6), Huge (+8), Gargantuan (+8), Colossal (+9).

    Treasure: None

    Alignment: Unchanged.

    Advancement: Up to double Hit Dice (+1 Size Category), from double to triple it Dice (+2 Size Categories).

    Level Adjustment: ---

    Example of creature using template here:

    Thessalhydra (8 headed Hydra)
    Huge Aberration
    Hit Dice: 16d8+128 (203 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares), 30 ft. Swim
    Armor Class: 32 (-2 Size, +24 Natural), touch 8, flat-footed 32
    Base Attack/Grapple: +12/+32
    Attack: Primary Bite +23 melee (4d6+12 plus 4d6 Acid/19-20)
    Full Attack: 1 Primary Bite +23 melee (4d6+12 plus 4d6 Acid/19-20) and 8 Secondary Bites +22 melee (1d8+6 plus Poison), and 1 Tail Pincer +21 melee (2d6+6/19-20)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Improved Grab, Acid, Poison, Breath Weapon, Swallow Whole
    Special Qualities: Darkvision 60 feet, Low-light Vision, Scent, Fast Healing 9, All-around Vision, Immunity to Acid and Poison
    Saves: Fort +13, Ref +5, Will +14
    Abilities: Str 35, Dex 10, Con 26, Int 6, Wis 14, Cha 11
    Skills: Listen +12, Search +9, Spot +12, Swim +20
    Feats: Combat Reflexes (B), Improved Critical (Primary Bite, Tail Pincer), Iron Will, Multiattack, Toughness, Weapon Focus (Secondary Bite)
    Environment: Any Swamp, Forest or Underground.
    Organization: Solitary
    Challenge Rating: 15
    Treasure: None
    Alignment: Usually Neutral
    Advancement: 17-32 HD (Gargantuan), 33-48 HD (Colossal)
    Level Adjustment: ---



    5E THESSALMONSTER, 1ST GENERATION

    Any Monstrosity that is Small or bigger can become a 1st Generation Thessalmonster.

    Challenge. Recalculate the Challenge Rating after you apply the template.

    Type. Type changes to Aberration.

    Armor Class. The Base Creatures gains a minimum AC based on Size, and it's Natural Armor Bonus is adjusted upwards to meet that minimum: Small (12), Medium (15), Large (17), Huge (19), or Gargantuan (22).

    Hit Points. Double the Base Creatures Hit Dice.

    Speed. All movement speeds increase by +10 feet.

    Attributes. Base Creature gains +4 Intelligence, +4 Wisdom and +2 Charisma. Dexterity lowers by -2. Strength and Constitution increase by an amount depending on the Base Creature's Size (maximum of 30): Small (+2), Medium or Large (+4), Huge or bigger (+6).

    Damage Immunities. The base creature becomes immune to the following damage types: Acid, Poison.

    Condition Immunities. The base creature becomes immune to the following conditions: Poisoned.

    Saving Throws. The creature becomes proficient in Wisdom Saving Throws.

    Skills. The Base Creature gains Expertise with Wisdom (Perception) Checks.

    Senses. If the base creature has no Darkvision (or it's range is less than 60 feet), it gains Darkvision with a range of 60 feet.

    Altered Healing. If the base creature has Regeneration, halve the amount of damage it heals per round. Acid damage no longer affects the creatures Regeneration.

    New Action: Multiattack. The base creature gets it's regular attacks, plus it's Toxic Bite and Tail Pincer.

    New Action: Toxic Bite. The Base Creature gains a Strength based melee attack whose range and Piercing/Acid damage is based on Size: Small (5 ft., 1d6+1d6), Medium (5 ft., 2d6+2d6), Large (5 ft., 4d6+4d6), Huge (10 ft., 7d6+7d6), or Gargantuan (10 ft., 4d12+4d12). This attack scores a Critical on a 19-20, and if it is successful the target is considered Grappled.

    New Action: Tail Pincer. The Base Creature gains a Strength based melee attack whose range and Bludgeoning damage is based on Size: Small (5 ft., 1d6), Medium (5 ft., 1d8), Large (10 ft., 2d6), Huge (10 ft., 3d6), or Gargantuan (15 ft., 4d6). This attack scores a Critical on a 19-20, and if it is successful the target is considered Grappled.

    New Action: Breath Weapon (Recharge 5-6). The Thessalmonster exhales Acid in a Line 5 feet across (length and damage depends on the base creatures Size: Small (5 ft., 2d8), Medium (15 ft., 5d8), Large (30 ft., 11d8), Huge (60 ft, 12d8), or Gargantuan (90 ft. long, 10 feet wide, 15d8). Any creature in the area must make a Dexterity Save or take full damage (half as much on a successful one). Save DC is Con based.

    New Action: Swallow Whole (If the Base Creature is Large). The Thessalmonster makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the Thessalmonster, and it takes 4(2d4) acid damage at the start of each of the Thessalmonster's turns. The Thessalmonster can have only one target swallowed at a time. If the Thessalmonster dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

    New Action: Swallow Whole (If the Base Creature is Huge). The Thessalmonster makes one Toxic Bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Thessalmonster, and it takes 18(6d6) acid damage at the start of each of the Thessalmonster’s turns.

    If the Thessalmonster takes 60 damage or more on a single turn from a creature inside it, the Thessalmonster must succeed on a DC (10 plus it's own Con modifier) Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Thessalmonster. If the Thessalmonster dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

    New Action: Swallow Whole (If the Base Creature is Gargantuan). The Thessalmonster makes one Toxic Bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Thessalmonster, and it takes 48(16d6) acid damage at the start of each of the Thessalmonster’s turns.

    If the Thessalmonster takes 60 damage or more on a single turn from a creature inside it, the Thessalmonster must succeed on a DC (10 plus it's own Con modifier) Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Thessalmonster. If the Thessalmonster dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

    Altered Action: Bite. The Base Creatures original Bite(s) attacks (if any), become venomous doing additional damage based on Size: Small (2d6), Medium (2d8), Large (3d6), Huge (3d8), or Gargantuan (4d6). If a target is bitten, it must make a Constitution Save, taking full damage on a failed Save, or half as much damage on a successful one. Save DC is Con based.




    Thessalmonsters
    "What exactly are we doing in Muerte Personas?"

    Abominations

    "The Cult of Thessalar works here. They know a lot about other cults, so we may be able to find out the one fiddling with our lives."

    "How will we find them?"

    "WELCOME TO THE CULT OF THESSALAR!"

    "Oh, they just sort of appear..."

    "BEHOLD THE FRUITS OF OUR LABORS!"

    "Sweet Jebus, what is that thing. And please use your inside voice."

    "Behold the mighty Thessalmonster!"


    Rare and Disturbing

    "Look, forget about the giant monster. We're here to talk about cults."

    "You want to join?!?"

    "No, we're being harassed by another cult, aand we'd like to find out about them?"

    "Are they bee obsessed Necromancers? Cause a horde of dead bees is heading right for us."

    "Huge mistake on their part."

    Thessalmonster, 2nd Generation

    Thessalmonster, 2nd Generation, is an Inherited Template that can be applied to any creature with the Thessalmonster, 1st Generation Template (hereafter referred to as the base creature), and one other creature (hereafter referred to as the secondary creature). The base creature must have either Fast Healing or Regeneration. The secondary creature must be of the sam Type as the original base creature (i.e. if the base creature the 1st Generation Template was applied to was a Magical Beast, the secondary creature for this Template must be a Magical Beast as well).

    Size and Type: Unchanged.

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: Unchanged.

    Attacks: Gains up to 2 secondary attacks that are based off heads of the secondary creature (these can be primary or secondary attacks from the secondary creature).

    Damage: Unchanged.

    Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following: Mention whether or not the base creature retains any of it’s special attacks or gains any new ones here:

    Special Attack (Ex or Su): IF the Secondary Creature has a Special Attack based on one of it's heads (Cockatrice's Bite, Gaze attacks, breath weapons, etc.), the Base creature now has that attack as well (remember to recalculate Save DC's).

    Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following: Mention whether or not the base creature retains any of it’s special attacks or gains any new ones here:

    Possible Immunity: IF the base creature inherits a Special Attack of the Secondary that inflicts a special type of damage or condition, the Thessalmonster gains Immunity to that damage or condition, with the exception of Fire (though in this instance the Thessalmonster gains a +2 Racial Bonus against Fire attacks or spells).

    Regeneration (Ex): The base creature can now Regenerate 2 hit points per round if it could not already do so. Fire and deals normal damage to a Thessalmonster. If a loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

    Saves: Unchanged.

    Abilities: Unchanged.

    Skills: Unchanged.

    Feats: Unchanged.

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: +1 (+2 if the Thessalmonster has a Petrification ability or Death Effect).

    Treasure: Unchanged.

    Alignment: Unchanged from the secondary creature.

    Advancement:
    Unchanged.

    Level Adjustment: Unchanged.

    Example of creature using template here:

    Thessalmera (8 headed Hydra/Chimera)
    Huge Aberration
    Hit Dice: 16d8+128 (203 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares), 30 ft. Swim
    Armor Class: 32 (-2 Size, +24 Natural), touch 8, flat-footed 32
    Base Attack/Grapple: +12/+32
    Attack: Primary Bite +23 melee (4d6+12 plus 4d6 Acid/19-20)
    Full Attack: 1 Primary Bite +23 melee (4d6+12 plus 4d6 Acid/19-20) and 8 Secondary Bites +22 melee (1d8+6 plus Poison), 1 Lionhead Bite +21 melee (1d8+6), and 1 Dragonhead Bite +21 melee (1d6+6), and 1 Tail Pincer +21 melee (2d6+6/19-20)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Improved Grab, Acid, Poison, Breath Weapons (Fire and Acid), Swallow Whole
    Special Qualities: Darkvision 60 feet, Low-light Vision, Scent, Fast Healing 9, All-around Vision, Immunity to Acid and Poison, Regeneration 2, +2 Racial Bonus on Saves against Fire
    Saves: Fort +13, Ref +5, Will +14
    Abilities: Str 35, Dex 10, Con 26, Int 6, Wis 14, Cha 11
    Skills: Listen +12, Search +9, Spot +12, Swim +20
    Feats: Combat Reflexes (B), Improved Critical (Primary Bite, Tail Pincer), Iron Will, Multiattack, Toughness, Weapon Focus (Secondary Bite)
    Environment: Any Swamp, Forest or Underground.
    Organization: Solitary
    Challenge Rating: 15
    Treasure: None
    Alignment: Usually Neutral
    Advancement: 17-32 HD (Gargantuan), 33-48 HD (Colossal)
    Level Adjustment: ---


    5E THESSALMONSTER, 2ND GENERATION

    Any 1st Generation Thessalmonster that has Regeneration can become a 2nd Generation Thessalmonster. Choose another Monstrosity to be the Secondary Creature.

    Challenge. Recalculate the Challenge Rating after you apply the template.

    Potential Immunities. If the Secondary Creature grants the Base Creature the ability to do a damage type the base creature can't already do, it gains immunity to that damage type (with the exception of fire). If it has an attack that causes a Condition, the Base Creature gains Immunity to that Condition.

    New Action: Multiattack. In addition to the base creatures normal attacks, it gets up to two more attacks from the secondary creature that are head based. For example if it were a Cockatrice, it would get the use of it's Bite. If it's a Chimera, it gets the Bite attack from the lion head and breath weapon from the dragon head.

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  29. - Top - End - #479
    Titan in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    Zombee

    Zombee is an Acquired Template that can be applied to any Bee or bee-like creature. They're a decent improvement over regular necromantic zombie minions, presuming you have lots of access to dead monster bees.

    Size and Type: Size is unchanged, Type becomes Undead.

    Hit Dice: All current and future Hit Dice become D12's.

    Speed: Flight maneuverability drops to Clumsy.

    Armor Class: Natural Armor Bonus increases by an amount that depends on the Base Creatures Size Category: Tiny or smaller +0, Small +1, Medium +2, Large +3, Huge +4, Gargantuan +7, and Colossal +11.

    Attacks: Unchanged.

    Damage: Unchanged.

    Special Attacks: The Base creature loses all Special Attacks that do not somehow enhance it's natural attacks, plus gains the following:

    Poison (Su): If the base creature has a poison attack it is replaced with the following: Injury, Fortitude Save (DC is Con based with a Racial Bonus equal to +1, with an additional +1 for every Size Category over Diminutive), Initial and Secondary damage is 1d6 Con. If the victim dies, and qualifies for the Zombie or Zombee template, it rises as the applicable Undead in 1d4 hours.

    Special Qualities: The Base creature loses all Special Qualities that do not somehow enhance it's natural attacks, plus gains the following:

    Damage Reduction (Ex): Dr 5/-.

    Saves: Unchanged

    Abilities: +2 Str, -2 Dex, -4 Cha. Con and Int become -.

    Skills: All skills are lost (but Racial skill Bonuses are not).

    Feats: Unchanged.

    Environment: Any, except Aquatic.

    Organization: Unchanged.

    Challenge Rating: +0

    Treasure: None

    Alignment: Always Lawful Neutral

    Advancement: Unchanged.

    Level Adjustment: ---



    Zombee
    "Who raids a facility housing giant monsters?"

    Necromancers Like Bad Puns

    "They did send zombies. Those are fairly cheap minions."

    "Lets hope they don't have enough to take down that thing over there."

    "WORRY NOT! OUR PATENTED THESSALMONSTERS ARE IMMUNE TO ALL VENOMS!"

    "So about this cult..."

    "Oh, these would be from the Tholoi across the valley. Weird critters they are."

    "What do they do?"

    "They're a subcult of the Bee Gurls. They make undead bees as enforcers."


    Their Sting is Special

    "Well Jim, we aren't Lichlords or Abominations. Might be best we make our way out the back."

    "The back appears to be getting invaded by zombies of a different sort."

    "Good thing I stocked up on Teleport before we came here."
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  30. - Top - End - #480
    Titan in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    Bee-Headed inspired by Nrdman

    Bee-Headed is an Acquired Template that can be applied to any Animal, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Undead or Vermin. Base Creature must be Small or Medium. Most people don't see the point in going to the trouble to sew giant, severed bee's heads to corpses, but Bee-Headed crafters swear by the superior quality of their work.

    Size and Type: Size is unchanged, Type becomes Undead if it isn't already.

    Hit Dice: All current and future Hit Dice become D12's.

    Speed: All movement speeds decrease by 5 ft (to a minimum of 5 ft).

    Armor Class: Natural Armor Bonus increases by +2.

    Attacks: Gains a Primary Bite Attack and 2 Secondary Slam attacks if it has no natural attacks. Loses any natural attacks based on the previous non-bee head.

    Damage: Bite does 1d6 plus Str Modifier for Medium (1d4 for Small), and Slams do 1d3 plus half Str Modifier (still 1d3 for small).

    Special Attacks: Base Creature loses all abilities from class levels, but retains any Extraordinary Racial Abilities (unless they are somehow tied to the original head), plus gains the following:

    Defender of the Hive (Ex): Bee-Heads can be directed to defend a specific property, which they think of as their beehive. They are quite rabid in it's defense, and gain a +2 Insight Bonus to attack and damage rolls and Armor Class while defending it.

    Special Qualities: Base Creature loses all abilities from class levels, but retains any Extraordinary Racial Abilities (unless they are somehow tied to the original head), plus gains the following:

    Damage Reduction (Ex): Dr 5/Slashing

    Hive Mind (Ex): While normally immune to Mind-Affecting effects, Bee-Heads can be the beneficiaries of spells from the Bee Magic list, and they can join Advanced Hive Minds. All Bee-Heads within 50 miles of their creator are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Bee-Head in a group is considered flanked unless all of them are.

    Saves: Unchanged.

    Abilities: +2 Str, +2 Wis, -2 Dex, -2 Cha. Int and Con become - (if they aren't already).

    Skills: +4 Racial Bonus to Spot Checks.

    Feats: Unchanged.

    Environment: Unchanged.

    Organization: Usually part of some sort of necromantic hivemind. Can be anywhere from a few to hundreds depending on their success.

    Challenge Rating:
    +1

    Treasure: None.

    Alignment: Always Lawful Evil.

    Advancement: Unchanged.

    Level Adjustment: ---



    Bee-Headed
    "What are these things?"

    Necromancers Are A Weird Bunch

    "They look like regular zombies whose heads have been replaced with the heads of giant bees.."

    "Lets hope that doesn't give them any powers. Why else would you go to the expense?"

    "The Tholoi are crazy, but in this instance the heads serve a purpose in giving the Bee-Headed a Hive mind of sorts."

    "So what one knows the others know too?"

    "Yes."

    "Well that makes running pointless until we take them all out."

    "No worries. We're all Lichlords here."


    Dedicated Guards

    "Well Jim, we aren't Lichlords or Abominations. Might be best we make our way out the back."

    "Feels like old times."

    "Been a while since I used the old lightning wand to spray and pray."
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