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  1. - Top - End - #541
    Titan in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    Temp

    Temp is an Acquired Template that can be applied to any Giant or Humanoid. After being swept to the Jester's Realm Demiplane, Demons found their tactics no longer worked as they didn't have the Abyss pooping out infinite Fiends. So they had some Screwball Mages make a formula for allowing mortals to temporarily become a Fiend for ah 8 hour shift. The draw was "Hey, you're headed our way after death anyway, why not work for us and score points while you're alive." And this worked fine for a bit, but then non-evil, but very desperate people, began applying. This has caused no end of office wars, and management is beginning to hate babysitting the Temps. Appearance is normal except when the Temp is 'on shift', then their appearance varies with assignment.

    Size and Type: Unchanged (but see below)

    Hit Dice: Unchanged.

    Speed: If you don't have a flight speed, you gain Fly 50 ft. (Average).

    Armor Class: Your Natural Armor Bonus to AC becomes equal to your hit dice. For example, if the base creature has 10 hit dice, it has a +10 Natural Armor Bonus to AC.

    Attacks:
    The base creature gains a Primary Claw attack and a Secondary Bite attack, with 2 Claws and 1 Bite on a Full Attack.

    Damage:
    Damage of your Claws/Bite depends on your Size: Small (1d6/1d4), Medium (1d8/1d6), Large (2d6/1d8) or Huge (3d6/2d6).

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

    Summon Dretch (Sp): Once per day a Temp can attempt to summon a Dretch with a 35% chance of success. This ability is the equivalent of a 1st-level spell.

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

    Clock In (Su): As a Swift Action you may start your shift for the day, and transform into a minor Demon for the next 8 hours. Once those 8 hours are over, you must sleep for at least 8 hours until you can use this ability again, unless your employer has dire need of you. Contractually, they are allowed to make you work a 16 hour shift once per week. While clocked in you become an Outsider with the Native Subtype. If your Alignment is Chaotic or Evil, you have those Subtypes as well.

    Assignment: When you clock in, you are given your assignment for the day. Generally you will only be assigned to something you're suited for, but if your employers are hard pressed they could put you anywhere. The possible assignments are as follows: Bureaucracy, Guard, Seduction, Frontlines and Spellcasting. This assignment details what package of abilities you get for the day.

    Bureaucracy: Tanar'ri hate paperwork and rules, so this is by far the most common assignment. You handle any position within the court or bureaucracy, acting as legal help, scribes, accountants, payroll, 'human' resources, etc. You gain the following Spell-Like Abilities (Sp): At Will: Arcane Lock, Comprehend Languages 3/day: Locate Creature, Tongues 1/day: Secret Chest.

    Guard: Easily the second most popular position, as the Tanar'ri consider it almost as boring as the Bureaucracy. You are a bodyguard, city guard, etc. Basically you protect something. You gain the following Spell-Like Abilities (Sp): At Will: Alarm, See Invisibility 3/day: Detect Scrying, Protection from Energy 1/day: Telepathic Bond

    Seduction: Your seduce those in power, troll for souls, spread corruption, etc. Somewhat uncommon as while Demons generally don't prefer this work, not all mortals are suited for it. You gain the following Spell-Like Abilities (Sp): At Will: Charm Person, Detect Thoughts 3/day: Charm Monster, Suggestion 1/day: Mass Suggestion

    Spellcasting: You are a backup caster, usually with a focus on warfare. You gain the following Spell-Like Abilities (Sp): At Will: Scorching Ray, Shield 3/day: Summon Monster III, Wall of Fire 1/day: Fiendform

    Frontlines: The least common assignment is working in the military, as the Demons prefer to keep that to themselves. Your BAB becomes equal to your Hit Dice, and you gain a +2 Profane Bonus on all Saving Throws. You gain Proficiency with all Simple and Martial Weapons, Shields, and Light, Medium or Heavy Armor. Weapons you wield are considered Magic for the purposes of overcoming DR. Weapons you wield have their critical threat range increased by 1, and do +2d6 damage on a successful critical hit.

    Energy Resistance: The Base Creature gains Energy Resistance 5 to Acid, Cold, Electricity and Fire.

    Damage Reduction: The Base Creature gains DR 5/Cold Iron or Good.

    Immunity to Poison

    Telepathy 100 ft.

    Darkvision 60 ft.

    Saves: Unchanged.

    Abilities:
    Ability Score changes depend on assignment: Bureaucracy (+4 Int, +2 Wis), Guard (+4 Con, +2 Wis), Seduction (+4 Cha, +2 Dex), Frontlines (+4 Str, +2 Con) and Spellcasting (+4 Int, +2 Dex).

    Skills: You gain a +8 Racial Bonus to two skills. Which skills depend on assignment: Bureaucracy (Knowledge: Local, Profession (any one)), Guard (Listen, Spot), Seduction (Diplomacy, Sense Motive), Frontlines (Intimidate, Survival) and Spellcasting (Knowledge: Arcana, Spellcraft).

    Feats: Unchanged.

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: +2

    Treasure: Unchanged.

    Alignment: Chaotic Evil (Chaotic Neutral or Neutral if your employers are desperate enough.

    Advancement: Unchanged.

    Level Adjustment: +6

    Example of creature using template here:

    Priscilla (Human Female Expert 2/Temp) These are her stats while clocked in
    Medium Outsider(Native)
    Hit Dice: 2d6 (7 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares), Fly 50 ft. (Average)
    Armor Class: 13 (+1 Dex, +2 Natural), touch 11, flat-footed 12
    Base Attack/Grapple: +1/+0
    Attack: Claw +1 melee (1d8)
    Full Attack: 2 Claws +1 melee (1d8) and 1 Bite -4 melee (1d6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Summon Dretch
    Special Qualities: Clockin, Assignment (currently Bureaucracy), DR 5/Cold Iron or Good, Energy Resistance 5 (Acid, Cold, Electricity and Fire), Immunity to Poison, Darkvision 60 ft., Telepathy 100 ft.
    Saves: Fort +0, Ref +1, Will +5
    Abilities: Str 8, Dex 12, Con 10, Int 18, Wis 15, Cha 15
    Skills: Appraise +6, Bluff +4, Decipher Script+5, Diplomacy +5, Disguise +5, Forgery +7. Gather Information +4, Hide +5, Knowledge (History, Nobility) +6, Knowledge (Local) +12, Listen +5, Move Silently +5, Open Lock +2, Profession (Secretary) +10, Search +5*, Sense Motive +5, Spot +5
    Feats: Deceitful, Negotiator
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Neutral
    Advancement: By Character Class
    Level Adjustment: +6




    5E TEMP

    Any Humanoid or Giant can become a Temp.

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

    Alignment. Neutral, Chaotic Neutral, Chaotic Evil.

    Type. Type changes to Outsider when the creature is 'clocked in'.

    Armor Class. The Base Creatures gains a Natural Armor Bonus to AC equal to it' Constitution modifier (or increases it by +2 if it already has one).

    Speed. If the base creature has no Fly speed it gains one with a movement speed of 50 ft.

    Attributes. Ability Scores change based on Assignment: Bureaucracy (+2 Int, +1 Wis), Guard (+2 Con, +1 Wis), Seduction (+2 Cha, +1 Dex), Frontlines (+2 Str, +1 Con) and Spellcasting (+2 Int, +1 Dex).

    Damage Resistances. The base creature gains Resistance to Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from nonmagical attacks

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

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

    Skills. The Base Creature gains Proficiency with certain Skill or Ability Checks based on it's Assignment: Bureaucracy (Intelligence and Charisma Checks listed in the PHB as 'other'), Guard (Investigation, Pereption), Seduction (Insight, Persuasion), Frontlines (Intimidate, Survival) and Spellcasting (Knowledge: Arcana, Religion).

    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.

    Languages. The base creature gains Telepathy 100 ft., as well as the Abyssal and Infernal languages.

    New Action: Clockin. As a Bonus Action you may start your shift for the day, and transform into a minor Demon for the next 8 hours. Once those 8 hours are over, you must sleep for at least 8 hours until you can use this ability again, unless your employer has dire need of you. Contractually, they are allowed to make you work a 16 hour shift once per week. While clocked in you become an Outsider. You also gain the abilities listed under one of the following Assignments:

    Assignment: Bureaucracy. You gain Innate Spellcasting based on Intelligence. You may use it to cast the following spells: At will: Arcane Lock, Comprehend Languages 3/Day: Locate Creature, Tongues 1/Day: Legend Lore

    Assignment: Guard. You gain Innate Spellcasting based on Wisdom. You may use it to cast the following spells: At will: Alarm, See Invisibility 3/Day: Arcane Eye, Protection from Energy 1/Day: Telepathic Bond

    Assignment: Seduction. You gain Innate Spellcasting based on Charisma. You may use it to cast the following spells: At will: Charm Person, Detect Thoughts 3/Day: Charm Monster, Enemies Abound 1/Day: Dominate Person

    Assignment: Spellcasting. You gain Innate Spellcasting based on Intelligence. You may use it to cast the following spells: At will: Scorching Ray, Shield 3/Day: Summon Lesser Demons, Wall of Fire 1/Day: Fiendform*

    Fiendform
    5th Level Transmutation
    Casting Time: 1 Action
    Range: Self
    Components: V, S, M (a bone from any Fiend)
    Duration: Concentration, up to 10 Minutes
    Except as noted here and above, this works exactly like the Polymorph spell. You can take the form of any Fiend whose CR is equal to 1/2 your Character Level or less, rounded down. You can speak, but do not gain any Spellcasting abilities of your new form.

    Assignment: Frontlines. You gain Proficiency with all Simple and Martial Weapons, Shields, and Light, Medium or Heavy Armor. Your weapon attacks are magical. You gain any one Fighting Style listed under the Fighter Class. Your weapon attacks now score a critical on a 19-20.

    New Action: Multiattack. The base creature gets three attacks: 2 with it's Claws and 1 with it's Bite.

    New Action: Claw. The Base Creature gains a Strength based melee attack whose range and Piercing/Acid damage is based on Size: Small (5 ft., 2d4), Medium (5 ft., 2d6), Large (5 ft., 2d8), or Huge (10 ft., 2d10).

    New Action: Bite. The Base Creature gains a Strength based melee attack whose range and Piercing/Acid damage is based on Size: Small (5 ft., 1d6), Medium (5 ft., 1d8), Large (5 ft., 1d10), or Huge (10 ft., 2d6).

    Temps
    "Good morning, I'm Priscilla, and I'll be your afterlife caseworker. Now, what are your names, and how did you die?"

    Temporary Demons

    "We aren't dead."

    "And yet you're here."

    "Look, I've explained this before: we were present at a battle of world ending eldritch horrors with multiple Gates open, someone made an oopsie, and we woke up here."

    "That makes sense. Rangers and Chicken Golems don't usually come here. You though..."

    "He's a visitor, not a resident."


    The Universes Best or Worst Job

    "I actually did reside here once. Briefly."

    "Really?"

    "Why would a mortal come here?"

    "Marriage."
    Last edited by Bhu; 2023-06-11 at 04:17 PM.
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  2. - Top - End - #542
    Titan in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    Bee Witch
    Medium Outsider (Evil, Extraplanar, Lawful)
    Hit Dice: 8d8+24 (60 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: 24 (+3 Dex, +11 Natural), touch 13, flat-footed 21
    Base Attack/Grapple: +8/+11
    Attack: Sting +11 melee (1d6+4 plus poison)
    Full Attack: Sting +11 melee (1d6+4 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities, Poison, Charm
    Special Qualities: Change Shape, DR 10/Good and Magic, Immunities, SR 20, Darkvision 60 ft.
    Saves: Fort +9, Ref +9, Will +7
    Abilities: Str 16, Dex 16, Con 16, Int 12, Wis 12, Cha 15
    Skills: Bluff +12, Concentration +13, Diplomacy +20, Disguise +12 (+14 acting), Intimidate +12, Knowledge (Arcane, Religion) +11, Listen +7, Sense Motive +11, Spellcraft +13, Spot +8
    Feats: Alertness, Combat Casting, Combat Reflexes
    Environment: Any
    Organization: Solitary or Covey (3)
    Challenge Rating: 9
    Treasure: Standard
    Alignment: Always Lawful Evil
    Advancement: 9-16 HD (Medium)
    Level Adjustment: ---

    Bee Witches are humanoid servants of Buzzuzu. They seduce others into his service, or sow dissent among his enemies. Appearing as large women with some bee-like features and a retractable sting in their belly, they often use their magic to disguise themselves.

    Spell-Like Abilities (Sp): At Will: Charm Person, Detect Chaos/Evil/Good/Law, Detect Magic, Nybor's Gentle Reminder, Summon Bee I. 1/Day: Beelzebub's Curse. Caster Level 8th.

    Poison (Ex): Injury, DC 17 Fortitude Save (Save DC is Constitution based), Initial and Secondary Damage is 1d6 Wisdom.

    Charm (Su): If an opponent is successfully damaged by the Witches Poison, he gets no Save against her Charm Person ability.

    Change Shape (Su): A Bee Witch can assume the form of any Small or Medium humanoid.

    Immunities (Ex): Immune to Poison, Fire damage, Charms, Sleep effects and Fear effects.

    Combat: Bee Witches prefer to have Charmed minions fight for them. If pressed they will use their sting, but generally flee combat.




    [size=12pt]BIG BEE'S WARDING STING[/size]
    2nd Level Evocation (Wizard)
    Casting Time: 1 Action
    Range: 60 feet
    Components: V, S
    Duration: 1 Minute
    You create a stinger the size of a human fist made from pure force. It attacks anything that attacks you, acting on your turn. Whenever another creature attacks you, the stinger will pursue, moving up to 6o feet per round. It will make a melee spell attack against that creature using your attack bonus. On a successful hit, the opponent takes force damage equal to 1d8 + your spellcasting ability modifier. If more than on creature has attacked you, you may change the stings target as a Bonus Action.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the target takes an additional 1d8 damage for a number of rounds for every two slot levels above 2nd. For example, if cast as a 4th Level spell, the target takes 1d8 damage for two rounds on a successful hit.

    [size=12pt]SUMMON BEE[/size]
    3rd Level Conjuration (Druid)
    Casting Time: 1 Action
    Range: 60 feet
    Components: V, S. M
    Duration: Concentration, up to 1 our
    You summon some random Bee friends, roll 1d6 and consult the following chart: 1-2 (2 Bees of Challenge Rating 1 or less), 3-4 (4 Bees of Challenge Rating 1/2 or lower), 5-6 (8 Bees of Challenge Rating 1/4 or lower). The DM chooses the Bees who appear, and you choose the unoccupied spaces you can see within range where they appear. A summoned Bee disappears when it drops to 0 hit points or when the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many Bees. If you cast it using a spell slot of 8th or 9th level, you summon three times as many Bees. The Bees are an ally to you and your companions. In combat, the Bees share your initiative count, but they take their turn immediately after yours. They obey your verbal commands (no action required by you). If you don’t issue any, they attack whatever is closest to them (even allies).

    Bee Witch
    "Harlan Jurgens! I'm calling your old (beep) out! We're gonna have us a wizard fight!"

    Servants of Buzzuzu

    "Ah. my adoring public."

    "Friend of yours?"

    "No ma'am. Thankfully I have this Sphere of Annihilation in my Bag of Holding."

    "YOU WHAT?"

    "Isn't that dangerous Harlan?"


    Seducers and Saboteurs

    "Relax Jim, I have it under control."

    "Really?"

    "SECURITY!"

    "You're all taking this way too hard.."
    Last edited by Bhu; 2023-06-11 at 04:29 PM.
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  3. - Top - End - #543
    Titan in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    Bee Devil
    Large Outsider (Evil, Extraplanar, Lawful)
    Hit Dice: 10d8+60 (105 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares), Fly 50 ft. (Average)
    Armor Class: 24 (-1 Size, +4 Dex, +11 Natural), touch 13, flat-footed 20
    Base Attack/Grapple: +10/+20
    Attack: Claw +15 melee (2d6+6)
    Full Attack: 2 Claws +15 melee (2d6+6) and 1 Bite +13 melee (1d8+3) and 1 Sting +13 melee (1d8+3 plus poison)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Spell-Like Abilities, Poison, Summon Devil, Annoying Buzz, Hivemind Ritual
    Special Qualities: DR 10/Good, Darkvision 60 ft., immunity to Fire and Poison, Energy Resistance 10 (Acid, Cold), SR 20, See in Darkness, Telepathy 100 ft.
    Saves: Fort +13, Ref +11, Will +10
    Abilities: Str 22, Dex 18, Con 22, Int 14, Wis 16, Cha 16
    Skills: Concentration +16, Diplomacy +15, Hide +10, Intimidate +13, Knowledge (any two) +12, Listen +13, Move Silently +14, Search +12, Sense Motive +13, Spellcraft +12, Spot +13, Survival +13
    Feats: Cleave, Combat Reflexes, Multiattack, Power Attack
    Environment: Gehenna
    Organization: Solitary, pair, gang (3-5), or squad (6-10)
    Challenge Rating: 9
    Treasure: Standard
    Alignment: Always Lawful Evil
    Advancement: 11-14 HD (Large); 15-30 HD (Huge)
    Level Adjustment: ---

    Bee-like minions of Buzzuzu, the Bee Devils are his soldiers, scouts and cult enforcers. They act as cheap muscle for his favored cultists, and evangelists among the other Devils (who, incidentally, despise their constant, annoying conversion attempts).

    Spell-Like Abilities (Sp): At Will: Animate Sting, Bad Beehavior, C-Bee. 1/day: Beep! Caster Level 12th.

    Poison (Ex): Injury, DC 21 Fortitude Save (Save DC is Constitution based), Initial and Secondary damage is 1d6 Con.

    Summon Devil (Sp): Once per day a Bee Devil can attempt to summon 2d10 Imps or another Bee Devil with a 35% chance of success. This ability is the equivalent of a 3rd-level spell.

    Annoying Buzz (Su): When flapping their wings (this include using flight) any opponent within 10 feet of a Bee Devil takes a -2 Penalty to all Concentration Checks and Willpower Saves. When using this ability Bee Devils automatically fail all Hide Checks.

    Hivemind Ritual (Su): To use this ability, a group of at least three Bee Devils must join hands in a circle, dancing wildly and chanting.

    At the end of 3 rounds of dancing, a wave of crackling energy flashes outward in a 100-foot radius. All creatures allied with the devils within the radius form a Hive Mind for the next 8 hours. All members of the Hive Mind within 50 miles of each other 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 participant in a group is considered flanked unless all of them are.

    Combat: Bee Devils prefer swarm tactics. For being massive, armored poison factories they really prefer to avoid solo fights.



    Bee Devil
    "What goes on here?"

    More Servants of Buzzuzu

    "You aren't security. I know security."

    "Get out Percival, we have no time for your shenanigans!"

    "Shenanigans?"

    "Do you have a moment to talk about our Lord and Savior Beelzebub?"

    "Who?"


    Evangelists among the Demons

    "I thought this cult was a demonic one?"

    "This isn't a Demon?"

    "No sir, Percival is a Devil. A servant of Buzzuzu."

    "I believe he mentioned Beelzebub."

    "Beelzebub is the Devil behind Buzzuzu. He's been trying to convert Demons to Devilkind, and it's causing nothing but an uproar."
    Last edited by Bhu; 2023-06-11 at 04:31 PM.
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  4. - Top - End - #544
    Titan in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    Cam-Bee-On also inspired by Nrdman

    Cam-Bee-On is an Acquired Template that can be applied to any Outsider of Evil Alignment, usually Demons. Geneally one becomes a Cam-Bee-On by being cursed by Beelzebub or one of his disciples in his lazy, but eternal, quest for domination of the fiendish planes. They appear as normal fiends with bee-like attributes, and stingers in their abdomens.

    Size and Type: Unchanged for the most part. If the Outsider has the Chaotic Subtype it loses it, and if it does not have the Lawful Subtype it gains it.

    Hit Dice: Unchanged.

    Speed: The Cam-Bee-On gains retractable bee wings if it does not have them already. If it has no Flight speed it gains a Fly speed equal to it's Land speed with Good Maneuverability.

    Armor Class: Natural Armor Bonus to AC increases by +2.

    Attacks: Unchanged.

    Damage: Your attacks are now considered Lawful and Evil for purposes of overcoming Damage Reduction.

    Special Attacks: Retains all Special Attacks of the Base Creature, except as follows:

    Any spells, spell like abilities, or supernatural abilities that have a Chaotic alignment descriptor are replaced with a similar Lawful spell from the same school, same level, same spell list if possible. Optionally they may select a spell of the same Level from the Bee Magic List.

    Summoning abilities still summon the same Fiend as normal, but they summon one with the Cam-Bee-On Template.

    They also gain the following:

    Stinger (Su): The Cam-Bee-On has a retractable Stinger in it's Abdomen. It rarely uses this as an attack as it looks like they're trying to dry hump their opponent with their belly. The Stinger allows them to do 2d6+Str modifier untyped damage with a successful Grapple Checks. The stinger is also poisoned: Injury, Fort Save (Save DC is Con based), Initial and Secondary damage is 1d6 Con. If the opponent is an Outsider that the Cam-Bee-On Template can be applied to they must make a Save or gain the Cam-Bee-On Template (this effect is not a Poison, and Immunity to poison does not affect it).

    Improved Grapple (Ex): Cam-Bee-On's can make initiate a Grapple without provoking an Attack of Opportunity, and gain a +4 Racial Bonus on Grapple Checks.

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

    Hivemind (Ex): All Cam-Bee-On's within 50 miles of their designated leader (or on the same Plane as Beelzebub) 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 Cam-Bee-On in a group is considered flanked unless all of them are.

    Advanced Hivemind (Su): Advanced Hive Minds can share knowledge. When using the Aid Another option you grant a +4 Bonus instead of the usual +2. Any member of the Hivemind can use a Feat or Skill possessed by any other member of the Hivemind as a Swift Action that provokes an Attack of Opportunity. Once the member takes the aforementioned Swift Action, he may use the Skill Ranks of any member of the Hivemind (but uses his own ability modifier) for 1 Minute, or gains access to any 1 Feat possessed by the Hivemind for the same amount of time. You may only access one Feat or Skill at a time. The original contributor does not lose the use of the Skill or Feat, and the receiver retains it's use for the full Minute regardless of range. They have Telepathy with a 100 ft. range with other members of the Hivemind. They may also send a 10 word message as a Swift Action to any member of the Hivemind outside that range (but still within 50 miles). There are Hivemind Feats that can provide further benefits.

    Disguise (Su): Cam-Bee-On's gain a +8 Competence Bonus on Disguise Checks to appear as a normal member of it's former race. In addition, spells that would reveal it's Alignment or whether or not it is telling the truth require an opposed Level Check (both sides roll 1d20 +1/2 HD plus Cha Modifier). If the opponent fails the Check, the Cam-Bee-On appears to be it's former Alignment, and to be truthful.

    Saves: Unchanged.

    Abilities: +2 Dex, +2 Wis, -2 Int, -2 Cha

    Skills: Unchanged.

    Feats: Unchanged.

    Environment: Gehenna.

    Organization: Solitary, Scouting Party (2-4), Hive (10-30), or Colony (100+)

    Challenge Rating: +1

    Treasure: Unchanged.

    Alignment: Always Lawful Evil

    Advancement: Unchanged.

    Level Adjustment: ---

    Skelos (Babau/Cam-Bee-On)
    Medium Outsider(Chaotic, Extraplanar, Evil, Tanar'ri)
    Hit Dice: 7d8+35 (66 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares), Fly 30 ft. (Good)
    Armor Class: 22 (+2 Dex, +10 Natural), touch 12, flat-footed 20
    Base Attack/Grapple: +7/+12
    Attack: Claw +12 melee (1d6+5)
    Full Attack: 2 claws +12 melee (1d6+5) and bite +7 melee (1d6+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Sneak attack +2d6, spell-like abilities, summon Tanar'ri, Stinger, Improved Grapple
    Special Qualities: DR 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, protective slime, resistance to acid 10, cold 10, and fire 10, spell resistance 14, telepathy 100 ft., Hivemind, Advanced Hivemind, Disguise
    Saves: Fort +10, Ref +7, Will +7
    Abilities: Str 21, Dex 14, Con 20, Int 12, Wis 15, Cha 14
    Skills: Climb +13, Disable Device +12, Disguise +13 (+21 to appear as a Babau), Escape Artist +11, Hide +17, Listen +18, Move Silently +17, Open Lock +10, Search +19, Sleight of Hand +10, Survival +1 (+3 following tracks), Use Rope +1 (+3 with bindings)
    Feats: Cleave, Multiattack, Power Attack
    Environment: Gehenna
    Organization: Solitary, Scouting Party (2-4), Hive (10-30), or Colony (100+)
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Always Lawful Evil
    Advancement: 8-14 HD (Large); 15-21 HD (Huge)
    Level Adjustment: ---



    5E CAM-BEE-ON

    Any Fiend that is a Demon can become a Cam-Bee-On

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

    Alignment. Changes to Lawful Evil.

    Armor Class. The Base Creatures gains +1 to AC.

    Speed. If the base creature doesn't have a Fly speed, it gains one equal to it's land speed.

    Attributes. Base Creature gains +2 to Dexterity and Intelligence, and -2 to Wisdom and Charisma.

    Innate Spellcasting. If the base creature has Innate Spellcasting, it can change a spell out for a spell from the Bee Magic list of the same level (which II have yet to translate to 5e).

    Advanced Hivemind. All members of the Cam-Bee-On's Hivemind within 50 miles of him are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not surprised, none of them are. As a Bonus Action, any member of the Hivemind can choose to gain the benefits of a Feat possessed by any member of the Hivemind, or choose to gain Advantage on any Skill Check that a member of the Hivemind has Proficiency in for 1 Round. They have Telepathy with a 100 ft. range with other members of the Hivemind. They may also send a 10 word message as a Bonus Action to any member of the Hivemind outside that range (but still within 50 miles).

    Change Shape. The fiend can use its action to appear as a normal member of it's former species (stats are unchanged).

    Altered Action: any one attack. Choose one attack of the base creature. If it hit hits successfully, the target is considered to be Grappled (Escape DC is 8 + Proficiency Bonus + Strength modifier).

    New Action: Sting. The Base Creature gains a Strength based melee attack whose range and Piercing/Poison 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 successfully hit's a Fiend (Demon), that target must make a Constitution Save (Save DC is 8 + Proficiency Bonus + Constitution modifier) or gain the Cam-Be-On Template. This can only be used on a Grappled Target.

    Cam-Bee-On
    "Okay now that we have them gone, let's get back to business. You are NOT ALLOWED to be carrying a blackball in a dimensional thingie, and you know this!"

    Transformed Demons

    "And yet, here I am."

    "Lo! It is I! Security!"

    "I'm calling (beep)."

    "You aren't Ralph...is that you Ritchie?"

    "Who is this then?"


    Impostors and Spies

    "Ritchie is a Cam-Bee-On: a demon transformed into a Devil. Little shapeshifting buggers keep spying on the rest of us, trying to get us to convert."

    "Standards have certainly fallen a lot here lately..."

    "Where is security then?"

    "Get lost Ritchie. Before the real guard gets here."
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  5. - Top - End - #545
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    Demon, Buffed

    Buffed is an Acquired Template that can be applied to any Tanar'ri. As a Side effect of the process meant to create Pretty Demons, Screwball Mages stumbled upon an alchemical substance that act like Demon Steroids. Everyone kind of considers this a mixed bag. It's most common among brutes and warriors who see physical power as a stepping stone to more stuff and a better place in the hierarchy.

    Size and Type: Unchanged.

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: Natural Armor Bonus to AC improves by +2.

    Attacks: Unchanged.

    Damage: Unchanged.

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

    Frenzy (Su): The Demon Roids let you Frenzy as per the Frenzied Berserker up to 3/Day (see Complete Warrior).

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

    Powerful Build (Ex): Whenever the base creature is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the creature is treated as one size larger if doing so is advantageous to them.

    The creature is also considered to be one size larger when determining whether another creature’s special attacks based on size (such as improved grab or swallow whole) can affect it. The creature can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of it's actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

    Deathless Frenzy (Su): This is identical to the Frenzied Berserker ability.

    Tireless Frenzy (Su): This is identical to the Frenzied Berserker ability.

    Saves: Unchanged, but will need to be recalculated due to Ability Score changes.

    Abilities: +8 Str, +4 Con, -2 Dex, -2 Int, -2 Wis, -2 Cha

    Skills: Unchanged.

    Feats: The Base Creature gains Brutal Throw (Complete Adventurer) as a Bonus Feat.

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: +2

    Treasure: Unchanged.

    Alignment: Unchanged.

    Advancement: Unchanged.

    Level Adjustment: ---

    Example of creature using template here:

    Ironhoof Jones (Armanite, Buffed), see Fiendish Codex I
    Large Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)
    Hit Dice: 9d8+81 (121 hp)
    Initiative: -1
    Speed: 40 ft. (8 squares), Fly 40 ft. (Poor) (60 feet without armor)
    Armor Class: 24 (-1 Size, -1 Dex, +8 Natural, +8 Plate Barding), touch 8, flat-footed 24
    Base Attack/Grapple: +9/+22
    Attack: Masterwork Huge Lance +18 melee (3d6+9/x3) or Masterwork Huge Heavy Flail +18 melee (3d8+9/19-20) or Masterwork Composite Longbow +8/+3 ranged (2d6+9 plus 1d6 electricity/x3, +2d10 electricity on a critical)
    Full Attack: Masterwork Huge Lance +18/+13 melee (3d6+9/x3) and Hooves +12 melee (1d6+4) or Masterwork Huge Heavy Flail +18/+13 melee (3d8+9/19-20) and Hooves +12 melee (1d6+4) or Masterwork Composite Longbow +8 ranged (2d6+9 plus 1d6 electricity/x3, +2d10 electricity on a critical)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Cavalry Charge, Summon Tanar'ri, Frenzy 3/day, Sparkbolt
    Special Qualities: Darkvision 60 ft., Telepathy 100 ft., Tanar'ri traits, Immune to Poison and Electricity, Energy Resistance 10 (Acid, Cold, Fire), DR 10/Cold Iron or Good, SR 18, Powerful Build, Deathless Frenzy, Tireless Frenzy, Air Walk
    Saves: Fort +13, Ref +3, Will +4
    Abilities: Str 28, Dex 9, Con 28, Int 6, Wis 10, Cha 11
    Skills: Intimidate +10, Jump +19, Listen +10, Search +10, Spot +10, Survival +10, Tumble +9
    Feats: Improved Bull Rush, Power Attack, Run, Track
    Environment: Any Land
    Organization: Solitary, company (5-8), or troop (8-18 plus 1 hezrou)
    Challenge Rating: 9
    Treasure: Standard
    Alignment: Always Chaotic Evil
    Advancement: 10-15 HD (Large); 16-27 HD (Huge)
    Level Adjustment: ---




    5E BUFFED DEMON

    Any Fiend (Demon) that is willing can be Buffed.

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

    Armor Class. The Base Creatures gains a +1 to AC.

    Attributes. Base Creature gains +4 Str, +2 Con, -2 Dex, -2 Int, -2 Wis and -2 Cha.

    Saving Throws. Gains Proficiency with Strength Saving Throws.

    Damage Resistances. The base creature becomes resistant to the following damage types: Bludgeoning, Piercing and Slashing.

    Berserk. Whenever the Fiend starts its turn with half it's hit points or fewer, roll a d6. On a 6, the Fiend goes berserk. On each of its turns while berserk, the Fiend attacks the nearest creature it can see. If no creature is near enough to move to and attack, the [MON] attacks an object, with preference for an object smaller than itself. Once the [MON] goes berserk, it continues to do so until it is destroyed or regains all its hit points.

    Blood Frenzy. The Fiend has advantage on melee attack rolls against any creature that doesn't have all its hit points.

    Brute. A melee weapon deals one extra die of its damage when the Fiend hits with it (included in the attack).

    Savage Attacks. When the Fiend scores a critical hit with a melee weapon attack, it can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.


    Buffed Demon
    "What the Hell is going on here!"

    Demons on Steroids

    "Ralph."

    "Harlan"

    "She's worried cause I have the bag with me."

    "In all fairness, she should be."

    "Also, she's not alone in that fear."


    Horrific Tempers

    "You gotta toss him Ralph."

    "What made you so late Ralph?."

    "Buncha damn Bee Devils. I kicked them into next Tuesday."
    Last edited by Bhu; 2023-06-11 at 04:34 PM.
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  6. - Top - End - #546
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    Demon, Pretty

    Pretty is an Acquired Template that can be applied to any Tanar'ri (but not Obyrith or Loumara). It originates with the Demon Malcanthet, who at one point had a sever Succubus/Incubus shortage. So she had a couple of Screwball Mages alter other Demons to look attractive. Unsurprisingly this made the Demons quite unhappy, as they wanted to be feared. It made certain humans who have a 'thing' for Fiends ecstatic. Much to Malcanthet's sorrow, she pretty much already had these humans in the bag, so it didn't advance her cause much, other than with Demons who wanted to be hawted up. Appearance is normal, but the Demon is altered to be 'prettier'. Features that mortals would find disgusting or frightening are altered to look 'cute or sexy'. Finding Demons willing to undergo this process is uncommon, and it seems most popular among the Armanites, Arrow Demons, Balors, Bar-Lguras, Bulezau, Dretch, Mariliths, Nabassu and Uridezu. It's best not to mention to them that they're cute if they didn't volunteer for the transformation, it sets some of them into a blind rage.

    Size and Type: Unchanged.

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: Unchanged.

    Attacks: Unchanged.

    Damage: Unchanged.

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

    Spell-Like Abilities (Sp): At Will: Charm Monster, Suggestion

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

    Alternate Form (Su): The base creature can assume the form of any Small or Medium humanoid.

    Tongues (Su): The creature has a permanent tongues ability (as the spell, caster level 12th).

    Saves: Unchanged.

    Abilities: +2 Int, +2 Cha

    Skills: Bluff, Diplomacy and Disguise become Class Skills if they aren't already, and gain a +2 Racial Bonus.

    Feats: Unchanged.

    Environment: Unchanged.

    Organization:
    Unchanged.

    Challenge Rating: +1

    Treasure: Unchanged.

    Alignment: Usually unchanged, but sometimes weird stuff happens.

    Advancement: Unchanged.

    Level Adjustment: ---

    Example of creature using template here:

    Elvis (Dretch/Pretty)
    Small Outsider (Chaotic, Extraplanar, Evil, Tanar'ri)
    Hit Dice: 2d8+4 (13 hp)
    Initiative: +0
    Speed: 20 ft. (4 squares)
    Armor Class: 16 (+1 Size, +5 Natural), touch 11, flat-footed 16
    Base Attack/Grapple: +2/+3
    Attack: Claw +4 melee (1d6+1)
    Full Attack: 2 Claws +4 melee (1d6+1) and 1 Bite +2 melee (1d4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities, Summon Tanar'ri
    Special Qualities: DR 5/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, telepathy 100 ft., Alternate Form, Tongues
    Saves: Fort +5, Ref +3, Will +3
    Abilities: Str 12, Dex 10, Con 14, Int 7, Wis 11, Cha 13
    Skills: Bluff +6, Diplomacy +6, Disguise +6, Hide +7, Listen +3, Move Silently +3, Spot +3, Search +4, Survival +3
    Feats: Multiattack
    Environment: The Abyss
    Organization: Solitary, pair, gang (3-5), crowd (6-15), or mob (10-40)
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Chaotic Neutral
    Advancement: 3-6 HD (Small)
    Level Adjustment: ---

    Elvis is new to being pretty and famous and doesn't really know how to respond to it.. Or to his fabulous new hair.



    5E PRETTY DEMON

    Any Demon who is willing can become Pretty.

    Type. Gains the Shapechanger tag.

    Attributes. +2 Int and Cha, if Cha is less than 10, raise it to 10.

    Skills. Gains Proficiency with Charisma (Deception and Persuasion) Checks.

    Telepathic Bond.. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.

    New Action: Multiattack. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

    New Action: Charm. One humanoid the fiend can see within 30 feet of it must succeed on a Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.

    The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends. Save DC is 8 + Prpficiency Bonus + Cha modifier.


    Pretty Demon
    "Nothin' personal Harlan."

    I Hope Your Setting Down

    "No worries Ralph. Say, what's up with the Mariliths over there in heavy make-up?"

    "We're short on Succubi, so the brass is trying to teach them to seduce mortals."

    "That is the most specious idea I've ever heard."

    "It works. Sometimes."

    "Is that a Dretch in buttless leather chaps?"


    Temptation: The C Team

    "Yeah. The newbies aren't always good at 'dressing for success' as the saying goes."

    "Lime green is a hideous color for him."

    "Heads up, we got company."
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  7. - Top - End - #547
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    Buzzuzu with thanks to Ben-zayb
    Large Outsider (Evil, Extraplanar, Lawful)
    Hit Dice: 20d8+160 (250)
    Initiative: +12
    Speed: 40 ft. (8 squares), Climb 40 ft., Fly 80 ft. (Good)
    Armor Class: 42 (-1 Size, +8 Dex, +25 Natural), touch 17, flat-footed 34
    Base Attack/Grapple: +20/+32
    Attack: Bite +27 melee (4d6+8+2d6 acid plus disease)
    Full Attack: Bite +27 melee (4d6+8+2d6 acid plus disease) and 4 Claws +27 melee (2d8+4)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Poison, Disease, Fear Aura, Improved Grab, Sting, Spell-Like Abilities
    Special Qualities: DR 20/Epic and Silver, Darkvision 60 ft., Immunity to Fire and Poison, Energy Resistance 15 (Acid and Cold), Regenerate 5, See in Darkness, SR 33, Telepathy 100 ft., Hivemind, Advanced Hivemind, Disguise
    Saves: Fort +20, Ref +22, Will +22
    Abilities: Str 26, Dex 26, Con 26, Int 27, Wis 27, Cha 37
    Skills: Balance +25, Bluff +31, Climb +25, Concentration +25, Diplomacy +32, Disguise +31 (+33 acting, +41 to disguise self as a Fiend), Gather Information +31, Hide +25, Intimidate +32, Knowledge (Arcana, the Planes, Religion) +30, Listen +30, Move Silently +30, Search +30, Sense Motive +30, Spellcraft +28, Spot +30, Survival +25 (+27 tracking or on other Planes)
    Feats: Cleave, Improved Initiative, Improved Multiattack, Iron Will, Lightning Reflexes, Multiattack, Power Attack
    Environment: Any, but generally hangs out around Gehenna, the Nine Hells or the Abyss
    Organization: Unique
    Challenge Rating: 22
    Treasure: Double Standard
    Alignment: Lawful Evil
    Advancement: 21+ HD (Large)
    Level Adjustment: ---

    Buzzuzu is Beelzebub's chief lieutenant and sidekick. A former Pit Fiend, he now looks like an unholy amalgamation of fly and bee. Beyond being a spy, Buzzuzu is also a political agitator among the lower planes, and an evangelist as well. He often impersonates higher ranking Fiends, so long as one capable of seeing through his disguise isn't available.

    Poison (Ex): Injury, Fortitude DC 28, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based. Buzzuzu has the option of applying one of the following Templates if the victim is of the appropriate type: Bee-Blooded, Bee-Damned, Bee-Shadowed, Cam-Bee-On, or Zombee.

    Disease (Ex): A creature struck by Buzzuzu’s bite attack must succeed on a DC 28 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). The save DC is Constitution-based. It also takes an additional +2d6 acid damage.

    Fear Aura (Su): Buzzuzu can radiate a 30-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 33 Will save or be affected as though by a Fear spell (caster level 20th). A creature that successfully saves cannot be affected again by the Buzzuzu’s aura for 24 hours. Cam-Bee-On's are immune to the aura. Save DC is Cha based.

    Improved Grab (Ex): Buzzuzu can 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 Sting.

    Sting (Su): If Buzzuzu makes a successful Grapple Check he stings his opponent for 4d6+8 damage plus poison.

    Spell-Like Abilities (Sp): At Will: Blasphemy, Beegone!, Stinger, Dominate Monster, Greater Dispel Magic, Greater Teleport (self plus 50 pounds of objects only), Invisibility, Magic Circle Against Good, Persistent Image, Screen, Unholy Aura. 3/Day: Summon Bee VIII. 1/Day: Gate. 1/Year: Wish.

    Hivemind (Ex): All Cam-Bee-On's within 50 miles of Buzzuzu 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 Cam-Bee-On in a group is considered flanked unless all of them are (this applies to Buzzuzu as well).

    Advanced Hivemind (Su): Advanced Hive Minds can share knowledge. When using the Aid Another option you grant a +4 Bonus instead of the usual +2. Any member of the Hivemind can use a Feat or Skill possessed by any other member of the Hivemind as a Swift Action that provokes an Attack of Opportunity. Once the member takes the aforementioned Swift Action, he may use the Skill Ranks of any member of the Hivemind (but uses his own ability modifier) for 1 Minute, or gains access to any 1 Feat possessed by the Hivemind for the same amount of time. You may only access one Feat or Skill at a time. The original contributor does not lose the use of the Skill or Feat, and the receiver retains it's use for the full Minute regardless of range. They have Telepathy with a 100 ft. range with other members of the Hivemind. They may also send a 10 word message as a Swift Action to any member of the Hivemind outside that range (but still within 50 miles). There are Hivemind Feats that can provide further benefits.

    Disguise (Su): Buzzuzu can appear to be any Evil Outsider of Large Size whose CR is equal to or less than is. He gains a +8 Competence Bonus on Disguise Checks to appear as another fiend. In addition, spells that would reveal his Alignment or whether or not he is telling the truth require an opposed Level Check (both sides roll 1d20 +1/2 HD plus Cha Modifier). If the opponent fails the Check, Buzzuzu appears to be an Alignment of his choice, and to be truthful.

    Combat: Buzzuzu prefers to avoid open combat. He generally uses Disguise or Invisibility to feel things out before opening with Blasphemy (or fleeing via Greater Teleport). Once he has used Blasphemy he tends to keep distance between himself and others via flight while summoning help. Appropriate individuals will be Grappled and stung so he can control them via applying some sort of template to them.



    Buzzuzu
    "Greetings! I am the mighty Buzzuzu! I hear you've been giving my masters mortal cult a bit of trouble."

    Former Pit Fiend

    "You know what I'm carrying right?"

    "Fear not Harlan! I am here to send you to the mortal realm on a quest of great importance!"

    "Why would we work for you?"

    "Because my cult leader has gotten too big of an ego after finding one of the Living Artifacts of the Old Gawds. Se thinks she no longer needs me to take over the world, and that she is fulfilling prophecy."

    "Is she?"


    Slightly More Than A Pit Fiend

    "I...don't know."

    "I'll give you 5 minutes to explain."

    "And someone explain to me what a living Artifact is."
    Last edited by Bhu; 2023-06-11 at 04:38 PM.
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  8. - Top - End - #548
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    Every so often the link tieing an Outsider to a specific Plane or Alignment is severed for unknown reasons. Maybe they asked for it, perhaps they've been punished by a superior, or maybe it's a quirk of Fate. Most leave their Home Plane and travel to find themselves. Now that they aren't compulsively a specific alignment, many change entirely due to the shock of their situation. Many become depressed or succumb to some form of extreme behavior. Some just settle down and raise kids.


    Freed Outsider

    Freed Outsider is an Acquired Template that can be applies to any Outsider whose Alignment text mention "always" as in "always Chaotic Evil" or "Always Neutral Good" etc.

    Size and Type: Size is unchanged, Type is unchanged. The Chaotic, Evil, Extraplanar, Good, and Lawful subtypes are lost. They also lose all Angel, Archon, Baatezu, Tanar'ri and similar subtypes that link them to a specific Plane. The Native subtype is gained.

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: Natural Armor Bonus increses by +2.

    Attacks: Unchanged.

    Damage: Your natural attacks are no longer considered Good/Evil/Chaotic/Lawful for purposes of overcoming Damage Reduction, but they are considered magic.

    Special Attacks: Retains all Special Attacks of the Base Creature, except as follows:

    Any spells, spell like abilities, or supernatural abilities that have an alignment descriptor are replaced with a similar spell from the same school, same level, same spell list if possible.

    Any Sacred or Profane Bonuses become Enhancement Bonuses instead.

    Any summoning abilities are lost. Instead the Base Creature gains any Conjuration spell whose level is equal to the equivalent spell level their summoning ability was castable 3 times per day as a Spell Like Ability. Caster Level is equal to their Hit Dice. If they already have spell like abilities Caster level is the same as it is for those abilities.


    Special Qualities: Retains all Special Qualities of the Base Creature except as follows:

    If the Base Creature had Damage Reduction that includes an alignment component (such as Dr 5/Good and Silver or DR 5/ Good or Silver) the alignment component is removed (i.e. it would become DR 5/Silver. If the DR only has an alignment component (i.e. DR 5/Good) it becomes DR/Magic instead.

    Despite losing the Angel, Archon, Baatezu, Tanar'ri and any similar subtypes that link them to a specific Plane the Base Creature retains their abilities (i.e. reisitances, immunities, about anything that isn't alignment related or that summons something).

    Angels keep their Protective Aura, but it no longer acts as a Magic Circle Against Evil.

    Archons lose their Magic Cirlce Against Evil, but instead gain any 3rd level Abjuration spell castable 3 times per day as a Spell Like ability. Caster Level is equal to their hit Dice or 7th level whichever is higher.

    Saves: Unchanged.

    Abilities: If any of the Base Creature's mental stats are below 10 they are raised to 10. It also gains +4 to 1 stat of your choice.

    Skills: Unchanged. If Int increased recalculate ranks in skills.

    Feats: Unchanged

    Environment: Unchanged, or Any if it mentions a specific Plane

    Organization: Solitary, possibly even Unique in many cases.

    Challenge Rating: +0 (-1 for Angels and Archons)

    Treasure: Unchanged

    Alignment: Change "Always" to "Usually". Most Freed Outsiders find their freedom such a shock that they quickly drift towards a new alignment (usually Neutrality).

    Advancement: By character level now. Favored Class is the one they have the most levels in.

    Level Adjustment: +1 (+0 for Angels and Archons)

    Example of creature using template here:


    Dill-Bob (former Dretch)
    Small Outsider (Native)
    Hit Dice: 2d8+8 (17 hp)
    Initiative: +0
    Speed: 20 ft. (4 squares)
    Armor Class: 16 (+1 Size, +5 Natural), touch 11, flat-footed 16
    Base Attack/Grapple: +2/-1
    Attack: Claw +4 melee (1d6+1)
    Full Attack: 2 Claws +4 melee (1d6+1) and 1 Bite +2 melee (1d4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell Like Abilities
    Special Qualities: Damage Reduction 5/Cold Iron, Dark Vision 60', Immune to Electricity and Poison, Energy Resistance 10 (Acid, Cold, Fire), Telepathy 100'
    Saves: Fort +7, Ref +3, Will +3
    Abilities: Str 12, Dex 10, Con 18, Int 10, Wis 11, Cha 11
    Skills: Hide +9, Listen +5, Move Silently +5, Profession (Batender) +5,Search +5, Spot +5, Survival +5 (+7 Tracking)
    Feats: Multiattack
    Environment: Any
    Organization: Solitary (possibly Unique)
    Challenge Rating: 2
    Treasure: None
    Alignment: Neutral
    Advancement: By Character Class
    Level Adjustment: +3

    Spell Like Abilities (Sp): Scare (DC 12) and Stinking Cloud (DC 13) 1/day. Wall of Smoke (DC 11) 3/day. Caster Level 2nd.

    Dill-Bob was your average Dretch, quietly being used as a pawn by his superiors. Until one day when he stood up, looked around, and loudly said: "OMGWTF AM I DOING HERE???"

    He left his home plane and hasn't been back since. He has no idea how he got his freedom or what to do with it. Currently Dill-Bob is a bartender at a small rural bar somewhere on Greyhawk.





    5E FREED OUTSIDER

    Any Celestial or Fiend can become a Freed Outsider.

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

    Alignment. The creatures Alignment tends to drift over time, and it can be just about anything.

    Armor Class. The Base Creatures gains a +1 to AC.

    Attributes. Base Creature gains +2 to any one ability score. If it's Int, Wis and Cha scores are less than 10, they are raised to 10.

    Altered Ability: Innate Spellcasting. If the base creature has Innate spellcasting, it may switch out any number of spells for a spell from the same school and level.


    Freed Outsider
    "Fianlly! Back to the real world!

    Good Fiends and Bad Angels

    "So when we're you going to tell me about the Sphere??"

    "Why never Jim. It wouldn't be a surprise trap if anyone knew about it but me.

    "You have disarmed that thing right?"

    "What would I do that for?"

    "You want to live??"


    Finally Their Own Person
    "Give it a minute, a local is wondering our way. Hello sir! Is this the country of Redgarden?"

    "It is indeed stranger. Yer more than welcome to come inta town and have a beer if'n you don't belong to that bee cult."

    "We're actually on a mission to stop the cult."
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    "So we're looking for the local Oracle."

    "Is the river approach safe?"

    "Naw sir, the river is infested with Octopus Trees."



    "How about the marsh?"

    "Kelp Anglers."



    "The forest path?"

    "Ironmaws. Demon trees."





    "Off the forest paths?"

    "Burrow Roots and Vinespawn."





    "This Oracle doesn't like being disturbed does she?"

    "The Sporebats and Fetid Fungus that nest near her would suggest yes."



    "There's a Wizened Elder at the edge of town you might ask about safer passage."


    a while later


    "Greetings, sir. Are you the elder of the forest?"

    "No sirs. I'm the junior elder."

    "Might you know of a safe passage to the Oracle?"

    "I do. Can't tell you though."

    "He has a Sphere of Annihilation he carries in a Bag of Holding. And a Chicken Golem."

    "Do either of you have a pen? You'll need to writ this down."
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    Mycetekyria
    Large Plant
    Hit Dice: 14d8+70 (133 hp)
    Initiative: +8
    Speed: 30 ft. (6 squares), Fly 90 ft. (Good)
    Armor Class: 32 (-1 Size, +4 Dex, +19 Natural), touch 13, flat-footed 28
    Base Attack/Grapple: +10/+21
    Attack: +3 Spear +19 melee (2d6+10/x3) or Touch +16 melee touch (4d6 negative energy damage)
    Full Attack: +3 Spear +19/+14 melee (2d6+10/x3) or Touch +16 melee touch (4d6 negative energy damage)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Spell-Like Abilities, Spells
    Special Qualities: Change Shape, DR 10/Cold Iron, Darkvision 60 ft., Low-light vision, Immunity to acid, cold, poison and petrification, Spore Cloud, Regeneration 10, Resistance to electricity 10 and fire 10, SR 30, Oracle, Plant traits, Telepathy 100 ft.
    Saves: Fort +14, Ref +10, Will +11
    Abilities: Str 25, Dex 18, Con 20, Int 22, Wis 24, Cha 22
    Skills: Concentration +15, Craft or Knowledge (any four) +16, Diplomacy +16, Escape Artist +10, Hide +10, Intimidate +16, Listen +17, Move Silently +14, Sense Motive +17, Search +16, Spot +17
    Feats: Blind-Fight, Cleave, Improved Initiative, Lightning Reflexes, Power Attack
    Environment: Any
    Organization: Solitary
    Challenge Rating: 16
    Treasure: Standard
    Alignment: Always Neutral
    Advancement: 15-21 HD (Large); 22-42 HD (Huge)
    Level Adjustment: ---

    The Mycetekyria are powerful Oracles whose origin has long since been lost. They are often sought out for their knowledge of lost and forbidden things. So much so, that they have taken to planting gardens of deadly fungi and plants around themselves to dissuade all but the most desperate. They are highly individualistic in both appearance and personality, but all of them appear to be female, and composed of fungal matter. The Mycetekyria understand all languages, but only communicate via telepathy.

    Spell-Like Abilities (Sp): Save DC's are Charisma based, Caster Level 17th. At will: Augury, Dispel Magic, Bestow Curse, Invisibility, Lesser Restoration, Remove Curse, Blacklight (see Spell Compendium), Spirit Worm (see Spell Compendium), Speak With Dead. 3/day: Acid Fog, Cloudkill, Symbol of Insanity, Memory Rot, Wall of Ooze. 1/day: Horrid Wilting, Ironguard (see Spell Compendium), Mass Charm Monster, Sequester.

    The following abilities are always active on the Mycetekyria’s person, as the spells (caster level 17th)

    Detect Evil, Detect Snares and Pits, Discern Lies (DC 21), See Invisibility, and True Seeing. They can be dispelled, but the Mycetekyria can reactivate them as a free action.

    Spells: Mycetekyria can cast spells as 17th level Druids.

    Typical Druid Spells Prepared (6/5/5/5/5/4/4/3/2/1; Save DC 17 + the spells level)
    0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Resistance
    1st: Breath of the Jungle (see Spell Compendium), Entangle, Naturewatch (see Spell Compendium), Obscuring Mist, Omen of Peril (see Spell Compendium)
    2nd: Decomposition (see Spell Compendium), Invoke the Cerulean Sign (see Lords of Madness), Share Husk (see Spell Compendium), Tojanida Sight (see Stormwrack), Woodland Veil (see Races of the Wild)
    3rd: Dehydrate (see Spell Compendium), Dominate Animal, Dominate Vermin, Evard's Menacing Tentacles (see PHB2), Speak With Plants
    4th: Death Ward, Dispel Magic, Freedom of Movement, Moon Bolt (see Spell Compendium), Rusting Grasp
    5th: Baleful Polymorph, Blight, Spore Cloak (see Races of Faerun), Tree Stride
    6th: Antilife Shell, Contagious Touch (see Complete Divine), Crumble (see Complete Divine), Miasma (see Spell Compendium)
    7th: Animate Plants, Master Earth (see Spell Compendium), Word of Balance (see Spell Compendium)
    8th: Control Plants, Finger of Death
    9th: Foresight

    Change Shape (Su): A Mycetekyria can assume the form of any Small or Medium humanoid.

    Spore Cloud (Ex): A mycetekyria is surrounded by a cloud of spores that extend 20 feet from them, which they can suppress or resume once er round as a free action. Anything inside this radius gains the benefits of the Nondetection spell. Anything other than the Mycetekyria and her allies in this area suffer the effects of a Pain spell (see Complete Arcane). Hostile creatures gain a -2 Penaty on attack rolls and Saving Throws in this area.

    Regeneration (Ex): A Mycetekyria takes damage from Cold Iron.

    Oracle (Su): All Mycetekyria can cast Divination with a success rate of 95% 1/day.

    Combat: Assuming someone makes it past her garden, the Mycetekyria will summon aid before wading in with her weapon and spores. Despite their vast magical powers, Mycetekyria prefer to kill intruders personally. This does not make them suicidal. If they sense they are losing they will unleash every power at their disposal. Few things are more dangerous than a Mycetekyria who is cornered. Many of them guard powerful artifacts, and they are not afraid to use them.



    Mycetekyria
    "Greetings Harlan Jurgens. Greetings Jim 76.1. I assume you are here to ask about the Twelfth Prophecy. Ask your questions before something punctures that damn bag of yours."

    Oracles and Guardians

    "How do we steal control of the Dethpig from the Bee Cult?"

    "Nothing controls the Dethpig. They have merely found a way to immobilize it, and tap it's power."

    "Okay how do we stop that?"

    "There is a powerful artifact known as the Left Buttcheek of Vecna. It so offends the universe, that it's presence will disrupt their link to the pig. After that, let him do what comes naturally."

    "And where do we find this artifact?"

    Not Evil, But Still Very Dangerous

    "Alfheim. Under the care of the Dryads."

    "Why does it have to be Dryads."

    "They're always such pains."

    "While you're here, would either of you like to be a Warlock?"
    Last edited by Bhu; 2023-06-11 at 04:44 PM.
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  11. - Top - End - #551
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    Temp
    Damage:[/b] Damage of your Claws/Bite depends on your Size: Small (1d6/1d4), Medium (1d8/1d6), Large (2d6/1d8) or Huge (3d6/2d6).
    No love for sizes larger than Huge?

    Clock In (Su): As a Swift Action you may start your shift for the day, and transform into a minor Demon for the next 8 hours. Once those 8 hours are over, you must sleep for at least 8 hours until you can use this ability again, unless your employer has dire need of you. Contractually, they are allowed to make you work a 16 hour shift once per week. While clocked in you become an Outsider with the Native Subtype. If your Alignment is Chaotic or Evil, you have those Subtypes as well.
    Do I smell a subtle dig?
    Frontlines: The least common assignment is working in the military, as the Demons prefer to keep that to themselves.
    Saves: Note any changes in Saving throws due to new bonuses or penalties, or if they must be recalculated because the creature has changed type. Your BAB becomes equal to your Hit Dice, and you gain a +2 Profane Bonus on all Saving Throws. You gain Proficiency with all Simple and Martial Weapons, Shields, and Light, Medium or Heavy Armor. Weapons you wield are considered Magic for the purposes of overcoming DR. Weapons you wield have their critical threat range increased by 1, and do +2d6 damage on a successful critical hit.
    Bot sure the underlined bit belongs here.


    Quote Originally Posted by Bhu View Post
    Bee Witch
    Skills: Bluff +12, Concentration +13, Diplomacy +16, Disguise +12 (+14 acting), Intimidate +10, Knowledge (Arcane, Religion) +11, Listen +7, Sense Motive +11, Spellcraft +13, Spot +8
    I count 4 skill points still available (it's probably just the synergy bonuses to Diplomacy from Bluff and SM not being added, though).

    Quote Originally Posted by Bhu View Post
    Bee Devil
    Skills: Concentration +16, Diplomacy +13, Hide +10, Intimidate +13, Knowledge (any two) +12, Listen +13, Move Silently +14, Search +12, Sense Motive +13, Spellcraft +12, Spot +13, Survival +13
    2 skill points remain unspent (or synergy from Sense Motive to Diplomacy was not added; one of those two).

    Quote Originally Posted by Bhu View Post
    Cam-Bee-On also inspired by Nrdman
    Stinger (Su): The Cam-Bee-On has a retractable Stinger in it's Abdomen. It rarely uses this as an attack as it looks like they're trying to dry hump their opponent with their belly. The Stinger allows them to do 2d6+Str modifier untyped damage with a successful Grapple Checks. The stinger is also poisoned: Injury, Fort Save (Save DC is Con based), Initial and Secondary damage is 1d6 Con. If the opponent is an Outsider that the Cam-Bee-On Template can be applied to they must make a Save or gain the Cam-Bee-On Template (this effect is not a Poison, and Immunity to poison does not affect it).
    Untyped physical damage is a new thing for me. Also, is the save for Outsiders the same as the posion save for others?

    Quote Originally Posted by Bhu View Post
    Demon, Buffed
    Abilities: +8 Str, +4 Con, -2 Dex, -2 Int, -2 Wis, - Cha
    Losing one's whole CHA score is a rough deal.

    Quote Originally Posted by Bhu View Post
    Buzzuzu with thanks to Ben-zayb
    Skills: Balance +25, Bluff +31, Climb +25, Concentration +25, Diplomacy +34, Disguise +31 (+33 acting, +41 to disguise self as a Fiend), Gather Information +31, Hide +25, Intimidate +33, Knowledge (Arcana, the Planes, Religion) +30, Listen +30, Move Silently +30, Search +30, Sense Motive +30, Spellcraft +28, Spot +30, Survival +25 (+27 tracking or on other Planes)
    I count 3 more skill points spent than available.

    Feats: Cleave, Great Cleave, Improved Initiative, Improved Multiattack, Iron Will, Lightning Reflexes, Multiattack, Power Attack
    That's 8 feats; the thing should only get 7 from HD.

    Quote Originally Posted by Bhu View Post
    [color=blue]"There's a Wizened Elder
    A WIZENED ELDER! I love those grumpy wrinkled little treants!

    Quote Originally Posted by Bhu View Post
    Mycetekyria
    Large Plant
    Attack: +3 Spear +20 melee (2d6+10/x3) or Touch +17 melee touch ()
    Full Attack: +3 Spear +20/+15 melee (2d6+10/x3) or Touch +17 melee touch ()
    +19, +16 and +19/+14 to hit (size). What does the touch do?
    Fort +14, Ref +10, Will +10
    Will +11.
    Mycetekyria understand all languages, but only communicate via telepathy.
    What range? I don't see this listed under SQ.

  12. - Top - End - #552
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    Quote Originally Posted by Metastachydium View Post
    No love for sizes larger than Huge?
    All the Giants I was looking at, at the time, had 'by character cclass' for advancement, so it skipped my mind.



    Do I smell a subtle dig?
    see below



    Also, is the save for Outsiders the same as the posion save for others?
    Everyone has the same save, it's just some outsiders have the additional effect.


    I made the usual adjustments. Just got told I may be working the entire week at double shifts, which means I have to go to bed early enough I wouldn't be able to finish todays posting. And it may be my last week. Looks like I'll see you guys next weekend.
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    Quote Originally Posted by Bhu View Post
    All the Giants I was looking at, at the time, had 'by character cclass' for advancement, so it skipped my mind.
    Ah, so you haven't met the wonder that is MM2's Mountain Giant in a while! Lucky man.

    Just got told I may be working the entire week at double shifts, which means I have to go to bed early enough I wouldn't be able to finish todays posting. And it may be my last week. Looks like I'll see you guys next weekend.
    Geez. These people are just the worst. Get as much slepp as you can!

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    Habanero Dryad
    Medium Fey
    Hit Dice: 4d6 (14 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares)
    Armor Class: 15 (+ 4 Dex, +1 natural), touch 14, flat-footed 11
    Base Attack/Grapple: +2/ +2
    Attack: Dagger +6 melee (1d4/19-20) or Grapple +6 melee, or Pepper Spray +6 ranged
    Full Attack: Dagger +6 melee (1d4/19-20) or Grapple +6 melee, or Pepper Spray +6 Ranged
    Space/Reach: 5 ft./ 5 ft.
    Special Attacks: Improved Grapple, Pepper Spray, Spell-like Abilities, Spicy Grapple
    Special Qualities: Damage Reduction 5/cold iron, plant dependent, wild empathy
    Saves: Fort +3, Ref +8, Will +6
    Abilities: Str 10, Dex 19, Con 11, Int 14, Wis 15, Cha 18
    Skills: Escape Artist +9, Handle Animal +11, Hide +11, Knowledge (Nature) +11, Listen +9, Move Silently +11, Ride +8, Spot +9, Survival +9 (+11 above ground), Use Rope +4 (+6 w/Binding)
    Feats: Great Fortitude, Weapon Finesse
    Environment: Warm Forests
    Organization: Solitary or group (4-7)
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Chaotic Good
    Advancement: By character class
    Level Adjustment: -


    "Hey baby you look cold."

    Habanero Dryads appear similar to normal Dryads except their hair is leafy and their skin is green instead of wooden (the exception being their chest and abdomen which are a bright orange. And like most brightly colored things this is nature's way of saying 'do not touch'. Instead of being linked to a tree they are linked to a Habanero bush. This gives them some minor protection as some cultures value the Habanero for food, and virtually no animals want to eat them. Unfortunately for the local populace they will soon find out that Habanero Dryads are far more frisky than regular ones, and they're always on the hunt for trouble. To the detriment of potential encounters, Dryad sweat contains capsaicin, the chemical that makes peppers hot. Simply embracing one has it's perils. Habanero Dryads speak Common, Elven, and Sylvan.

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

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

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

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

    Spell Like Abilities (Sp): At Will: Barkskin, Entangle, Speak With Plants,
    3/Day: Charm Person, Poison, Cloudkill
    1/Day: Suggestion

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

    Combat: Similar to most Dryads really. They use their spell like abilities to charm potential problems. Or they spit pepper juice in their eyes and grapple till they give up.



    Habanero Dryad
    "Sigh. Lets get this over with."

    No Hugging!

    "Greetings madam, might you have the Left Butt Cheek of Vecna?"

    "That's a helluva thing to say to a woman you just met."

    "He's a Ranger. They're blunt. I'm a Wizard. I'm worse."

    "Then I'll be blunt too: whats in it for me?"

    "The satisfaction of doing a good deed?"

    Frustrating To Deal With

    "AHAHAHAAHAHAHA!"

    "You won't get personally blown up by me in a fit of pique..."

    "He'll do it too. He's crazy."

    "Try the Cactus Dryads at the edge of the forest."
    Last edited by Bhu; 2023-06-24 at 08:44 PM.
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    Cactus Dryad
    Medium Fey
    Hit Dice: 4d6+12 (26 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
    Base Attack/Grapple: +2/+3
    Attack: Fist +4 melee (1d4+1 plus 1d6 Piercing)
    Full Attack: 2 Fists +4 melee (1d4+1 plus 1d6 Piercing)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities, Thornskin
    Special Qualities: Damage Reduction 5/Cold Iron, Cold Vulnerability, Cactus Dependent, Immune to Heat, Wild Empathy
    Saves: Fort +3, Ref +6, Will +7
    Abilities: Str 12, Dex 14, Con 14, Int 14, Wis 17, Cha 16
    Skills: Handle Animal +5, Hide +9, Intimidate +10, Knowledge (Nature) +9, Listen +8, Move Silently +9, Search +6, Sense Motive +8, Spot +8, Survival +6, Use Magic Device +5
    Feats: Improved Toughness, Weapon Finesse
    Environment: Warm Deserts
    Organization: Solitary, or Clsuter (4-7)
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Usually Chaotic Neutral
    Advancement: By Character Class
    Level Adjustment: -

    "Oopsie!"

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

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

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

    Thornskin (Ex): Cactus Dryads do +1d6 piercing damage with their fists or grapple checks. Anyone striking them with an unarmed strike or natural weapon, or making a Grapple attempt against them takes 1d6 points of piercing damage.

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

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

    Combat: Generally the Dryads will Camouflage themselves and Hide. If the opponents are close they'll cast Critical Strike and try to surprise them, if not they'll use Quill Blast. Or Briar Web and then Dehydrate.




    Cactus Dryad
    "Careful. Cactus Dryads can be prickly."

    DANGER HUGS!

    "Greetings madam, might you have the Left Butt Cheek of Vecna?"

    "What the hell did you just say?

    "We're trying to track down an artifact said to be held by Dryads here."

    "Who's we?"

    "We're a couple of insurance company employees turned adventurers out of necessity."

    Spookier Than the Average Dryad

    "You're joking, right?"

    "Afraid not."

    "Now about that Cheek..."

    "Try the Seaweed Dryads further down the coast."
    Last edited by Bhu; 2023-06-24 at 08:52 PM.
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    Seaweed Dryad
    Medium Fey (aquatic)
    Hit Dice: 4d6+8 (22 hp)
    Initiative: +0
    Speed: Swim 30 ft. (6 squares)
    Armor Class: 15 (+5 Natural), touch 10, flat-footed 15
    Base Attack/Grapple: +2/+6
    Attack: Grapple +6 (Grapple)
    Full Attack: Grapple +6 (Grapple)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities, Improved Grab, Constrict (2d3+8)
    Special Qualities: Damage Reduction 5/Cold Iron, Seaweed Dependent
    Saves: Fort +5, Ref +4, Will +4
    Abilities: Str 19, Dex 10, Con 14, Int 15, Wis 11, Cha 18
    Skills: Escape Artist +7, Hide +14 (+18 in Seaweed), Knowledge (Nature) +11, Listen +7, Move Silently +11, Spot +7, Survival +7 (+9 above ground), Swim +19
    Feats: Great Fortitude, Skill Focus (Hide)
    Environment: Warm or Temperate Aquatic
    Organization: Solitary, or
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Usually Chaotic Neutral
    Advancement: By Character Class
    Level Adjustment: --


    "So...come here often sailor?"


    Seaweed Dryads appear as greenish women with long hair made of seaweed. They are sometimes a little friendlier to sailors than land Dryads are to people, but they are somewhat deadlier as well. Even the animals leave them alone. Not so much because they're more powerful, they're just more willing to do some damage. Seaweed Dryads speak Common, Elven, and Sylvan.

    Spell-Like Abilities (Sp): Caster Level 6, Save DC's are Wisdom based.
    At will: Entangle (DC 11), Kelpstrand, Speak With Plants
    3/day: Water Breathing, Charm Person (DC 11), Commune With Nature
    1/day: Suggestion (DC 13)
    Spells not in the PHB may be found in the Spell Compendium.

    Improved Grab (Ex): The Seawead Dryad may make a Grapple attempt without provoking attacks of opportunity.

    Constrict(Ex): The Seaweed Dryad does 2d3+8 with a successful Grapple check.

    Seaweed Dependent (Su): This is the same as the Tree Dependent ability regular Dryads have (see MM page 90-91), except instead of a tree it's a patch of seaweed.

    Skills: A Seaweed Dryad has a +4 Racial Bonus to Hide and Move Silently checks (Hide Bonus increases to +8 in seaweed) and a +8 Racial Bonus to Swim checks. they may always take 10 on a Swim check, and may use the Run Action while swimming in a straight line.

    Combat: Seaweed Dryads usually lure surface dwellers in for a kiss promising them use of their Water Breathing spell. Then they Grapple. If a Grapple wont bring them down they'll try spells, or whatever weapon they may have found. Usually they hide if they think they can't confront someone.



    Seaweed Dryad
    "This is getting tedious."

    Capricious

    "Greetings madam, might you have the Left Butt Cheek of Vecna?"

    "What, no introduction?

    "I'm Harlan Jurgens, and this is my friend Jim."

    "And what makes you think I have the Cheek?"

    "The Cactus Dryad."

    Sometimes They Can Be 'Drowney'

    "Those (beeeeeeeep)!"

    "Saw that coming..."

    "So do you have it?"

    "Try the Moss Dryads back towards the forest."
    Last edited by Bhu; 2023-06-24 at 08:55 PM.
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  17. - Top - End - #557
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    Dryad, Moss
    Medium Fey
    Hit Dice: 4d6+8 (22 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (+3 Dex, +3 Natural), touch 13, flat-footed 13
    Base Attack/Grapple: +2/+2
    Attack: Dagger +5 melee (1d4)
    Full Attack: Dagger +5 melee (1d4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities
    Special Qualities: DR 5/Cold Iron, Moss Dependent, Wild Empathy, Fast Healing 5
    Saves: Fort +5, Ref +7, Will +7
    Abilities: Str 10, Dex 16, Con 14, Int 14, Wis 16, Cha 17
    Skills: Escape Artist +8, Hide +9, Intimidate +8, Knowledge (Dungeoneering) +7, Knowledge (Nature) +9, Listen +9, Move Silently +9, Spot +9, Survival +9, Use Rope +9
    Feats: Great Fortitude, Weapon Finesse
    Environment: Any Warm except Desert
    Organization: Solitary or Clump (3-6)
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: By Character Class
    Level Adjustment: ---

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

    "Maybe. Who wants ta know."


    Moss Dryads appear to be completely green women with moss for hair. They are unusual for Dryads in that they appear to have an unusual amount of body hair (moss). This combined with their incredibly antisocial nature, the fact that they live in remote areas, and the shallowness of society regarding body hair ensure they live fairly lonely lives. It also makes for many frustrating conversations with the occasional stray adventurer on a mission.

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

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

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

    Combat: Moss Dryads engage opponents with sarcastic banter (preferable from a distance) before coordinating attacks with their sisters. usually they lead off with spells before pelting them with rocks.



    Moss Dryad
    "I'm beginning to think we're unwelcome."

    Sarcastic and Temperamental

    "Greetings madam, might you have the Left Butt Cheek of Vecna?"

    "You adventurers and yer (beep) missions. Go away."

    "Look, I'll be plain. You're the fourth Dryad we've seen today. Someone needs to start talking before I go full Wizard."

    "And what does that mean?"

    "He has weapons of mass destruction."

    Don't Mention Their Fur

    "How do you know I don't have them as well?"

    "We're alive."

    "So..."

    "I don't have it. Ask for the Mushroom Dryads."
    Last edited by Bhu; 2023-06-24 at 08:59 PM.
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  18. - Top - End - #558
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    Dryad, Mushroom
    Medium Fey
    Hit Dice: 4d6+8 (22 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (+3 Dex, +3 Natural), touch 13, flat-footed 13
    Base Attack/Grapple: +2/+2
    Attack: Dagger +5 melee (1d4)
    Full Attack: Dagger +5 melee (1d4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities
    Special Qualities: DR 5/Cold Iron, Mushroom Dependent, Wild Empathy, These Mushrooms are Not For Eating
    Saves: Fort +5, Ref +7, Will +7
    Abilities: Str 10, Dex 16, Con 14, Int 10, Wis 17, Cha 20
    Skills: Bluff +6, Craft (Poison) +5, Diplomacy +6, Escape Artist +7, Hide +8, Intimidate +9, Knowledge (Dungeoneering, Nature) +3, Listen +7, Move Silently +7, Spot +7, Survival +7
    Feats: Great Fortitude, Weapon Finesse
    Environment: Any Warm except Desert
    Organization: Solitary or Clump (3-6), plus any number of Badgers or Dire Badgers
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: By Character Class
    Level Adjustment: ---

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

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

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

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

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

    These Mushrooms are Not For Eating (Ex): Anyone attacking a Mushroom Dryad with a Bite Attack must make a DC 14 Fortitude Save or be mildly poisoned. Initial and Secondary Damage is 1d4 Wisdom. If a Mushroom Dryad is Swallowed Whole, the opponent must Save each round the Dryad is in it's stomach. Dead Mushrooms have Hardness 5 against everything but Cold Iron. Even if the Dryad is dead. Don't eat mushrooms kids.

    Combat: Aside from daring their opponents to lick them, Mushroom Dryads generally rely on their Spell-Like Abilities for combat. And their beloved badgers. Many a minor adventurer has fallen victim to the furry force field living within the Mushroom Dryads vicinity.



    Mushroom Dryad
    "Round five..."

    Do Not Accept Food From Them

    "Greetings madam, might you have the Left Butt Cheek of Vecna?"

    "You keep away from my badgers!"

    "Relax madam, I am fluent in small forest critter."

    "We ain't got no Cheeks here. The artifacts get passed about so's they're never predictably in one place."

    "So you don't have it then?"

    Mind teh Badgers

    "Nope. Would you like some mushroom beer?"

    "Sorry, we're on duty."

    "So who's next in line?"

    "The Banana Dryads. Careful. They'll gitcha."
    Last edited by Bhu; 2023-06-24 at 09:04 PM.
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  19. - Top - End - #559
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    Dryad, Banana
    Medium Fey
    Hit Dice: 4d6 (14 hp)
    Initiative: +5
    Speed: 30 ft. (6 squares)
    Armor Class: 18 (+5 Dex, +3 Natural), touch 15, flat-footed 13
    Base Attack/Grapple: +2/+2
    Attack: Dagger +7 melee (1d4)
    Full Attack: Dagger +7 melee (1d4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities
    Special Qualities: DR 5/Cold Iron, Banana Tree Dependent, Wild Empathy, Banana Dance
    Saves: Fort +3, Ref +9, Will +7
    Abilities: Str 10, Dex 20, Con 10, Int 11, Wis 16, Cha 20
    Skills: Bluff +9, Diplomacy +9, Hide +9, Knowledge (Nature) +5, Listen +7, Move Silently +9, Perform (Dance) +10, Spot +7, Survival +7, Use Rope +9
    Feats: Great Fortitude, Weapon Finesse
    Environment: Warm Forests
    Organization: Solitary or Grove (4-7)
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: By Character Class
    Level Adjustment: ---

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

    "Yes. Yes I am. Behold my yellowness, and know fear."

    Food bananas are an odd organism. They're all quite literally clones of each other. This has led to some odd qualities among Banana Dryads, and many consider them the spooky mutants of the Dryad family. There are certainly among the most astriking Dryads with their bright yellow leathery skin. Mutations are common however, and some of them have certain mental and physical oddities, such as extra fingers, or a belief that blue is evil. They also seem to have a weird affinity for Enchantment magics.

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

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

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

    Banana Dance (Su): Ass an Action, the Banana Dryad can make a Perform (Dance) Check. The Banana Dryad can use this to Fascinate all Living Beings within 60 ft. unless they make a Willpower Save (Save DC is equal to the Perform Check). The affected creatures must make another Save against the Dryads original Perform Check each round, and the effect ends if they succeed, or they are attacked. The Dryad may do this a number of times per day equal to her Cha modifier.

    Combat: Banana Dryads usually open with their Banana Dance while their partners sneak up on their opponents and bash them over the head.



    Banana Dryad
    "This should be fun."

    High Weirdness

    "Greetings madam, might you have the Left Butt Cheek of Vecna?"

    "Holy (beep), is tht a Gnome?"

    "I am."

    "Is it true you're descended from Burrow Owls?"

    "Ma'am, were in kind of a hurry..."

    Don't Stare, It Gives Them Opportunity

    "Hoot for me!"

    "Look here..."

    "Do you have the cheek or not?"

    "The Rosebush Dryads should have it. Sure you can't hoot just once?"
    Last edited by Bhu; 2023-06-24 at 09:11 PM.
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  20. - Top - End - #560
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    Rosebush Dryad
    Medium Fey
    Hit Dice: 4d6 (14 hp)
    Initiative: +5
    Speed: 30 ft. (6 squares)
    Armor Class: 18 (+5 Dex, +3 Natural), touch 15, flat-footed 13
    Base Attack/Grapple: +2/+2
    Attack: Dagger +8 melee (1d4)
    Full Attack: Dagger +8 melee (1d4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities, Luv Advice
    Special Qualities: DR 5/Cold Iron, Bush Dependent, Wild Empathy
    Saves: Fort +1, Ref +9, Will +6
    Abilities: Str 10, Dex 20, Con 10, Int 13, Wis 14, Cha 20
    Skills: Bluff +10, Diplomacy +10, Gather Information +10, Heal +8, Hide +10, Knowledge (Nature) +7, Listen +7, Move Silently +10, Sense Motive +7, Spot +7, Survival +7, Use Magic Device +11
    Feats: Ability Focus (Luv Advice), Weapon Focus (Dagger)
    Environment: Any Warm or Temperate (except Aquatic and Desert)
    Organization: Solitary or Garden (5-10)
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Usually Chaotic Good
    Advancement: By Character Class
    Level Adjustment: ---

    "Madam I don't want or need marital advice, I need directions."

    Rosebush Dryads are greenish Dryads with red rose petals for hair. They tend to be somewhat snarky, and specialize in giving mischievous love advice to people who should know better than to listen to them. They also tend to hoard shiny things like jewelry and gold if they can get their hands on them. Accent on the word if. Most people don't trust their personal shinies near the local Dryads. Or their sons and daughters for that matter. Rosebush Dryads speak Common, Elven, and Sylvan.

    Spell-Like Abilities (Sp): At will: Briarweb, Camouflage, Thornskin. 3/day: Charm Person (DC 16), Mind Fog (DC 20), Speak With Plants. 1/day: Hold Person (DC 18). Caster Level 6.

    Luv Advice (Su): If the Rosebush Dryad can con it's opponent into discussing their love life, she can give out Luv Advice as a Full Round Action. This effect is identical to the Suggestion spell but the Rosebush Dryad can only use it to give suggestions on an opponents romantic life. She can however use it to give suggestions that aren't entirely reasonable ("Women love it when you lather them in butter. Yup yup."). She still can't suggest anything immediately harmful or suicidal ("Women love it when you run up to the King and stab him with a spear."). DC 19 Willpower Save negates.

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

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

    Combat: Rosebush Dryads are lovers, not fighters. If their spell-like abilities don't suffice they generally try seducing their would-be opponent, or chatting with him until they can manipulate the conversation into talking about his love life which is generally when they tend to be their most dangerous.



    Rosebush Dryad
    "It's possible I dislike Dryads even more now."

    Questionable Advice

    "Greetings madam, might you have the Left Butt Cheek of Vecna?"

    "You aren't here for romantic advice?"

    "I require advice from no one."

    "How about you handsome?"

    "Ma'am, were being pursued by a cult..."

    Keep An Eye On Your Shinies

    "Which cult?"

    "They probably have a few witches, yes."

    "Bees."

    "I handed it off to the Durian Dryads last week. Good luck."
    Last edited by Bhu; 2023-06-24 at 09:13 PM.
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  21. - Top - End - #561
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    Dryad, Durian
    Medium Fey
    Hit Dice: 4d6+16 (30 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 17 (+7 Natural), touch 10, flat-footed 17
    Base Attack/Grapple: +2/+2
    Attack: Spines +2 melee (1d4)
    Full Attack: Spines +2 melee (1d4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities, Stank
    Special Qualities: DR 5/Cold Iron, Tree Dependent, Wild Empathy, Spiny
    Saves: Fort +7, Ref +4, Will +7
    Abilities: Str 10, Dex 11, Con 19, Int 15, Wis 16, Cha 16
    Skills: Bluff +10, Handle Animal +10, Hide +7, Knowledge (Nature) +11, Listen +10, Move Silently +7, Spot +10, Survival +10
    Feats: Ability Focus (Stank), Great Fortitude
    Environment: Warm Forest
    Organization: Solitary or Clump (3-6)
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: By Character Class
    Level Adjustment: ---

    "Jebus, what is that smell?"

    "It's my natural musk. Of course you don't like it being a musk bigot."

    "Can we just talk for once? I'm not a bigot, it's just that your presence is killing the local flora and fauna."

    "My comment stands."

    The Dryads of Durian fruit trees are chubby, greenish, and kind of spiny. They make up for the stench by being more unreasonable than their more conventional sisters. Despite their smell, many people are said to find their company a very welcome break from the every day humdrum of life.

    Spell-Like Abilities (Sp): At will: Mage Burr (Complete Scoundrel), Speak with Plants, Tree Shape

    3/day: Charm Person, Stinking Cloud, Tree Stride

    1/day: Spike Growth

    Stank (Ex): Living creatures within 10 feet must succeed on a DC 18 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same Dryad's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Constitution-based.

    Tree Dependent (Su): This works exactly like the Dryad ability on page 90 of the MM (except it's a Durian tree).

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

    Spiny (Ex): Opponents who hit the Dryad with an Unarmed Strike, Natural Weapon, or a Grapple take 1d4 plus their own Str Modifier in piercing damage.

    Combat: Durian Dryads tend to be defensive fighters. This does not mean they will not harm you. As a matter of fact once their smell has you on the ground horking your guts up they tend to kick the living crap out of you.



    Durian Dryad
    "Good thing we bought those filters."

    Don't Piss Them Off

    "Greetings madam, might you have the Left Butt Cheek of Vecna?"

    "You the two being chased by the bee cult"

    "Indeed."

    "Yer a little late, I passed it on this morning."

    "Oh for..."

    Surprisingly Friendly

    "No worries, she isn't far."

    "We've heard that before."

    "Where do we go now?"

    "The vampire Cassandra has it. You'll find her at the Guild of Unfortunate Shenanigans in the City of Arrival."
    Last edited by Bhu; 2023-06-24 at 09:15 PM.
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  22. - Top - End - #562
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    Dryad, Vampire

    Vampire Dryad is an Acquired or Inherited Template that can be applied to any Dryad. Traditional Dryad vampires appear as humanoid women with flowers or other vegetation on their head in place of hair. When they become angry, the fangs ad glowing eyes come out though.

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

    Hit Dice: Increase all current and future Hit Dice to d12s.

    Speed: Unchanged.

    Armor Class: The base creature’s natural armor bonus improves by +6.

    Attacks: A vampire retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the vampire retains this ability. A creature with natural weapons retains those natural weapons. A vampire fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A vampire armed with a weapon uses its slam or a weapon, as it desires. A vampire fighting without weapons uses either its slam attack or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.

    Damage: The Vampires Slam attack does 1d6 plus Strength modifier damage.

    Special Attacks: Retains all Special Attacks of the base creature, plus gains the following:

    Spell-Like Abilities (Sp): Replace Charm Person with Speak With Animals, and Deep Slumber with Spike Growth. If it is a type of Dryad that doesn't have those spells, you may replace spells oof a similar Level instead.


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

    Sidekick (Su): Vampires command the flora and fauna of the world and once per day can call forth 1 Plant or Animal or Vermin of CR 6 or less as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

    Charm Gaze (Su): Charm Monster (Caster Level 12th), 30 feet, Willpower Save negates (Save DC is Cha based).

    Create Spawn (Su): A Dryad slain by a Dryad Vampire’s Desiccate attack rises as a free-willed Dryad Vampire 1d4 days after death.

    Desiccate (Su): Living creatures hit by a vampire’s slam attack (or any other natural weapon the vampire might possess) takes 1d6 points of dessication damage per every 4 Hit Dice, and is dehydrated (see page 15 of Sandstorm). A creature that makes a successful Fortitude save takes half damage and is not dehydrated. A plant or elemental of the water subtype instead takes 1d8 points of dessication damage per 4 Hit Dice. For each successful attack, the vampire gains 5 temporary hit points. A vampire can use its Desiccate ability once per round.

    Special Qualities: Retains all Special Qualities of the Base Creature, except Tree (or other plant) Dependent, plus gains the following:

    Alternate Form (Su): The Vampire can assume the form of any Small or Medium Humanoid.

    Damage Reduction (Su): DR increases to DR 10/Cold Iron and Magic.

    Fast Healing (Ex): A vampire 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 uses Master Earth and attempts to escape. Once at rest in its home, 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.

    Meld With Earth (Su): As a standard action, a vampire can cast Master Earth (see Spell Compendium) at will as a Supernatural Ability.

    Resistances (Ex): A vampire has resistance to cold 10 and electricity 10.

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

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

    Saves: Unchanged.

    Abilities: Str +4, Dex +6, +2 Int, +2 Wis, +5 Cha. As an undead creature, a vampire has no Constitution score.

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

    Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Great Fortitude and Improved Initiative, assuming the base creature meets the prerequisites and doesn’t already have these feats.

    Environment: Any, usually same as base creature.

    Organization: Solitary, pair, grove (3-5)

    Challenge Rating: +2

    Treasure: Double Standard

    Alignment: Any Chaotic

    Advancement: Unchanged.

    Level Adjustment: +8

    Example of creature using template here:

    Cassandra (Dryad, Rogue 4, Vampire Dryad)
    Medium Undead
    Hit Dice: 8d12 (52 hp)
    Initiative: +11
    Speed: 30 ft. (6 squares)
    Armor Class: 26 (+7 Dex, +9 Natural), touch 17, flat-footed 19
    Base Attack/Grapple: +5/+8
    Attack: Dagger +12 melee (1d4+3/19-20) or masterwork longbow +13 ranged (1d8/×3) or Slam +12 melee (1d6+3 plus 2d8 dessication)
    Full Attack: Dagger +12 melee (1d4+3/19-20) or masterwork longbow +13 ranged (1d8/×3) or 2 Slams +12 melee (1d6+3 plus 2d8 dessication)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-like abilities, Feast, Sidekick, Charm Gaze, Create Spawn, Dessicate, Sneak Attack +2d6
    Special Qualities: DR 10/Cold Iron and Magic, Alternate Form, Fast Healing, Meld with Earth, Energy Resistance 10 (Cold, Electricity), Fast Healing, Turn Resistance +4, Spider Climb, Trapfinding, Evasion, Uncanny Dodge, Trap Sense +1
    Saves: Fort +4, Ref +15, Will +8
    Abilities: Str 16, Dex 25, Con -, Int 16, Wis 17, Cha 23
    Skills: Bluff +20, Diplomacy +10, Disable Device +7, Disguise +10, Escape Artist +14, Forgery +7, Gather Information +10, Handle Animal +13, Hide +22, Knowledge (local) +7, Knowledge (nature) +12, Listen +18, Move Silently +22, Open Lock +11, Profession (Clerk) +7, Ride +10, Search +15, Sense Motive +11, Sleight of Hand +11, Spot +18, Survival +10, Use Magic Device +10, Use Rope +7 (+9 with bindings)
    Feats: Ability Focus (Charm Gaze), Great Fortitude, Weapon Finesse, Alertness (B), Combat Reflexes (B), Dodge (B), Improved Initiative (B)
    Challenge Rating: 9
    Treasure: Standard
    Alignment: Chaotic Good
    Advancement: By Character Class
    Level Adjustment: +8

    Cassandra is a fairly well controlled vampire, and has refrained from draining others. In fact, she works as a secretary in Arrival for various Adventurer Guilds, with none of them the wiser.




    5E VAMPIRE, DRYAD

    Any Dryad can become a Vampire.

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

    Type. Type changes to Undead with the shapechanger tag.

    Alignment. Any Neutral

    Armor Class. The Base Creatures gains a +2 to AC (Natural Armor).

    Hit Points. The older the vampire, the more hit dice it will have, usually ranging from 6 to 20 Hit Dice..

    Attributes. Base Creature gains +4 to all Ability Scores.

    Saving Throws. Gains Proficiency with Dex, Wis and Cha Saves.

    Damage Resistances. The base creature becomes immune to the following damage types: Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

    Senses. If the base creature has no Darkvision (or it's range is less than 120 feet), it gains Darkvision with a range of 120 feet.

    New Ability: Charm Gaze. The Dryad loses Fey Charm, and replaces it with this ability: When a creature that can see the vampire's eyes starts its turn within 30 feet of the vampire, the medusa can force it to make a DC Wisdom saving throw if the vampire isn't incapacitated and can see the creature. If the saving throw fails the target is affected as if by a Charm Monster spell (Save DC is 8 + Proficiency Bonus + Charisma modifier). The vampire may have a max of 6 creatures Charmed at any one time. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the vampire until the start of its next turn, when it can avert its eyes again. If the creature looks at the vampire in the meantime, it must immediately make the save.

    Altered Ability: Innate Spellcasting. Replace Druidcraft with Thorn Whip. Replace Goodberry with Fog Cloud. Replace Barkskin with Spike Growth. Non-standard Dryad's can shift out up to 3 spells for spells of the same level.

    New Ability: Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.

    New Ability: Master Earth. When it drops to 0 hit points outside its resting place, the vampire instantaneously travels through the earth until it reaches home instead of falling unconscious, provided that it isn’t in sunlight or running water. If it isn't standing on soil or natural rock or plant matter, it is destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

    New Ability: Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

    New Ability: Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

    Vampire Weaknesses. The vampire has the following flaws:

    Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.

    Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.

    Stake to the Heart. If a piercing weapon made of iron is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.

    Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

    New Action: Multiattack. The vampire makes two attacks, only one of which can be a bite attack.

    New Action: Unarmed Strike. The Base Creature gains a Strength based melee attack with a range of 5 feet that does 1d8 plus Str modifier Bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 8 + Proficiency Bonus + Strength modifier).

    New Action: Bite (Vampire Form only). The Base Creature gains a Strength based melee attack with a range of 5 feet that can be used against one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. It does 1d6 + Str modifier piercing damage plus 3d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A Dryad slain in this way rises the following night as an uncontrolled vampire dryad.

    New Action: Sidekicks (1/Day). The vampire magically calls 3d6 creatures of the Plant type that are CR 1/4 or less. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The plantss remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

    New Ability: Shapechanger. The Vampire magically polymorphs into a humanoid that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies.

    In a new form, the Vampire retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

    New Legendary Action: Move. The vampire moves up to its speed without provoking opportunity attacks.

    New Legendary Action: Unarmed Strike. The vampire makes one unarmed strike.

    New Legendary Action: Bite (Costs 2 Actions). The vampire makes one bite attack.


    Vampire Dryad
    "If this is another dead end, I swear I'm pulling the Sphere out of the Bag."

    Unusually Good For Vampires

    "Greetings madam, might you e Cassandra?"

    "Depends on who's asking?"

    "Harlan Jurgens and Jim."

    "Should I know you?"

    "We're well known on the palantir."

    Only Dryads Need Worry About Transformation

    "I don't watch the palantir."

    "We're also being pursued by a bee cult."

    "And we understand you have the Left Butt Cheek of Vecna."

    "Fine. You can have it, but only because Clucky vouches for you."

    "FINALLY!"
    Last edited by Bhu; 2023-06-24 at 09:25 PM.
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  23. - Top - End - #563
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    Default Re: Critters III! Now also in 5e!

    A brief overall comment: Dryad comes from the Greek δρυς, meaning 'oak'; I find it an ill-fitting umbrella term for tree nymphs overall. That aside, to business:

    Quote Originally Posted by Bhu View Post
    Habanero Dryad
    Attack: Dagger
    Huh. I thought they'd carry (wait for it) a mace.

    Spell Like Abilities (Sp): Same as regular Dryad.
    Tree Stride, Tree Shape and even Deep Slumber seem odd picks for these. I could see these gals packing something fire-based, myself.

    Quote Originally Posted by Bhu View Post
    Cactus Dryad
    Skills: Handle Animal +5, Hide +10, Intimidate +13, Knowledge (Nature) +12, Listen +8, Move Silently +10, Sense Motive +8, Spot +8, Survival +6
    How did it end up with so many skill ranks in Hide, Intimidate, Knowledege (n) and Move Silently?

    Thornskin (Ex): Cactus Dryads do +1d6 piercing damage with their fists or grapples. Anyone striking them with an unarmed strike or natural wepaon, or grappling them takes 5 points of piercing damage.
    Do these stack (it grapples, deals extra damage; it's grappled back, it deals more extra damage)?

    Quote Originally Posted by Bhu View Post
    Seaweed Dryad
    Skills: Escape Artist +7, Hide +14, Knowledge (Nature) +11, Listen +7, Move Silently +11, Spot +7, Survival +7 (+9 above ground), Swim +19
    Skills: A Seaweed Dryad has a +4 Racial Bonus to Hide and Move Silently checks (Hide Bonus increases to +8 in seaweed) and a +8 Racial Bonus to Swim checks. they may always take 10 on a Swim check, and may use the Run Action while swimming in a straight line.
    Hide +14 (+18 in seaweed), perhaps?

    Alignment: Usually Chaotic Neutral
    Combat: Seaweed Dryads usually lure surface dwellers in for a kiss promising them use of their Water Breathing spell. Then they Grapple. If a Grapple wont bring them down they'll try spells, or whatever weapon they may have found. Usually they hide if they think they can't confront someone.
    If that's how you define Neutral, I'm not sure I want to see your Evil!

    Quote Originally Posted by Bhu View Post
    Dryad, Moss
    Skills: Escape Artist +8, Hide +9, Intimidate +8, Knowledge (Dungeoneering, Nature) +7, Listen +9, Move Silently +9, Spot +9, Survival +9, Use Rope +9
    The +2 synergy bonus to Knowledge (n) seems not to be factored in.

    Quote Originally Posted by Bhu View Post
    Dryad, Mushroom
    Organization: Solitary or Clump (3-6)
    How come that line doesn't involve non-summoned badgers, I wonder?

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

    Moss Dryad
    Huh?

    "Relax madam, I am fluent in small forest critter."
    Now, that's a line!

    Quote Originally Posted by Bhu View Post
    Dryad, Banana
    Special Qualities: DR 5/Cold Iron, Moss Dependent
    Probably not the latter.

    Skills: Bluff +9, Diplomacy +9, Hide +9, Knowledge (Nature) +4, Listen +7, Move Silently +9, Perform (Dance) +10, Spot +7, Survival +7, Use Rope +9
    I count 1 skill point still available.

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

    Banana Dance (Su): By making a Perform (Dance) Check the Banana Dryad can Fascinate all Living Beings within 60 ft. unless they make a Willpower Save (Save DC is equal to the Perform Check).
    What action? How long does it last? How often can it pull this?

    Combat: Banana Dryads usually open with their Banana Dance
    …but I'll assume it doesn't always work.

    "Holy (beep), is tht a Gnome?"

    "I am."

    "Is it true you're descended from Burrow Owls?"
    Keep dreaming, Gnomes, keep dreaming!

    Quote Originally Posted by Bhu View Post
    Rosebush Dryad
    Skills: Bluff +10, Diplomacy +10, Gather Information +10, Hide +10, Knowledge (Nature) +7, Listen +7, Move Silently +10, Sense Motive +7, Spot +7, Survival +7
    I count 12 skill points still available.

    Quote Originally Posted by Bhu View Post
    Dryad, Durian
    Skills: Bluff +10, Handle Animal +10, Hide +7, Knowledge (Nature) +9, Listen +10, Move Silently +7, Spot +10, Survival +10
    2 skill points remain unspent (maybe the synergy to Knowledge (n) again?).

    Tree Dependent (Su): This works exactly like the Dryad ability on page 90 of the MM.
    Technically, that ability references an enormous oak tree, specifically.

    Quote Originally Posted by Bhu View Post
    Dryad, Vampire
    Spell-Like Abilities (Sp): Replace Charm Person with Speak With Animals, and Deep Slumber with Spike Growth.
    What if it doesn't have either of those?

    Feast (Ex): A Dryad Vampire can suck fluids from a living Plant with its fangs by making a successful grapple check. If it pins the foe, it drains fluids, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.
    NOOOO!

    Desiccate (Su): Living creatures hit by a vampire’s slam attack (or any other natural weapon the vampire might possess) takes 1d6 points of dessication damage per caster level (maximum 10d6) and is dehydrated (see page 15 of Sandstorm). A creature that makes a successful Fortitude save takes half damage and is not dehydrated. A plant or elemental of the water subtype instead takes 1d8 points of dessication damage per 4 caster levels. Caster Level is equal to the Dryad Vampires Hit Dice. For each successful attack, the vampire gains 5 temporary hit points. A vampire can use its Desiccate ability once per round.
    Why the CL thing? It's Su; it could be based on HD directly.

  24. - Top - End - #564
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    Default Re: Critters III! Now also in 5e!

    Did the big edit, and God willing if I have time tomorrow we'll tie up the Bee-Gurl story.
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  25. - Top - End - #565
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    Did the big edit, and God willing if I have time tomorrow we'll tie up the Bee-Gurl story.
    Ran out of beestuff already? (Just kidding; colour me curious.)

  26. - Top - End - #566
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    Bee-Gurl, Scout
    Medium Monstrous Humanoid
    Hit Dice: 4d8 (18 hp)
    Initiative: +5
    Speed: 30 ft. (6 squares)
    Armor Class: 12 (+1 Dex, +1 Natural), touch 11, flat-footed 11
    Base Attack/Grapple: +4/+4
    Attack: Spear +4 melee (1d8/x3) or +5 ranged (1d8/x3)
    Full Attack: Spear +4 melee (1d8/x3) or +5 ranged (1d8/x3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities
    Special Qualities: Alternate Form, Darkvision 60 ft., SR 14
    Saves: Fort +1, Ref +5, Will +4
    Abilities: Str 11, Dex 13, Con 11, Int 12, Wis 10, Cha 12
    Skills: Bluff +4, Concentration +4, Diplomacy +4, Disguise +4, Hide +4, Intimidate +4, Listen +5, Spot +5
    Feats: Dodge, Improved Initiative, Alertness (B), Persuasive (B)
    Environment: Any Temperate Land
    Organization: Solitary, pair, gang (3–4), troupe (2–13 Scouts, 2–5 Soldiers, and 2–4 Princesses), or hive (20–160 Scouts, 10–80 Soldiers, 10–40 Princesses, and 1 Queen)
    Challenge Rating: 3
    Treasure: Double Standard
    Alignment: Usually Lawful Evil
    Advancement: By Character Class (usually Bee-Guiler)
    Level Adjustment: +2

    Bee-Gurls are said to be descended from humans whose bloodline has been magically mingled with that of bees. Most of society doesn't realize they exist, as Bee-Gurls are naturally paranoid and somewhat xenophobic. Mostly because their Queens are hellbent on world domination. Bee-Gurls speak Common, along with two languages from nearby Humanoid species whose societies they try to infiltrate. Scouts are those infiltrators, and they seek out resources and spy on local species considered rivals for said resources. Many also foment rebellions. Scouts appear similar to whatever Humanoid species is prevalent nearby, except perhaps for oddly colored hair or compound eyes which they usually strive to hide.

    Spell-Like Abilities (Sp): At Will: Detect Poison. 1/day: Animal Trance, Buzzing Bee (see Spell Compendium), Cause Fear, Charm Person, Swift Fly (see Spell Compendium). Caster Level 6th.

    Alternate Form (Su): All Bee-Gurls can assume the form of a Fine to Medium bee as a supernatural ability. This ability is similar to a polymorph spell (caster level 19th), but a Bee-Gurl does not regain any hit points for changing form, and it can only assume bee forms. The Bee-Gurl loses her natural weapons (if any)and gains the natural weapon of the bee form it assumes. If the Bee-Gurl has a poisonous sting of its own, it uses her own or the bee’s poison, whichever is more potent.

    Skills: A Scout gains a +5 Bonus to Disguise Checks when trying to appear as the Humanoid race it resembles.

    Combat: Scouts rarely enter combat, and prefer to call for backup. They are considered to be too valuable to throw their lives away.



    Buzzing Bee
    1st Level Conjuration
    Casting Time: 1 Action
    Range: 90 feet
    Components: V, S, M (a pinch of honey)
    Duration: Concentration, up to 1 Minute
    This spell summons a magical bee, which you can direct to 1 creature within that spells range. That target has Disadvantage on Constitution (Concentration) Checks for the duration of the spell.

    Bee-Gurl Scout
    "So we have the cheek. Now what, we have no idea where they're holding the pig."

    Spies and Saboteurs

    "Maybe we can ask that lady with the be colored hair who keeps staring at us."

    "YOU AIN'T GETTIN' NUTHIN' FROM ME!"

    "Subtle these cultists are..."

    "We have you now! Reinforcements are on the way!"

    "So...in the meantime we're alone...."

    Antennae? No These Are Inflamed Lymph Nodes. Are They Noticeable?

    "I ain't tellin' you the Queen has the pig."

    "Well I guess we won't ask then."

    "Wouldn't want you to get in trouble."

    "OVER HERE SISTERS!"
    Last edited by Bhu; 2023-07-07 at 09:04 PM.
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    Bee-Gurl, Soldier
    Medium Monstrous Humanoid
    Hit Dice: 7d8+7 (38 hp)
    Initiative: +6
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
    Base Attack/Grapple: +7/+8
    Attack: Spear +8 melee (1d8+1/x3) 0r Spear +9 ranged (1d8+1/3), or Bite +9 melee (1d6+1 plus poison)
    Full Attack: Spear +8/+3 melee (1d8+1/x3) 0r Spear +9 ranged (1d8+1/3), or Bite +9 melee (1d6+1 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison, Spell-Like Abilities, Sweat Venom
    Special Qualities: Alternate Form, Hivemind, Darkvision 60 ft., Scent, SR 16
    Saves: Fort +3, Ref +7, Will +9
    Abilities: Str 13, Dex 15, Con 13, Int 18, Wis 18, Cha 16
    Skills: Concentration +10, Hide +12, Intimidate +13, Listen +15, Move Silently +12, Spot +15, Survival +7
    Feats: Dodge, Improved Initiative, Weapon Finesse, Alertness (B), Improved Grapple (B)
    Environment: Any Temperate Land
    Organization: Solitary, pair, gang (3–4), troupe (2–13 Scouts, 2–5 Soldiers, and 2–4 Princesses), or hive (20–160 Scouts, 10–80 Soldiers, 10–40 Princesses, and 1 Queen)
    Challenge Rating: 5
    Treasure: Double Standard
    Alignment: Usually Lawful Evil
    Advancement: By Character Class (Usually Bee-Guiler)
    Level Adjustment: +5

    Soldiers look much less human than Scouts, having bee-like eyes, antennae, and occasional chitinous plates (color schemes vary by hive). Their teeth are quite sharp, and they have a stinger-like tongue. A modification necessary to help hide them when disguised. They are sent as cheap muscle to help the Scouts, or murder anyone who finds out the truth about the Hive. Most soldiers guard the Hive, and are only seen outside it when they are sent as a raiding party.

    Spell-Like Abilities (Sp): At Will: Detect Poison 3/Day: Animal Trance, Buzzing Bee (see Spell Compendium), Cause Fear. 1/Day: Fly, Neutralize Poison, Suggestion. Caster Level 8th.

    Poison (Ex): Injury, DC 14 Fort Save (Save DC is Con based), Initial and Secondary damage 1d6 Con.

    Sweat Venom (Su): Bee-Gurls can exude a venom from their bodies that coat it like honey. It gives a +2 Bonus to Grapple Checks. Anything that Grapples (or is grapples by) the Bee-Gurl, or that strikes it with an unarmed strike or natural attack risks being poisoned. Contact, DC 14 Fort Save (Save DC is Con based), Initial and Secondary damage is 1d6 Dexterity. If the Bee-Gurl pins her foe in a grapple the Save DC rises to 16. This poison becomes inert 1 round after it leaves the Bee-Gurls body, and Bee-Gurls are immune to it's effects. This ability may be turned on or off once per turn as a Free Action.


    Alternate Form (Su): All Bee-Gurls can assume the form of a Fine to Medium bee as a supernatural ability. This ability is similar to a polymorph spell (caster level 19th), but a Bee-Gurl does not regain any hit points for changing form, and it can only assume bee forms. The Bee-Gurl loses her natural weapons (if any)and gains the natural weapon of the bee form it assumes. If the Bee-Gurl has a poisonous sting of its own, it uses her own or the bee’s poison, whichever is more potent.

    Hivemind (Ex): All Bee-Gurls within 50 miles of their Queen 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-Gurl in a group is considered flanked unless all of them are.

    Combat: Soldiers are fairly tactically sound due to their Hivemind ability. Most of them poison opponents, before using Fly to escape and let their poison do it's work, and then come back to finish off weakened opponents.



    Bee-Gurl Soldier
    "Four? They only sent 4 of you?"

    Cheap Muscle

    "Maybe the others got lost."

    "In our defense, the other ladies are fighting the other religious cults. It's brawling day on the Street of the Gawds."

    "Four of you isn't enough."

    "We'll be the judge of that."

    "Madam, I don't think you quite realize what you've gotten yourselves into."

    Not For Touching

    "A mortal and an Old Gnome? Ha! Next you'll tell us you have a Sphere of Annihilation in a Bag of Holding."."

    "We do, actually."

    "We really do."

    "Okay, this is officially above our pay grade. Time to call in the big guns."
    Last edited by Bhu; 2023-07-07 at 09:12 PM.
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    Bee-Gurl, Princess
    Large Monstrous Humanoid
    Hit Dice: 9d8+18 (58 hp)
    Initiative: +8
    Speed: 30 ft. (6 squares), Fly 40 ft. (Good)
    Armor Class: 23 (-1 Size, +4 Dex, +10 Natural), touch 13, flat-footed 19
    Base Attack/Grapple: +9/+19
    Attack: Spear +10 melee (2d6+3/x3) or Spear +12 ranged (2d6+2/x3) or Sting +12 melee (2d6+3 plus poison)
    Full Attack: Spear +10/+5 melee (2d6+3/x3) or Spear +12 ranged (2d6+3/x3) or Sting +12 melee (2d6+3 plus poison)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Aversion, Constrict 2d4+3, Improved Grab, Poison, Sweat Venom, Spell-Like Abilities
    Special Qualities: Alternate Form, Hivemind, Darkvision 60 ft., Scent, SR 18
    Saves: Fort +5, Ref +10, Will +11
    Abilities: Str 15, Dex 19, Con 15, Int 20, Wis 20, Cha 18
    Skills: Bluff +15, Concentration +14, Diplomacy +17, Intimidate +16, Knowledge (any 2) +15, Listen +17, Spot +17
    Feats: Ability Focus (Aversion), Dodge, Improved Initiative, Mobility, Weapon Finesse (B), Alertness (B), Improved Grapple (B)
    Environment: Any Temperate Land
    Organization: Solitary, pair, gang (3–4), troupe (2–13 Scouts, 2–5 Soldiers, and 2–4 Princesses), or hive (20–160 Scouts, 10–80 Soldiers, 10–40 Princesses, and 1 Queen)
    Challenge Rating: 7
    Treasure: Double Standard
    Alignment: Usually Lawful Evil
    Advancement: By Character Class (Usually Bee-Guiler)
    Level Adjustment: +7

    Princesses are the royalty of Bee-Gurl society, and see to the day to day operations of the Hive. Each has her own specialty, such as one for warfare, one for food production, and all report directly to the Queen. Indeed it is mostly the Princesses who ever truly see the Queen, and should she die one of them will replace her as the new Queen. Statistically this is unlikely as Queens are virtually immortal, but adventurers have the oddest luck. Princesses look like anthropomorphic bee women, with humanoid faces. Many find them disconcerting.

    Spell-Like Abilities (Sp): At Will: Animal Trance, Buzzing Bee (see Spell Compendium), Cause Fear, Detect Poison. 3/Day: Greater Magic Fang, Neutralize Poison, Suggestion. 1/Day: Beehave!. Caster Level 10th.

    Poison (Ex): Injury, DC 16 Fort Save (Save DC is Con based), Initial and Secondary damage 1d6 Con.

    Aversion (Su): A Bee-Gurl can create a compulsion effect targeting one creature within 30 feet. The target must succeed on a DC 20 Will save or gain an aversion to bees for 10 minutes. Affected creatures must stay at least 20 feet away from any bee or bee-like creature, alive or dead; if already within 20 feet, they move away. A subject unable to move away, or one attacked by bees or bee-like creatures, is overcome with revulsion. This revulsion reduces the creature’s Dexterity score by 4 points until the effect wears off or the subject is no longer within 20 feet of a bee or bee-like creature. This ability is other-wise similar to antipathy as the spell (caster level 16th). The save DC is Charisma-based.

    Sweat Venom (Su): Bee-Gurls can exude a venom from their bodies that coat it like honey. It gives a +2 Bonus to Grapple Checks. Anything that Grapples (or is grapples by) the Bee-Gurl, or that strikes it with an unarmed strike or natural attack risks being poisoned. Contact, DC 16 Fort Save (Save DC is Con based), Initial and Secondary damage is 1d6 Dexterity. If the Bee-Gurl pins her foe in a grapple the Save DC rises to 19. This poison becomes inert one round after it leaves the Bee-Gurls body, and Bee-Gurls are immune to it's effects. This ability may be turned on or off once per turn as a Free Action.

    Alternate Form (Su): All Bee-Gurls can assume the form of a Fine to Medium bee as a supernatural ability. This ability is similar to a polymorph spell (caster level 19th), but a Bee-Gurl does not regain any hit points for changing form, and it can only assume bee forms. The Bee-Gurl loses her natural weapons (if any)and gains the natural weapon of the bee form it assumes. If the Bee-Gurl has a poisonous sting of its own, it uses her own or the bee’s poison, whichever is more potent.

    Hivemind (Su): All Bee-Gurls within 50 miles of their Queen 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-Gurl in a group is considered flanked unless all of them are.

    Combat: Princesses usually direct fighting from the rear, using Aversion and their Spell-Like Abilities to direct the fray.



    Magic Fang
    2nd Level Transmutation
    Casting Time: 1 Bonus Action
    Range: Touch
    Components: V, S
    Duration: 1 Hour
    You touch a creature with a natural weapon, such as a claw or unarmed strike. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.


    Bee-Gurl Princess
    "My, she's a big one."

    Simultaneously Managers and Secretaries

    "This should be fun."

    "Why have I been summoned here?"

    "Your...forces...aren't enough to do the job."

    "Nothing I can't handle."

    "Ask us what's in the bag."

    Petty Tyrants

    "Oh. It's you too."

    "Up close and personal."

    "Sure you wanna do this?"

    "Fools. You didn't count on our mercenaries."
    Last edited by Bhu; 2023-07-07 at 09:24 PM.
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  29. - Top - End - #569
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    Evil Clown

    Evil Clown is an Acquired Template that can be applied to any creature who fails a Save against the Bee-Clowned spell. Evil Clowns are used to wipe out cities. They're fast, they're tough, and utterly without mercy.

    Size and Type: Size is Unchanged, Type becomes Outsider (Extraplanar, Chaos, Evil). Do not recalculate base attack bonus, saves, or skill points.

    Hit Dice: Base creature now has maximum hit points per die.

    Speed: You may now teleport at will to any distance equal to your land speed (this is a Supernatural effect). For example if your land speed is 30 feet, you can teleport to any location in 30 feet you can see.

    Armor Class: Base Creature gains a +15 Insight Bonus and a +20 Dodge Bonus to Armor Class.

    Attacks:
    If the base creature has natural weapons, it uses them. If not it gains a Slam attack. The number of Slams it can make depends on the base creatures HD: 1-3 (3), 4-7 (4), 8-11 (5), 12-15 (6), 16-19 (7), 20-23 (8), every four more HD (+1).

    Damage: The base creatures Primary Natural attack increases to 2d8 plus Str Modifier, unless it's already higher. If it gains Slams, they do 2d8+Str Modifier.

    Special Attacks: Retains all Special Attacks of the base creature, plus gains the following:

    Spell-like Abilities (Sp): At will: Expeditious Retreat (invisible bike), Melf's Acid Arrow (pie to the face), Shadow Conjuration (shadow puppets), Summon Nature's Ally IV (balloon animals). 3/Day: Dominate Monster (ventriloquist dummy), Otto's Irresistible Dance), Phantasmal Killer.

    Coulrophobia (Su): Any living creature within 60 feet who can see an Evil Clown must make a Willpower Save (Save DC is equal to 10 plus 1/2 HD plus Cha modifier) or be Shaken for the duration of the encounter. This is a Mind-affecting Effect.

    Fear is the Mind Killer (Su): You gain a +15 Insight Bonus to damage rolls against opponents who are suffering from any Fear effect.

    Natural attacks are considered Epic and Chaotic and Evil for purposes of overcoming Damage Reduction.

    Special Qualities: Retains all Special Qualities of the base creature, plus gains the following:

    Spell Resistance equal to (Hit Dice times 5), unless it's already higher.

    Damage Reduction (Epic): Amount depends on base creatures Hit Dice: 1-7 HD (DR 5), 8-15 (DR 10), 16+ (DR 15). If the creature already has DR/Magic it becomes DR/Epic. If it had DR/Magic and Cold Iron it is now DR/Epic and Cold Iron. If it had no DR, it gains DR/Epic in the listed amount.

    Fast Healing 20

    Telepathy 60 feet

    Saves: Unchanged.

    Abilities: +10 Str, +12 Dex, +10 Con, +10 Wis, +10 Cha

    Skills: Unchanged.

    Feats: Unchanged.

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: Up to 6 HD, as base creature +16; 7 HD to 15 HD, as base creature +13; 16+ HD, as base creature +10

    Treasure: Unchanged.

    Alignment: Always Chaotic Evil.

    Advancement: Unchanged.

    Level Adjustment: ---

    Carrionette (Lunar Ravager/Evil Clown)
    Large Outsider (Extraplanar, Chaos, Evil)
    Hit Dice: 14d8+126 (238 hp)
    Initiative: +13
    Speed: Teleport 40 ft. (8 squares)
    Armor Class: 58 (-1 Size, +9 Dex, +5 Natural, +15 Insight, +20 Dodge), touch 53, flat-footed 29
    Base Attack/Grapple: +7/+22
    Attack: Masterwork Battleaxe +19 (2d6+11/x3) or Slam +18 melee (2d8+11)
    Full Attack: Masterwork Battleaxe +19/+14 (2d6+11/x3) or 6 Slams +18 melee (2d8+11)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Spell-Like Abilities, Coulrophobia, Fear is the Mind Killer, Enhanced Natural Attacks
    Special Qualities: Superior Low-light Vision, DR 10/Epic and Cold Iron, Clairaudience/Clairvoyance, Moon Rider, SR 90, Fast Healing 20, Telepathy 60 feet
    Saves: Fort +13, Ref +18, Will +16
    Abilities: Str 33, Dex 28, Con 28, Int 11, Wis 24, Cha 18
    Skills: Hide +21, Jump +14, Knowledge (Nature) +19, Listen +26, Move Silently +25, Spot +26, Survival +26
    Feats: Cleave, Improved Initiative, Power Attack, Track, Weapon Focus (Battleaxe)
    Challenge Rating: 20
    Treasure: Standard
    Alignment: Chaotic Evil
    Advancement: By Character Class
    Level Adjustment: ---
    The Carrionette used to be just an average, every day madman killing and eating people, before becoming victim of a spell. Now he's a flesheating maniac in clown makeup.



    "Behold our magnificent Clowns!"

    "Clowns?"

    "Why Clowns? Aren't you all bee themed?"

    "There's this spell called Bee-Clowned...look it's a very tortured joke, just work with me here."


    Beewiged

    Beewiged is an Acquired template that can be applied to any creature who fails it's Saving throw against a Beewiged spell. They gain a huge head of hair (think 60's or 80's hair styles) swarming with bees. Why does someone do this? The puzzling answer is usually "Why not?" They make for willful minions, and are prone to assassinating their 'masters'.

    Size and Type: Type becomes Outsider (Native). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

    Hit Dice: Base creature gets maximum hit points per die.

    Speed: Gains a Fly speed of 50 feet (Good), unless it already has better.

    Armor Class: The base creatures Natural Armor Bonus to AC increases by +12.

    Attacks: Gains a Headbutt attack.

    Damage: Headbutt does 2d4 Swarm damage for a Medium creature (adjust as necessary for hit dice).

    Special Attacks: Retains all Special Attacks of the base creature, plus gains the following:

    Poison (Ex): Due to your bee hair, your Headbutt attack is poisonous. Injury, Fortitude Save (Save DC is 10 plus 1/2 HD plus Con Modifier), Initial and Secondary damage is 1d8 Con.

    Apiarist (Su): 1/day you may summon 1d4+1 Bee Swarms, or 3d6 Big Bees. They arrive in 2d6 rounds, and serve until released. You may sense with their senses, and communicate with them telepathically out to a range of 10 miles.

    Bee's Curse (Su): Opponents you Pin in a Grapple take 2d4 Swarm damage, plus poison as your swarm hair attacks them.

    Spell-like Abilities (Sp): At will: Bee Safe, Fear, Honeyed Words, I'll Bee Back, Vomit Bees. Caster Level 12th.

    Special Qualities: Retains all Special Qualities of the base creature, plus gains the following:

    Alternate Form (Su): You may Wild Shape as a 12th Level Druid as a Move Action. You may only change your form from Tiny to Large Bees or Bee-like creatures. You do not need to revert to your true form to shift between bee shapes.

    Damage Reduction 10/Cold Iron and Magic

    Fast Healing 8

    Energy Resistance 10 (Acid, Fire, Sonic)

    Spider Climb (Ex): Permanently has the benefits of the Spider Climb spell.

    Telepathy 100 ft.

    Hivemind (Ex): All Beewiged within 50 miles of each other 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 in a group is considered flanked unless all of them are.

    Saves: Base creature adds it's Charisma Modifier to all Saving Throws.

    Abilities: +8 Str, +8 Dex, +8 Con, +4 Int, +4 Wis, +8 Cha.

    Skills: Base creature gains a +8 Racial Bonus to Bluff, Concentration, Diplomacy, Intimidate, Listen, Search, Sense Motive, Spot, and Use Magic Device checks.

    Feats: Base creature gains Alertness, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Leadership and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats.

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: +5

    Treasure: Double Standard

    Alignment: Cannot be Chaotic, if Chaotic will shift to Neutral.

    Advancement: Unchanged.

    Level Adjustment: ---

    Sybil (Janni/Beewiged)
    Medium Outsider (Native)
    Hit Dice: 6d8+30 (78 hp)
    Initiative: +6
    Speed: 30 ft. (6 squares), Fly 50 ft. (Perfect)
    Armor Class: 29 (+6 Dex, +13 Natural Armor), touch 16, flat-footed 23
    Base Attack/Grapple: +6/+13
    Attack: Scimitar +13 melee (1d6+7/18-20) or Longbow +12 ranged (1d8/x3) or Headbutt +13 melee (2d4 swarm damage plus poison)
    Full Attack: Scimitar +13/+8 melee (1d6+7/18-20) or Longbow +12/+7 ranged (1d8/x3) or Headbutt +13 melee (2d4 swarm damage plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Change Size, Spell-Like Abilities, Poison, Apiarist, Bee's Curse
    Special Qualities: Darkvision 60 ft., Elemental Endurance, Plane Shift, Alternate Form, DR 10/Cold Iron and Magic, Fast Healing 8, Energy Resistance 10 (Acid, Fire, Sonic), Telepathy 100 ft., Hivemind, Spicerclmb
    Saves: Fort +10, Ref +13, Will +11
    Abilities: Str 24, Dex 23, Con 20, Int 18, Wis 19, Cha 21
    Skills: Appraise +13, Bluff +13, Concentration +22, Craft (any two) +13, Diplomacy +16, Escape Artist +10, Intimidate +13, Listen +21, Move Silently +10, Ride +15, Search +12, Sense Motive +21, Spot +21, Use Magic Device +13, Use Rope +7 (+11 with bindings)
    Feats: Combat Reflexes, Dodge, Mobility, Alertness (B), Combat Reflexes (B), Dodge (B), Improved Initiative (B), Iron Will (B), Leadership (B), Lightning Reflexes (B)
    Challenge Rating: 9
    Treasure: Double Standard
    Alignment: Usually Neutral
    Advancement: 7-9 HD (Medium); 10-18 HD (Large)
    Level Adjustment: ---



    "We also have a plethora of Beewiged!"

    "Is that another spell?"

    "Er...yes."

    "That's a more tortured pun than the last one."

    "Jim, I'm opening the bag. Get ready for bad times."


    BEE SAFE original concept by tsj
    3rd Level Conjuration
    Casting Time: 1 Action
    Range: Self
    Components: V. S, M (bit of royal jelly)
    Duration: Concentration, up to 1 Minute
    Angry Bees wreathe your body for the duration. You can end the spell early by using an action to dismiss it. Whenever a creature within 5 feet of you hits you with a melee attack, the bees attack them. The attacker takes 1d6 piercing damage, and must make a Constitution Save or acquire the Poisoned Condition.

    HONEYED WORDS original concept by JDL
    2nd Level Enchantment
    Casting Time: 1 Action
    Range: Self
    Components: V
    Duration: Concentration, up to 1 Hour
    For the duration of the spell you have Proficiency in Charisma (Deception and Persuasion) Checks.

    I'LL BEE BACK original concept by Nrdman
    5th Level Conjuration
    Casting Time: 1 Action
    Range: 500 feet
    Components: V, M (venus figurine painted like a bee)
    Duration: Instantaneous (but see below)
    You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet".

    You can bring along objects as long as their weight doesn’t exceed what you can carry. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you. A Bee Swarm is left in the square you formerly occupied, and it attacks the nearest creature. If it kills it, it selects the next nearest creature. The Swarm lasts for 1 Minute, and is not under your control.

    VOMIT BEES
    7th Level Conjuration
    Casting Time: 1 Action
    Range: Self (60 foot Cone)
    Components: V, S. M (dead bee)
    Duration: Instantaneous (but see text)
    You vomit a huge spray of bees. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 12d6 Piercing damage on a failed save, or half as much damage on a successful one. Creatures must then make another Constitution saving throw. A creature takes 8d6 Piercing damage on a failed save, or be Poisoned for 1 Minute.

    At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.
    Last edited by Bhu; 2023-07-07 at 09:35 PM.
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  30. - Top - End - #570
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    Mar 2008
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    Default Re: Critters III! Now also in 5e!

    Bee-Gurl, Queen
    Huge Aberration
    Hit Dice: 22d8+220 (319 hp)
    Initiative: +4
    Speed: 20 ft. (4), Climb 20 ft.
    Armor Class: 28 (-2 Size, +20 Natural), touch 8, flat-footed 28
    Base Attack/Grapple: +16/+33
    Attack: Bite +23 melee (2d6+9 plus poison)
    Full Attack: Bite +23 melee (2d6+9 plus poison) and 6 Claws +23 melee (1d8+4)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Mass Aversion, Constrict 2d6+13, Improved Grab, Poison, Sweat Venom, Spell-Like Abilities, Transformation
    Special Qualities: Alternate Form, Hivemind, Darkvision 60 ft., Scent, SR 29, Acid and Poison Immunity, Energy Resistance 10 (Fire and Electricity), Regeneration 5, DR 15/ Good and Magic, All-Around Vision
    Saves: Fort +17, Ref +7, Will + 20
    Abilities: Str 28, Dex 10, Con 30, Int 24, Wis 24, Cha 23
    Skills: Bluff +27, Climb +20, Concentration +30, Diplomacy +27, Hide +13, Intimidate +27, Knowledge (any 2) +18, Listen +28, Move Silently +21, Sense Motive +17, Spot +28, Survival +18, Use Magic Device +24
    Feats: Ability Focus (Mass Aversion, Sweat Venom), Heighten Spell-Like Ability, Improved Initiative, Improved Multiattack, Multiattack, Multigrab, Quicken Spell-Like Ability
    Environment: Any Temperate Land
    Organization: Solitary, or hive (20–160 Scouts, 10–80 Soldiers, 10–40 Princesses, and 1 Queen)
    Challenge Rating: 18
    Treasure: Double Standard
    Alignment: Always Lawful Evil
    Advancement: Usually by Character Class (usually Bee-Guiler)
    Level Adjustment: N/A

    Queens are horrifying abominations, constantly shifting masses of chitinous flesh merging the worst of bee and human. Regarded as near deities by the Hive, the Queen is less the Hive's benefactor and more of a parasite growing fat on it's labors. Mundane matters are left to the Princesses to handle, as the Queen produces eggs, and transforms new converts.

    Spell-Like Abilities (Sp): At Will: Animal Trance, Buzzing Bee (see Spell Compendium), Cause Fear, Detect Poison. 3/Day: Greater Magic Fang, Haste, Mass Aid, Neutralize Poison, Suggestion, Summon Bee IV. 1/Day: Unholy Aura, For Queen and Country. Caster Level 20th.

    Poison (Ex): Injury, DC 31 Fort Save (Save DC is Con based), Initial and Secondary damage 1d6 Con.

    Mass Aversion (Su): A Bee-Gurl Queen can create a compulsion effect targeting all creatures within 30 feet. The target must succeed on a DC 29 Will save or gain an aversion to bees for 10 minutes. Affected creatures must stay at least 20 feet away from any bee or bee-like creature, alive or dead; if already within 20 feet, they move away. A subject unable to move away, or one attacked by bees or bee-like creatures, is overcome with revulsion. This revulsion reduces the creature’s Dexterity score by 4 points until the effect wears off or the subject is no longer within 20 feet of a bee or bee-like creature. This ability is other-wise similar to antipathy as the spell (caster level 16th). The save DC is Charisma-based.

    Sweat Venom (Su): Bee-Gurls can exude a venom from their bodies that coat it like honey. It gives a +2 Bonus to Grapple Checks. Anything that Grapples (or is grapples by) the Bee-Gurl, or that strikes it with an unarmed strike or natural attack risks being poisoned. Contact, DC 33 Fort Save (Save DC is Con based), Initial and Secondary damage is 2d4 Dexterity. If the Bee-Gurl pins her foe in a grapple the Save DC rises to 35. This poison becomes inert one round after it leaves the Bee-Gurls body, and Bee-Gurls are immune to it's effects. This ability may be turned on or off once per turn as a Free Action.

    Constrict (Ex): With a successful grapple check, a Queen can constrict a grabbed opponent, dealing it's Bite damage.

    Improved Grab (Ex): If the Queen hits an opponent that is at least one size category smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +33). If it gets a
    hold, it also constricts on the same round.

    Transformation (Su): 8 times per day the Queen can conduct a 1 hour ritual to bestow one of the following Templates on an applicable creature: Adopted Bee-Gurl, Ally of the Hive, Male Drone.

    Alternate Form (Su): All Bee-Gurls can assume the form of a Fine to Medium bee as a supernatural ability. This ability is similar to a polymorph spell (caster level 19th), but a Bee-Gurl does not regain any hit points for changing form, and it can only assume bee forms. The Bee-Gurl loses her natural weapons (if any)and gains the natural weapon of the bee form it assumes. If the Bee-Gurl has a poisonous sting of its own, it uses her own or the bee’s poison, whichever is more potent.

    Hivemind (Su): All Bee-Gurls within 50 miles of their Queen 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-Gurl in a group is considered flanked unless all of them are.

    Regeneration (Ex): The Queen takes normal damage from Fire and Cold.

    Skills: The Queen has a +8 Racial Bonus on Climb Checks, and can always Take 10 on a Climb Check.

    Combat: Queens prefer to let their minions do the fighting while they pepper the melee with Spell-Like Abilities and Mass Aversion. If alone, or forced into melee, they go directly for the Grapple to let their venomous sweat take care of the enemy.



    Bee-Gurl Queen
    "We meet at last."

    The Cults Biggest Secret

    "Madam, you have been a pain to a lot of people of late."

    "HA! You think you can stop me? I have the Dethpig! I have prophecy on my side!"

    "And yet your forces are on the run."

    "Nothing I can't handle."

    "Not to mention your benefactor sent us."

    Ambitious Enough To Usurp Demon Lords

    "Liar. Beelzebub would never betray me."

    "You forgot about Buzzuzu."

    "And about this."

    "Fools. The Left Butt Cheek of Vecna cannot stop Prophecy."


    Unholy Aura
    8th Level Abjuration
    Casting Time: 1 Action
    Range: Self (30 ft.)
    Components: V, S, M (a tiny reliquary worth at least 1,000 gp containing a profane relic, such as a scrap of cloth from a liche's robe or a piece of parchment from an infernal text)
    Duration: 1 Minute
    Profane darkness washes out from you and coalesces in a shadow in a 30-foot radius around you. Creatures of your choice in that radius can see through the darkness and have advantage on all saving throws until the spell ends. In addition, when a celestial or fey hits an affected creature with a melee attack, the aura grows cold. The attacker must succeed on a Constitution saving throw or be poisoned until the spell ends.


    For Queen and Country original concept by Dragonjek
    87th Level Transmutation
    Casting Time: 1 Action
    Range: 120 feet
    Components: V, S, M (a bit of bee pheromones)
    Duration: Concentration, up to 10 Minutes
    Yourself and up to 8 willing creatures receive the following benefits until this spell ends: Advantage on Attack and Initiative rolls.


    SUMMON BEE
    3rd Level Conjuration
    Casting Time: 1 Action
    Range: 60 feet
    Components: V, S. M (a bit of pollen)
    Duration: Concentration, up to 1 our
    You summon some random Bee friends (i.e. bees, bee swarms, or bee-like creatures of the appropriate CR), roll 1d6 and consult the following chart: 1-2 (2 Bees of Challenge Rating 1 or less), 3-4 (4 Bees of Challenge Rating 1/2 or lower), 5-6 (8 Bees of Challenge Rating 1/4 or lower). The DM chooses the Bees who appear, and you choose the unoccupied spaces you can see within range where they appear. A summoned Bee disappears when it drops to 0 hit points or when the spell ends.

    At Higher Levels: When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many Bees. If you cast it using a spell slot of 8th or 9th level, you summon three times as many Bees. The Bees are an ally to you and your companions. In combat, the Bees share your initiative count, but they take their turn immediately after yours. They obey your verbal commands (no action required by you). If you don’t issue any, they attack whatever is closest to them (even allies).
    .
    Last edited by Bhu; 2023-07-07 at 09:44 PM.
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