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  1. - Top - End - #151
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    Default Re: Resident Evil D20

    Licker, Regis / Suspen-Dead*
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    Games: OB1, OB2
    Medium Undead (T-Virus Carrier)
    Hit Dice: 6d12+21 (60HP)
    Initiative: +5
    Speed: 0’ (0 squares)
    Armor Class: 17 (+5 Dex, +2 natural); touch 15; flat-footed 12
    Base Attack/Grapple: +3/+9
    Attack: Tongue Lash +9 melee (1d8+6)
    Full Attack: 2 Tongue Lashes +9 melee (1d8+6)
    Space/Reach: 5’/5’
    Special Attacks: Constrict, Improved Grab, Long Reach
    Special Qualities: Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Blindsense, Scent
    Saves: Fort +3, Ref +5, Will +2
    Abilities: Str 23 (+6), Dex 20 (+5), Con 16 (+3), Int 2 (-4), Wis 15 (+2), Cha 7 (-2)
    Skills: Balance +5, Climb +6, Hide +5, Move Silently +5, Tumble +5
    Feats: Improved Natural Attack, Power Attack, Toughness
    Environment: any land or underground
    Organization: solitary
    Challenge Rating: 5
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Constrict (Ex): on a successful grapple check, a Licker deals 2d8+12 points of damage

    • Improved Grab (Ex): to use this ability, a Licker must hit with a Tongue Lash attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Constrict

    • Long Reach (Ex): a Licker can lash out with its Tongue Lash attack once every 1d4 rounds, hitting opponents up to 15’ away (NOTE: it may also hit opponents that are only 5’ or 10’ away at no penalty, if it chooses); this attack is identical in all other respects to the normal Tongue Lash attack

    • Blindsense (Ex): a Licker notices & locates creatures within 30’; opponents still have total concealment (50% miss chance) against a creature with Blindsense

    • Scent (Ex): the creature can detect opponents by sense of smell within 30’ (Χ2 for upwind opponents, Χ½ for downwind opponents)
    Last edited by Zeta Kai; 2008-11-09 at 11:04 PM. Reason: added image

  2. - Top - End - #152
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    Default Re: Resident Evil D20

    Lion, Zombie / Stalker / Max (Lion base, Template #1)
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    Games: OB2
    Large Undead (T-Virus Carrier)
    Hit Dice: 10d12+3 (68HP)
    Initiative: +1
    Speed: 40’ (8 squares)
    Armor Class: 13 (-1 size, +1 Dex, +3 natural); touch 10; flat-footed 12
    Base Attack/Grapple: +5/+15
    Attack: Claw +10 melee (1d4+6)
    Full Attack: 2 Claws +10 melee (1d4+6) & Bite +5 melee (1d8+3)
    Space/Reach: 10’/5’
    Special Attacks: Pounce, Improved Grab, Rake
    Special Qualities: Low-Light Vision, Scent, Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady
    Saves: Fort +3, Ref +3, Will +7
    Abilities: Str 23 (+6), Dex 13 (+1), Con 0 (--), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
    Skills: N/A
    Feats: Toughness
    Environment: any land or underground
    Organization: any
    Challenge Rating: 6
    Treasure: N/A
    Alignment: always Neutral
    Advancement: 11-13HD (Large)
    Level Adjustment: N/A

    • Pounce (Ex): if a Lion charges a foe, it can make a full attack, including two Claw attacks & a Bite attack

    • Improved Grab (Ex): to use this ability, a Lion must hit with its Bite attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Rake

    • Rake (Ex): +10 melee; 1d4+6 damage

    • Scent (Ex): a Lion can detect opponents by sense of smell within 30’ (Χ2 for upwind opponents, Χ½ for downwind opponents)
    Last edited by Zeta Kai; 2008-11-09 at 11:08 PM. Reason: added image

  3. - Top - End - #153
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    Default Re: Resident Evil D20

    Lioness, Zombie (Lion base, Template #1)
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    Games: OB2
    Large Undead (T-Virus Carrier)
    Hit Dice: 10d12+3 (68HP)
    Initiative: +1
    Speed: 40’ (8 squares)
    Armor Class: 13 (-1 size, +1 Dex, +3 natural); touch 10; flat-footed 12
    Base Attack/Grapple: +5/+15
    Attack: Claw +10 melee (1d4+6)
    Full Attack: 2 Claws +10 melee (1d4+6) & Bite +5 melee (1d8+3)
    Space/Reach: 10’/5’
    Special Attacks: Pounce, Improved Grab, Rake 1d4+6
    Special Qualities: Low-Light Vision, Scent, Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady
    Saves: Fort +3, Ref +3, Will +7
    Abilities: Str 23 (+6), Dex 13 (+1), Con 0 (--), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
    Skills: N/A
    Feats: Toughness
    Environment: any land or underground
    Organization: any
    Challenge Rating: 6
    Treasure: N/A
    Alignment: always Neutral
    Advancement: 11-13HD (Large)
    Level Adjustment: N/A

    • Pounce (Ex): if a Lioness charges a foe, it can make a full attack, including two Claw attacks & a Bite attack

    • Improved Grab (Ex): to use this ability, a Lioness must hit with its Bite attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Rake

    • Rake (Ex): +10 melee; 1d4+6 damage

    • Scent (Ex): a Lioness can detect opponents by sense of smell within 30’ (Χ2 for upwind opponents, Χ½ for downwind opponents)
    Last edited by Zeta Kai; 2008-11-09 at 11:11 PM.

  4. - Top - End - #154
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    Default Re: Resident Evil D20

    Lisa Trevor (Human Commoner 1 base)*
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    Games: RE1
    Medium Aberration (T-Virus Carrier)
    Hit Dice: 20d12+83 (213HP)
    Initiative: -4
    Speed: 20’ (4 squares)
    Armor Class: 16 (-4 Dex, +10 natural); touch 6; flat-footed 16
    Base Attack/Grapple: +15/+21
    Attack: Slam +21 melee (3d6+6) or Tentacle +21 melee (2d8+6)
    Full Attack: Slam +21 melee (3d6+6) or Tentacle +21 melee (2d8+6)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Aberration traits, T-Virus Carrier traits, Single Actions Only, Immunities, Damage Reduction 20/-, Fast Healing 100, Regeneration
    Saves: Fort +10, Ref +2, Will +12
    Abilities: Str 22 (+6), Dex 3 (-4), Con 18 (+4), Int 3 (-4), Wis 10 (+0), Cha 3 (-4)
    Skills: Listen +13, Spot +13
    Feats: Toughness
    Challenge Rating: 15
    Treasure: N/A
    Alignment: Chaotic Neutral

    • Immunities (Ex): Lisa Trevor has immunity to death, sleep & paralysis effects, disease, poison, acid-, cold-, electricity-, fire-, & sonic-based damage; in addition, Lisa is immune to any spell or spell-like ability that allows spell resistance, & is not subject to subdual damage, ability damage, ability drain, or death from massive damage
    Last edited by Zeta Kai; 2008-11-09 at 11:23 PM. Reason: added image

  5. - Top - End - #155
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    Default Re: Resident Evil D20

    Lurker (Toad base, Template #2)*
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    Games: RE0
    Small Aberration (T-Virus Carrier)
    Hit Dice: 2d8 (9HP)
    Initiative: -1
    Speed: 10’ (2 squares), Swim 20’ (4 squares)
    Armor Class: 12 (+1 Size, +1 Dex); touch 12; flat-footed 11
    Base Attack/Grapple: +1/-5
    Attack: Bite +0 melee (1d4-2)
    Full Attack: Bite +0 melee (1d4-2)
    Space/Reach: 5’/5’
    Special Attacks: Improved Grab, Swallow Whole
    Special Qualities: Amphibious, Low-Light Vision, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
    Saves: Fort +2, Ref +3, Will +2
    Abilities: Str 7 (-2), Dex 8 (-1), Con 11 (+0), Int 1 (-5), Wis 14 (+2), Cha 4 (-3)
    Skills: Hide +11, Listen +4, Spot +4
    Feats: Alertness
    Environment: temperate marshes
    Organization: solitary, swarm (10-100)
    Challenge Rating: 2
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Improved Grab (Ex): to use this ability, a Lurker must hit with a bite attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Swallow Whole

    • Swallow Whole (Ex): if a Lurker begins its turn with an opponent (up to Medium size) held in its mouth (see Improved Grab, above), it can attempt a new grapple check (as though attempting to pin the opponent); if successful, it swallows its prey, & the opponent takes bite damage; a swallowed creature is considered to be grappled, while the Lurker is not; a swallowed creature can try to cut its way free with any light slashing or piercing weapon dealing 3 points of damage (against AC12), or it can just try to escape the grapple; if the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again
    Last edited by Zeta Kai; 2008-11-09 at 11:16 PM. Reason: added image

  6. - Top - End - #156
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    Default Re: Resident Evil D20

    Lisa Trevor shouldn't have DR 100. If you shot her enough, she'd temporarily go unconscious before regenerating. She should just have regeneration that isn't stopped by anything short of a miracle, like the Tarrasque has.
    Quote Originally Posted by Thespianus View Post
    I fail to see how "No, that guy is too fat to be hurt by your fire" would make sense.

  7. - Top - End - #157
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    Default Re: Resident Evil D20

    Maggot / Baby Moth
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    Games: RE2, OB1
    Diminutive Aberration (T-Virus Carrier)
    Hit Dice: ½d8-1 (1HP)
    Initiative: -5
    Speed: 5’ (1 square), Climb 5’ (1 square)
    Armor Class: 9 (+4 size, -5 Dex); touch 9; flat-footed 9
    Base Attack/Grapple: +0/-12
    Attack: N/A
    Full Attack: N/A
    Space/Reach: ½’/0’
    Special Attacks: Poison Spray
    Special Qualities: Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
    Saves: Fort -1, Ref -5, Will +0
    Abilities: Str 0 (--), Dex 1 (-5), Con 9 (-1), Int 0 (--), Wis 10 (+0), Cha 1 (-5)
    Skills: Hide +7, Jump +2
    Feats: N/A
    Environment: any land or underground
    Organization: solitary, pair, clutch (3-5)
    Challenge Rating: 1/10
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Poison Spray (Ex): a Maggot can emit a 5’ cone of poisonous acid (1d8 damage, Reflex save DC12 for half damage) once every 1d4 rounds (poison via injury; Fortitude DC12; initial damage 1d4 Dexterity; secondary damage 1d4 Dexterity)

    • Rapid Growth (Ex): a Maggot will eventually (after 1d12+9 hours) form chrysalis, becoming a harmless pupa, during which it gains 1 size category to become Tiny, at which point it becomes a Moth
    Last edited by Zeta Kai; 2008-11-13 at 04:00 PM.

  8. - Top - End - #158
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    Default Re: Resident Evil D20

    Mega Bite*
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    Games: OB2
    Small Aberration (T-Virus Carrier)
    Hit Dice: 1d8+1 (5HP)
    Initiative: +5
    Speed: 5’ (1 square)
    Armor Class: 16 (+1 size, +5 Dex); touch 16; flat-footed 11
    Base Attack/Grapple: +0/-2
    Attack: Bite +3 melee (1d4+2)
    Full Attack: 2 Bites +3 melee (1d4+2)
    Space/Reach: 5’/5’
    Special Attacks: Blood Drain, Improved Grab, Pounce
    Special Qualities: Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
    Saves: Fort +1, Ref +5, Will -1
    Abilities: Str 14 (+2), Dex 20 (+5), Con 12 (+1), Int 0 (--), Wis 8 (-1), Cha 2 (-4)
    Skills: Hide +10, Jump +10
    Feats: N/A
    Environment: any land or underground
    Organization: solitary, nest (2-10), or circus (11-20)
    Challenge Rating: 1
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Blood Drain (Ex): a Mega Bite that is attached to its opponent deals 1 point of Constitution damage per round until it reaches a total of 6 points, at which point it detaches from its victim & retreats to digest its meal

    • Improved Grab (Ex): to use this ability, a Mega Bite must hit with a Bite attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Blood Drain

    • Pounce (Ex): if a Mega Bite charges an opponent, it can make a full attack, including 2 Bites
    Last edited by Zeta Kai; 2008-11-09 at 09:57 PM. Reason: added image

  9. - Top - End - #159
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    Default Re: Resident Evil D20

    Militia / Soldier (Human Fighter 2 base, Plagas Template)
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    Games: RE4
    Medium Aberration (Beta/Gamma Plagas Carrier)
    Hit Dice: 3d8+6 (28HP)
    Initiative: +2
    Speed: 30’ (6 squares)
    Armor Class: 12 (+2 Dex); touch 12; flat-footed 10
    Base Attack/Grapple: +3/+6
    Attack: Slam +6 melee (1d3+3)
    Full Attack: Slam +6 melee (1d3+3)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Aberration traits, Plagas Carrier traits
    Saves: Fort +5, Ref +2, Will +0
    Abilities: Str 17 (+3), Dex 14 (+2), Con 15 (+2), Int 7 (-2), Wis 10 (+0), Cha 9 (-1)
    Skills: Climb +4, Intimidate +3, Jump +6, Ride +3
    Feats: Dodge, Quick Draw, Rapid Reload, Run
    Environment: any land or underground
    Organization: any
    Challenge Rating: 3
    Treasure: standard
    Alignment: Lawful Evil
    Advancement: by character class
    Level Adjustment: N/A

    Weapon Variants
    • Dynamite +5 ranged (2d6 concussion, 5’ burst radius, 10’ range increment)
    • Throwing Axe +5 ranged (1d6+3, 10’ range increment)
    • Tower Shield (+4AC/cover, max dex +2, check pen -10, spell fail 50%, -2 attack), often paired with Flail or Stun Rod
    • Flail +6 melee (1d8+3)
    • Light Crossbow +5 ranged (1d8, 19-20/Χ2 critical, 80’ range increment)
    • Gatling Gun Turret +5 ranged (2d12, 110’ range increment, stationary, infinite ammo)
    • Rocket Launcher +5 ranged (10d6/3d6 splash, concussion, 150’ range increment)
    • Stun Rod (2d8 electricity, 19-20/Χ2 critical)
    • Warhammer +6 melee (1d8, 20/Χ3 critical)
    Last edited by Zeta Kai; 2008-11-09 at 11:26 PM.

  10. - Top - End - #160
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    Default Re: Resident Evil D20

    Mimicry Marcus Human Form (Undead Swarm-Shifter base, Template #1)*
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    Games: RE0
    Medium Aberration (Shapechanger, T-Virus Carrier)
    Hit Dice: 10d12+3 (68HP)
    Initiative: -1
    Speed: 20’ (4 squares)
    Armor Class: 9 (-1 Dex); touch 9; flat-footed 9
    Base Attack/Grapple: +5/+8
    Attack: Bite +8 melee (1d6+3) or Slam +8 melee (1d3+3)
    Full Attack: Bite +8 melee (1d6+3) or 2 Slams +8 melee (1d3+3)
    Space/Reach: 5’/5’
    Special Attacks: Blood Drink, Improved Grab, Long Reach, Self-Detonation
    Special Qualities: Aberration traits, Shapechanger traits, T-Virus Carrier traits
    Saves: Fort +3, Ref +3, Will +7
    Abilities: Str 16 (+3), Dex 8 (-1), Con 10 (+0), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
    Skills: N/A
    Feats: Toughness
    Environment: any land or underground
    Organization: solitary
    Challenge Rating: 6
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Blood Drink (Ex): Marcus can drink the blood of a grabbed victim with a successful grapple check, dealing 2d4 points of Constitution damage

    • Improved Grab (Ex): to use this ability, Marcus must hit with a Bite attack or a Slam attack; he can then attempt to start a grapple as a free action without provoking an attack of opportunity; if he wins the grapple check, he establishes a hold & can Blood Drain

    • Long Reach (Ex): Marcus can lash out with his Slam attack once every 1d4 rounds, hitting opponents up to 10’ away (NOTE: he may also hit opponents that are only 5’ away at no penalty, if he chooses); this attack is identical in all other respects to the normal Slam attack

    • Self-Detonation (Ex): when Marcus is reduced to 25% or less of his total HP, he will explode on his next turn, even if he has been killed; the explosion will center on his position, & will deal 4d6 splash damage to everything within a 10’ radius (Reflex save DC12 for half damage); this explosion is always fatal to Marcus, dealing maximum damage with no saving throw


    Mimicry Marcus Swarm Form
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    Games: RE0
    Diminutive Vermin (Aquatic, Swarm, T-Virus Carrier)
    Hit Dice: 10d12+3 (68HP)
    Initiative: +2
    Speed: 5’ (1 square), Swim 30’ (6 squares)
    Armor Class: 16 (+4 size, +2 Dex); touch 16; flat-footed 14
    Base Attack/Grapple: +5/-- (cannot grapple or be grappled)
    Attack: N/A
    Full Attack: N/A
    Space/Reach: 10’/0’
    Special Attacks: Distraction, Swarm Bite, Wounding
    Special Qualities: Undead traits, Shapechanger traits, T-Virus Carrier traits, Darkvision 60’, Hive Mind, Immune to Weapon Damage, Swarm Form, Tremorsense
    Saves: Fort +3, Ref +6, Will +7
    Abilities: Str 6 (-2), Dex 14 (+2), Con 10 (+0), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
    Skills: N/A (Disguise +10 to act like normal leeches)
    Feats: Toughness

    • Distraction (Ex): any living creature vulnerable to a swarm’s damage that begins its turn with the swarm in its square is nauseated for 1 round; a Fortitude save (DC15) negates the effect; even with a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC20 + spell level); using skills requiring patience &/or concentration requires a Concentration check (DC20); the save DC is Constitution-based

    • Swarm Bite (Ex): when in swarm form, Marcus automatically damages any creature in his space when he ends his move; this attack deals 1d6 points of damage, plus Wounding (see below)

    • Wounding (Ex): a living creature damaged by the Swarm Bite attack continues to bleed for an additional 1 point of damage per round thereafter; multiple wounds do not result in cumulative bleeding loss; the bleeding can only be stopped by a successful Heal check (DC10) or the application of some healing spell or device

    • Hive Mind (Ex): Marcus is immune to any spell or effect that targets a specific number of creatures (including single-target spells, such as disintegrate), with the exception of effects that hold or command vermin specifically

    • Immune to Weapon Damage (Ex): weapon attacks are useless against a swarm of Diminutive creatures

    • Swarm Form (Su): Marcus can take the form of a swarm of leeches at will; changing shape to or from swarm form is a standard action that heals 1HP of damage per Hit Die; Marcus cannot change from swarm form to human form in an area where his body would not normally fit; as with an alter self spell, Marcus’s items are absorbed into the swarm form & provide no benefit; if killed in either form, Marcus becomes a disorganized collection of leeches; although changing shape is a supernatural effect, remaining in one form or another is not supernatural, & Marcus does not change shape when entering an antimagic field; true seeing & similar magic reveals both forms; while in swarm form, Marcus cannot speak

    • Tremorsense (Ex): Marcus can pinpoint the location of anything in contact with the ground or in the water with him within 30’
    Last edited by Zeta Kai; 2008-11-09 at 11:34 PM.

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    Default Re: Resident Evil D20

    Moth*
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    Games: RE2, CV, OB1, Sur
    Tiny Aberration (T-Virus Carrier)
    Hit Dice: Όd8 (1HP)
    Initiative: +3
    Speed: 5’ (1 square)
    Armor Class: 16 (+2 size, +3 Dex, +1 natural); touch 15; flat-footed 13
    Base Attack/Grapple: +0/-12
    Attack: Bite -2 melee (1d3-4 plus poison)
    Full Attack: Bite -2 melee (1d3-4 plus poison)
    Space/Reach: 2½’/0’
    Special Attacks: Poison, Wing Powder, Egg Implantation
    Special Qualities: Scent, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
    Saves: Fort +2, Ref +3, Will +0
    Abilities: Str 3 (-4), Dex 16 (+3), Con 11 (+0), Int 0 (--), Wis 10 (+0), Cha 1 (-5)
    Skills: Hide +12, Jump +6
    Feats: N/A
    Environment: any land or underground
    Organization: solitary, pair, family (3-12) or swarm (20-40)
    Challenge Rating: Ό
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Poison (Ex): via injury (or inhalation); Fortitude DC15; initial damage Paralysis 2d8 rounds (Fortitude DC13 to resist); secondary damage 1d6 Dexterity

    • Wing Powder (Ex): every 1d6+4 rounds, a Moth can emit a cloud of poisonous floating powder; the cloud has a 10’ radius & lasts for 1d4+2 rounds; all creatures within the cloud are exposed to the moth’s poison (see above)

    • Scent (Ex): a Moth can detect opponents by sense of smell within 30’ (Χ2 for upwind opponents, Χ½ for downwind opponents)

    • Egg Implantation (Ex): a Moth can attach an egg to a creature’s back with a successful grapple attempt (with a +12 bonus to their regular grapple modifier); an egg has AC13; an attached egg can be grappled; to remove an attached egg via grappling, an opponent must achieve a pin against the egg; an egg will hatch in 1d4 rounds, releasing a Maggot or a Parasite
    Last edited by Zeta Kai; 2008-11-13 at 04:03 PM. Reason: added image

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    Default Re: Resident Evil D20

    Nautilus
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    Games: DA
    Medium Aberration (Aquatic, T-Virus Carrier)
    Hit Dice: 4d8+7 (25HP)
    Initiative: +2
    Speed: Swim 20’ (4 squares)
    Armor Class: 15 (+2 Dex, +3 natural); touch 12; flat-footed 13
    Base Attack/Grapple: +2/+4
    Attack: Arms +4 melee (1d3+4)
    Full Attack: Arms +4 melee (1d3+4)
    Space/Reach: 5’/5’
    Special Attacks: Spawn Torpedo Kid
    Special Qualities: Darkvision 60’, Aberration traits, T-Virus Carrier traits
    Saves: Fort +4, Ref +5, Will +1
    Abilities: Str 18 (+4), Dex 15 (+2), Con 13 (+1), Int 2 (-4), Wis 12 (+1), Cha 3 (-4)
    Skills: Escape Artist +12, Hide +10, Listen +2, Spot +5, Swim +12
    Feats: Toughness
    Environment: any aquatic or underground
    Organization: solitary, pair, or league (3-4)
    Challenge Rating: 2
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Spawn Torpedo Kid (Ex): a Nautilus has the ability to spawn tiny offspring (see Torpedo Kid, below); she can spawn 2 of these creatures every 1d4 rounds
    Last edited by Zeta Kai; 2008-11-14 at 10:14 AM. Reason: added image

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    Default Re: Resident Evil D20

    Neptune Boss / Fi-3 (Shark: Large base, Template #2)
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    Games: RE1, OB1
    Gargantuan Aberration (Aquatic, T-Virus Carrier)
    Hit Dice: 9d8+45 (85HP)
    Initiative: +5
    Speed: Swim 60’ (12 squares)
    Armor Class: 18 (-4 size, +1 Dex, +11 natural); touch 7; flat-footed 17
    Base Attack/Grapple: +6/+29
    Attack: Bite +13 melee (2d8+11)
    Full Attack: Bite +13 melee (2d8+11)
    Space/Reach: 20’/15’
    Special Attacks: N/A
    Special Qualities: Blindsense, Keen Scent, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
    Saves: Fort +12, Ref +6, Will +3
    Abilities: Str 33 (+11), Dex 13 (+1), Con 21 (+5), Int 1 (-5), Wis 12 (+1), Cha 2 (-4)
    Skills: Listen +7, Spot +8, Swim +19
    Feats: Alertness, Great Fortitude, Improved Initiative
    Environment: cold aquatic
    Organization: solitary, school (2-5), or pack (6-11)
    Challenge Rating: 5
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Blindsense (Ex): a Shark can locate creatures underwater within a 30’ radius; this ability works only when a Shark is underwater; opponents still have total concealment (50% miss chance) against a creature with Blindsense

    • Keen Scent (Ex): a Shark can notice creatures by scent in a 180’ radius & detect blood in the water at ranges of up to 1 mile (5,280’)
    Last edited by Zeta Kai; 2008-11-09 at 11:41 PM. Reason: added image

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    Neptune Mini / Fi-3 (Shark: Medium base, Template #2)
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    Games: RE1, OB1
    Huge Aberration (Aquatic, T-Virus Carrier)
    Hit Dice: 5d8+25 (47HP)
    Initiative: +1
    Speed: Swim 60’ (12 squares)
    Armor Class: 16 (-2 size, +8 natural); touch 8; flat-footed 16
    Base Attack/Grapple: +3/+20
    Attack: Bite +10 melee (2d6+9)
    Full Attack: Bite +10 melee (2d6+9)
    Space/Reach: 15’/15’
    Special Attacks: N/A
    Special Qualities: Blindsense, Keen Scent, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
    Saves: Fort +8, Ref +3, Will +2
    Abilities: Str 29 (+9), Dex 11 (+0), Con 21 (+5), Int 1 (-5), Wis 12 (+1), Cha 2 (-4)
    Skills: Listen +6, Spot +6, Swim +17
    Feats: Alertness, Weapon Finesse (Bite)
    Environment: cold aquatic
    Organization: solitary, school (2-5), or pack (6-11)
    Challenge Rating: 4
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Blindsense (Ex): a Shark can locate creatures underwater within a 30’ radius; this ability works only when a Shark is underwater; opponents still have total concealment (50% miss chance) against a creature with Blindsense

    • Keen Scent (Ex): a Shark can notice creatures by scent in a 180’ radius & detect blood in the water at ranges of up to 1 mile (5,280’)
    Last edited by Zeta Kai; 2008-11-09 at 11:41 PM. Reason: added image

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    Default Re: Resident Evil D20

    Nosferatu / Alexander Ashford*
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    Games: CV
    Medium Undead (T-Virus Carrier)
    Hit Dice: 20d12 (130HP)
    Initiative: -2
    Speed: 20’ (4 squares)
    Armor Class: 16 (-2 Dex, +8 natural); touch 8; flat-footed 16
    Base Attack/Grapple: +15/+23
    Attack: Tentacle +23 melee (2d6+8)
    Full Attack: Tentacle +23 melee (2d6+8)
    Space/Reach: 5’/5’
    Special Attacks: Poison Gas, Long Reach
    Special Qualities: Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Powerful Build
    Saves: Fort +6, Ref +6, Will +12
    Abilities: Str 26 (+8), Dex 7 (-2), Con 0 (--), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
    Skills: N/A
    Feats: Awesome Blow, Improved Bull Rush, Improved Natural Attack (Χ3), Power Attack
    Challenge Rating: 8
    Treasure: N/A
    Alignment: Neutral

    • Poison Gas (Ex): every 1d4+2 rounds, the Nosferatu can emit a cloud of poisonous spores; the cloud has a 10’ radius & lasts for 1d4+2 rounds; all creatures within the cloud are exposed to the Nosferatu’s poison (via inhalation; Fortitude DC15; initial damage 1d6 Constitution; secondary damage 1d6 Constitution)

    • Long Reach (Ex): the Nosferatu can lash out with its Tentacle attack once every 1d4 rounds, hitting opponents up to 15’ away (NOTE: it may also hit opponents that are only 5’ or 10’ away at no penalty, if it chooses); this attack is identical in all other respects to the normal Tentacle attack

    • Powerful Build (Ex): whenever the Nosferatu is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it; it is also considered to be 1 size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it; the Nosferatu can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size; the benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subject’s size category
    Last edited by Zeta Kai; 2008-11-09 at 11:43 PM. Reason: added image

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    Default Re: Resident Evil D20

    Novistador, Flying
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    Games: RE4
    Medium Aberration
    Hit Dice: 6d8+6 (33HP)
    Initiative: +4
    Speed: 40’ (8 squares), Climb 30’ (6 squares), Fly 20’ (4 squares, good maneuverability)
    Armor Class: 19 (+4 Dex, +5 natural); touch 14; flat-footed 15
    Base Attack/Grapple: +4/+9
    Attack: Claw +9 melee (1d6+2)
    Full Attack: 2 Claws +9 melee (1d6+2)
    Space/Reach: 5’/5’
    Special Attacks: Acid Spray, Improved Grab, Pounce
    Special Qualities: Aberration traits, Flight
    Saves: Fort +4, Ref +7, Will +8
    Abilities: Str 14 (+2), Dex 18 (+4), Con 13 (+1), Int 4 (-3), Wis 15 (+2), Cha 2 (-4)
    Skills: Balance +5, Hide +5, Jump +3, Listen +3, Move Silently +5, Spot +3
    Feats: Dodge, Hover, Mobility
    Environment: any land or underground
    Organization: solitary, pair, or glimpse (3-6)
    Challenge Rating: 5
    Treasure: ½ standard
    Alignment: Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A

    • Acid Spray (Ex): a Novistador can emit a 20’ cone of acid (2d6 damage, Reflex save DC14 for half damage) every 1d4+1 rounds

    • Improved Grab (Ex): to use this ability, a Novistador must hit with a Claw attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Acid Spray

    • Pounce (Ex): if a Novistador charges a foe, it can make a full attack, including two Claw attacks

    • Flight (Ex): a Novistador can cease or resume flight as a free action; in addition, it can also make dive attacks, which work just like a charge, but it must move a minimum of 30’ & descend at least 10’; it can make only Claw attacks, but these deal double damage; it can also use the run action while flying, provided that it flies in a straight line; a Novistador cannot fly while invisible, nor can it be invisible while flying
    Last edited by Zeta Kai; 2008-11-09 at 11:45 PM. Reason: added image

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    Novistador, Unseen
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    Games: RE4
    Medium Aberration
    Hit Dice: 6d8+6 (33HP)
    Initiative: +4
    Speed: 40’ (8 squares), Climb 30’ (6 squares)
    Armor Class: 19 (+4 Dex, +5 natural); touch 14; flat-footed 15
    Base Attack/Grapple: +4/+9
    Attack: Claw +9 melee (1d6+2)
    Full Attack: 2 Claws +9 melee (1d6+2)
    Space/Reach: 5’/5’
    Special Attacks: Acid Spray, Improved Grab, Pounce
    Special Qualities: Aberration traits, Invisibility
    Saves: Fort +4, Ref +7, Will +8
    Abilities: Str 14 (+2), Dex 18 (+4), Con 13 (+1), Int 4 (-3), Wis 15 (+2), Cha 2 (-4)
    Skills: Balance +5, Hide +5, Jump +3, Listen +3, Move Silently +5, Spot +3
    Feats: Dodge, Mobility, Spring Attack
    Environment: any land or underground
    Organization: solitary or pair
    Challenge Rating: 5
    Treasure: ½ standard
    Alignment: Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A

    • Acid Spray (Ex): a Novistador can emit a 20’ cone of acid (2d6 damage, Reflex save DC14 for half damage) every 1d4+1 rounds

    • Improved Grab (Ex): to use this ability, a Novistador must hit with a Claw attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Acid Spray

    • Pounce (Ex): if a Novistador charges a foe, it can make a full attack, including two Claw attacks
    Last edited by Zeta Kai; 2008-11-09 at 11:46 PM.

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    Default Re: Resident Evil D20

    Nyx (Tyrant base)
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    Games: OB2
    Large Ooze (T-Virus Carrier)
    Hit Dice: 12d10+84 (150HP)
    Initiative: -1
    Speed: 10’ (2 squares)
    Armor Class: 17 (-2 size, -1 Dex, +10 natural); touch 7; flat-footed 17
    Base Attack/Grapple: +9/+32
    Attack: Tentacle +22 melee (2d6+15) or Slam +22 melee (2d6+15)
    Full Attack: Tentacle +22 melee (2d6+15) or Slam +22 melee (2d6+15)
    Space/Reach: 15’/15’
    Special Attacks: Absorb, Catapult, Improved Grab
    Special Qualities: Ooze traits, T-Virus Carrier traits, Immunities, Frightful Presence
    Saves: Fort +7, Ref -1, Will +0
    Abilities: Str 41 (+15), Dex 8 (-1), Con 24 (+7), Int 0 (--), Wis 10 (+0), Cha 1 (-5)
    Skills: N/A
    Feats: N/A
    Challenge Rating: 12
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Absorb (Ex): Nyx can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check; once inside, the opponent takes 2d6+15 points of crushing damage plus 1d8 points of acid damage per round from Nyx’s digestive juices; a swallowed creature can cut its way out by dealing 50 points of damage to Nyx’s digestive tract (AC7); once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out; Nyx’s gullet can hold 2 Large, 8 Medium, 32 Small, 128 Tiny or 512 Diminutive or smaller creatures

    • Catapult (Ex): Nyx can launch a small stone high into the air every 3 rounds; this stone deals 2d6+3 damage, has a range increment of 50’ (no minimum distance), & can be avoided with a successful Reflex save (DC12); in all other respects, this attack is identical to the use of a Light Catapult (see Siege Engines, in the DMG)

    • Improved Grab (Ex): to use this ability, Nyx must hit with its Tentacle attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Absorb

    • Immunities (Ex): Nyx has immunity to sleep & paralysis effects, poison, acid-, cold-, electricity-, & fire-based damage; in addition, Nyx is immune to any spell or spell-like ability that allows spell resistance, & is not subject to subdual damage, ability damage, ability drain, or death from massive damage

    • Frightful Presence (Ex): Nyx can inspire terror by charging or attacking; affected creatures must succeed on a DC12 Will save or become shaken, remaining in that condition as long as they remain with 20’ of Nyx; the save DC is Constitution-based
    Last edited by Zeta Kai; 2008-11-09 at 11:48 PM. Reason: added image

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    Thumbs up Re: Resident Evil D20

    wow. this is awesome, it is by far your best work. sorry to see you go, i have lost many an hour on your creations. well goodbye hope other can be as creative as you.

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    Default Re: Resident Evil D20

    Thank you, detrevnisisiht. That's the nicest thing I've heard about this project yet. I will miss this forum (that is why I've contributing as much as I can, while I can). I hope to return one day, when my issues are cleared up.

    On a different note, expect more creatures later today: Osmund Saddler (2 forms), Parasites, Plagas (4 types), Plague Crawlers, Plant 42, Pluto, & Poison Ivy. Enjoy!
    Last edited by Zeta Kai; 2007-07-17 at 07:36 AM.

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    As you cautiously inch foward, you can hear the faint padding of footsteps around the corner. Drawing your gun, you see a robed man walking towards you. He stands at around 6½’ tall, with deathly pale skin & gray hair. His robe is ornately crafted, & inscribed with various religious symbols. But of all things, it is his staff that sends a shiver down your spine. Atop the scepter is a writhing creature, its lone eye gazing with contempt. Short tentacles wave around in the air, it drips with a yellowish ooze. You return your attention to the man, only to see his eyes change from a pastel blue to an eerie yellow. “Hahaha... Writhe in my cage of torment, my friend…”

    Osmund Saddler (normal)*
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    Games: RE4
    Medium Human Cleric 8th Level / Aristocrat 4th Level (Queen Plagas Carrier)
    Hit Dice: 12d8+12 (66HP)
    Initiative: +5
    Speed: 30’ (6 squares)
    Armor Class: 11 (+1 Dex); touch 11; flat-footed 10
    Base Attack/Grapple: +9/+11
    Attack: Quarterstaff +11 melee (1d6/1d6+2) or Tail +11 melee (1d4+2)
    Full Attack: Quarterstaff +11 melee (1d6/1d6+2) or Tail +11 melee (1d4+2)
    Space/Reach: 5’/5’
    Special Attacks: Spells
    Special Qualities: Human traits, Plagas Carrier traits, Rebuke Undead (6 Χ per day @ a +2 bonus), Impale, Resurgent Form, Alignment Aura, Spontaneous Casting (inflict spells)
    Saves: Fort +8, Ref +4, Will +13
    Abilities: Str 15 (+2), Dex 13 (+1), Con 13 (+1), Int 18 (+4), Wis 17 (+3), Cha 7 (+3)
    Skills: Bluff +20, Concentration +5, Diplomacy +21, Disguise +15, Forgery +8, Gather Info +11, Intimidate +25, Knowledge (arcana) +10, Knowledge (history) +6, Knowledge (local) +12, Knowledge (nature) +8, Knowledge (nobility) +10, Knowledge (religion) +14, Perform +9, Sense Motive +9, Spellcraft +12
    Feats: Awesome Blow, Improved Initiative, Leadership, Persuasive, Power Attack, Skill Focus (Bluff), Skill Focus (Intimidate)
    Challenge Rating: 12
    Treasure: N/A
    Alignment: Lawful Evil
    Domains: Evil & Trickery

    Spells: Casts 0-level (6/day), 1-level (5/day +Domain), 2-level (4/day + Domain), 3-level (4/day + Domain), 4-level (2/day + Domain)

    Notes: 6’1” tall; 175 lbs.; gray skin; gray eyes; white hair; channels negative energy

    • Impale (Ex): on a successful Tail strike, Saddler can impale an opponent with his Tail, dealing 2d8+4 points of damage; Reflex save DC25 for half damage

    • Resurgent Form (Ex): when Saddler’s hit points fall below 1, he will transform into his mutated form, regaining his full amount of HP in the process; this an immediate action that does not provoke attacks of opportunity
    Last edited by Zeta Kai; 2008-11-14 at 10:20 AM. Reason: added image

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    Osmund Saddler (mutated)*
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    Games: RE4
    Huge Aberration (Queen Plagas Carrier)
    Hit Dice: 16d8+80 (152HP)
    Initiative: +3
    Speed: 30’ (6 squares)
    Armor Class: 12 (-2 size, -1 Dex, +5 natural); touch 7; flat-footed 12
    Base Attack/Grapple: +12/+30
    Attack: Talon +20 melee (2d6+10) or Claw +20 melee (2d6+10)
    Full Attack: 2 Talons +20 melee (2d6+10) or Claw +20 melee (2d6+10) & Tail +15 melee (1d8+5)
    Space/Reach: 15’/15’
    Special Attacks: Improved Grab, Powerful Charge, Throw
    Special Qualities: Aberration traits, Plagas Carrier traits, Damage Reduction 5/concussion, Immunities, Frightful Presense
    Saves: Fort +12, Ref +2, Will +13
    Abilities: Str 31 (+10), Dex 9 (-1), Con 21 (+5), Int 14 (+2), Wis 17 (+3), Cha 7 (+3)
    Skills: Bluff +20, Concentration +9, Diplomacy +21, Disguise +13, Forgery +8, Gather Info +11, Hide -10, Intimidate +25, Knowledge (arcana) +8, Knowledge (history) +4, Knowledge (local) +10, Knowledge (nature) +6, Knowledge (nobility) +8, Knowledge (religion) +12, Perform +9, Sense Motive +9, Spellcraft +10
    Feats: Awesome Blow, Improved Initiative, Leadership, Persuasive, Power Attack, Skill Focus (Bluff), Skill Focus (Intimidate)
    Challenge Rating: 13
    Treasure: 3Χ standard
    Alignment: Lawful Evil

    • Improved Grab (Ex): to use this ability, Lord Saddler must hit with a Claw attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if he wins the grapple check, he establishes a hold & can Throw

    • Powerful Charge (Ex): in addition to the normal benefits and hazards of a charge, this allows Lord Saddler to make a single Talon attack with a +20 attack bonus that deals 4d6+20 points of damage

    • Throw (Ex): Lord Saddler can throw any creature (up to Medium size) he has successfully grappled; the thrown creature takes damage upon landing equal to (the falling damage + 10’) + Lord Saddler’s Strength modifier (+10); Lord Saddler will lift a grappled creature 1d4Χ5’ above the ground before throwing

    • Immunities (Ex): Lord Saddler has immunity to sleep & paralysis effects; in addition, Lord Saddler is not subject to subdual damage, ability damage, ability drain, or death from massive damage

    • Frightful Presence (Ex): Lord Saddler can inspire terror by charging or attacking; affected creatures must succeed on a DC10 Will save or become shaken, remaining in that condition as long as they remain with 20’ of Lord Saddler; the save DC is Constitution-based
    Last edited by Zeta Kai; 2008-11-10 at 03:53 PM.

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    Default Re: Resident Evil D20

    Parasite / Moth Larva
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    Games: CV
    Fine Aberration (T-Virus Carrier)
    Hit Dice: Όd8 (1HP)
    Initiative: -1
    Speed: 0’ (0 squares)
    Armor Class: 14 (+8 size, -5 Dex, +1 natural); touch 13; flat-footed 14
    Base Attack/Grapple: +0/-16
    Attack: Bite +0 melee (1 plus poison)
    Full Attack: Bite +0 melee (1 plus poison)
    Space/Reach: ½’/0’
    Special Attacks: Poison
    Special Qualities: Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity, Rapid Growth
    Saves: Fort +2, Ref -5, Will +0
    Abilities: Str 0 (--), Dex 1 (-5), Con 10 (+0), Int 0 (--), Wis 10 (+0), Cha 1 (-5)
    Skills: Hide +18, Jump +2
    Feats: Improved Initiative
    Environment: any land or underground
    Organization: solitary, pair, clutch (3-5)
    Challenge Rating: 1/10
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Poison (Ex): via injury; Fortitude DC12; initial damage 1d4 Dexterity; secondary damage 1d4 Dexterity

    • Rapid Growth (Ex): a Parasite gains 1 size category every 4 hours, until it reaches Tiny (Diminutive is spent as a harmless pupa), at which point it becomes a Moth
    Last edited by Zeta Kai; 2008-11-13 at 04:04 PM.

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    Default Re: Resident Evil D20

    Plaga, Alpha / Tentacle
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    Games: RE4
    Tiny Aberration
    Hit Dice: 1d8+2 (6HP)
    Initiative: -2
    Speed: 0’ (0 squares)
    Armor Class: 12 (+2 size, -2 Dex, +2 natural); touch 10; flat-footed 12
    Base Attack/ Grapple: +2/-6
    Attack: Tentacle Blade +4 melee (1d8+2, 19-20/Χ2)
    Full Attack: Tentacle Blade +4 melee (1d8+2, 19-20/Χ2)
    Space/Reach: 2½’/0’
    Special Attacks: Acid Spray, Tentacle Whip
    Special Qualities: Aberration traits, Command Host, Burst Forth, Infectious Spores, Light Weakness
    Saves: Fort +2, Ref -2, Will +2
    Abilities: Str 14 (+2), Dex 7 (-2), Con 14 (+2), Int 7 (-2), Wis 14 (+2), Cha 7 (-2)
    Skills: Bluff +2, Hide +6
    Feats: Improved Critical
    Environment: any
    Organization: solitary, gang (2-12), or mob (13-60)
    Challenge Rating: 2
    Treasure: N/A
    Alignment: Lawful Evil
    Advancement: 2-3 Hit Die (Tiny)
    Level Adjustment: N/A

    • Acid Spray (Ex): Plagas can emit a 20’ cone of acid (2d4 damage, Reflex save DC12 for half damage) every 1d4+4 rounds; creatures hit by the spray suffer a -2 penalty to all Will saves to resist infection from Plaga spores (see Las Plagas: Disease, above) for 10 rounds (1 minute)

    • Tentacle Whip (Ex): Alpha Plagas can lash out with their Tentacle Blade attack once every 1d4+4 rounds, hitting opponents up to 10’ away (NOTE: they may also hit opponents that are only 5’ away at no penalty, if they so choose); this attack is identical in all other respects to the normal Tentacle Blade attack

    • Command Host (Ex): Plagas within a host can direct the actions of that host, commanding it to perform any action that the host is capable of doing; this ability operates identically to a dominate monster spell, except the host is not allowed a saving throw to negate the effect, & the effect has a range of touch; this ability is in effect until either the host is dead (-10HP or below, even decapitation is not completely sufficient to cause death in this case), the Plaga is dead, or the Plaga is removed from the host

    • Burst Forth (Ex): If the host has been critically injured (less than 25% HP remaining, all the way to -9HP), the Plaga can partially emerge from the body, exploding out of the largest wound; the Plaga can continue to control the body (via the Command Host ability, above), even if the host would normally be considered dead; this maneuver grants the Plaga cover, & allows it to survive the death of the host

    • Infectious Spores (Ex): once per day, Plagas can release a cloud of infectious spores; all creatures within a 10’ radius are exposed to Plaga spores (see Las Plagas: Disease, above); this cloud has no effect in sunlight or within the radius of a daylight spell

    • Light Weakness (Ex): Plagas are helpless in sunlight or within the radius of a daylight spell, taking 1d6+4 damage per round; in addition, a Plaga exposed to bright light must make a Fortitude save (DC20) or immediately die; Plagas can avoid these effects if it remains within significant shadow, underground, in moonlight or starlight, within the radius of a darkness spell, or while entirely within the body of a host
    Last edited by Zeta Kai; 2008-11-14 at 10:24 AM. Reason: added image

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    Default Re: Resident Evil D20

    Plaga, Beta / Worm
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    Games: RE4
    Tiny Aberration
    Hit Dice: 2d8+4 (13HP)
    Initiative: -2
    Speed: 0’ (0 squares)
    Armor Class: 13 (+2 size, -2 Dex, +3 natural); touch 10; flat-footed 13
    Base Attack/ Grapple: +2/-6
    Attack: Claw +4 melee (1d8+2)
    Full Attack: Claw +4 melee (1d8+2)
    Space/Reach: 2½’/0’
    Special Attacks: Acid Spray, Head Bite
    Special Qualities: Aberration traits, Command Host, Burst Forth, Infectious Spores, Light Weakness
    Saves: Fort +2, Ref -2, Will +2
    Abilities: Str 14 (+2), Dex 7 (-2), Con 14 (+2), Int 10 (+0), Wis 14 (+2), Cha 7 (-2)
    Skills: Hide +6, Knowledge (religion) +4, Profession (clergy) +4, Search +4
    Feats: Improved Natural Armor
    Environment: any
    Organization: solitary, cloister (2-6), or congregation (7-20)
    Challenge Rating: 3
    Treasure: N/A
    Alignment: Lawful Evil
    Advancement: 3-5 Hit Die (Tiny)
    Level Adjustment: N/A

    • Acid Spray (Ex): Plagas can emit a 20’ cone of acid (2d4 damage, Reflex save DC12 for half damage) every 1d4+4 rounds; creatures hit by the spray suffer a -2 penalty to all Will saves to resist infection from Plaga spores (see Las Plagas: Disease, above) for 10 rounds (1 minute)

    • Head Bite (Ex): Beta Plagas can lash out with a bite attack (+6 melee, 3d8+2 damage, 17-20/Χ3) once every 1d4+4 rounds, hitting opponents up to 5’ away; this attack is aimed at an opponent’s head, & so ignores any armor bonus to AC unless the opponent is wearing a helmet; this attack cannot be used against creatures without a discernable head (such as an ooze or a swarm) or creatures immune to critical hits (such as constructs & undead)

    • Command Host (Ex): Plagas within a host can direct the actions of that host, commanding it to perform any action that the host is capable of doing; this ability operates identically to a dominate monster spell, except the host is not allowed a saving throw to negate the effect, & the effect has a range of touch; this ability is in effect until either the host is dead (-10HP or below, even decapitation is not completely sufficient to cause death in this case), the Plaga is dead, or the Plaga is removed from the host

    • Burst Forth (Ex): If the host has been critically injured (less than 25% HP remaining, all the way to -9HP), the Plaga can partially emerge from the body, exploding out of the largest wound; the Plaga can continue to control the body (via the Command Host ability, above), even if the host would normally be considered dead; this maneuver grants the Plaga cover, & allows it to survive the death of the host

    • Infectious Spores (Ex): once per day, Plagas can release a cloud of infectious spores; all creatures within a 10’ radius are exposed to Plaga spores (see Las Plagas: Disease, above); this cloud has no effect in sunlight or within the radius of a daylight spell

    • Light Weakness (Ex): Plagas are helpless in sunlight or within the radius of a daylight spell, taking 1d6+4 damage per round; in addition, a Plaga exposed to bright light must make a Fortitude save (DC20) or immediately die; Plagas can avoid these effects if it remains within significant shadow, underground, in moonlight or starlight, within the radius of a darkness spell, or while entirely within the body of a host
    Last edited by Zeta Kai; 2008-11-14 at 10:24 AM.

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    Default Re: Resident Evil D20

    Plaga, Gamma / Spider
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    Games: RE4
    Tiny Aberration
    Hit Dice: 2d8+4 (13HP)
    Initiative: +2
    Speed: 20’ (4 squares), Climb 10’ (2 squares)
    Armor Class: 12 (+2 size, -2 Dex, +2 natural); touch 10; flat-footed 12
    Base Attack/ Grapple: +2/-6
    Attack: Tentacle Slam +4 melee (1d8+2)
    Full Attack: Tentacle Slam +4 melee (1d8+2)
    Space/Reach: 2½’/0’
    Special Attacks: Acid Spray, Detach, Pounce
    Special Qualities: Aberration traits, Command Host, Burst Forth, Infectious Spores, Light Weakness
    Saves: Fort +2, Ref -2, Will +2
    Abilities: Str 14 (+2), Dex 7 (-2), Con 14 (+2), Int 13 (+1), Wis 14 (+2), Cha 7 (-2)
    Skills: Hide +6, Jump +5, Profession (soldier) +6, Survival +7, Tumble +1
    Feats: Improved Initiative
    Environment: any
    Organization: solitary, squad (2-8), or platoon (9-30)
    Challenge Rating: 3
    Treasure: N/A
    Alignment: Lawful Evil
    Advancement: 3-5 Hit Die (Tiny)
    Level Adjustment: N/A

    • Acid Spray (Ex): Plagas can emit a 20’ cone of acid (2d4 damage, Reflex save DC12 for half damage) every 1d4+4 rounds; creatures hit by the spray suffer a -2 penalty to all Will saves to resist infection from Plaga spores (see Las Plagas: Disease, above) for 10 rounds (1 minute)

    • Detach (Ex): After partially emerging from the host body, a Gamma Plagas can remove itself from the host as a move-equivalent action; the host immediately loses the [Plagas Carrier] subtype, the Las Plagas template, & all benefits/ restrictions associated with both (& will most likely die, due to damage involved in emerging & the loss of a Constitution bonus)

    • Pounce (Ex): If a Gamma Plaga charges an opponent, it can make a full attack, including an Acid Spray; this maneuver requires the Plaga to be detached from its host

    • Command Host (Ex): Plagas within a host can direct the actions of that host, commanding it to perform any action that the host is capable of doing; this ability operates identically to a dominate monster spell, except the host is not allowed a saving throw to negate the effect, & the effect has a range of touch; this ability is in effect until either the host is dead (-10HP or below, even decapitation is not completely sufficient to cause death in this case), the Plaga is dead, or the Plaga is removed from the host

    • Burst Forth (Ex): If the host has been critically injured (less than 25% HP remaining, all the way to -9HP), the Plaga can partially emerge from the body, exploding out of the largest wound; the Plaga can continue to control the body (via the Command Host ability, above), even if the host would normally be considered dead; this maneuver grants the Plaga cover, & allows it to survive the death of the host

    • Infectious Spores (Ex): once per day, Plagas can release a cloud of infectious spores; all creatures within a 10’ radius are exposed to Plaga spores (see Las Plagas: Disease, above); this cloud has no effect in sunlight or within the radius of a daylight spell

    • Light Weakness (Ex): Plagas are helpless in sunlight or within the radius of a daylight spell, taking 1d6+4 damage per round; in addition, a Plaga exposed to bright light must make a Fortitude save (DC20) or immediately die; Plagas can avoid these effects if it remains within significant shadow, underground, in moonlight or starlight, within the radius of a darkness spell, or while entirely within the body of a host
    Last edited by Zeta Kai; 2008-11-14 at 10:25 AM.

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    Default Re: Resident Evil D20

    Plaga, Omega / Queen
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    Games: RE4
    Tiny Aberration
    Hit Dice: 4d8+8 (26HP)
    Initiative: -2
    Speed: 0’ (0 squares)
    Armor Class: 15 (+2 size, -2 Dex, +5 natural); touch 10; flat-footed 15
    Base Attack/ Grapple: +2/-6
    Attack: Claw +4 melee (1d8+2)
    Full Attack: Claw +4 melee (1d8+2)
    Space/Reach: 2½’/0’
    Special Attacks: N/A
    Special Qualities: Aberration traits, Command Host, Burst Forth, Infectious Spores, Light Weakness, Direct Plagas
    Saves: Fort +2, Ref -2, Will +2
    Abilities: Str 14 (+2), Dex 7 (-2), Con 14 (+2), Int 16 (+3), Wis 14 (+2), Cha 7 (-2)
    Skills: Bluff +2, Diplomacy +2, Hide +6, Intimidate +4, Knowledge (arcana) +7, Knowledge (local) +6, Profession +5, Search +6
    Feats: Leadership, Persuasive
    Environment: any
    Organization: solitary
    Challenge Rating: 4
    Treasure: N/A
    Alignment: Lawful Evil
    Advancement: 5-6 Hit Die (Tiny), 7-9 Hit Die (Small)
    Level Adjustment: N/A

    • Command Host (Ex): Plagas within a host can direct the actions of that host, commanding it to perform any action that the host is capable of doing; this ability operates identically to a dominate monster spell, except the host is not allowed a saving throw to negate the effect, & the effect has a range of touch; this ability is in effect until either the host is dead (-10HP or below, even decapitation is not completely sufficient to cause death in this case), the Plaga is dead, or the Plaga is removed from the host

    • Burst Forth (Ex): If the host has been critically injured (less than 25% HP remaining, all the way to -9HP), the Plaga can partially emerge from the body, exploding out of the largest wound; the Plaga can continue to control the body (via the Command Host ability, above), even if the host would normally be considered dead; this maneuver grants the Plaga cover, & allows it to survive the death of the host

    • Infectious Spores (Ex): three times per day, Plagas can release a cloud of infectious spores; all creatures within a 10’ radius are exposed to Plaga spores (see Las Plagas: Disease, above); this cloud has no effect in sunlight or within the radius of a daylight spell

    • Light Weakness (Ex): Plagas are helpless in sunlight or within the radius of a daylight spell, taking 1d6+4 damage per round; in addition, a Plaga exposed to bright light must make a Fortitude save (DC20) or immediately die; Plagas can avoid these effects if it remains within significant shadow, underground, in moonlight or starlight, within the radius of a darkness spell, or while entirely within the body of a host

    • Direct Plagas (Su): Omega Plagas have the ability to direct the actions of all other Plagas that have fewer Hit Dice (even those within host bodies) within range (180’, or 36 squares); this ability operates identically to a dominate monster spell performed by a caster with a level equal to the Plagas’ Hit Dice Χ2
    Last edited by Zeta Kai; 2008-11-14 at 10:26 AM.

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    Default Re: Resident Evil D20

    Plague Crawler
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    Games: RE0, OB1
    Medium Aberration (T-Virus Carrier)
    Hit Dice: 3d8+6 (28HP)
    Initiative: -2
    Speed: 20’ (4 squares)
    Armor Class: 12 (-2 Dex, +4 natural); touch 8; flat-footed 12
    Base Attack/Grapple: +2/+5
    Attack: Tentacle +5 melee (1d8+3, 20/Χ3 critical)
    Full Attack: 2 Tentacles +5 melee (1d8+3, 20/Χ3 critical)
    Space/Reach: 5’/5’
    Special Attacks: Pounce
    Special Qualities: Scent, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
    Saves: Fort +2, Ref -2, Will +0
    Abilities: Str 17 (+3), Dex 6 (-2), Con 15 (+2), Int 0 (--), Wis 10 (+0), Cha 1 (-5)
    Skills: Hide +4, Move Silently +4
    Feats: Improved Natural Attack
    Environment: any land or underground
    Organization: solitary, pair, or epidemic (3-5)
    Challenge Rating: 2
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Pounce (Ex): if a Plague Crawler charges a foe, it can make a full attack, including 2 Tentacle attacks

    • Scent (Ex): a Plague Crawler can detect opponents by sense of smell within 30’ (Χ2 for upwind opponents, Χ½ for downwind opponents)
    Last edited by Zeta Kai; 2008-11-11 at 10:07 PM. Reason: added image

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    Default Re: Resident Evil D20

    Plant 42*
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    Games: RE1, OB1, OB2
    Huge Plant (T-Virus Carrier)
    Hit Dice: 7d8+35 (66HP)
    Initiative: -1
    Speed: 0’ (0 squares)
    Armor Class: 15 (-2 size, -1 Dex, +8 natural); touch 7; flat-footed 15
    Base Attack/Grapple: +5/+22
    Attack: Tentacle +12 melee (2d6+9)
    Full Attack: Tentacle +12 melee (2d6+9)
    Space/Reach: 15’/15’
    Special Attacks: Acid Spray, Improved Grab, Long Reach, Poison Gas, Strangle, Throw
    Special Qualities: Plant traits, T-Virus Carrier traits, Blindsight 30’, Vulnerability to V-Jolt
    Saves: Fort +8, Ref +2, Will +7
    Abilities: Str 29 (+9), Dex 8 (-1), Con 21 (+5), Int 0 (--), Wis 10 (+0), Cha 1 (-5)
    Skills: N/A
    Feats: N/A
    Environment: warm forests or jungles
    Organization: solitary
    Challenge Rating: 8
    Treasure: N/A
    Alignment: Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Acid Spray (Ex): Plant 42 can emit a 20’ cone of acid (2d6 damage, Reflex save DC12 for half damage) every 1d4+2 rounds

    • Improved Grab (Ex): to use this ability, Plant 42 must hit with a Tentacle attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Throw or Strangle

    • Long Reach (Ex): Plant 42 can lash out with its Tentacle attack once every 1d4 rounds, hitting opponents up to 20’ away (NOTE: it may also hit opponents that are only 5’, 10’, or 15’ away at no penalty, if it chooses); this attack is identical in all other respects to the normal Tentacle attack

    • Poison Gas (Ex): every 1d4+2 rounds, Plant 42 can emit a cloud of poisonous pollen; the cloud has a 10’ radius & lasts for 1d3 rounds; all creatures within the cloud are exposed to Plant 42 poison (via inhalation; Fortitude DC15; initial damage 1d6 Constitution; secondary damage 1d6 Constitution)

    • Strangle (Ex): on a successful grapple check, Plant 42 deals 9 points of damage per round; in addition, the grappled creature cannot breathe (see Drowning or Suffocation rules in the DMG)

    • Throw (Ex): Plant 42 can throw any creature (up to Medium size) it has successfully grappled; the thrown creature takes damage upon landing equal to (the falling damage + 10’) + Plant 42’s Strength modifier (+9); Plant 42 will lift a grappled creature 1d4Χ10’ above the ground before throwing

    • Vulnerability to V-Jolt: Plant 42 takes twice as much (Χ2) damage as normal from V-Jolt (see Items), regardless of whether a saving throw is allowed, or if the save is a success or failure; in addition, an Ivy must make a Fortitude save (DC10) or die each round it is exposed to fire damage, with the DC increasing by 2 each round after the first
    Last edited by Zeta Kai; 2008-11-14 at 10:30 AM. Reason: added image

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    Default Re: Resident Evil D20

    Pluto (Tyrant base)
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    Games: DA
    Large Aberration (T-Virus Carrier)
    Hit Dice: 12d8+72 (126HP)
    Initiative: -3
    Speed: 30’ (6 squares)
    Armor Class: 12 (-2 Blind, -1 size, -3 Dex, +8 natural); touch 4; flat-footed 12
    Base Attack/Grapple: +8/+20
    Attack: Punch +15 melee (2d6+8)
    Full Attack: Punch +15 melee (2d6+8) & Slam +13 melee (1d4+4)
    Space/Reach: 10’/10’
    Special Attacks: Improved Grab, Powerful Charge, Trample
    Special Qualities: Aberration traits, T-Virus Carrier traits, Blindsense, Powerful Build, Damage Reduction 5/concussion, Immunities, Frightful Presence
    Saves: Fort +15, Ref +3, Will +8
    Abilities: Str 27 (+8), Dex 5 (-3), Con 23 (+6), Int 3 (-4), Wis 12 (+1), Cha 4 (-3)
    Skills: Balance +4, Intimidate +4, Listen +12, Survival +11
    Feats: Awesome Blow, Blind-Fight, Improved Bull Rush, Improved Natural Attack, Improved Overrun, Power Attack
    Environment: any land or underground
    Organization: solitary
    Challenge Rating: 10
    Treasure: N/A
    Alignment: Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A

    • Improved Grab (Ex): to use this ability, Pluto must hit with his Slam attack; he can then attempt to start a grapple as a free action without provoking an attack of opportunity; if he wins the grapple check, he establishes a hold & can Punch

    • Powerful Charge (Ex): in addition to the normal benefits and hazards of a charge, this allows Pluto to make a single Punch attack (piercing, like a gore attack) with a +15 attack bonus that deals 4d6+16 points of damage

    • Trample (Ex): Pluto can trample opponents up to Medium size, dealing 2d8+8 points of damage; Reflex save DC20 for half damage

    • Blindsense (Ex): Pluto cannot see; he takes a -2 penalty to Armor Class & takes a -4 penalty on Search checks and on most Strength- & Dexterity-based skill checks; all checks and activities that rely on vision automatically fail; all opponents are considered to have total concealment (50% miss chance)

    • Powerful Build (Ex): whenever Pluto is subject to any size modifier, he is treated as 1 size larger if doing so is advantageous to him; he is also considered to be 1 size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him; Pluto can use weapons designed for a creature 1 size larger without penalty; however, his space & reach remain those of a creature of his actual size; the benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subject’s size category

    • Immunities (Ex): Pluto has immunity to sleep & paralysis effects, poison, cold-, electricity-, & fire-based damage; in addition, Pluto is immune to any spell or spell-like ability that allows spell resistance, & is not subject to subdual damage, ability damage, ability drain, or death from massive damage

    • Frightful Presence (Ex): Pluto can inspire terror by charging or attacking; affected creatures must succeed on a DC11 Will save or become shaken, remaining in that condition as long as they remain with 20’ of Pluto; the save DC is Constitution-based
    Last edited by Zeta Kai; 2008-11-11 at 09:58 PM. Reason: added image

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