PDA

View Full Version : D&D 3.x Other Critters II!



Pages : [1] 2 3 4 5 6

Bhu
2010-09-30, 12:54 AM
PDF available by TSGames (http://www.topsecretgames.net/pdfs-for-friends/bhus-monster-compendium/)

Page List for Thread 1 (http://www.giantitp.com/forums/showthread.php?t=74654)

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


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


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

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


MYTHOLOGICAL

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

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

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

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

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

CRITTERS BY OTHERS
Dire Raven by Serpentine (Page 49)
Flying Fish by Shrieking Drake (Page 46)
Mountain Tortoise by Serpentine (Page 49)
Time Flies by Zom B (Page 34)

Bhu
2010-09-30, 12:56 AM
Page List for Thread 2

Silly Campaigns
Argentariusloth (Page 32)
Beaver Folk (Page 25)
Birraloth (Page 31)
Conventusloth (Page 31)
Dire Namaquan Rain Frog (Page 28)
Durian Dryad (Page 25)
Epic Skeleton (Page 2)
Epic Zombie (Page 1)
Hero Shrew (Page 32)
The Mosquito (Page 22)
Neo-Animal Template (Page 11, addendum by Flabort on page 12)
Patraloth (Page 30)
Pidgin (Page 32)
Prosedaloth (Page 30)
Torqueoloth (Page 31)
Turkey (Page 35)
Vampire Bait Template (Page 32)
Were Flamingo Template (Page 32)
Were Komodo Dragon Template (Page 31)
Were Pink Fairy Armadillo Template (Page 31)
Were Porcupine Template (Page 32)
Were Sea Monkey Template (Page 31)
Were Wombat Template (Page 31)

Horror Campaigns
Deep One (Page 13)
Ghoul (Page 13)

Mythological/Cryptids
Doppelsauger (Page 11)
Edimmu (Page 15)
Fsti Capcaki (Page 32)
Haakapaizizi (Page 32)
Indacinga (Page 32)
Inupasugjuk (Page 34)
Kiwakhw (Page 33)
Loup Garou (Page 31)
Matlose (Page 32)
Naked Bear (Page 35)
N-dam-keno-wet (Page 35)
Paija (Page 32)
Pskegdemus/Maski-mon-gwe-zo-os (Page 35)
Pukwudgie (Page 35)
Siat (Page 33)
Skatene (Page 33)
Spearfinger (Page 35)
Stoneclad (Page 35)
Stonecoats (Page 34)
Tammatuyuq (Page 33)
Tah-Tah-Kle‘-Ah (Page 33)
Tei-Pai-Wankas (Page 35)
Tsiatko (Page 32)
Tuttle Bottoms Monster (Page 32)

Other
Adherer (Page 29)
Anthropomorphic Vermin Template (Page 34)
Astereater (Page 31)
Awakened Death Tyrant Template (Page 33)
Black Garbug (Page 30)
Blindheim (Page 29)
Bloodkiss Template (Page 33)
Death Emperor Template (Page 33)
Evolved Doomsphere Template (Page 33)
Eye of Chaos (Page 32)
Eye of Death Template (Page 33)
Eye of Despair (Page 33)
Eye of Flame (Page 32)
Eye of Frost (Page 32)
Eye of Shadow (Page 33)
Examiner (Page 31)
Fractal Beholder (Page 23)
Gorbel (Page 31)
Greater Medusa (Page 29)
Inverted Beholder (Page 26)
IT! (Page 25)
Kasharin Template (Page 31)
Lensman (Page 31)
Orbus (Page 31)
Pirate Beholder (Page 23)
Pseudonatural Beholder (Page 33)
Sea Hermit (Page 29)
Spooge Beholder (Page 26)
Vampyre (Page 25)
Violet Garbug (Page 30)
Voidsphere Template (Page 33)
Watcher (Page 31)

Requests
Absolute Template (Page 27)
Acrosapien (Page 7)
Akkidae (Page 26)
Arakune (Page 17)
Arakune's Bugs (Page 18)
Bearmaid (Page 16)
Beeflings (Page 33)
Beholder, Biclops (Page 14)
Beholder, Fractal (Page 23)
Beholder, Pirate (Page 23)
Briareus (Page 20)
Crococerous (Page 4)
Crowwolf (Page 16)
Cyborg Template (Page 26)
Deadly Nadder (Page 5)
Derivative Template (Page 28)
Dire Beholder (Page 19)
Dire Butterfly (Page 15)
Dire Crowwolf (Page 16)
Dire Cuttlefish (Page 15)
Dire Dog (Toy Breed, Page 10)
Dire Furries (Page 20)
Dire Owlbear (Page 16)
Eyeball Swarm (Page 19)
Exponential Template (Page 27)
Firecat (Page 1)
Fish Bastards (Page 14)
The Flock (Page 34)
Fractional Template (Page 28)
Furries (Page 19)
Gauth Mob (Page 19)
Giant Pistol Shrimp (Page 1)
Giant Starfish, Sunstar (Page 8)
Goby Minion (Page 5)
Gronckle (Page 7)
Grub Servitor (Page 10)
Hamstower (Page 19)
Hideous Zippleback (Page 7)
Hummingator and Hummingator Swarm(Page 3)
Imaginary Template (Page 28)
Jellybats (Page 10)
Llamabird (Page 4)
Lollipop Guardian (Page 19)
Monstrous Nightmare (Page 8)
The Mosquito (Page 22)
Night Fury (Page 9)
One Eyed One Horned Flying Purple People Eater (Page 1)
Ouroboros (Page 23)
Pattern Bee Swarm (Page 12)
Possessed Lollipop (Page 19)
Ramming Roller (Page 12)
Red Panda (Page 19)
Red Super Giant (Page 15)
Sauna Bees (Page 12)
Sea Dragon (Page 10)
Spiderman (Page 21)
Sun Bees (Page 12)
Teenage Mutant Ninja Template (Page 35)
Terrible Terrors (Page 6)
The Other Mother (Page 9)
The Watchers in the Wall (Page 2)
Tracker Jackers (Page 15)
The Walrus (Page 23)
Winchester Template (Page 35)
Wombat of Doom (Page 23)
Xenomorph Drone Template (Page 34)
Xenomorph Queen Template (Page 35)
Xenomorph Soldier (Page 35)
Yak (Page 1)
Zebrocerous (Page 4)
Zombie Pirate (Page 29)

Critters by Others
Armored Superwhale, Half Gibbering Mouther, Half Pseudodragon and Imaginary Template by Inuyasha (Page 28)
Beagle and Dire Beagle by OblivionBlade (Page 32)
Dire Hydra by Flabort (Page 17)
Dretch and Half-Unicorn by Inuyasha (Page 29)
Half-Choker and Necroling Beholder by Inuyasha (Page 26)

Bhu
2010-09-30, 12:58 AM
One Eyed One Horned Flying Purple People Eater
Large Aberration
Hit Dice: 5d8+15 (37 hp)
Initiative: +0
Speed: 30 ft. (6 squares), Fly 80 ft. (Good)
Armor Class: 17 (-1 Size, +8 Natural), touch 9, flat-footed 17
Base Attack/Grapple: +3/+12
Attack: Claw +7 melee (1d6+5)
Full Attack: 2 Claws +7 melee (1d6+5) and 1 Bite +2 melee (2d4+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Bard Abilities
Special Qualities: Dark Vision 60'
Saves: Fort +4, Ref +1, Will +6
Abilities: Str 20, Dex 10, Con 16, Int 14, Wis 14, Cha 16
Skills: Balance +8, Climb +10, Intimidate +10, Knowledge (Geography) +5, Perform (Horn) +11
Feats: Fly-by Attack, Hover
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: By Character Class (usually Bard)
Level Adjustment: ---

"Bert...what the Hell are we doing here? What the hell is that thing? Why does no one else seem to be worried?"

OEOHFPPE's are strange alien beings that have an affinity for music, and seem to be anthropophagus in regards to a race or purple skinned humanoids. Rarely seen they are described as having a growth on their head similar to a horn like instrument, large fangs and claws, and wings. They appear to understand and speak Common.

Bard Abilities: OEOHFPPE's may use Bardic Music as if they had levels in Bard equal to their Hit Dice. If they later take levels in Bard these stack with their Hit Dice for purposes of determining their abilities.

Combat: OEOHFPPE's tend to use their Bard abilities if they are strong enough. Otherwise they just fly in and use tooth and claw. They tend to be less spectacular tacticians and more crazed flailing types.





YAK!
Large Animal
Hit Dice: 6d8+18 (45 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 14 (-1 Size, +5 Natural), touch 9, flat-footed 14
Base Attack/Grapple: +4/+14
Attack: Gore +9 melee (1d10+9)
Full Attack: Gore +9 melee (1d10+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: Charge
Special Qualities: Low Light Vision, Scent
Saves: Fort +8, Ref +5, Will +2
Abilities: Str 22, Dex 10, Con 16, Int 2, Wis 11, Cha 4
Skills: Climb +9, Listen +5, Spot +5
Feats: Alertness, Cold Endurance, Endurance
Environment: Cole or Temperate Hills or Mountains
Organization: Domesticated
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: 7-9 HD (Large)
Level Adjustment: ---

"So why is this thing called a Yak instead of a Bull?'

"Our language is different of course. Also, it vomits anytime it sees a Dragon."

"Ah'll keep that in mind..."

Yaks are one of the worlds largest bovines standing up to 7' tall, and weighing over 2200 lbs (though domesticated Yaks are much smaller).

Charge (Ex): If a Yak successfully damages an opponent with a Charge attack, it may immediately make a Trip Attack as a Free Action without provoking an Attack of Opportunity (and if it fails the opponent does not get a Trip Attack of his own in response).

Combat: Yaks tend to charge people, knock them to the ground, and then repeatedly step on or gore them till they die.





Firecat
Tiny Magical Beast
Hit Dice: 1d10 (5 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Size, +2 Dex, +2 Luck), touch 16, flat-footed 14
Base Attack/Grapple: +1/-11
Attack: Claw +3 Melee (1d3-4)
Full Attack: 2 Claws +3 Melee (1d3-4) and 1 Bite -2 melee (1d3-4)
Space/Reach: 2 1/2 ft./o ft.
Special Attacks: We'll charitably call this a Hairball problem
Special Qualities: Dark Vision 60', Scent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 12, Wis 12, Cha 12
Skills: Balance +12, Climb +8, Hide +16, Jump +12, Listen +3, Move Silently +8, Spot +3
Feats: Weapon Finesse
Environment: Temperate Plains
Organization: Solitary, Pair, or Family (4-12)
Challenge Rating: 1
Treasure: None
Alignment: Usually Neutral
Advancement: 2 HD (Small)
Level Adjustment: ---

"Bert...Bert...that cat just set the rose bushes on fire."

"Screw it, let's leave before we get the blame."


Firecat's are usually orange colored tabbies, but can be of any breed. Exactly how they learned to spit fire or gained intelligence is unknown, but Dragons are blamed in general. They speak and understand Draconic, Cat, and Common.

We'll charitably call this a Hairball problem (Su): Firecats may cast Lesser Orb of Fire at will as a Supernatural ability. They love spitting fireballs into flammable areas.

Skills: Firecats have a +4 Racial Bonus on Climb, Hide, and Move Silently Checks. They also have a +8 Racial Bonus on Balance and Jump Checks. They may use their Dex Bonus in place of their Str Bonus with Climb and Jump Checks. In areas of high grass or undergrowth the Hide Bonus increases to +8.

Combat: Firecats generally spit fire at people, and then run. If the opponent is still there they will continue to do hit and run attacks. They also have a knack for blasting whatever's flammable.

The Mentalist
2010-09-30, 01:29 AM
HOLY BHU!


Congrats on fifty pages of good work. I meant to comment that I really like the Elder Terror thingie but I got busy for a while. I'm still going through your first thread to find what I want to use there. You make it faster than I can read through it! (this is what I get for spending most of my time on my own projects I suppose)

Debihuman
2010-09-30, 11:52 AM
Bhu, this is truly amazing -- 50 pages of critters (not to mention your orc and cat prestige classes). I'm just a rank amateur when it comes to designing new critters and I've barely touched prestige classes.

Ever go to Sci-Fi conventions? I'm so buying you a drink!!!

Debby

Mulletmanalive
2010-09-30, 11:59 AM
Curse my oceanic seperation from Gencon! [waves fist].

That said, was there in Indianapolis two weeks after and the convention centre still smelled funny...

Bhu
2010-09-30, 06:13 PM
Bhu, this is truly amazing -- 50 pages of critters (not to mention your orc and cat prestige classes). I'm just a rank amateur when it comes to designing new critters and I've barely touched prestige classes.

Ever go to Sci-Fi conventions? I'm so buying you a drink!!!

Debby

I do indeed go to scifi cons, but I do not drink so alas you will have to buy me a coke zero :smallbiggrin:

Debihuman
2010-09-30, 07:50 PM
I'll buy you a coke zero then!

Anyhow, let's get back to the critters. Here's an old version of the OEOHFPPE but I have no idea who made it. Note: I didn't.


One-Eyed, One-Horned, Flying, Purple, People Eater
Huge Outsider (Chaotic)
Hit Dice: 12d8+48 (96 hp)
Initiative: +2 (+2 dex)
Speed: 50 ft., Fly 60 ft. (Poor)
Armor Class: 22 (-2 size, +12 natural, +2 dex), touch 22, flat-footed 20
BAB/Grapple: +12/+17
Attacks: Bite +12 melee (2d8+5)
Full Attack: Bite +12 melee (1d8+5) and 2 claws +7 (1d6+5)
Space/Reach: 15 ft./ 15 ft. (10 ft. with claws)
Special Attacks: Breath Weapon, Charm Person, Swallow Whole
Special Qualities: Weakness to Mind-Affecting, Sonic Resistance 20, Music Lover, Mimic Voice, Blindsight 60 ft.
Saves: Fort +16, Ref +14, Will +12
Abilities: Str 20, Dex 14, Con 19, Int 8, Wis 10, Cha 24
Skills: Perform (One-Horn) 16, Jump 14, Profession (musician) 16, Intimidate 16, Diplomacy 16, Climb 11, Knowledge (Performing Arts) 16
Feats: Flyby Attack, Snatch, Power Attack, Improved Grapple, Snatch and Swallow
Environment: Any, prefers to live near cultures with tasteful music
Organization: Always Solitary
Challenge Rating: 14
Treasure: double Art (masterwork instruments only), standard Items (including Horn, usually sonic- or instrument-themed items), no Coins (spent on concert tickets!)
Alignment: Always Chaotic (any)
Advancement: By HD up to 24, then by class (Bard)
Level Adjustment: Unsuitable as Cohort or Player

Abilities

Breath Weapon: A People Eater can channel its musical might through its trumpet-like horn, creating a 60ft. cone of sonic energy which deals 1d6 damage / HD (Will DC17 for half) to those within its area as it causes the brains of those hearing it to try to process music that should only work in four dimensions. Once it breathes, the People Eater must wait 1d6 (yes, d6) rounds before using it again. If it so wishes, the People Eater can make its breath attack less powerful, by fine-tuning the resonance to be slightly off, it can cause the breath weapon not to deal more damage than the target has Hit points, so as to subdue enemies (though the damage is still lethal for rules purposes).

The breath attack does not affect those who are deaf, or tone-deaf: their brains cannot process sound, so the scrambled music has no effect.

Charm Person: Once per round, the People Eater can sing as a standard action to mimic a Charm Person effect on a target. This behaves as the spell, cast by a sorcerer of the People Eater's HD.

Swallow Whole: They don't call it a people eater for nothing! The People Eater has the Snatch and Swallow feat, allowing it to swallow opponents of medium-size or smaller whole after grabbing them in its mouth. If it makes a check to successfully pin an opponent after snatching them in its mouth, they are swallowed and take 1d8 points of crushing damage and 1d6 points of acid damage a round from the stomach. A swallowed enemy can make a grapple check (DC 18) to escape into the mouth (where it takes bite damage next round) or use a small weapon to cut their way out. They must deal 20 points of damage to the AC16 stomach, which has DR 4. After they escape, muscular action closes the hole - each creature swallowed must cut their own hole. A creature killed in the stomach is digested entirely in 2d4 rounds, though the People Eater leaves enough traces a day later for a resurrection spell needing a body (just all split into little bits and suspended in purple slime). A People Eater has an unusually large stomach, which serves as most of the digestive system, and its respiratory system in all stored in the horn. As such, it can swallow 3 medium-size creatures, 6 small creatures or 12 tiny or smaller creatures at a time.

Weakness to Mind-Affecting Effects: The People Eater is easily charmed by music. Any sound-based mind-affecting effects are treated as being at +4 DC to the people eater.

Music Lover: The People Eater loves great music. A Distract action aided by a perform check gains half the amount by which a perform check (musical only) exceeds 20. A performance over 30 will calm the people eater into friendliness. The People Eater will disengage from combat if its acute magical hearing picks up a performance over 25 within 1 mile, though its hearing can only hear music this far away.

Mimic Voice: The People Eater can mimic any sound it has heard perfectly. This grants it a +8 circumstance bonus on perform (One Long Horn) checks, and allows it to make a performance of any instrument it has heard at +4.

Flyby Attack: The People Eater can make an attack at any point during a movement action in the air.

Snatch: The creature can choose to start a grapple when it hits with a claw or bite attack, as though it had the improved grab special attack. If the creature gets a hold on a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage. A snatched opponent held in the creature’s mouth is not allowed a Reflex save against the creature’s breath weapon, if it has one.

The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 × 10 feet, and takes 1d6 points of damage per 10 feet traveled. If the creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater.

Improved Grapple: The People Eater does not provoke AoOs when starting a grapple

Snatch and Swallow: The People Eater can swallow those grappled in its mouth, as detailed above.

The Purple People Eater stands out in any crowd. For a start, it has one long, hollow, conical horn through which it sings and one big eye. Add on some wings, a lot of Purple, a penchant for eating people and singing opera, usually at the same time (at least it's not that certain boss from Conker's Bad Fur Day, which sang opera while doing something else entirely) and you have a unique monster.

The Purple People Eater (luckily, there only seems to be the one) tends to wander the lands, searching for the perfect song, slaking its hunger along the way on, rather surprisingly, people (though it has never found one, some claim it searches for a one-eyed, one horned purple person to eat).

In Combat, the People Eater opens by swooping in and trying to grab a single opponent without landing. If it succeeds, it flies off with them, waits until they are dead then returns to the fray while they are in its belly. After it returns, or if the opponent escapes, it unleashes its Breath attack with the hold-back frequency, eats anyone knocked out, and then flies off again. If angered, it will sing during combat, a rather uniquely terrifying experience, and when truly enraged it aims to slaughter its foes by not holding back its resonant breath.

Above all else, it seeks to perform great music. At any time, a bard can try to calm it with Bardic Music. If the People Eater hears a perform check over twice its HD, it is pleased and immediately ceases its attack, asking to be taught this amazing piece.

Dubious Pie
2010-10-01, 02:14 AM
Would you be willing to make a giant pistol shrimp, around CR 5 if possible? That would be great.

Bhu
2010-10-01, 02:48 AM
I'm not sure if I can get it exactly CR 5 but I'll try

Giant Pistol Shrimp
Huge Vermin (Aquatic)
Hit Dice: 8d8+24 (60 hp)
Initiative: +2
Speed: 30 ft. (6 squares), Swim 30 ft., Burrow 5 ft.
Armor Class: 20 (-2 Size, +2 Dex, +10 Natural), touch 10, flat-footed 18
Base Attack/Grapple: +6/+20
Attack: Claw +10 melee (1d8+6)
Full Attack: Claw +10 melee (1d8+6) or Pistol +6 Ranged Touch (3d6 Sonic)
Space/Reach: 15 ft./10 ft.
Special Attacks: Pistol Claw
Special Qualities: Dark Vision 60', Vermin traits, Limb Regeneration
Saves: Fort +9, Ref +4, Will +3
Abilities: Str 22, Dex 14, Con 16, Int -, Wis 12, Cha 2
Skills: Hide -2, Spot +5, Swim +14
Feats: ---
Environment: Any Aquatic
Organization: Solitary or Colony (6-30)
Challenge Rating: 5
Treasure: None
Alignment: Always Neutral
Advancement: 9-13 HD (Huge), 14-16 HD (Gargantuan)
Level Adjustment: ---

"Were goin' fishin' Abner!"
"Awright! It's about time Bert!"
"Here's your ring of water breathing."
"What the hell are these for?"
"We're goin' fishin' underwater."
"For what?"
"Shrimp..."

Giant Pistol Shrimp are truck sized crustaceans with an odd claw that allows them to shoot a sonic blast in t he form of a stream of bubbles. It is capable of killing small prey and stunning larger opponents. There are several kinds of Pistol Shrimp. Some live in large colonies, and some live in a symbiotic relationship in a burrow with Giant Goby fish.

Pistol Claw (Ex): When making a Full Attack the Pistol Shrimp can use it's special claw. When it snaps together it creates a bubble which momentarily reaches temperatures similar to the sun causing a shockwave. It makes a Ranged Touch Attack on any square within 60'. Anything within the square takes 3d6 Sonic damage and make a DC 17 Fortitude Save or be both Stunned and Deafened for 1d3 rounds.

Limb Regeneration (Ex): If a Pistol Shrimp loses a limb it regenerates within 1d4 weeks.

Skills: Giant Pistol Shrimp get a +8 Racial Bonus on Swim checks, and may always Take 10 on a Swim Check. They also have a +4 Racial Bonus on Hide and Spot Checks.

Combat: Giant Pistol Shrimp generally fire off their pistol attack to stun or kill prey before finishing it off with their claw.

can they swim or are they bottom walkers?

Serpentine
2010-10-01, 06:28 AM
I think they're both, and if it's the one I'm thinking of, they can blast extremely hot air at faster than the speed of sound.

Debihuman
2010-10-01, 07:41 AM
Wikipedia to the rescue (again) http://en.wikipedia.org/wiki/Alpheidae

It's not a stream of hot air, it's a stream of bubbles that can stun fish and break jars. Increase its size and you get a geyser of bubbles that can stun a person and possibly cause damage (probably be non-lethal damage). The force could move creatures back or even knock them down.

I've seen a previous version of this, didn't like it much though.

Debby

The Tygre
2010-10-01, 08:40 AM
The migration is complete! Bwa ha ha!

Serpentine
2010-10-01, 10:39 AM
It's not a stream of hot air, it's a stream of bubbles that can stun fish and break jars.Psst. Bubbles are air :smallwink: :smalltongue:

Ranger Mattos
2010-10-01, 03:42 PM
HOLY BHU!

Al-le-Bhu-ia! Al-le-Bhu-ia!

Anyways, congrats on finishing a whole thread of creatures. Let's hope there's enough ideas out there for another.

Bhu
2010-10-02, 02:19 AM
Thanks guys!!!

All Critters updated, should be done this weekend. I'm out of work again so I'll need a diversion at some point. :smallsigh:

Debihuman
2010-10-02, 09:33 AM
Psst. Bubbles are air :smallwink: :smalltongue:

But it's not hot air. Pbbbbht!! :smallwink:

Squirrel!!!

Debby

Serpentine
2010-10-02, 09:34 AM
*ahem*
The snap can also produce sonoluminescence from the collapsing cavitation bubble. As it collapses, the cavitation bubble reaches temperatures of over 5,000 K (4,700 °C).[12] In comparison, the surface temperature of the sun is estimated to be around 5,800 K (5,500 °C).Ner :smalltongue:

It's funny cuz the squirrel gets dead :smallbiggrin:

Bhu
2010-10-04, 02:51 AM
Yak and Firecat are done.

Does anyone know if pistol shrimp have limits on using their claw, like a pause between blasts or soemthing?

Serp, is there anything else you wanna see added to teh purple people eater.

Dubious Pie
2010-10-04, 03:29 AM
Not as far as I can tell.

Bhu
2010-10-05, 02:14 AM
Pistol Shrimp is done. Purple People Eater will be done soon. Then I'll be doing another critter of my own or open to more requests.

DracoDei
2010-10-05, 05:31 PM
That is the second version of an enlarged pistol shrimp I have seen. Don't remember who did the other one. It was probably on these boards, but may have been in "Dreadmire".

Bhu
2010-10-07, 12:18 AM
Whilst I await Serp's input to finish the people eater, I think I need to do some spookity Halloween critters.


I believe I shall start with an Undead:

EPIC ZOMBIE

Epic Zombie is an Acquired Template that can be added to any living corporeal creature of at least 21 Hit Dice that has a skeletal system.

Size and Type: Size is unchanged, Type changes to Undead. Subtypes except Alignment or species (such as Goblinoid or Reptilian) are retained.

Hit Dice: All current and Future Hit Dice become d12's.

Speed: Unchanged.

Armor Class: The Epic Zombie gets a Natural Armor Bonus equal to it's Hit Dice, and a Profane Bonus to AC equal to half that mount.

Attacks: The Epic Zombies BAB is now equal to it's Hit Dice, if it wasn't already

Damage: Epic Zombies who have no Natural Attacks gain a Slam Attack whose damage depends on their size:

Fine: 1 pt.
Diminutive: 1d2
Tiny: 1d3
Small: 1d4
Medium: 1d6
Large: 1d8
Huge: 2d6
Gargantuan: 2d8
Colossal: 4d6

Special Attacks: The Epic Zombie keeps all Special Attack and Class Abilities except Spells and Spell-Like Abilities. Any Class Ability formerly based on Int or Charisma now gets a +4 Racial Modifier instead. For example if an ability had a Save DC of 10 + 1/2 HD + Cha Mod, it is now 10 + 1/2 HD +4. If the ability normally gets you a Bonus of some sort equal to your Int or Cha Mod you now have a +4. It also gains the following:

Terrifying Appearance (Su): Any living being within 60' of the Epic Zombie must make a Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to this particular Epic Zombies Terrifying Appearance for 24 hours.

Infectious Bite (Su): Any creature bitten by the Epic Zombie must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus 4) or contract Mummy Rot. Unlike normal if the opponent dies it becomes a Zombie (or an Epic Zombie if it qualifies for this template).

To Me Mah Mindless Companions!(Ex): All Mindless Undead willingly defend the Epic Zombie if they are within 120', and will willingly sacrifice themselves to save it by interposing themselves between it and any enemies.

Improved Grab (Ex): If the Epic Zombie hits with it's Primary Natural Attack (usually it's Slam) it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.

Constrict (Ex): If the Epic Zombie has a Primary Natural Attack, it does double that damage (plus double it's Strength Modifier) with a successful Grapple Check. Otherwise it does double it's normal Slam damage.

Former Caster (Ex): If the Base Creature had the ability to cast spells, and lost it because of this Template, it gains a Deflection Bonus to Armor Class equal to half it's Hit Dice, and an Enhancement Bonus to all Attack and Damage rolls equal to half it's Hit Dice. It also increases it's Spell Resistance by +5.

Special Qualities: The Epic Zombie keeps all Special Attack and Class Abilities. Any Class Ability formerly based on Int or Charisma now gets a +4 Racial Modifier instead. It also gains the following:

Turn Immunity (Ex):You are Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 100' of an Epic Zombie, and Panic if forced to do so (they remain Panicked so long as the Epic Zombie is within Range).

Lifesense (Ex): Epic Zombies may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Spell Resistance (Ex): The Epic Zombie gains Spell Resistance equal to 14 plus half its hit Dice.

Damage Reduction (Ex): Gains Damage Reduction 15/Slashing and Epic.

Regeneration (Ex): Epic Zombies gain Regeneration 5. Fire does normal damage to an Epic Zombie.

Unnatural Vitality (Ex): The Epic Zombie gains Maximum hit points per hit die.

Negative Energy Aura (Ex): All Undead within 60' of an Epic Zombie gain Turn Immunity.


Saves: Unchanged.

Abilities: -2 Dex. It has no Int or Con score. Strength increases by an amount equal to Hit Dice (i.e. if it has 22 Hit Dice it gets +22 Str). Charisma drops to 1.

Skills: Unlike other Mindless creatures Epic Zombies retain some skill. They keep all ranks in the following skills (but cannot add more ranks with further Hit Dice or Levels): Climb, Hide, Jump, Listen, Move Silently, Spot, and Swim.

Feats: Epic Zombies retain all Feats, but do not get more Feats with further Hit Dice or Levels.

Environment: Any Land or Underground

Organization: Unchanged, usually Solitary

Challenge Rating: +4 (+5 if former Spellcaster)

Treasure: None, but if the Base Creature was wearing or carrying any magical items it still has them (though most likely it can't use them)

Alignment: Always Neutral or Chaotic Evil

Advancement: An Epic Zombie can keep gaining Hit Dice up to double the Base Creatures. If the Base Creature advances by Class Level the Zombie may possibly advance by Character Levels (see above).

Level Adjustment: +9 (+10 if former Spellcaster)

"Bert...there's something different about this one..."

There are few Epic Zombies in the world. Necromancers love the idea, but they tend to create zombie plagues, and thus quickly drawing unwanted attention. They make great shock troops for the undead horde though, so expect to keep seeing them.



Really Dead Bob (21st Level Barbarian)
Medium Undead.
Hit Dice: 21d12 (252 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 41 (+21 Natural, +10 Profane), touch 20, flat-footed 41
Armor Class (Raging): 39 (-2 Rage, +21 Natural, +10 Profane), touch 18, flat-footed 39
Base Attack/Grapple: +21/+36
Attack: Slam +36 melee (1d6+15) or by Weapon +36 melee
Full Attack: 2 Slams +36 melee (1d6+15) or by Weapon +36/+31/+26/+21 melee
Attack (Raging): Slam +40 melee (1d6+19) or by Weapon +40 melee
Full Attack (Raging): 2 Slams +40 melee (1d6+19) or by Weapon +40/+35/+30/+25 melee
Space/Reach: 5 ft./5 ft.
Special Attacks: Mighty Rage 8/day, Tireless Rage, Terrifying Appearance (DC 24), Infectious Bite (DC 24), To Me Mah Mindless Companions!, Improved Grab, Constrict (2d6+30)
Special Qualities: DR 5/-, Trap Sense +6, Indomitable Will, Uncanny Dodge, Improved Uncanny Dodge, Turn Immunity, Unnatural Aura, Lifesense, SR 24, DR 15/Epic and Slashing, Unnatural Vitality, Regeneration 5, Negative Energy Aura
Saves: Fort +14, Ref +6, Will +7 (+11 Rage)
Abilities: Str 41 (49 Rage), Dex 11, Con -, Int -, Wis 12, Cha 1
Skills: Climb +25, Jump +27, Listen +11, Swim +25
Feats: Extra Rage, Greater Powerful Charge, Great Fortitude, Improved Initiative, Instantaneous Rage, Mad Foam Rager, Powerful Charge, Reckless Charge
Environment: Any Land or Underground
Organization: Solitary
Challenge Rating: 25
Treasure: None
Alignment: Chaotic Evil
Advancement: By Class Levels
Level Adjustment: +9

Bhu
2010-10-08, 01:12 AM
I don't have the time now, but in the future would you guys object to a generic Epic Monster template?

The Mentalist
2010-10-09, 01:15 AM
Alright, so I was going through the zombie template and thinking "Why is this an Epic zombie... +HD to Str... that'd do it. I think that it needs some DR or Fast healing (maybe both) to give it a little more damage soak ability.


As for a generic epic monster template, isn't that what Paragon is for? What did you have in mind for it?

Bhu
2010-10-09, 01:17 AM
Well an Epic Monster template seems to be a common request. And I'd be the 1st to do it...:smallwink:

The Mentalist
2010-10-09, 01:20 AM
Didn't your Kaju (I can't spell it.) do that?

And I have seen a few "make any monster epic" templates but I'd like to see one from you.

Bhu
2010-10-09, 01:34 AM
Updated zombie. SHould i add some fear/stench/disease type stuff too?

The Mentalist
2010-10-09, 01:44 AM
Disease possibly, fear, again possibly. I wouldn't say stench though, stepping on ghoul toes.

Bhu
2010-10-09, 02:02 AM
How bout the ability to make opponents Panick during a Grapple :belkar:

The Mentalist
2010-10-09, 02:28 AM
I would say awesome but I hate grapple rules. Good idea though. Really great idea, makes you worry about a grapple more against a mook. (Which I think these will still be, just epic mooks.)

Shademan
2010-10-09, 07:14 AM
got bad news my friend. I had some pics to scan and monsters to get statted out but alas, my computer got the plauge and died.
so I cannot not give you the pics...
BUT! I recon I can still make a humble request?
remember the netherking and his temple in the nightcloud mountains? yeees... I need guardians for it, formed out of the very clay in the walls of some of the caves there, full of bones and old, foul magic.
these guardians would be clau creatures with long tentacles instead of arms (10 foot reach methinks) they have the ability to dance, which creates several magical effects (such as making faces come out of the mud and bite the PC#s)
Think you can cram that in a cr4 creature?
.................................................. ............
speaking of which... I cant find the critters 1 thread.
is it still around?

Bhu
2010-10-09, 04:15 PM
On the fist page of this thread in the first post theres a link to it at the very top.

flabort
2010-10-09, 08:23 PM
Wow. Can't honestly say I've seen so many critters in one place. I don't actually have time to read the entire first thread, but I'll be trying!
More beholders!
More beholders!
More beholders!
More beholders!
More beholders!
Ah, yes. Who needs a Monster Manual when they've got Bhu?

Bhu
2010-10-10, 01:45 AM
got bad news my friend. I had some pics to scan and monsters to get statted out but alas, my computer got the plauge and died.
so I cannot not give you the pics...
BUT! I recon I can still make a humble request?
remember the netherking and his temple in the nightcloud mountains? yeees... I need guardians for it, formed out of the very clay in the walls of some of the caves there, full of bones and old, foul magic.
these guardians would be clau creatures with long tentacles instead of arms (10 foot reach methinks) they have the ability to dance, which creates several magical effects (such as making faces come out of the mud and bite the PC#s)
Think you can cram that in a cr4 creature?


I can do it, but I'm not sure I can do it at CR 4.

Also Zombie updated.

Shademan
2010-10-10, 05:19 AM
very well...cr 5 then?
do what you must. but since they are for an E6 game it would be rather... uhm... :smallmad: if they were too powerful.
imean, the players are gonna be about level 4 when they encounter them, tough they will have a lv5 npc with them at that time

Serpentine
2010-10-10, 09:39 PM
Whilst I await Serp's input to finish the people eater,I like it :smallbiggrin: What's its CR, though?

Bhu
2010-10-10, 11:23 PM
I like it :smallbiggrin: What's its CR, though?

Hadn't decided yet. I wanted to see if you wanted more abilities before finishing.

flabort
2010-10-11, 12:48 PM
I've made it to page 41 of the old thread.
I see someone requested Bert and Abner's stats.
You posted a link, said you statted up their niece, and would do them later.
still no sign of them here, or in that link.
are they in pages 42-50, or still not done?

Bhu
2010-10-11, 12:57 PM
I forgot about them :facepalms:

I'll have to get working on that...

Mulletmanalive
2010-10-11, 06:28 PM
after looking at the Epic Zombie template, i must ask, when you get round to the inevitable Epic Skeleton template, can the example character be Dead Tom from muppet Treasure Island?

Please?

Bhu
2010-10-12, 12:09 AM
Epic Zombie is almost done cept CR.

Think CR 4 is okay for the purple people eater?

Serpentine
2010-10-12, 10:02 PM
You asking the requester or the crunchers?
As a cruncher, no idea.
As the requester, doesn't seem unreasonable to me. He's not exactly a big threat (unless you happen to be a purple person).

Bhu
2010-10-12, 11:19 PM
I was pretty mcuh asking whoever, but I did very much want your input yes.

If you guys think the CR/LA for Epic Zombie is good I shall do up the next requests (and perhaps a Chibithulhu if there is time).

The Mentalist
2010-10-13, 12:54 AM
Should the epic zombie maybe have command over normal zombies instead of just having them defend him?

I think that the LA is fine just looking at it (high actually, I'd put it at six but you have to balance this against vamps so against the system it's perfect), although I think the challenge rating bump may be a little low. This turns melee brutes into unstoppable juggernauts of death. I think at higher CRs it will mean little but at the lower ones (you can get 21HD pretty early) it's obscene. This is a bit of an issue with the system itself though I suppose.

So thinking through all that I suppose it should stay where it is.


And with your permission I'd love to write a few stories using that template. It's really quite cool. (This is why I read your work usually, it has some awesome writing fodder, there's poetry based on your work.)

Bhu
2010-10-13, 03:33 PM
Sure go ahead.

Poetry? O_o

The Mentalist
2010-10-13, 03:36 PM
Poetry? O_o

Some comic verse for Bert and Abner, some epics based off of some of your more serious monsters.

Bhu
2010-10-13, 09:42 PM
Can you send me the Bert and Abner ones?

Shademan what do you want your critter called?

The Mentalist
2010-10-13, 10:03 PM
I'll have to find them. They're scattered in a million or so different places.

Shademan
2010-10-14, 04:41 AM
fiddlesticks! I didnt think of that...uuuh....clay guardians?
no thats boring... the watchers in the wall?
hmm...abit cheesy, but cheese is good and tasty

Bhu
2010-10-14, 09:07 PM
The Watchers in the Wall
Medium Elemental (Chaos, Earth, Evil)
Hit Dice: 5d8+15 (37 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 18 (+8 Natural), touch 10, flat-footed 18
Base Attack/Grapple: +3/+9
Attack: Tentacle +9 melee (1d8+6)
Full Attack: 2 Tentacles +9 melee (1d8+6)
Space/Reach: 5 ft./5 ft. (10 ft. with Tentacles)
Special Attacks: Dance of the Hungry Earth, Earth Mastery, Improved Grab
Special Qualities: Dark Vision 60 ft., Earth Glide, Elemental traits, DR 5/-
Saves: Fort +7, Ref +1, Will +2
Abilities: Str 22, Dex 10, Con 16, Int 11, Wis 12, Cha 11
Skills: Listen +7, Spot +7
Feats: Alertness, Power Attack
Environment: Any
Organization: Solitary or Group (3-6)
Challenge Rating: 5
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: ---
Level Adjustment: ---

"Beware the walls. There is truly evil magic embedded in them. And it will come for you if you approach it."

The caverns of the Netherking's mountain are littered with caves containing the bones of victims and old, foul magic gone bad. It is in these places that the spirits of the Earth have become corrupt and rise up possessing the clay and muck to form vaguely humanoid bodies with long tentacled arms that reach for intruders.

Dance of the Hungry Earth (Su): As a Full Round action a Watcher may dance, and if the 'floor' (for lack of a better term) in a 20' Radius around it begins to boil and shift, and mouths with sharp stone teeth rise up to bite victims. Anyone within this area must make a DC 15 Reflex Save (Save DC is Constitution based) or be knocked prone. Anything in the area takes 1d6+3 damage regardless of whether it makes the Save or not (Bonus damage on the bite is also based on the Watchers Con). It can do this from inside earthen walls due to it's Earth Glide ability.

Earth Mastery (Ex): The Watchers in the Walls gain +1 to Attack and Damage rolls as long as they are touching earth or stone.

Improved Grab (Ex): If the Watcher in the Wall successfully hits with it's tentacle take it immediately gets a Grapple Check as a Free Action without provoking an Attack of Opportunity.

Earth Glide (Ex): Watchers can glide though Earth and Stone at their normal Land Speed without leaving a tunnel behind them. If a Move Earth spell is cast in the Area a Watcher is in it is moved back 30 ft. It is also Stunned for 1 round unless it makes a DC 15 Fortitude Save.

Combat: Watchers will generally remain hidden within the walls watching intruders and allow them to pass so they can ambush them from behind. Once they are behind them they use Dance of the Hungry Earth to divide and harass their victims before moving in for the kill.

Bhu
2010-10-14, 09:15 PM
Epic Skeleton

Epic Skeleton is an Acquired Template that can be added to any living corporeal creature.

Size and Type: Size is unchanged, Type changes to Undead. Subtypes except Alignment or species (such as Goblinoid or Reptilian) are retained.

Hit Dice: All current and Future Hit Dice become d12's.

Speed: Unchanged. Winged skeletons flight is now a Supernatural ability.

Armor Class: The Epic Skeleton gets a Natural Armor Bonus equal to it's Hit Dice.

Attacks: The Epic Skeleton BAB is now equal to it's Hit Dice, if it wasn't already.

Damage: If the base creature has no Natural Weapons but does have fingers it gains a Claw Attack:
Diminutive or Fine: 1 point
Tiny: 1d2
Small: 1d3
Medium: 1d4
Large: 1d6
Huge: 1d8
Gargantuan: 2d6
Colossal: 2d8

Special Attacks: The Epic Skeleton keeps all Special Attack and Class Abilities except Spells and Spell-Like Abilities. Any Class Ability formerly based on Int or Charisma now gets a +4 Racial Modifier instead. For example if an ability had a Save DC of 10 + 1/2 HD + Cha Mod, it is now 10 + 1/2 HD +4. If the ability normally gets you a Bonus of some sort equal to your Int or Cha Mod you now have a +4. It also gains the following:

Terrifying Appearance (Su): Any living being within 60' of the Epic Skeleton must make a Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to this particular Epic Skeletons Terrifying Appearance for 24 hours.

To Me Mah Mindless Companions!(Ex): All Mindless Undead willingly defend the Epic Skeleton if they are within 120', and will willingly sacrifice themselves to save it by interposing themselves between it and any enemies.

Improved Grab (Ex): If the Epic Skeleton hits with it's Primary Natural Attack (usually it's Slam) it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.

Choke (Ex): The skeleton may Choke opponents with a successful Grapple Check. This does double it's Claw damage plus double it's Strength Modifier, and if the opponent requires air, it begins to suffocate (See DMG for suffocation rules).

Former Caster (Ex): If the Base Creature had the ability to cast spells, and lost it because of this Template, it gains a Deflection Bonus to Armor Class equal to half it's Hit Dice, and an Enhancement Bonus to all Attack and Damage rolls equal to half it's Hit Dice. It also increases it's Spell Resistance by +5.

Special Qualities: The Epic Skeleton keeps all Special Attack and Class Abilities. Any Class Ability formerly based on Int or Charisma now gets a +4 Racial Modifier instead. It also gains the following:

Turn Immunity (Ex):You are Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 100' of an Epic Skeleton, and Panic if forced to do so (they remain Panicked so long as the Epic Zombie is within Range).

Lifesense (Ex): Epic Skeletons may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Spell Resistance (Ex): The Epic Skeleton gains Spell Resistance equal to 14 plus half its hit Dice.

Damage Reduction (Ex): Gains Damage Reduction 15/Bludgeoning and Epic.

Regeneration (Ex): Epic Skeletons gain Regeneration 5. Fire does normal damage to an Epic Zombie.

Unnatural Vitality (Ex): The Epic Skeleton gains Maximum hit points per hit die.

Negative Energy Aura (Ex): All Undead within 60' of an Epic Skeleton gain Turn Immunity.

Immunity to Cold (Ex)

Uncanny Dodge (Ex): Identical to Rogue Class Ability on page 50 of the PHB.

Improved Uncanny Dodge (Ex): Identical to Rogue Class Ability on page 50 of the PHB.

Evasion (Ex): Identical to Rogue Class Ability on page 50 of the PHB.

Improved Evasion (Ex): Identical to Rogue Class Ability on page 50 of the PHB.

Saves: Unchanged.

Abilities: It has no Int or Con score. Dexterity increases by an amount equal to Hit Dice (i.e. if it has 22 Hit Dice it gets +22 Dex). Charisma drops to 1.

Skills: Unlike other Mindless creatures Epic Skeletons retain some skill. They keep all ranks in the following skills (but cannot add more ranks with further Hit Dice or Levels): Climb, Hide, Jump, Listen, Move Silently, Spot, and Swim.

Feats: Epic Skeletons retain all Feats, but do not get more Feats with further Hit Dice or Levels. It also gains Improved Initiative if it doesn't have it already (and Superior Initiative if it does).

Environment: Any Land or Underground

Organization: Unchanged, usually Solitary

Challenge Rating: +4 (+5 if former Spellcaster)

Treasure: None, but if the Base Creature was wearing or carrying any magical items it still has them (though most likely it can't use them)

Alignment: Always Neutral or Chaotic Evil

Advancement: An Epic Skeleton can keep gaining Hit Dice up to double the Base Creatures. If the Base Creature advances by Class Level the Skeleton may possibly advance by Character Levels (see above).

Level Adjustment: +9 (+10 if former Spellcaster)

"Awfully quick for a dead guy."

Epic Skeletons are rarer than Zombies due to being a bit more fragile, but they're mighty tough suckers to hit.

Example of creature using template here:

Dead Tom (21st Level Swashbuckler)
Medium Undead
Hit Dice: 21d12 (136 hp)
Initiative: +17
Speed: 30 ft. (6 squares)
Armor Class: 48 (+13 Dex, +4 Dodge, +21 Natural), touch 27, flat-footed 32
Base Attack/Grapple: +20/+21
Attack: Claw +33 melee (1d4+5) or by Weapon +33/+28/+23/+18
Full Attack: 2 Claws +33 melee (1d4+5) or by Weapon +33/+28/+23/+18
Space/Reach: 5 ft./5 ft.
Special Attacks: Terrifying Appearance (DC 24), To Me Mah Mindless Companions!, Improved Grab, Choke (2d4+7), Insightful Strike +4, Acrobatic Charge, Improved Flanking, Wounding Critical
Special Qualities: Dark Vision 60', undead traits, Turn Immunity, Unnatural Aura, Lifesense, SR 24, Dr 15/Bludgeoning and Epic, Regeneration 5, Cold Immunity, Unnatural Vitality, Negative Energy Aura, Uncanny Dodge, Improved Uncanny Dodge, Evasion, Improved Evasion, Dodge Bonus +4, Lucky, Acrobatic Skill Mastery, Slippery Mind
Saves: Fort +12, Ref +19, Will +6
Abilities: Str 13, Dex 37, Con -, Int -, Wis 10, Cha 1
Skills: Climb +13, Jump +13, Swim +13
Feats: Adaptable Flanker, Combat Reflexes, Deft Opportunist, Dodge, Mobility, Vexing Flanker, Improved Initiative, Weapon Finesse (B)
Environment: Any
Organization: Solitary
Challenge Rating: 25
Treasure: None
Alignment: Chaotic Evil
Advancement: By Class Levels
Level Adjustment: +9

The Mentalist
2010-10-15, 12:59 AM
"Abner and the giant Pigeon"
(Spoiled for your protection)

Abner rode into town all covered in goop
All the pretty farmwives fainted dead
The shopkeep smiled and said
"I warned you about that Dire pigeon poop"

Abner tried to get some soup
And a great keg of beer
But all of the townspeople all steered clear
Of the monster slayer all covered in poop

Abner got sick of smellin' like poop
So he went and took a bath in the stream
A couple seconds later he gave a great scream
When he found out the river ran in a loop

Abner found his good buddy Bert
Bert said "I warned 'bout those stinky birds
But you wouldn't heed my wise ole words"
Abner growled and said "Help me scrape this off or you're gonna get hurt!"

(In my defense, I'm a better dramatic poet, this isn't my best work but it's a nice little timewaster)

Debihuman
2010-10-15, 07:21 AM
I've made it to page 41 of the old thread.
I see someone requested Bert and Abner's stats.
You posted a link, said you statted up their niece, and would do them later.
still no sign of them here, or in that link.
are they in pages 42-50, or still not done?

That somebody is probably me. I'd LOVE to see Bert and Abner statted out.

Debby

Shademan
2010-10-15, 09:25 AM
"Abner and the giant Pigeon"
(Spoiled for your protection)

Abner rode into town all covered in goop
All the pretty farmwives fainted dead
The shopkeep smiled and said
"I warned you about that Dire pigeon poop"

Abner tried to get some soup
And a great keg of beer
But all of the townspeople all steered clear
Of the monster slayer all covered in poop

Abner got sick of smellin' like poop
So he went and took a bath in the stream
A couple seconds later he gave a great scream
When he found out the river ran in a loop

Abner found his good buddy Bert
Bert said "I warned 'bout those stinky birds
But you wouldn't heed my wise ole words"
Abner growled and said "Help me scrape this off or you're gonna get hurt!"

(In my defense, I'm a better dramatic poet, this isn't my best work but it's a nice little timewaster)


this needs tunes! someone break out the lutes!

The Mentalist
2010-10-15, 09:28 AM
this needs tunes! someone break out the lutes!

I just might work on it, depending on how Bhu reacts to it.

Bhu
2010-10-15, 01:36 PM
Well it means I'll finally be statting them out I guess :D

Bhu
2010-10-15, 10:55 PM
Okay Shademan, what do you think of the Watcher so far?

Also, Epic Skeleton is almost done

Shademan
2010-10-16, 05:19 AM
like it so far.
feel free to add other dances if you want
8)

Bhu
2010-10-19, 01:23 AM
I finished up Watchers unless you think it needs more (or less) to be CR 5, or there are changes you want.

Bhu
2010-10-19, 11:37 PM
Okay I'm gonna have to split up the Epic Critter Template by type to make it easier on me. Initial abilities will just be based on the monsters in the MMI, and I can modify over time.

Epic Aberration

This is an Acquired Template which can be applied to any Aberration whose Hit Dice are 21 or higher. For purposes of this Template it is assumed no Aberration has a maximum Hit Dice in it's Advancement scheme. Please remember to adjust skills, BAB, Feats, Saves, CR etc before applying this template if Hit Dice increase from the Base Creature.

Size and Type: Normally unchanged, but see Special Qualities below.

Hit Dice: Unchanged.

Speed: All Movement types double their base Speed, and if the Aberration has Flight, the Maneuverability increases by one class (i.e. from Poor to Average, or Average to Good, etc.). Also it may change on the options chosen below.

Armor Class: Double any Armor Class Bonuses not gained via Feat or based off of a Stat Bonus (such as Dexterity). Also it may change on the options chosen below.

Attacks: Normally unchanged, but see Special Attacks.

Damage: Normally unchanged, but see Special Attacks.

Special Attacks: Retains all Special Attacks of the Base Creature, and gains the following, and gains the following changes to Special Attacks it may already have:

Casting/Manifesting: If the Base Creature can cast Spells, manifest Psionic powers or use Spell-Like, Psi-Like, or Supernatural Abilities it's caster or Manifester Level is now equal to it's Hit Dice or CR whichever is higher. The Save DC's now get a +4 Racial Bonus. If the Base Creature can Manifest Powers or Cast Spells as a PC class of a specific Level, this means they now cast/manifest as a member of that class equal to their Hit Dice or CR. Abilities that can be used a limited number of times per day can be used an extra 3 times per day each.

Poison: If the Poisons normal effect is Ability damage, change Initial damage to 2d6 Constitution and Secondary damage to Death.

Rays: Increase maximum Range to 240 ft.

Lines: Increase Range to 160 ft.

Cones: Increase Range to 80 ft.

Radius: Increase Radius to 60 ft.

Gaze Attack: The base range doubles.

Improved Grab: You may now use this ability on creatures your own Size class or smaller.

Disease: The Save DC for diseases increases to 10 plus half HD plus Constitution Modifier.

Breath Weapon: Breath Weapons may now be used every other round.

It also gains x choices from the following list:

Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following changes to Special Qualities it may already have:

Darkvision, See in Darkness, or Low Light Vision: If the Base Creature has any of these abilities, it can now see perfectly well in normal or magical darkness.

Blindsight: Double the range.

Energy Resistance: Double the base number. For example if the Base Creature has Energy Resistance 10, it now has 20. If this would raise the Resistance to 60 or more, it now has immunity instead.

Damage Reduction: DR doubles, and DR/Magic becomes DR/Epic. For example DR 5/Magic becomes DR 10/Epics. If the DR is a particular Alignment or substance it now becomes DR/(substance or alignment) and Epic. For example Silver and Epic for Werewolves.

Spell Resistance: Spell Resistance increases to 15 + CR, unless what it already has is already higher.

Scent: The Base Creature gains Improved Scent and Uncanny Scent as Bonus Feats.

Telepathy: The base Creatures range triples.

Fast Healing or Regeneration: Double the Base Creatures number. If it had Fast Healing or Regeneration 5 it now has 10.

It also gains x choices from the following list:

Saves: Will have to possibly be recalculated due to Ability changes, or what you choose from Special Qualities.

Abilities: If the base creature has any Special Attacks (or can cast spells) with a Save DC, any Attribute the Save DC's are based on increase by +10. If it has an attack based on Strength (such as Improved Grab) that ability Score increases by +10 as well. Also see Special Qualities.

Skills: Unchanged, but see Special Qualities.

Feats: Normally unchanged, but see Special Qualities.

Environment: Any

Organization: Usually Solitary or Unique

Challenge Rating:

Treasure: Triple Normal.

Alignment: Unchanged normally, but remove 'always' and replace with 'usually'. Epic Aberrations are unique enough not to have to be limited to the usual Alignments of their species.

Advancement: By Hit Dice or by Character Class.

Level Adjustment: <>

Example of creature using template here:

The Mentalist
2010-10-19, 11:47 PM
Two things...

1. Love the skeletons. I will be using them as soon as possible.

2. I have a very humble request.

http://verydemotivational.files.wordpress.com/2010/02/129110721889262102.jpg

Can you make one?

Bhu
2010-10-19, 11:51 PM
How big you want this?

Hummingator Swarm
Fine Aberration
Hit Dice: 10d8 (45 hp)
Initiative: +9
Speed: 5 ft. (1 squares), Fly 25 ft. (Perfect)
Armor Class: 24 (+8 Size, +5 Dex, +1 Natural), touch 23, flat-footed 19
Base Attack/Grapple: +7/-
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, Grip
Special Qualities: Dark Vision 60', Immune to Weapon Damage, swarm traits
Saves: Fort +3, Ref +8, Will +9
Abilities: Str 1, Dex 20, Con 10, Int 1, Wis 14, Cha 1
Skills: Hide +16, Listen +7, Spot +7
Feats: Flyby Attack, Hover, Improved Initiative
Environment: Warm Marsh
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---

'Whats that noi...AAAAAAHHHH!"

Dorf the Wildly Incompetent needed some guardians, but he had such a bad rep no one wanted to work for him. So he made some by using the spells originally used to create Owlbears to make the first Hummingators. He judged them a failure due to their size. They ate him in his sleep. Subsequently they've infested the marshes.

Distraction (Ex): Any living creature vulnerable to a swarms damage that begins it's turn with a swarm in it's square is Nauseated for 1 round unless it makes a DC 15 Fortitude Save. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration Check (DC is 20 for skills, 20 + Spell Level for spellcasting).

Grip (Ex): Leaving the area of a Hummingator swarm requires a DC 20 Strength Check.

Combat: Hummingator swarms tend to fly in, grab hold, and munch away crazily. They aren't tactical.



Hummingator
Medium Aberration
Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 10 ft. (2 squares), Fly 60 ft. (Good)
Armor Class: 16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
Base Attack/Grapple: +2/+6
Attack: Bite +6 melee (1d6+6)
Full Attack: Bite +6 melee (1d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab
Special Qualities: Dark Vision 60'
Saves: Fort +3, Ref +3, Will +5
Abilities: Str 18, Dex 14, Con 15, Int 2, Wis 14, Cha 6
Skills: Hide +4, Listen +4, Spot +4
Feats: Fly-by Attack, Hover
Environment: Warm Marsh
Organization: Solitary or Flock (3-6)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 4-6 HD (Medium)
Level Adjustment: ---

"Swamp assignments always suck. Always. Oh look, it's a flying reptile. How unlikely."

Simon the Moderately incompetent inherited his Uncle Dorf's notes, and realized his relative had forgotten to carry the 2 in his math. He made more respectable sized Hummingators, which promptly devoured him in his sleep. The current holders of the notes used them to start a cooking fire, so perhaps the world need not worry about false Dragons being made.

Improved Grab (Ex): If a Hummingator successfully attacks with it's Bite, it can immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it does it's Bite damage with a successful Grapple Check.

Combat: Hummingators tend to nest in trees hiding till likely prey comes by, at which point they make a few fly-by's to soften it up before grabbing and mauling it.

The Mentalist
2010-10-20, 01:22 AM
I'd personally like two versions, one hummingbird sized and one alligator sized. If it's not too much trouble of course.

Shademan
2010-10-20, 01:39 PM
the watchers are looking nice. looking forward to sending them at the players

Bhu
2010-10-21, 12:20 AM
Epic Skeleton is done, updating Hummingators now

Bhu
2010-10-21, 10:37 PM
How do the Humming gators look so far?

Mulletmanalive
2010-10-22, 07:22 PM
Thank you!

Hehehehehehe

Going back to read the stats now...:P

EDIT: Dead Tom's Dex should be a lot higher, unless you're saying he was a Swashbuckler with a Dex of 5...[+21 Dex for his HD]

Bhu
2010-10-22, 08:48 PM
Dead TOm fixed, Hummingators just need CR if you like them

Bhu
2010-10-24, 11:58 PM
The Epic Templates will be similar, so I'm getting a few skeleton entries up before I get more requests.

Epic Animal

This is an Acquired Template which can be applied to any Animal whose Hit Dice are 21 or higher. For purposes of this Template it is assumed no Animal has a maximum Hit Dice in it's Advancement scheme. Please remember to adjust skills, BAB, Feats, Saves, CR etc before applying this template if Hit Dice increase from the Base Creature.

Size and Type: Size is normally unchanged, but see Special Qualities below. Type becomes Magical Beast.

Hit Dice: Recalculate hit points due to Type Change.

Speed: All Movement types double their base Speed, and if the Aberration has Flight, the Maneuverability increases by one class (i.e. from Poor to Average, or Average to Good, etc.). Also it may change on the options chosen below.

Armor Class: Double any Armor Class Bonuses not gained via Feat or based off of a Stat Bonus (such as Dexterity). Also it may change on the options chosen below.

Attacks: Recalculate BAB due to Type Change.

Damage: Normally unchanged, but see Special Attacks.

Special Attacks: Retains all Special Attacks of the Base Creature, and gains the following, and gains the following changes to Special Attacks it may already have:

Poison: If the Poisons normal effect is Ability damage, change Initial damage to 2d6 Constitution and Secondary damage to Death.

Improved Grab: You may now use this ability on creatures your own Size class or smaller.

Disease: The Save DC for diseases increases to 10 plus half HD plus Constitution Modifier.

Rage: Increase Str and Con Bonus to +10, and it no longer takes an AC penalty.

It also gains x choices from the following list:

Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following changes to Special Qualities it may already have:

Darkvision, See in Darkness, or Low Light Vision: If the Base Creature has any of these abilities, it can now see perfectly well in normal or magical darkness.

Blindsight: Double the range.

Scent: The Base Creature gains Improved Scent and Uncanny Scent as Bonus Feats.

It also gains x choices from the following list:

Saves: Recalculate due to Type Change, and may have to possibly be recalculated due to Ability changes, or what you choose from Special Qualities.

Abilities: If the base creature has any Special Attacks (or can cast spells) with a Save DC, any Attribute the Save DC's are based on increase by +10. If it has an attack based on Strength (such as Improved Grab) that ability Score increases by +10 as well. Also see Special Qualities.

Skills: Will be changed due to Type Change, and see Special Qualities.

Feats: Normally unchanged, but see Special Qualities.

Environment: Any

Organization: Usually Solitary or Unique

Challenge Rating:

Treasure: None.

Alignment: Always Neutral

Advancement: By Hit Dice.

Level Adjustment: <>

Example of creature using template here:

Bhu
2010-10-25, 10:50 PM
Hummingators have CR, epic templates updated.

Bhu
2010-10-27, 12:10 AM
Epic Construct

This is an Acquired Template which can be applied to any Construct whose Hit Dice are 21 or higher. For purposes of this Template it is assumed no Construct has a maximum Hit Dice in it's Advancement scheme. Please remember to adjust skills, BAB, Feats, Saves, CR etc before applying this template if Hit Dice increase from the Base Creature.

Size and Type: Size is normally unchanged, but see Special Qualities below. Type is unchanged

Hit Dice: Unchanged.

Speed: All Movement types double their base Speed, and if the Aberration has Flight, the Maneuverability increases by one class (i.e. from Poor to Average, or Average to Good, etc.). Also it may change on the options chosen below.

Armor Class: Double any Armor Class Bonuses not gained via Feat or based off of a Stat Bonus (such as Dexterity). Also it may change on the options chosen below.

Attacks: Normally unchanged, but see Special Attacks.

Damage: Normally unchanged, but see Special Attacks.

Special Attacks: Retains all Special Attacks of the Base Creature, and gains the following, and gains the following changes to Special Attacks it may already have:

Casting/Manifesting: If the Base Creature can cast Spells, manifest Psionic powers or use Spell-Like, Psi-Like, or Supernatural Abilities it's caster or Manifester Level is now equal to it's Hit Dice or CR whichever is higher. The Save DC's now get a +4 Racial Bonus. If the Base Creature can Manifest Powers or Cast Spells as a PC class of a specific Level, this means they now cast/manifest as a member of that class equal to their Hit Dice or CR. Abilities that can be used a limited number of times per day can be used an extra 3 times per day each.

Poison: If the Poisons normal effect is Ability damage, change Initial damage to 2d6 Constitution and Secondary damage to Death.

Rays: Increase maximum Range to 240 ft.

Lines: Increase Range to 160 ft.

Cones: Increase Range to 80 ft.

Radius: Increase Radius to 60 ft.

Gaze Attack: The base range doubles.

Improved Grab: You may now use this ability on creatures your own Size class or smaller.

Breath Weapon: Breath Weapons may now be used every other round.

It also gains x choices from the following list:

Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following changes to Special Qualities it may already have:

Darkvision, See in Darkness, or Low Light Vision: If the Base Creature has any of these abilities, it can now see perfectly well in normal or magical darkness.

Energy Resistance: Double the base number. For example if the Base Creature has Energy Resistance 10, it now has 20. If this would raise the Resistance to 60 or more, it now has immunity instead.

Damage Reduction: DR doubles, and DR/Magic becomes DR/Epic. For example DR 5/Magic becomes DR 10/Epics. If the DR is a particular Alignment or substance it now becomes DR/(substance or alignment) and Epic. For example Silver and Epic for Werewolves.

Spell Resistance: Spell Resistance increases to 15 + CR, unless what it already has is already higher.

Immunity to Magic: You are immune to all spells other than the exceptions listed in the Base Creatures entry.

Fast Healing or Regeneration: Double the Base Creatures number. If it had Fast Healing or Regeneration 5 it now has 10.

It also gains x choices from the following list:

Saves: Will have to possibly be recalculated due to Ability changes, or what you choose from Special Qualities.

Abilities: If the base creature has any Special Attacks (or can cast spells) with a Save DC, any Attribute the Save DC's are based on increase by +10. If it has an attack based on Strength (such as Improved Grab) that ability Score increases by +10 as well. Also see Special Qualities.

Skills: Unchanged, but see Special Qualities.

Feats: Normally unchanged, but see Special Qualities.

Environment: Any

Organization: Usually Solitary or Unique

Challenge Rating:

Treasure: None.

Alignment: Unchanged normally, but remove 'always' and replace with 'usually'. Epic Constructs are unique enough not to have to be limited to the usual Alignments of their type.

Advancement: By Hit Dice or Character Class if intelligent.

Level Adjustment: <>

Example of creature using template here:

Serpentine
2010-10-27, 06:28 AM
If you're interested, that artist's (http://imamon.deviantart.com/) done lots. Some favourites:http://fc04.deviantart.net/fs8/i/2005/332/2/0/mat_by_imamon.jpg
http://fc09.deviantart.net/fs8/i/2005/332/a/6/squma_by_imamon.jpg
http://fc08.deviantart.net/fs8/i/2005/332/3/5/rhinoala_by_imamon.jpg

Bhu
2010-10-27, 01:20 PM
That...has massive potential once I get the epic templates done...

Mulletmanalive
2010-10-27, 01:24 PM
I like the Crat, myself...

Bhu
2010-10-27, 10:00 PM
Epic Dragon

This is an Acquired Template which can be applied to any Dragon whose Hit Dice are 21 or higher. For purposes of this Template it is assumed no Dragon has a maximum Hit Dice in it's Advancement scheme. Please remember to adjust skills, BAB, Feats, Saves, CR etc before applying this template if Hit Dice increase from the Base Creature.

Size and Type: Normally unchanged, but see Special Qualities below.

Hit Dice: Unchanged.

Speed: All Movement types double their base Speed, and if the Aberration has Flight, the Maneuverability increases by one class (i.e. from Poor to Average, or Average to Good, etc.). Also it may change on the options chosen below.

Armor Class: Double any Armor Class Bonuses not gained via Feat or based off of a Stat Bonus (such as Dexterity). Also it may change on the options chosen below.

Attacks: Normally unchanged, but see Special Attacks.

Damage: Normally unchanged, but see Special Attacks.

Special Attacks: Retains all Special Attacks of the Base Creature, and gains the following, and gains the following changes to Special Attacks it may already have:

Casting/Manifesting: If the Base Creature can cast Spells, manifest Psionic powers or use Spell-Like, Psi-Like, or Supernatural Abilities it's caster or Manifester Level is now equal to it's Hit Dice or CR whichever is higher. The Save DC's now get a +4 Racial Bonus. If the Base Creature can Manifest Powers or Cast Spells as a PC class of a specific Level, this means they now cast/manifest as a member of that class equal to their Hit Dice or CR. Abilities that can be used a limited number of times per day can be used an extra 3 times per day each.

Poison: If the Poisons normal effect is Ability damage, change Initial damage to 2d6 Constitution and Secondary damage to Death.

Rays: Increase maximum Range to 240 ft.

Lines: Increase Range to 160 ft.

Cones: Increase Range to 80 ft.

Radius: Increase Radius to 60 ft.

Improved Grab: You may now use this ability on creatures your own Size class or smaller.

Breath Weapon: Breath Weapons may now be used every other round.


It also gains x choices from the following list:

Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following changes to Special Qualities it may already have:

Darkvision, See in Darkness, or Low Light Vision: If the Base Creature has any of these abilities, it can now see perfectly well in normal or magical darkness.

Blindsight: Double the range.

Energy Resistance: Double the base number. For example if the Base Creature has Energy Resistance 10, it now has 20. If this would raise the Resistance to 60 or more, it now has immunity instead.

Damage Reduction: DR doubles, and DR/Magic becomes DR/Epic. For example DR 5/Magic becomes DR 10/Epics. If the DR is a particular Alignment or substance it now becomes DR/(substance or alignment) and Epic. For example Silver and Epic for Werewolves.

Spell Resistance: Spell Resistance increases to 15 + CR, unless what it already has is already higher.

Scent: The Base Creature gains Improved Scent and Uncanny Scent as Bonus Feats.

Telepathy: The base Creatures range triples.

Fast Healing or Regeneration: Double the Base Creatures number. If it had Fast Healing or Regeneration 5 it now has 10.

It also gains x choices from the following list:

Saves: Will have to possibly be recalculated due to Ability changes, or what you choose from Special Qualities.

Abilities: If the base creature has any Special Attacks (or can cast spells) with a Save DC, any Attribute the Save DC's are based on increase by +10. If it has an attack based on Strength (such as Improved Grab) that ability Score increases by +10 as well. Also see Special Qualities.

Skills: Unchanged, but see Special Qualities.

Feats: Normally unchanged, but see Special Qualities.

Environment: Any

Organization: Usually Solitary or Unique

Challenge Rating:

Treasure: Triple Normal.

Alignment: Unchanged normally, but remove 'always' and replace with 'usually'. Epic Dragons are unique enough not to have to be limited to the usual Alignments of their species.

Advancement: By Hit Dice or by Character Class.

Level Adjustment: <>

Example of creature using template here:

Bhu
2010-10-27, 10:01 PM
Epic Elemental

This is an Acquired Template which can be applied to any Elemental whose Hit Dice are 21 or higher. For purposes of this Template it is assumed no Elemental has a maximum Hit Dice in it's Advancement scheme. Please remember to adjust skills, BAB, Feats, Saves, CR etc before applying this template if Hit Dice increase from the Base Creature.

Size and Type: Normally unchanged, but see Special Qualities below.

Hit Dice: Unchanged.

Speed: All Movement types double their base Speed, and if the Aberration has Flight, the Maneuverability increases by one class (i.e. from Poor to Average, or Average to Good, etc.). Also it may change on the options chosen below.

Armor Class: Double any Armor Class Bonuses not gained via Feat or based off of a Stat Bonus (such as Dexterity). Also it may change on the options chosen below.

Attacks: Normally unchanged, but see Special Attacks.

Damage: Normally unchanged, but see Special Attacks.

Special Attacks: Retains all Special Attacks of the Base Creature, and gains the following, and gains the following changes to Special Attacks it may already have:

If the Base Creature can cast Spells, manifest Psionic powers or use Spell-Like, Psi-Like, or Supernatural Abilities it's caster or Manifester Level is now equal to it's Hit Dice or CR whichever is higher. The Save DC's now get a +4 Racial Bonus. If the Base Creature can Manifest Powers or Cast Spells as a PC class of a specific Level, this means they now cast/manifest as a member of that class equal to their Hit Dice or CR. Abilities that can be used a limited number of times per day can be used an extra 3 times per day each.

Poison: If the Poisons normal effect is Ability damage, change Initial damage to 2d6 Constitution and Secondary damage to Death.

Rays: Increase maximum Range to 240 ft.

Lines: Increase Range to 160 ft.

Cones: Increase Range to 80 ft.

Radius: Increase Radius to 60 ft.

Improved Grab: You may now use this ability on creatures your own Size class or smaller.

It also gains x choices from the following list:

Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following changes to Special Qualities it may already have:

Darkvision, See in Darkness, or Low Light Vision: If the Base Creature has any of these abilities, it can now see perfectly well in normal or magical darkness.

Blindsight: Double the range.

Energy Resistance: Double the base number. For example if the Base Creature has Energy Resistance 10, it now has 20. If this would raise the Resistance to 60 or more, it now has immunity instead.

Damage Reduction: DR doubles, and DR/Magic becomes DR/Epic. For example DR 5/Magic becomes DR 10/Epics. If the DR is a particular Alignment or substance it now becomes DR/(substance or alignment) and Epic. For example Silver and Epic for Werewolves.

Spell Resistance: Spell Resistance increases to 15 + CR, unless what it already has is already higher.

Telepathy: The base Creatures range triples.

Fast Healing or Regeneration: Double the Base Creatures number. If it had Fast Healing or Regeneration 5 it now has 10.

It also gains x choices from the following list:

Saves: Will have to possibly be recalculated due to Ability changes, or what you choose from Special Qualities.

Abilities: If the base creature has any Special Attacks (or can cast spells) with a Save DC, any Attribute the Save DC's are based on increase by +10. If it has an attack based on Strength (such as Improved Grab) that ability Score increases by +10 as well. Also see Special Qualities.

Skills: Unchanged, but see Special Qualities.

Feats: Normally unchanged, but see Special Qualities.

Environment: Any

Organization: Usually Solitary or Unique

Challenge Rating:

Treasure: None.

Alignment: Unchanged normally, but remove 'always' and replace with 'usually'. Epic Elementals are unique enough not to have to be limited to the usual Alignments of their species.

Advancement: By Hit Dice or by Character Class.

Level Adjustment: <>

Example of creature using template here:

Bhu
2010-10-27, 10:02 PM
Epic Fey

This is an Acquired Template which can be applied to any Fey whose Hit Dice are 21 or higher. For purposes of this Template it is assumed no Fey has a maximum Hit Dice in it's Advancement scheme. Please remember to adjust skills, BAB, Feats, Saves, CR etc before applying this template if Hit Dice increase from the Base Creature.

Size and Type: Normally unchanged, but see Special Qualities below.

Hit Dice: Unchanged.

Speed: All Movement types double their base Speed, and if the Aberration has Flight, the Maneuverability increases by one class (i.e. from Poor to Average, or Average to Good, etc.). Also it may change on the options chosen below.

Armor Class: Double any Armor Class Bonuses not gained via Feat or based off of a Stat Bonus (such as Dexterity). Also it may change on the options chosen below.

Attacks: Normally unchanged, but see Special Attacks.

Damage: Normally unchanged, but see Special Attacks.

Special Attacks: Retains all Special Attacks of the Base Creature, and gains the following, and gains the following changes to Special Attacks it may already have:

If the Base Creature can cast Spells, manifest Psionic powers or use Spell-Like, Psi-Like, or Supernatural Abilities it's caster or Manifester Level is now equal to it's Hit Dice or CR whichever is higher. The Save DC's now get a +4 Racial Bonus. If the Base Creature can Manifest Powers or Cast Spells as a PC class of a specific Level, this means they now cast/manifest as a member of that class equal to their Hit Dice or CR. Abilities that can be used a limited number of times per day can be used an extra 3 times per day each.

Poison: If the Poisons normal effect is Ability damage, change Initial damage to 2d6 Constitution and Secondary damage to Death.

Rays: Increase maximum Range to 240 ft.

Lines: Increase Range to 160 ft.

Cones: Increase Range to 80 ft.

Radius: Increase Radius to 60 ft.

Gaze Attack: The base range doubles.

Improved Grab: You may now use this ability on creatures your own Size class or smaller.

Disease: The Save DC for diseases increases to 10 plus half HD plus Constitution Modifier.

Wild Empathy: While this normally isn't an Attack it's upgraded to one now. You may cast Charm Monster at will, but it only affects Animals, Fey, and Magical Beasts.

It also gains x choices from the following list:

Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following changes to Special Qualities it may already have:

Darkvision, See in Darkness, or Low Light Vision: If the Base Creature has any of these abilities, it can now see perfectly well in normal or magical darkness.

Blindsight: Double the range.

Energy Resistance: Double the base number. For example if the Base Creature has Energy Resistance 10, it now has 20. If this would raise the Resistance to 60 or more, it now has immunity instead.

Damage Reduction: DR doubles, and DR/Magic becomes DR/Epic. For example DR 5/Magic becomes DR 10/Epics. If the DR is a particular Alignment or substance it now becomes DR/(substance or alignment) and Epic. For example Silver and Epic for Werewolves.

Spell Resistance: Spell Resistance increases to 15 + CR, unless what it already has is already higher.

Scent: The Base Creature gains Improved Scent and Uncanny Scent as Bonus Feats.

Telepathy: The base Creatures range triples.

Fast Healing or Regeneration: Double the Base Creatures number. If it had Fast Healing or Regeneration 5 it now has 10.

Unearthly Grace: Your AC and Save Bonus is now double your Charisma Modifier.

Tree Dependent: This now becomes Forest Dependent. You cannot stray more than 10 miles from the Forest you call home.

It also gains x choices from the following list:

Saves: Will have to possibly be recalculated due to Ability changes, or what you choose from Special Qualities.

Abilities: If the base creature has any Special Attacks (or can cast spells) with a Save DC, any Attribute the Save DC's are based on increase by +10. If it has an attack based on Strength (such as Improved Grab) that ability Score increases by +10 as well. Also see Special Qualities.

Skills: Unchanged, but see Special Qualities.

Feats: Normally unchanged, but see Special Qualities.

Environment: Any

Organization: Usually Solitary or Unique

Challenge Rating:

Treasure: Triple Normal.

Alignment: Unchanged normally, but remove 'always' and replace with 'usually'. Epic Fey are unique enough not to have to be limited to the usual Alignments of their species.

Advancement: By Hit Dice or by Character Class.

Level Adjustment: <>

Example of creature using template here:

Bhu
2010-10-27, 10:04 PM
Epic Giant

This is an Acquired Template which can be applied to any Giant whose Hit Dice are 21 or higher. For purposes of this Template it is assumed no Giant has a maximum Hit Dice in it's Advancement scheme. Please remember to adjust skills, BAB, Feats, Saves, CR etc before applying this template if Hit Dice increase from the Base Creature.

Size and Type: Normally unchanged, but see Special Qualities below.

Hit Dice: Unchanged.

Speed: All Movement types double their base Speed, and if the Aberration has Flight, the Maneuverability increases by one class (i.e. from Poor to Average, or Average to Good, etc.). Also it may change on the options chosen below.

Armor Class: Double any Armor Class Bonuses not gained via Feat or based off of a Stat Bonus (such as Dexterity). Also it may change on the options chosen below.

Attacks: Normally unchanged, but see Special Attacks.

Damage: Normally unchanged, but see Special Attacks.

Special Attacks: Retains all Special Attacks of the Base Creature, and gains the following, and gains the following changes to Special Attacks it may already have:

If the Base Creature can cast Spells, manifest Psionic powers or use Spell-Like, Psi-Like, or Supernatural Abilities it's caster or Manifester Level is now equal to it's Hit Dice or CR whichever is higher. The Save DC's now get a +4 Racial Bonus. If the Base Creature can Manifest Powers or Cast Spells as a PC class of a specific Level, this means they now cast/manifest as a member of that class equal to their Hit Dice or CR. Abilities that can be used a limited number of times per day can be used an extra 3 times per day each.

Poison: If the Poisons normal effect is Ability damage, change Initial damage to 2d6 Constitution and Secondary damage to Death.

Rays: Increase maximum Range to 240 ft.

Lines: Increase Range to 160 ft.

Cones: Increase Range to 80 ft.

Radius: Increase Radius to 60 ft.

Improved Grab: You may now use this ability on creatures your own Size class or smaller.

Rock Throwing: You gain a +2 Racial Bonus on Attack and Damage rolls with Rocks. You also threaten a critical with Rocks on a 19-20, and do x3 damage.

It also gains x choices from the following list:

Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following changes to Special Qualities it may already have:

Darkvision, See in Darkness, or Low Light Vision: If the Base Creature has any of these abilities, it can now see perfectly well in normal or magical darkness.

Energy Resistance: Double the base number. For example if the Base Creature has Energy Resistance 10, it now has 20. If this would raise the Resistance to 60 or more, it now has immunity instead.

Damage Reduction: DR doubles, and DR/Magic becomes DR/Epic. For example DR 5/Magic becomes DR 10/Epics. If the DR is a particular Alignment or substance it now becomes DR/(substance or alignment) and Epic. For example Silver and Epic for Werewolves.

Spell Resistance: Spell Resistance increases to 15 + CR, unless what it already has is already higher.

Scent: The Base Creature gains Improved Scent and Uncanny Scent as Bonus Feats.

Fast Healing or Regeneration: Double the Base Creatures number. If it had Fast Healing or Regeneration 5 it now has 10.

Rock Catching: You get a +4 Racial Bonus on Reflex Saves made to catch Rocks.

It also gains x choices from the following list:

Saves: Will have to possibly be recalculated due to Ability changes, or what you choose from Special Qualities.

Abilities: If the base creature has any Special Attacks (or can cast spells) with a Save DC, any Attribute the Save DC's are based on increase by +10. If it has an attack based on Strength (such as Improved Grab) that ability Score increases by +10 as well. Also see Special Qualities.

Skills: Unchanged, but see Special Qualities.

Feats: Normally unchanged, but see Special Qualities.

Environment: Any

Organization: Usually Solitary or Unique

Challenge Rating:

Treasure: Triple Normal.

Alignment: Unchanged normally, but remove 'always' and replace with 'usually'. Epic Giants are unique enough not to have to be limited to the usual Alignments of their species.

Advancement: By Hit Dice or by Character Class.

Level Adjustment: <>

Example of creature using template here:

Bhu
2010-10-27, 10:06 PM
Epic Magical Beast

This is an Acquired Template which can be applied to any Magical Beast whose Hit Dice are 21 or higher. For purposes of this Template it is assumed no Magical Beast has a maximum Hit Dice in it's Advancement scheme. Please remember to adjust skills, BAB, Feats, Saves, CR etc before applying this template if Hit Dice increase from the Base Creature.

Size and Type: Normally unchanged, but see Special Qualities below.

Hit Dice: Unchanged.

Speed: All Movement types double their base Speed, and if the Aberration has Flight, the Maneuverability increases by one class (i.e. from Poor to Average, or Average to Good, etc.). Also it may change on the options chosen below.

Armor Class: Double any Armor Class Bonuses not gained via Feat or based off of a Stat Bonus (such as Dexterity). Also it may change on the options chosen below.

Attacks: Normally unchanged, but see Special Attacks.

Damage: Normally unchanged, but see Special Attacks.

Special Attacks: Retains all Special Attacks of the Base Creature, and gains the following, and gains the following changes to Special Attacks it may already have:

If the Base Creature can cast Spells, manifest Psionic powers or use Spell-Like, Psi-Like, or Supernatural Abilities it's caster or Manifester Level is now equal to it's Hit Dice or CR whichever is higher. The Save DC's now get a +4 Racial Bonus. If the Base Creature can Manifest Powers or Cast Spells as a PC class of a specific Level, this means they now cast/manifest as a member of that class equal to their Hit Dice or CR. Abilities that can be used a limited number of times per day can be used an extra 3 times per day each.

Poison: If the Poisons normal effect is Ability damage, change Initial damage to 2d6 Constitution and Secondary damage to Death.

Rays: Increase maximum Range to 240 ft.

Lines: Increase Range to 160 ft.

Cones: Increase Range to 80 ft.

Radius: Increase Radius to 60 ft.

Gaze Attack: The base range doubles.

Improved Grab: You may now use this ability on creatures your own Size class or smaller.

Disease: The Save DC for diseases increases to 10 plus half HD plus Constitution Modifier.

Breath Weapon: Breath Weapons may now be used every other round.

It also gains x choices from the following list:

Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following changes to Special Qualities it may already have:

Darkvision, See in Darkness, or Low Light Vision: If the Base Creature has any of these abilities, it can now see perfectly well in normal or magical darkness.

Blindsight: Double the range.

Energy Resistance: Double the base number. For example if the Base Creature has Energy Resistance 10, it now has 20. If this would raise the Resistance to 60 or more, it now has immunity instead.

Damage Reduction: DR doubles, and DR/Magic becomes DR/Epic. For example DR 5/Magic becomes DR 10/Epics. If the DR is a particular Alignment or substance it now becomes DR/(substance or alignment) and Epic. For example Silver and Epic for Werewolves.

Spell Resistance: Spell Resistance increases to 15 + CR, unless what it already has is already higher.

Scent: The Base Creature gains Improved Scent and Uncanny Scent as Bonus Feats.

Telepathy: The base Creatures range triples.

Fast Healing or Regeneration: Double the Base Creatures number. If it had Fast Healing or Regeneration 5 it now has 10.

Tremorsense: Range triples from that of Base Creature.

It also gains x choices from the following list:

Saves: Will have to possibly be recalculated due to Ability changes, or what you choose from Special Qualities.

Abilities: If the base creature has any Special Attacks (or can cast spells) with a Save DC, any Attribute the Save DC's are based on increase by +10. If it has an attack based on Strength (such as Improved Grab) that ability Score increases by +10 as well. Also see Special Qualities.

Skills: Unchanged, but see Special Qualities.

Feats: Normally unchanged, but see Special Qualities.

Environment: Any

Organization: Usually Solitary or Unique

Challenge Rating:

Treasure: Triple Normal.

Alignment: Unchanged normally, but remove 'always' and replace with 'usually'. Epic Magical Beasts are unique enough not to have to be limited to the usual Alignments of their species.

Advancement: By Hit Dice or by Character Class.

Level Adjustment: <>

Example of creature using template here:

Bhu
2010-10-27, 10:08 PM
Epic Monstrous Humanoid

This is an Acquired Template which can be applied to any Monstrous Humanoid whose Hit Dice are 21 or higher. For purposes of this Template it is assumed no Monstrous Humanoid has a maximum Hit Dice in it's Advancement scheme. Please remember to adjust skills, BAB, Feats, Saves, CR etc before applying this template if Hit Dice increase from the Base Creature.

Size and Type: Normally unchanged, but see Special Qualities below.

Hit Dice: Unchanged.

Speed: All Movement types double their base Speed, and if the Aberration has Flight, the Maneuverability increases by one class (i.e. from Poor to Average, or Average to Good, etc.). Also it may change on the options chosen below.

Armor Class: Double any Armor Class Bonuses not gained via Feat or based off of a Stat Bonus (such as Dexterity). Also it may change on the options chosen below.

Attacks: Normally unchanged, but see Special Attacks.

Damage: Normally unchanged, but see Special Attacks.

Special Attacks: Retains all Special Attacks of the Base Creature, and gains the following, and gains the following changes to Special Attacks it may already have:

If the Base Creature can cast Spells, manifest Psionic powers or use Spell-Like, Psi-Like, or Supernatural Abilities it's caster or Manifester Level is now equal to it's Hit Dice or CR whichever is higher. The Save DC's now get a +4 Racial Bonus. If the Base Creature can Manifest Powers or Cast Spells as a PC class of a specific Level, this means they now cast/manifest as a member of that class equal to their Hit Dice or CR. Abilities that can be used a limited number of times per day can be used an extra 3 times per day each.

Poison: If the Poisons normal effect is Ability damage, change Initial damage to 2d6 Constitution and Secondary damage to Death.

Rays: Increase maximum Range to 240 ft.

Lines: Increase Range to 160 ft.

Cones: Increase Range to 80 ft.

Radius: Increase Radius to 60 ft.

Gaze Attack: The base range doubles.

Improved Grab: You may now use this ability on creatures your own Size class or smaller.

Disease: The Save DC for diseases increases to 10 plus half HD plus Constitution Modifier.

Breath Weapon: Breath Weapons may now be used every other round.

It also gains x choices from the following list:

Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following changes to Special Qualities it may already have:

Darkvision, See in Darkness, or Low Light Vision: If the Base Creature has any of these abilities, it can now see perfectly well in normal or magical darkness.

Blindsight: Double the range.

Energy Resistance: Double the base number. For example if the Base Creature has Energy Resistance 10, it now has 20. If this would raise the Resistance to 60 or more, it now has immunity instead.

Damage Reduction: DR doubles, and DR/Magic becomes DR/Epic. For example DR 5/Magic becomes DR 10/Epics. If the DR is a particular Alignment or substance it now becomes DR/(substance or alignment) and Epic. For example Silver and Epic for Werewolves.

Spell Resistance: Spell Resistance increases to 15 + CR, unless what it already has is already higher.

Scent: The Base Creature gains Improved Scent and Uncanny Scent as Bonus Feats.

Telepathy: The base Creatures range triples.

Fast Healing or Regeneration: Double the Base Creatures number. If it had Fast Healing or Regeneration 5 it now has 10.

It also gains x choices from the following list:

Saves: Will have to possibly be recalculated due to Ability changes, or what you choose from Special Qualities.

Abilities: If the base creature has any Special Attacks (or can cast spells) with a Save DC, any Attribute the Save DC's are based on increase by +10. If it has an attack based on Strength (such as Improved Grab) that ability Score increases by +10 as well. Also see Special Qualities.

Skills: Unchanged, but see Special Qualities.

Feats: Normally unchanged, but see Special Qualities.

Environment: Any

Organization: Usually Solitary or Unique

Challenge Rating:

Treasure: Triple Normal.

Alignment: Unchanged normally, but remove 'always' and replace with 'usually'. Epic Monstrous Humanoids are unique enough not to have to be limited to the usual Alignments of their species.

Advancement: By Hit Dice or by Character Class.

Level Adjustment: <>

Example of creature using template here:

Bhu
2010-10-27, 10:10 PM
Epic Ooze

This is an Acquired Template which can be applied to any Ooze whose Hit Dice are 21 or higher. For purposes of this Template it is assumed no Ooze has a maximum Hit Dice in it's Advancement scheme. Please remember to adjust skills, BAB, Feats, Saves, CR etc before applying this template if Hit Dice increase from the Base Creature.

Size and Type: Normally unchanged, but see Special Qualities below.

Hit Dice: Unchanged.

Speed: All Movement types double their base Speed, and if the Aberration has Flight, the Maneuverability increases by one class (i.e. from Poor to Average, or Average to Good, etc.). Also it may change on the options chosen below.

Armor Class: Double any Armor Class Bonuses not gained via Feat or based off of a Stat Bonus (such as Dexterity). Also it may change on the options chosen below.

Attacks: Normally unchanged, but see Special Attacks.

Damage: Normally unchanged, but see Special Attacks.

Special Attacks: Retains all Special Attacks of the Base Creature, and gains the following, and gains the following changes to Special Attacks it may already have:

Improved Grab: You may now use this ability on creatures your own Size class or smaller.

Disease: The Save DC for diseases increases to 10 plus half HD plus Constitution Modifier.

It also gains x choices from the following list:

Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following changes to Special Qualities it may already have:

Blindsight: Double the range.

Energy Resistance: Double the base number. For example if the Base Creature has Energy Resistance 10, it now has 20. If this would raise the Resistance to 60 or more, it now has immunity instead.

Damage Reduction: DR doubles, and DR/Magic becomes DR/Epic. For example DR 5/Magic becomes DR 10/Epics. If the DR is a particular Alignment or substance it now becomes DR/(substance or alignment) and Epic. For example Silver and Epic for Werewolves.

Spell Resistance: Spell Resistance increases to 15 + CR, unless what it already has is already higher.

Scent: The Base Creature gains Improved Scent and Uncanny Scent as Bonus Feats.

Fast Healing or Regeneration: Double the Base Creatures number. If it had Fast Healing or Regeneration 5 it now has 10.

It also gains x choices from the following list:

Saves: Will have to possibly be recalculated due to Ability changes, or what you choose from Special Qualities.

Abilities: If the base creature has any Special Attacks (or can cast spells) with a Save DC, any Attribute the Save DC's are based on increase by +10. If it has an attack based on Strength (such as Improved Grab) that ability Score increases by +10 as well. Also see Special Qualities.

Skills: Unchanged, but see Special Qualities.

Feats: Normally unchanged, but see Special Qualities.

Environment: Any

Organization: Usually Solitary or Unique

Challenge Rating:

Treasure: None.

Alignment: Usually Always Neutral, but Epic Oozes are unique enough not to have to be limited to the usual Alignments of their species.

Advancement: By Hit Dice.

Level Adjustment: <>

Example of creature using template here:

Bhu
2010-10-27, 10:16 PM
Okay it should become obvious the various Epic templates will be similar, with the Special Attacks/Qualities having different options (and a few different tweaks here and there). As soon as I have all the skeleton templates up I can begin editing in options.

Bhu
2010-10-27, 11:30 PM
oh and i started statting Abner here: http://brilliantgameologists.com/boards/index.php?topic=2962.0

flabort
2010-10-28, 01:39 PM
Yay!
Redneck asskicker, huh?
I'll be monitoring that thread, too. (from here)

The Mentalist
2010-10-28, 05:26 PM
Sorry it took so long to reply, I just got out of the hospital. Thank you for the hummingators.

I think I see them being ridden by a race of swamp lizards... that would be awesome.

Bhu
2010-10-29, 08:47 PM
Epic Outsider

This is an Acquired Template which can be applied to any Outsider whose Hit Dice are 21 or higher. For purposes of this Template it is assumed no Outsider has a maximum Hit Dice in it's Advancement scheme. Please remember to adjust skills, BAB, Feats, Saves, CR etc before applying this template if Hit Dice increase from the Base Creature.

Size and Type: Normally unchanged, but see Special Qualities below.

Hit Dice: Unchanged.

Speed: All Movement types double their base Speed, and if the Aberration has Flight, the Maneuverability increases by one class (i.e. from Poor to Average, or Average to Good, etc.). Also it may change on the options chosen below.

Armor Class: Double any Armor Class Bonuses not gained via Feat or based off of a Stat Bonus (such as Dexterity). Also it may change on the options chosen below.

Attacks: Normally unchanged, but see Special Attacks.

Damage: Normally unchanged, but see Special Attacks.

Special Attacks: Retains all Special Attacks of the Base Creature, and gains the following, and gains the following changes to Special Attacks it may already have:

If the Base Creature can cast Spells, manifest Psionic powers or use Spell-Like, Psi-Like, or Supernatural Abilities it's caster or Manifester Level is now equal to it's Hit Dice or CR whichever is higher. The Save DC's now get a +4 Racial Bonus. If the Base Creature can Manifest Powers or Cast Spells as a PC class of a specific Level, this means they now cast/manifest as a member of that class equal to their Hit Dice or CR. Abilities that can be used a limited number of times per day can be used an extra 3 times per day each.

Poison: If the Poisons normal effect is Ability damage, change Initial damage to 2d6 Constitution and Secondary damage to Death.

Rays: Increase maximum Range to 240 ft.

Lines: Increase Range to 160 ft.

Cones: Increase Range to 80 ft.

Radius: Increase Radius to 60 ft.

Gaze Attack: The base range doubles.

Improved Grab: You may now use this ability on creatures your own Size class or smaller.

Disease: The Save DC for diseases increases to 10 plus half HD plus Constitution Modifier.

Breath Weapon: Breath Weapons may now be used every other round.

It also gains x choices from the following list:


Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following changes to Special Qualities it may already have:

Darkvision, See in Darkness, or Low Light Vision: If the Base Creature has any of these abilities, it can now see perfectly well in normal or magical darkness.

Blindsight: Double the range.

Energy Resistance: Double the base number. For example if the Base Creature has Energy Resistance 10, it now has 20. If this would raise the Resistance to 60 or more, it now has immunity instead.

Damage Reduction: DR doubles, and DR/Magic becomes DR/Epic. For example DR 5/Magic becomes DR 10/Epics. If the DR is a particular Alignment or substance it now becomes DR/(substance or alignment) and Epic. For example Silver and Epic for Werewolves.

Spell Resistance: Spell Resistance increases to 15 + CR, unless what it already has is already higher.

Scent: The Base Creature gains Improved Scent and Uncanny Scent as Bonus Feats.

Telepathy: The base Creatures range triples

Fast Healing or Regeneration: Double the Base Creatures number. If it had Fast Healing or Regeneration 5 it now has 10.

It also gains x choices from the following list:

Saves: Will have to possibly be recalculated due to Ability changes, or what you choose from Special Qualities.

Abilities: If the base creature has any Special Attacks (or can cast spells) with a Save DC, any Attribute the Save DC's are based on increase by +10. If it has an attack based on Strength (such as Improved Grab) that ability Score increases by +10 as well. Also see Special Qualities.

Skills: Unchanged, but see Special Qualities.

Feats: Normally unchanged, but see Special Qualities.

Environment: Any

Organization: Usually Solitary or Unique

Challenge Rating:

Treasure: Triple Normal.

Alignment: Unchanged normally, but remove 'always' and replace with 'usually'. Epic Outsiders are unique enough not to have to be limited to the usual Alignments of their species.

Advancement: By Hit Dice or by Character Class.

Level Adjustment: <>

Example of creature using template here:

Bhu
2010-10-29, 08:50 PM
Epic Plant

This is an Acquired Template which can be applied to any Plant whose Hit Dice are 21 or higher. For purposes of this Template it is assumed no Plant has a maximum Hit Dice in it's Advancement scheme. Please remember to adjust skills, BAB, Feats, Saves, CR etc before applying this template if Hit Dice increase from the Base Creature.

Size and Type: Normally unchanged, but see Special Qualities below.

Hit Dice: Unchanged.

Speed: All Movement types double their base Speed, and if the Aberration has Flight, the Maneuverability increases by one class (i.e. from Poor to Average, or Average to Good, etc.). Also it may change on the options chosen below.

Armor Class: Double any Armor Class Bonuses not gained via Feat or based off of a Stat Bonus (such as Dexterity). Also it may change on the options chosen below.

Attacks: Normally unchanged, but see Special Attacks.

Damage: Normally unchanged, but see Special Attacks.

Special Attacks: Retains all Special Attacks of the Base Creature, and gains the following, and gains the following changes to Special Attacks it may already have:

Poison: If the Poisons normal effect is Ability damage, change Initial damage to 2d6 Constitution and Secondary damage to Death.

Rays: Increase maximum Range to 240 ft.

Lines: Increase Range to 160 ft.

Cones: Increase Range to 80 ft.

Radius: Increase Radius to 60 ft.

Improved Grab: You may now use this ability on creatures your own Size class or smaller.

Disease: The Save DC for diseases increases to 10 plus half HD plus Constitution Modifier.

It also gains x choices from the following list:

Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following changes to Special Qualities it may already have:

Darkvision, See in Darkness, or Low Light Vision: If the Base Creature has any of these abilities, it can now see perfectly well in normal or magical darkness.

Blindsight: Double the range.

Energy Resistance: Double the base number. For example if the Base Creature has Energy Resistance 10, it now has 20. If this would raise the Resistance to 60 or more, it now has immunity instead.

Damage Reduction: DR doubles, and DR/Magic becomes DR/Epic. For example DR 5/Magic becomes DR 10/Epics. If the DR is a particular Alignment or substance it now becomes DR/(substance or alignment) and Epic. For example Silver and Epic for Werewolves.

Spell Resistance: Spell Resistance increases to 15 + CR, unless what it already has is already higher.

Scent: The Base Creature gains Improved Scent and Uncanny Scent as Bonus Feats.

Fast Healing or Regeneration: Double the Base Creatures number. If it had Fast Healing or Regeneration 5 it now has 10.

It also gains x choices from the following list:

Saves: Will have to possibly be recalculated due to Ability changes, or what you choose from Special Qualities.

Abilities: If the base creature has any Special Attacks (or can cast spells) with a Save DC, any Attribute the Save DC's are based on increase by +10. If it has an attack based on Strength (such as Improved Grab) that ability Score increases by +10 as well. Also see Special Qualities.

Skills: Unchanged, but see Special Qualities.

Feats: Normally unchanged, but see Special Qualities.

Environment: Any

Organization: Usually Solitary or Unique

Challenge Rating:

Treasure: Unchanged.

Alignment: Unchanged normally, but remove 'always' and replace with 'usually'. Epic Plants are unique enough not to have to be limited to the usual Alignments of their species.

Advancement: By Hit Dice or by Character Class.

Level Adjustment: <>

Example of creature using template here:

Bhu
2010-10-29, 08:51 PM
Epic Undead

This is an Acquired Template which can be applied to any Undead whose Hit Dice are 21 or higher. For purposes of this Template it is assumed no Undead has a maximum Hit Dice in it's Advancement scheme. Please remember to adjust skills, BAB, Feats, Saves, CR etc before applying this template if Hit Dice increase from the Base Creature.

Size and Type: Normally unchanged, but see Special Qualities below.

Hit Dice: Unchanged.

Speed: All Movement types double their base Speed, and if the Aberration has Flight, the Maneuverability increases by one class (i.e. from Poor to Average, or Average to Good, etc.). Also it may change on the options chosen below.

Armor Class: Double any Armor Class Bonuses not gained via Feat or based off of a Stat Bonus (such as Dexterity). Also it may change on the options chosen below.

Attacks: Normally unchanged, but see Special Attacks.

Damage: Normally unchanged, but see Special Attacks.

Special Attacks: Retains all Special Attacks of the Base Creature, and gains the following, and gains the following changes to Special Attacks it may already have:

If the Base Creature can cast Spells, manifest Psionic powers or use Spell-Like, Psi-Like, or Supernatural Abilities it's caster or Manifester Level is now equal to it's Hit Dice or CR whichever is higher. The Save DC's now get a +4 Racial Bonus. If the Base Creature can Manifest Powers or Cast Spells as a PC class of a specific Level, this means they now cast/manifest as a member of that class equal to their Hit Dice or CR. Abilities that can be used a limited number of times per day can be used an extra 3 times per day each.

Poison: If the Poisons normal effect is Ability damage, change Initial damage to 2d6 Constitution and Secondary damage to Death.

Rays: Increase maximum Range to 240 ft.

Lines: Increase Range to 160 ft.

Cones: Increase Range to 80 ft.

Radius: Increase Radius to 60 ft.

Gaze Attack: The base range doubles.

Improved Grab: You may now use this ability on creatures your own Size class or smaller.

Disease: The Save DC for diseases increases to 10 plus half HD plus Constitution Modifier.

It also gains x choices from the following list:

Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following changes to Special Qualities it may already have:

Darkvision, See in Darkness, or Low Light Vision: If the Base Creature has any of these abilities, it can now see perfectly well in normal or magical darkness.

Blindsight: Double the range.

Energy Resistance: Double the base number. For example if the Base Creature has Energy Resistance 10, it now has 20. If this would raise the Resistance to 60 or more, it now has immunity instead.

Damage Reduction: DR doubles, and DR/Magic becomes DR/Epic. For example DR 5/Magic becomes DR 10/Epics. If the DR is a particular Alignment or substance it now becomes DR/(substance or alignment) and Epic. For example Silver and Epic for Werewolves.

Spell Resistance: Spell Resistance increases to 15 + CR, unless what it already has is already higher.

Scent: The Base Creature gains Improved Scent and Uncanny Scent as Bonus Feats.

Telepathy: The base Creatures range triples.

Fast Healing or Regeneration: Double the Base Creatures number. If it had Fast Healing or Regeneration 5 it now has 10.

It also gains x choices from the following list:

Saves: Will have to possibly be recalculated due to Ability changes, or what you choose from Special Qualities.

Abilities: If the base creature has any Special Attacks (or can cast spells) with a Save DC, any Attribute the Save DC's are based on increase by +10. If it has an attack based on Strength (such as Improved Grab) that ability Score increases by +10 as well. Also see Special Qualities.

Skills: Unchanged, but see Special Qualities.

Feats: Normally unchanged, but see Special Qualities.

Environment: Any

Organization: Usually Solitary or Unique

Challenge Rating:

Treasure: Triple Normal.

Alignment: Unchanged normally, but remove 'always' and replace with 'usually'. Epic Undead are unique enough not to have to be limited to the usual Alignments of their species.

Advancement: By Hit Dice or by Character Class.

Level Adjustment: <>

Example of creature using template here:

Bhu
2010-10-29, 08:58 PM
Epic Vermin

This is an Acquired Template which can be applied to any Vermin whose Hit Dice are 21 or higher. For purposes of this Template it is assumed no Vermin has a maximum Hit Dice in it's Advancement scheme. Please remember to adjust skills, BAB, Feats, Saves, CR etc before applying this template if Hit Dice increase from the Base Creature.

Size and Type: Size is normally unchanged, but see Special Qualities below. Type becomes Magical Beast.

Hit Dice: Recalculate hit points due to Type Change.

Speed: All Movement types double their base Speed, and if the Aberration has Flight, the Maneuverability increases by one class (i.e. from Poor to Average, or Average to Good, etc.). Also it may change on the options chosen below.

Armor Class: Double any Armor Class Bonuses not gained via Feat or based off of a Stat Bonus (such as Dexterity). Also it may change on the options chosen below.

Attacks: Recalculate BAB due to Type Change.

Damage: Normally unchanged, but see Special Attacks.

Special Attacks: Retains all Special Attacks of the Base Creature, and gains the following, and gains the following changes to Special Attacks it may already have:

Poison: If the Poisons normal effect is Ability damage, change Initial damage to 2d6 Constitution and Secondary damage to Death.

Improved Grab: You may now use this ability on creatures your own Size class or smaller.

Disease: The Save DC for diseases increases to 10 plus half HD plus Constitution Modifier.

It also gains x choices from the following list:

Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following changes to Special Qualities it may already have:

Darkvision, See in Darkness, or Low Light Vision: If the Base Creature has any of these abilities, it can now see perfectly well in normal or magical darkness.

Blindsight: Double the range.

Scent: The Base Creature gains Improved Scent and Uncanny Scent as Bonus Feats.

It also gains x choices from the following list:

Saves: Recalculate due to Type Change, and may have to possibly be recalculated due to Ability changes, or what you choose from Special Qualities.

Abilities: If the base creature has any Special Attacks (or can cast spells) with a Save DC, any Attribute the Save DC's are based on increase by +10. If it has an attack based on Strength (such as Improved Grab) that ability Score increases by +10 as well. Also see Special Qualities.

Skills: Will be changed due to Type Change, and see Special Qualities.

Feats: Will be changed due to Type Change, and see Special Qualities.

Environment: Any

Organization: Usually Solitary or Unique

Challenge Rating:

Treasure: None.

Alignment: Always Neutral

Advancement: By Hit Dice.

Level Adjustment: <>

Example of creature using template here:

Bhu
2010-10-31, 09:37 PM
Editing in stuff to these templates is gonna be a while. Anything I can do to entertain everyone while this is going on?

The Mentalist
2010-10-31, 10:05 PM
Various types of animated food? (With special abilites based on the food)

Bhu
2010-10-31, 10:13 PM
Perhaps something less complex for now. Like Dire critters or something. The templates are gonna be mind benders for me to do.

flabort
2010-11-01, 01:18 PM
Heh. Something allong the lines of dire critters would be nice...
so you took what they did to make the dire wolf/ape/rat, ect., and made hundreds of other creatures the same way.
Now take what they did with the cranium rat and apply it to all the other critters. :smallamused:
Cranium Polar Bear, anyone? Or how abouts cranium chameleon?

And then once you've made all the cranium creatures you can take, Dire Cranium Elephant. Or, just to be cruel, Dire Cranium Humming-Gator!

Bhu
2010-11-01, 09:42 PM
http://fc05.deviantart.net/fs9/i/2006/069/0/c/zebrocerous_by_imamon.jpg

Zebrocerous
Huge Magical Beast
Hit Dice: 13d10+104 (175 hp)
Initiative: +4
Speed: 60 ft. (12 squares)
Armor Class: 23 (-2 Size, +15 Natural), touch 8, flat-footed 23
Base Attack/Grapple: +13/+33
Attack: Gore +23 melee (2d8+18)
Full Attack: Gore +23 melee (2d8+18)
Space/Reach: 15 ft./10 ft.
Special Attacks: RAAAAAHHH!
Special Qualities: Dark Vision, Unusually Good at Hiding
Saves: Fort +16, Ref +8, Will +6
Abilities: Str 34, Dex 10, Con 26, Int 4, Wis 14, Cha 14
Skills: Hide +5, Listen +12, Spot +12
Feats: Alertness, Endurance, Improved Initiative, Run, Skill Focus: Hide
Environment: Warm Plains
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always Chaotic Neutral
Advancement:
Level Adjustment: ---


"Bert?"

"Yeah Abner?"

"I quit. Screw this."

"Just exhale slowly Abner."

Unlike many magical follow ups to abominations like the Owlbear, the Zebrocerous actually worked. It's tough, it's quick, and it's mean. It was also manageable enough to keep as a guard beast. They're quite popular with warm weather dwelling Warlords, madmen, and freaks of all kinds.

RAAAAAHHH! (Su): When making a Charge Attack the Zebrocerous does 4d8+24. All attacks made against it that round have a 50% miss chance due to it's outline breaking up.

Unusually Good at Hiding (Su): Even at rest Zebrocerous are hard to hit from range. They have a +2 Deflection Bonus to AC against ranged attacks, and get a +2 Racial Bonus on Saving Throws if the ranged attack is magical. They also get a +10 Racial Bonus to Hide Checks. Which is creepy because they aren't very quiet...

Combat: Zebrocerous tend to do the usual Rhino thing: charge, repeatedly gore, if maybe opponent falls down step on him a lot.

Ranger Mattos
2010-11-01, 09:45 PM
Is the Zebrocerous going to be much different from a normal rhinoceros? Seems like they would be identical, just maybe a bonus to hide.

Bhu
2010-11-04, 11:43 PM
It will be yes. Sorry I haven posted these last couple of days. The state is finally helping me get a job so I've been posting tons of apps, doing interviews, and filling out reams of paperwork.

Bhu
2010-11-07, 12:30 AM
Minor updates to teh Zebroceros and the templates.

Bhu
2010-11-08, 12:58 AM
Minor updates to Zebrocerous and templates. Tomorrow I go into class for a possible new job, so the next three days will be mostly studying. Wish me luck

Bhu
2010-11-09, 12:46 AM
Anyone think the Zebrocerous needs anything else before I CR it?

Serpentine
2010-11-09, 05:39 AM
I like it :smallbiggrin:

Bhu
2010-11-10, 12:11 AM
zebrocerous has CR, stil working on templates.


http://fc03.deviantart.net/fs13/f/2007/042/5/5/crocerocerous_by_imamon.jpg

Crocerocerous
Huge Magical Beast
Hit Dice: 13d8+117 (188 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 23 (-2 Size, +15 Natural), touch 8, flat-footed 23
Base Attack/Grapple: +13/+33
Attack: Bite +23 melee (2d8+18)
Full Attack: Bite +23 melee (2d8+18)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved Grab, Shred
Special Qualities: Dark Vision 60'
Saves: Fort +16, Ref +8, Will +5
Abilities: Str 34, Dex 10, Con 26, Int 3, Wis 12, Cha 12
Skills: Listen +11, Spot +11
Feats: Alertness, Endurance, Improved Toughness
Environment: Warm Plains or Marsh
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always Neutral
Advancement: 14-26 HD (Huge)
Level Adjustment: ---


"Bert...didn't we just do this?"

After his success with the Zebrocerous, a certain nameless mage wanted something a little more traveling. Something not limited to the Plains. Mostly because he was fleeing the local grasslands for a swamp because it was a hell of a lot more defensible. You can only be surprised by adventurers so many times before you think "Maybe my current location isn't ideal".

Improved Grab (Ex): If the Crocerocerous successfully hits with it's Bite attack, it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If it is successful, it may do bite damage. If it Pins the opponent it can use it's Shred ability.

Shred (Ex): Each round that it successfully maintains a pin, the Croconocerous deals 4d8+36 damage to its victim

Combat: The Crocerocerous usually charges, goes for the bite, and begins ripping it's opponent a new one.

Mulletmanalive
2010-11-10, 12:18 PM
Picture needs moar tail!

Bhu
2010-11-10, 10:57 PM
I may have a job. Will know by Monday I think. Till then I need to renovate my PC somehow and get stuff done so I may be slow updating.

Bhu
2010-11-13, 12:32 AM
Epic templates and Crocerocerous updated (man templates can suck to do).

Bhu
2010-11-14, 11:25 PM
I do indeed have a job! Training and travel time will eat up about 12 hours a day all this week, so 'll try updating when I can.

Debihuman
2010-11-15, 06:53 AM
Whoo hoo! Congrats on the new job! I hope you get plenty of de-stressing now. I think we can wait a week for your updates :-)

I think the crococerus should have Improved Critical (Bite) as a feat and possible even a Swallow Whole ability for Small or smaller creatures at least.

Debby

LOTRfan
2010-11-15, 10:07 PM
Hey, Bhu. I am in the middle of posting a campaign setting over on Competitor Games, and I was wondering if I could, with your permission, reference some of your material from the first Critters thread and provide links to it.

Bhu
2010-11-15, 11:36 PM
Sure! Lemme know how they work out.

LOTRfan
2010-11-16, 06:41 PM
Thanks. You're semi-undead demonic dinosaurs were cool, though they might need a little bit of minor refluffing to fit the campaign (but not too much, the fluff is what made me like them).

Bhu
2010-11-18, 12:58 AM
Whoo hoo! Congrats on the new job! I hope you get plenty of de-stressing now. I think we can wait a week for your updates :-)

I think the crococerus should have Improved Critical (Bite) as a feat and possible even a Swallow Whole ability for Small or smaller creatures at least.

Debby

I was thinking of going for some sort of trip or knockdown and rend attack.


Thanks. You're semi-undead demonic dinosaurs were cool, though they might need a little bit of minor refluffing to fit the campaign (but not too much, the fluff is what made me like them).

GLEE!

Bhu
2010-11-20, 01:10 AM
Woo! Training week is dones!

TIme to work on the critters!

Bhu
2010-11-22, 10:50 PM
Okay how does the Shred ability look?

Mulletmanalive
2010-11-23, 06:51 PM
It would probably be better stated outright that "each round that it successfully maintains a pin, the croconocerous deals 4d8+36 damage to its victim"

Bhu
2010-11-25, 12:03 AM
http://imamon.deviantart.com/art/llamabird-45974096?q=gallery%3Aimamon%2F21380653&qo=62

Llamabird
Large Magical Beast
Hit Dice: 6d8+12 (39 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 17 (-1 Size, +3 Dex, +5 Natural), touch 12, flat-footed 14
Base Attack/Grapple: +6/+14
Attack: Bite +9 melee (1d8+4/19-20)
Full Attack: 1 Bite +9 melee (1d8+4/19-20) and 2 Hooves +4 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: PTOOEY!
Special Qualities: Low Light Vision
Saves: Fort +7, Ref +8, Will +4
Abilities: Str 18, Dex 16, Con 14, Int 2, Wis 14, Cha 10
Skills: Listen +6, Spot +7
Feats: Cold Endurance, Endurance, Improved Critical (Beak)(B), Run (B)
Environment: Cold or Temperate Mountains
Organization: Solitary, Pair, or Herd (10-100)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 7-12 HD (Large)
Level Adjustment: ---

"Bert...I do not like how that thing is looking at us..."

In one of the most bizarre incidents of magical hybridization on record, the great wizard Sandaman decided that he needed some magical guardians, but all he had to work with were the massive llama herds surrounding his mountains, and the occasional flock of birds. So he said to hell with it and went for broke. And thus the Llamabirds were born. He had still had huge herds for food and fur to make money while he was involved with higher pursuits, and no one but the most magical of opponents was willing to wade through the Llamabirds.

PTOOEY! (ex): A Llamabird has can blind an opponent with it's spittle for 1d4 rounds if they fail a DC 15 Reflex Save (Save DC is Constitution Based). This has a range of 30', is a Standard Action, and can be done a number of times per day equal to their Constitution Modifier.

Combat: Llamabirds will tend to watch potential enemies closely while making no move against them, and then hock a loogie into their eyes to blind them before charging. Birds are mean, deceptive critters.

Ranger Mattos
2010-11-25, 10:28 AM
...why do people come up with this stuff? But it seems like it would be pretty interesting.

flabort
2010-11-25, 04:40 PM
This will be sooooooo good. Can't wait to see the finished creature!

Bhu
2010-11-28, 10:29 PM
Regarding the Epic Templates: they seem cumbersome. Would people be more interested in my designing epic critters by request?

Bhu
2010-12-02, 12:01 AM
Llammabird updated. No takers on the EPic critters then?

flabort
2010-12-02, 10:40 AM
I'd ask what you mean, but I may not understand.

Bhu
2010-12-02, 10:23 PM
I'd ask what you mean, but I may not understand.

I'm offering to do Epic versions of regular critters on request as opposed to making some clumsy templates.

Debihuman
2010-12-03, 01:05 AM
The crocerocerous is missing two feats. I'd give it Power Attack and Cleave.

Also, are you gonna finish statting out Bert and Abner? The link you posted goes to the first page on brilliant gemologists, but Abner shows up on page 24.

Edit: While I created these shoes for my Acolyte of the Blessed Imelda Marcos Prestige Class, these might work well for Abner.

Cowboy Boots of Foot Stomping and Butt Kicking
These magical boots add +1 to Perform (Dance) and +1 to Tumble. They need not be removed to be used as a weapon. The boots add 1d4 points of bludgeoning damage to any kick made by the wearer.
Moderate Transmutation; CL 6, Craft Wondrous Item; cat's grace, haste; Cost 8,000 GP Weight 4 lbs.

Debby

Bhu
2010-12-03, 11:15 PM
Yeah I,m gonna finish them. I'm getting my time gutted between training for the new job, and slogging through a list of 11000 films for the movie review thing trying to figure out if they're on DVD. It's been draining all my time.

Dubious Pie
2010-12-04, 04:09 PM
I just had a great idea, Giant Goby fish to go with the Giant Pistol Shrimp. Preferably of a similar CR as a powerful "minion".

Mulletmanalive
2010-12-04, 05:38 PM
It's not specifically or even remotely epic but I have a request...

Could [assuming you've seen the film] you make stats for the six types of basic dragon [and possibly the big one, which is epic i suppose] from How to Tame Your Dragon?

Nadders
Gronkles
Zipplebacks
Terrible Terrors
Horrible Nightmares
Night Fury

The Queen

Please????

Bhu
2010-12-04, 05:51 PM
I would have to see the film first. Is it any good?


I just had a great idea, Giant Goby fish to go with the Giant Pistol Shrimp. Preferably of a similar CR as a powerful "minion".

This i can do too :smallbiggrin:

Mulletmanalive
2010-12-04, 06:01 PM
I would have to see the film first. Is it any good?


I absolutely love it... It does what it does really well and avoided the usual problem of unfollowable aerial fight scenes.

I'm actually planning on incorporating loads of the good ideas from the very varied viking dragon hunting equipment into my dragon hunting game idea :smallbiggrin:

Bhu
2010-12-04, 09:38 PM
are the dragons different enoguh to make for differing stats?

Mulletmanalive
2010-12-05, 11:26 AM
Very different.

Most of them have fire based breaths but no two are the same in how that works, they're all different sizes, etc.

Heck, one of them has two heads and a really bizarre breath weapon...

Bhu
2010-12-05, 04:03 PM
under your recommendation i has procured a copy of the film. Let me work on hte other requests and Llamabird whilst I watch it and decide on statses.

Bhu
2010-12-05, 09:10 PM
There's no bestiary in the extras. I am darn disappointed!

EDit: I has found a bestiary online. It also has many dragons not included in the film if you want them too.

Bhu
2010-12-05, 11:52 PM
http://howtotrainyourdragon.wikia.com/wiki/Category:Dragons

um...how many of these do you really want?

Mulletmanalive
2010-12-06, 03:58 AM
http://howtotrainyourdragon.wikia.com/wiki/Category:Dragons

um...how many of these do you really want?

I was just hoping for the five antagonist ones from the film, and added the gigantic one because you seemed to be in an epic mood.

If anything else seems ultra-cool, that'd be great but i was just hoping for a fist full of lowish level critters with varied fiery breaths :smalltongue:

flabort
2010-12-06, 10:51 AM
I got my brother the two-disc pack (for his birthday, in november), that comes with the short "Legend of the boneknapper dragon", which, as I said, is short. Very. The disk is basically just bonus features, and if I remember correctly, DOES have a bestiary.

Bhu
2010-12-07, 12:35 AM
Llamabird is done, let me finish the Goby Minion, and the Dragons will be coming after. If the Gameologists get their forum back up work will resume on Bert.


Goby Minion
Huge Animal (Aquatic)
Hit Dice: 8d8+16 (52 hp)
Initiative: +3
Speed: Swim 50 ft. (10 squares)
Armor Class: 16 (-2 Size, +3 Dex, +5 Natural), touch 11, flat-footed 13
Base Attack/Grapple: +6/+15
Attack: Bite +9 melee (1d8+5)
Full Attack: Bite +9 melee (1d8+5)
Space/Reach: 15 ft./10 ft.
Special Attacks: -
Special Qualities: Low Light Vision, Blindsense 60', Enhanced Sight
Saves: Fort +8, Ref +9, Will +4
Abilities: Str 20, Dex 16, Con 14, Int 2, Wis 14, Cha 6
Skills: Hide +2, Listen +9, Spot +10
Feats: Alertness, Endurance, Skill Focus: Hide
Environment: Any Aquatic
Organization: Solitary (usually shares cave burrow with Giant Pistol Shrimp)
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: 9-16 HD (Huge)
Level Adjustment: ---

"Bert is that giant shrimp petting that giant fish?"

"I'll be damn glad when we retire Abner. Things just ain't the same anymore as when we started."

Goby Minions are an odd species of fish living in a symbiotic relationship with Giant Pistol Shrimp. The Shrimp builds and excavates a burrow, and the Goby (which has much better vision) maintains guard and warns it of danger so they can both hide. Although good lord knows what the combo has to hide from. Krakens maybe. Goby Minions are oddly somewhat trainable, and many would be evil madmen keep them as warning systems.

Enhanced Sight (Ex): Goby Minions can see normally in clear water, and 2d8x10' in murky water.

Combat: Gobies hate fighting and prefer to hide in their shared burrows. If necessary they will bite and usually flee unless their benefactor shrimp is threatened.

Bhu
2010-12-07, 11:08 PM
I was just hoping for the five antagonist ones from the film, and added the gigantic one because you seemed to be in an epic mood.

If anything else seems ultra-cool, that'd be great but i was just hoping for a fist full of lowish level critters with varied fiery breaths :smalltongue:

How lowish were you wanting them?

Mulletmanalive
2010-12-08, 03:22 PM
Naders and Gronkles seem like they're around CR 5-7, one being vicious and one being tough.

The rest go up, obviously. Nightmare, maybe CR 13-15 11-13?

Obviously, I'd prefer your judgement of awesome but the idea is to have a team of properly equipped level 3-4 characters face a Nader as the campaign's first encounter...

Bhu
2010-12-09, 12:18 AM
Anyone know if GOby fish have any odd attacks? I cant find any

Bhu
2010-12-09, 11:31 PM
Deadly Nadder
Large Dragon
Hit Dice: 10d12+30 (95 hp)
Initiative: +3
Speed: 30 ft. (6 squares), Fly 80' (Good)
Armor Class: 18 (-1 Size, +3 Dex, +6 Natural), touch 12, flat-footed 15
Base Attack/Grapple: +10/+18
Attack: Bite +13 melee (1d8+4)
Full Attack: Bite +13 melee (1d8+4) and 2 Claws +8 melee (1d6+2)
Space/Reach: 15 ft./10 ft.
Special Attacks: Magnesium Flare, Poison Spikes
Special Qualities: Dark Vision 60', Scent, Fire Resistance 5
Saves: Fort +10, Ref +11, Will +7
Abilities: Str 18, Dex 18, Con 16, Int 3, Wis 11, Cha 14
Skills: Listen +13, Spot +13
Feats: Ability Focus (Magnesium Flare), Flyby Attack, Hover, Point Blank Shot
Environment: Warm or Temperate Mountains
Organization: Solitary, Pair, or Flock (3-10)
Challenge Rating: 6
Treasure: None
Alignment: Always Neutral
Advancement: 11-20 HD (Huge)
Level Adjustment: ---

"I'm really beginning to question your teaching methods."

The Deadly Nadder is one of the most beautiful of the dragons with bright blue scales and a light beige underbelly, and yellow, orange, and blue mottling on the wings and bright yellow spines. It's diet consists largely of poultry, as livestock makes it ill.

Magnesium Flare (Ex): As a Full Round Action up to 6 times per day the Nadder may unleash a blast of Magnesium laced fire, considered to be the hottest among all the dragons. The fire is a ranged touch attack with a range of 100'. It does 5d10 fire damage, and anything hit by it that is metal is affected as if by a Heat Metal spell, and any flammable materials will burst into flame and burn for 1d6 rounds. The fire is so hot that if it does enough damage to an opponent to kill him with one shot he is immediately reduced to ash.

Poison Spikes (Ex): As a Full Round Action the Nadder may unleash a volley of poisoned spikes from it's tail up to twice per day. They have a range of 100', and the Nadder rolls to hit a 5' area similar to grenade like weapons. Anything in that area takes 3d6 damage and must make a DC 18 Fortitude Save (Save DC is Constitution based) or be poisoned (Injury, Initial Damage Stunned for 1d3 rounds, Secondary Damage Paralysis for 1d3 rounds.

Combat: While agile fliers, Nadders prefer to land before attacking and fight on the ground for reasons unknown. Since their fire is limited in use they save it for tougher targets and use it if necessary only. Usually it prefers to bite, unleashing the spines against quick opponents, or for stunning prey.

Bhu
2010-12-11, 06:37 PM
Any thoughts on how many times they should be able to use their breath? The only one they specifically mention a limit for is the Gronkle.

Also, I have updated Bert over on the BG forums.

Mulletmanalive
2010-12-12, 05:40 PM
Difficult to say. The nadder is probably more of a few blastsnore powerful attack type, given that it's the only one mentioned as being able to melt steel

Are you sure they're worth a huge rating? They didn't look bigger than a hill giant...

Bhu
2010-12-12, 07:23 PM
The wiki listed them as over 20 feet which technically puts them at the small end of huge.

Mulletmanalive
2010-12-13, 12:48 PM
Ah...tail length...

Could i be a pain and just ask that the stats don't go too high [they don't really look anywhere near the automatic 26 strength that being Huge brings in the film]?

Bhu
2010-12-13, 04:18 PM
it should prolly have a 20 at least, it did knock over several walls intraining

Mulletmanalive
2010-12-13, 04:42 PM
oh, definitely. I just don't want their attack bonuses to get stellar or to leave them too able to carry big things off with their weight limit. Gronkles seem visibly stronger than them, after all...

Edit: If I seem demanding, it's mostly because i'm usually the one making things to the dictates of others... wierd feeling asking for something...

flabort
2010-12-13, 05:22 PM
Strange thing is, it's always easier to have stuff demanded of you than to demand things of others.
Now, whether you or they act on those commands is a different thing entirely.

Bhu
2010-12-16, 01:02 AM
Did a minor update, I'll do more after feedback on HD/stats. Converting these to DnD isn't going to be easy. The system isn't really made for it.

Mulletmanalive
2010-12-16, 09:18 PM
Hmmm...I think i'd like to up the Str and Con by 2-4 each [your preference] and drop the HD by 2-4 to correspond. I've obviously not been paying attention to D&D in a while because +13 seems high for a CR 5-6's attack bonus.

How do you mean "not made for it?" Is this one of those Engineer things where you make yourself seem like a miracle worker?

flabort
2010-12-16, 09:52 PM
I think he's saying that the various Dragons and the things that make them unique in that 'verse are things that are hard to describe in stats and abilities.

Actually, no offense meant, but it's pretty obvious.

Bhu
2010-12-17, 01:26 AM
Basically what i meant is that given their size, the average hit dice might put them out of lower levels alone. Gronkles can survive passing out and falling from teh sky onto jagged rock, that implies their hella tough. Nadder fire can burn through steel. Simulating that in DnD would push them beyond low level possibly.

Mulletmanalive
2010-12-17, 08:22 AM
Ah, I get ya.

I was planning to issue some stuff like Shield Ward to help with touch attacks, decent shields for that evasiony goodness, etc, but it's going to be martial characters [no TOB] and cunning all the way, so i'll settle for as close as you can get with reasonable CRs...

Bhu
2010-12-19, 02:34 AM
how do you want to handle the noise throwing off their targeting? Some of their breath weapons would be area effects. Im trying to decide on ranged attack or line for the Nadder, because the wiki says they have a range in hundreds of yards.

Mulletmanalive
2010-12-19, 11:10 AM
For the noise, i was just going to include it as a thing for dragons in the game because it's cool: Move action counts as concealment as you confuse the buggers a bit.

As to the breath, either works fine. They only seem to have about a 100ft range on the absolute outside in the film so i'm happy to go with that [I really didn't take to the books very well so i'm happy to ignore them completely].

Area effects are cool [after i noticed that Tower Shields basically grant evasion, i just pulled that down to all shields for these purposes...]

Bhu
2010-12-20, 03:27 AM
Nadder needs feats and cr. The rest is done and awaiting feedback.

Debihuman
2010-12-20, 09:10 AM
The deadly nadder can unleash a volley of impaling tail spikes. I'd suggest that you make that a special attack. It probably should have 1d4 spikes that it can use once every 4 rounds causing 1d4 damage each). On a critical hit, the victim is impaled and must spend 2 rounds removing the spike.

Hot breather (Ex): Any target with 5 Hit Dice or fewer that takes damage from the dragon's breath weapon must make a Reflex save (DC 18) or be incinerated, leaving nothing but a pile of ash. The save is Constitution based. Incinerated targets can be raised or resurrected normally.

It should probably have Flyby Feat, Multiattck, Improved Multiattack and Wingover.

Debby

Mulletmanalive
2010-12-20, 10:29 PM
It looks awesome, though pretty potent.

I haven't run pure 3.5 in a long while so if you reckon that a well coordinated group of PCs can face that at level 3-4 [this is the part i can control, right there] can handle it, then let's slap a CR on it and move on!

btw, the Full actions were a nice touch. Certainly behaves like that in the movie

Debihuman
2010-12-21, 12:53 PM
Deadly nadder looks good. I still recommend Flyby Attack, Multiattack, Improved Multiattack and Wingover as feats.

So, when are you actually going to finish Abner?

Inquiring minds want to know....

Debby

Mulletmanalive
2010-12-21, 07:29 PM
Aside from Flyby Attack, most of those seem counter to what it actually getsup to in the film...just sayin...

Snatch, Hover, Power Attack?

Bhu
2010-12-22, 12:46 AM
Deadly nadder looks good. I still recommend Flyby Attack, Multiattack, Improved Multiattack and Wingover as feats.

So, when are you actually going to finish Abner?

Inquiring minds want to know....

Debby

I'm working on it. Just lost my job again so things are in turmoil. When he gets an update I'll mention here in this thread too.


Nadders are too small for the Snatch Feat. Feats are up, and my best guess is it's CR 6 in it's current form. Shall I revise?

Mulletmanalive
2010-12-22, 10:35 AM
CR 6 is slap in the middle of the range i was hoping for. One minor request is to include the save DC for the Heat Metal effect and anything else in the Magnesium Flare ability.

Thanks!

Gronkle next, or Terrible Terror, do you think?

flabort
2010-12-22, 11:59 AM
Lost your job already? :smalleek: :smalleek: :smallfrown:
I'm really sorry to hear that.

Mulletmanalive
2010-12-22, 12:07 PM
Damn, didn't notice he job thing...

Sorry dude...

Bhu
2010-12-22, 02:17 PM
It's okay it wasn't entirely unexpected. It wasn't what they told me it would be, it turned out to be a high stress sales position, except instead of selling products for the most part I was selling the idea that if you solicited your neighbors for charity you would be doing some good.

Turns out the charities were pretty much in name only, the republicans they raised funds for are suing them for scamming them, and the religious donations they take are prosperity gospel televangelists who keep telling people if they send their money to Jesus he'll send them 10,000 dollars for putting a mere 600 bucks on their credit card. Honestly I'm pretty sure they were breaking laws, and it's best in the long run I cut my ties with them now.

Mulletmanalive
2010-12-22, 02:45 PM
So...you were an officially sanctioned Matchstick man and had to pay for the travel to the training? That blows!

flabort
2010-12-23, 09:01 PM
...gospel televangelists who keep telling people if they send their money to Jesus he'll send them 10,000 dollars for putting a mere 600 bucks on their credit card.

This... this makes me sick. If any one wants to spread their religion, they should not do it through TV, and the should not try and scam people like that.:smallfurious:

Also, excuse my ignorance, but


....solicited your neighbors for charity....

I'm not entirely sure what that term's suppos'd to mean. "soliciting" is... standing around with nothing to do, I thought. I'm probably wrong, and am to lazy to reach for a dictionary, (even a .com), but I am asking what the term's supposed to mean.

Ranger Mattos
2010-12-23, 11:04 PM
It's okay it wasn't entirely unexpected. It wasn't what they told me it would be, it turned out to be a high stress sales position, except instead of selling products for the most part I was selling the idea that if you solicited your neighbors for charity you would be doing some good.

Turns out the charities were pretty much in name only, the republicans they raised funds for are suing them for scamming them, and the religious donations they take are prosperity gospel televangelists who keep telling people if they send their money to Jesus he'll send them 10,000 dollars for putting a mere 600 bucks on their credit card. Honestly I'm pretty sure they were breaking laws, and it's best in the long run I cut my ties with them now.

:smallfrown: *pats on back*

Hope you find another job.

Bhu
2010-12-24, 01:27 AM
We were asking people to ask their neighbors for money Flabort.

Thanks for the well wishes guys (mass hugs)

Terrible Terrors
Tiny Dragon
Hit Dice: 1d12 (6 hp)
Initiative: +4
Speed: 30 ft. (6 squares), Climb 20 ft., Fly 60 ft. (Good)
Armor Class: 17 (+2 Size, +4 Dex, +1 Natural), touch 16, flat-footed 13
Base Attack/Grapple: +1/-3
Attack: Bite +5 melee (1d4-4)
Full Attack: Bite +5 melee (1d4-4)
Space/Reach: 2 1/2' ft./0' ft.
Special Attacks: Fire Sniper, Feisty
Special Qualities: Dark Vision 60', dragon traits, Fire Resistance 5
Saves: Fort +2, Ref +6, Will +4
Abilities: Str 3, Dex 18, Con 10, Int 2, Wis 14, Cha 8
Skills: Climb +4, Hide +8, Listen +4, Move Silently +8, Spot +4
Feats: Weapon Finesse
Environment: Warm or Temperate Mountains
Organization: Solitary, Flock 10-200
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---

"Odin help us."

The Terrible Terror is among the smallest of dragons rarely larger than a cat. Due to their small size and proclivity to travel in flocks they are in some ways more dangerous than bigger dragons as they can easily hide in viking homes and start fires while playing around.

Fire Sniper (Ex): As a Full Round Action up to 6 times per day spit a cute little blast of fire up to a range of 30'. The fire is a ranged touch attack doing 2d6 fire damage, and any flammable materials hit will burst into flame and burn for 1d3 rounds. The Terrible Terrors are incredibly accurate with this fire, and can ignore to hit penalties for Concealment.

Feisty (Ex): Terrible Terrors do not take a Size Penalty to Grapple Checks, and they do not provoke Attacks of Opportunity when entering the square of an opponent due to their size.

Combat: Terrible Terrors tend to play with their food in a manner similar to cats, and spit fire if cornered, angered, or bored.

flabort
2010-12-24, 11:48 AM
Altighty, that makes sense.

On topic, is there a such thing as 2.5' reach?

Mulletmanalive
2010-12-24, 12:38 PM
I'm not entirely sure what that term's suppos'd to mean. "soliciting" is... standing around with nothing to do, I thought. I'm probably wrong, and am to lazy to reach for a dictionary, (even a .com), but I am asking what the term's supposed to mean.

I think you're thinking of the thing Prostitutes do, which is known as soliciting, though that's actually the bit where people stop their car and the lady asks "hey handsome, going my way?"

That bit.

But basically Bhu was asking people to do that to their neighbours for "charity..."

Debihuman
2010-12-24, 01:24 PM
After looking at the Manticore's stat block, I think that the deadly nadder's poison spikes shouldn't be a special attack even though it can only use it twice a day.

Technically, the Point Blank Shot feat doesn't work on the poison spikes because it exceeds the range limit of 30 feet. You should note that this is an exception. Also, the poison spikes should cause piercing damage not untyped damage.

Debby

Bhu
2010-12-24, 04:46 PM
The Point Blank Shot was mostly included for the ifre, but it will work for the spikes (just only if the target is within 30').

Thats a 2.5' space Flabort, their reach is 0

flabort
2010-12-24, 10:49 PM
oh.
Duh.

I didn't look close enough, thanks.

Bhu
2010-12-24, 11:12 PM
Bulk of the Terrors stats are up. You like?

Mulletmanalive
2010-12-25, 08:02 AM
I do like.

Never was sure if they were tiny or small [mostly because the D&D books are generally inconsitant on that].

I reckon they deserve that feat you made elsewhere in the thread that allows them to jump on people without AoOs as a bonus feat too.

Happy Christmas!

Bhu
2010-12-28, 02:56 AM
Terrible Terrors are almost done. You like so far ?

Mulletmanalive
2010-12-28, 07:39 AM
Indeed I am. Maybe add a smidge of damage to the breath, perhaps HD or a stat...

Bhu
2010-12-29, 04:36 AM
I'll think of something, oh and before I forget I updated Abner a few days back.

Bhu
2011-01-01, 02:52 AM
would 2d6 for the fire be okay with you?

Mulletmanalive
2011-01-01, 06:20 AM
Yeah, that works nicely

Bhu
2011-01-03, 01:11 AM
I just thought of something, Shouldn't i be giving the dragons Fire Resistance?

Debihuman
2011-01-03, 10:26 AM
Wrmling red dragons have immunity to fire; there's no reason why Terrible Terrors shouldn't have it.

Debby

Mulletmanalive
2011-01-03, 11:37 AM
It does seem to be a pretty solid resistance in the films, yeah...

Definitely not immunity thought; they avoid each other's breath attacks and the sea dragon's wing actually catches fire at the end...

= to Con score?

Bhu
2011-01-04, 02:31 AM
Gronckle
Large Dragon
Hit Dice: 10d12+50 (115 hp)
Initiative: +0
Speed: 20 ft. (4 squares), Fly 40 ft. (Poor)
Armor Class: 19 (-1 Size, +1 Dex, +10 Natural), touch 9, flat-footed 19
Base Attack/Grapple: +10/+18
Attack: Bite +13 melee (1d8+4/18-20) or Tail Club +13 melee (1d8+4)
Full Attack: Bite +13 melee (1d8+4/18-20) or Tail Club +13 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Lava Cough, Flying Headbutt, Rock Crushing Jaws
Special Qualities: Dark Vision 60', dragon traits, Fire Resistance 15, Collision Resistant, Hummingbird Flight, DR 2/-
Saves: Fort +11, Ref +7, Will +7
Abilities: Str 18, Dex 10, Con 20, Int 2, Wis 11, Cha 11
Skills: Listen +13, Spot +13
Feats: Ability Focus (Lava Cough), Hover, Improved Bull Rush, Power Attack
Environment: Warm or Temperate Mountains
Organization: Solitary or Pair
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral
Advancement: 11-20 HD (Huge)
Level Adjustment: ---

"If you're planning on getting eaten, I'd definitely go with the Gronckle."

Gronckles are among the toughest of dragons in their size range. They have to be. Since they are mildly narcoleptic, it's the only way they survive falling out of the sky and crashing into mountains. Despite being slow and ungainly looking they are like hummingbirds, able to fly sideways, backwards, and even upside down.

Lava Cough (Ex): The Gronckle eats solid rock which melts to molten lava in it's gullet. It can store up to 6 'shots' at a time. To recharge it eats 5 pounds of rock per shot (which converts to usable lava 24 hours later). As a Full Round Action it can make a Ranged Touch Attack against a square. Anything in that square takes 2d6 fire damage (Reflex Save for half damage).

Flying Headbutt (Ex): As a Full Round Action you can make a Flying Charge Attack doing 1d8+8 damage. If it is successful you automatically get a Bull Rush Attack as a Free Action (remember the +4 you get for Improved Bull Rush for a total of +14 t o the Gronckles check).

Rock Crushing Jaws (Ex): Your jaws are made to grind up rock, and threaten a critical on an 18-20.

Collision Resistant (Ex): Gronckles take a maximum of 1 point of damage per damage die from falling damage.

Hummingbird Flight (Ex): Despite having Poor Flight, the Gronckle can Move Backward, Reverse for Free, can turn in place to fly sideways, and has no Minimum Forward Speed (see DMG page 20).

Combat: Assuming they're awake and have eaten enough rocks the Gronckle opens by spitting molten lava. Otherwise it charges and headbutts it's opponents, and then bites away till they die.

Bhu
2011-01-06, 02:01 AM
Gronckle updated, any thoughts so far?

Mulletmanalive
2011-01-06, 12:15 PM
I don't know if i'd rate their Dex that high; same with the manoeuvrability...

The way we know they're so tough is because they keep crashing into things and people and whatnot...

With Hover, they don't need Perfect manoeuvrability and probably only rate, what, Poor when you factor in the increased ability to turn in place from the Hover feat?

Looking good otherwise, probably going to have Power Attack applied as standard, maybe even awesome blow given their "head butt, it goes flying" style of combat...

Bhu
2011-01-06, 05:23 PM
according to the wiki they cant fly fast, but they are the hummingbirds of the dragon world, Apparently they can fly backwards and upside down.

flabort
2011-01-06, 07:47 PM
He's right about hover and perfect maneuverability.

Having good or perfect manueverability is like already having the hover feat, amonst other things, and makes the feat worthless.

Bhu
2011-01-07, 01:08 AM
Hows it look now?

Mulletmanalive
2011-01-07, 02:45 PM
looking good

Bhu
2011-01-08, 02:03 AM
did you want flying headbutt as an optional attack too?

Mulletmanalive
2011-01-08, 01:13 PM
Please; i'm intending to use it to shake up the shield wall tactics in a later session so a bit of knockback would be appreciated

Bhu
2011-01-09, 04:58 AM
Hows it look now?

Mulletmanalive
2011-01-09, 04:29 PM
yeah, sweet, though i'd like to tone down the head-butt damage by a dice and could you include the bonus that the gronke rolls on the bullrush in the entry?

LOTRfan
2011-01-10, 07:06 PM
Hey, Bhu!

Remember how you said I could post links to your Dinogloth and Pterragloth for the campaign setting I am working on (thanks for that, by the way)? I am almost finished with a third semi-undead demonic dinosaur, which I was going to post on these forums, but I just wanted to make sure again that you were cool with me incorporating your work into mine. Are you okay with it?

Bhu
2011-01-11, 02:46 AM
Hey, Bhu!

Remember how you said I could post links to your Dinogloth and Pterragloth for the campaign setting I am working on (thanks for that, by the way)? I am almost finished with a third semi-undead demonic dinosaur, which I was going to post on these forums, but I just wanted to make sure again that you were cool with me incorporating your work into mine. Are you okay with it?

Sure, go ahead.


Gronckle is done and ready for CR unless you want more tweaking done Mullet

Mulletmanalive
2011-01-11, 02:52 PM
Tis perfect with the exception that I'd hoped for the notation that the thing's Bullrush bonus is [quick math...] +14 when used in the manner that applies with the headbutt. I just don't like calculating the things in mid flow and there's no other place to put it on the normal writeup.

I leave the CR to your estemed judgement.

Milo v3
2011-01-12, 09:20 PM
I was wondering? If Bhu got the free time could make a monster for me?
Name: Acrosapian
Type & Size: Aberration Medium
Abilities:
- Poison on Claws & Teeth
- Web
- Leap
- Mimicry (As Blue Dragon)
- Darkvision
- Web Tremore Sense
- Scent
- Shape Change (The acrosapian can eat a creature and shapechange into as a full round action (can only have one "Extra" form at once)
- Spider climb (as spell)
Its is a spider humaniod, with 6 arms and 2 legs, 8 eyes, Mainly black with a red pattern.

Bhu
2011-01-13, 02:14 AM
Think CR 7 is okay for the Gronkle Mullet?


Hideous Zippleback
Huge Dragon
Hit Dice: 14d12+56 (147 hp)
Initiative: +2
Speed: 40 ft. (8 squares), Fly 50 ft. (Good)
Armor Class: 18 (-2 Size, +2 Dex, +8 Natural), touch 10, flat-footed 16
Base Attack/Grapple: +14/+30
Attack: 2 Bites +20 melee (2d6+8)
Full Attack: 2 Bites +20 melee (2d6+8)
Space/Reach: 15 ft./10 ft.
Special Attacks: Twin Heads, Explosive Breath
Special Qualities: Dark Vision 60', dragon traits, Fire Resistance 20
Saves: Fort +13, Ref +11, Will +11
Abilities: Str 26, Dex 15, Con 18, Int 6, Wis 14, Cha 12
Skills: Hide +6, Listen +23, Move Silently +20, Spot +23
Feats: Ability Focus (Explosive Breath), Combat Reflexes, Daunting Presence, Hover, Improved Trip, Combat Expertise (B)
Environment: Warm or Temperate Mountains
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Usually Neutral
Advancement: 15-21 HD (Huge), 22-28 HD (Gargantuan)
Level Adjustment: ---

The Hideous Zippleback is an unusual dragon with two heads (rare examples have 3) that have distinct personalities, two tails, and small wings (even though they can fly prefer to stay to the ground).

Twin Heads (Ex): Due to having two heads with separate personalities, the Zippleback gets two attacks per round with a Standard Action. If targeted by an effect that Dazes or Stuns it, this affects one head unless the attack is an Area of Effect.

Explosive Breath (Ex): 3 times per day as a Full Round Action the Zippleback can exhale a 20'x20'x20' cloud of green gas that provides Total Concealment and obscures all Vision inside it. A moderate wind (11+ mph) will disperse it in 4 rounds, and a strong wind (21+ mph) will disperse it in 1 round. Otherwise it lingers for a full minute. During this time a single point of fire or electrical damage within the clouds area of effect causes it to explode, doing 10d6 fire damage in a 30'x30'x30' area. The Zippleback's second head can create a spark to set it off as an Immediate Action the round after the cloud has been created unless that head has been doused with water. It is immune to it's own breath, but does not appear to have complete immunity to other forms of fire.

Mist Vision (Ex): The Hideous Zippleback can see through clouds, fog, and mist normally.

Skills: Zipplebacks get a +2 Racial Bonus on Listen and Spot Checks due to their multiple heads.

Combat: Zipplebacks prefer to land and then release a cloud of gas to conceal themselves. After which they may demoralize an opponent or two before exploding the cloud.

Bhu
2011-01-13, 02:15 AM
Acrosapien
Medium Aberration
Hit Dice: 15d8+105 (172 hp)
Initiative: +10
Speed: 50 ft. (10 squares), Climb 50 ft.
Armor Class: 35 (+10 Dex, +15 Natural), touch 20, flat-footed 25
Base Attack/Grapple: +11/+23
Attack: Bite +23 melee (1d6+12 plus poison) or by weapon +23 melee
Attack (w/Feats): by weapon +19/+19/+19/+19/+19/+19/+18/+18/+18/+18/+18/+18 melee
Full Attack: 1 Bite +23 melee (1d6+12 plus poison) and 6 claws +23 melee (1d6+6) or by weapon +23/+18/+13 melee
Full Attack (w/Feats): by weapon +19/+19/+19/+19/+19/+19/+18/+18/+18/+18/+18/+18/+14/+9 melee
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, Web, Assimilate Weapon
Special Qualities: Dark Vision 60', Mimicry, Leap, Spider Climb, Scent, Assimilate Enemies, Web Tripline, Uncanny Dodge, Improved Uncanny Dodge, Evasion, Improved Evasion, Spell Resistance 25
Saves: Fort +13, Ref +15, Will +16
Abilities: Str 34, Dex 30, Con 24, Int 14, Wis 24, Cha 14
Skills: Balance +17, Bluff +8, Climb +18, Hide +21, Jump +28, Listen +13, Move Silently +17 (+25 in web), Search +9, Spot +23, Survival +13, Tumble +17
Feats: Combat Reflexes, Improved Multiattack, Improved Multiweapon Fighting, Improved Web, Multiattack, Multiweapon Fighting *
Environment: Warm Forest or Underground
Organization: Solitary or Colony (5-10)
Challenge Rating: 15
Treasure: Standard
Alignment: Usually Neutral Evil (with a Lawful Evil minority)
Advancement: 16-22 HD (Medium), 23-30 HD (Large)
Level Adjustment: ---

* See Savage Species for Feats.

"The jungles are forbidden for good reason. We will not escort you there, and if you mention going again you will not leave this village."

Acrosapiens appear to be semi-humanoid spiders, with 2 legs, 6 arms, and a great spiders head with 8 eyes. Common colorations are black with red patterns, but this differs from region to region. Current origin is unknown, but their predilection for becoming assassins points towards the usual 'insane mage creating minions' theory. This is backed up by their being fairly rare and quite powerful for their size. Acrosapiens speak Common, Infernal, and their own language. Their speaking Infernal puts them at odds with the idea that they were made by Lolth, and the Drow refuse to speak about them. Acrosapiens are proficient in all Simple and Martial Weapons as well as any weapon they have assimilated.

Poison (Ex): The Acrosapien's bite is poisonous. Injury, DC 24 Fortitude Save, Initial and Secondary damage is 2d8 Str.

Web (Ex): This is identical to the Huge Giant Spider ability on page 288 of the Monster Manual with a few exceptions. The Acrosapien can use it at will (Escape Artist DC 24, Strength Check DC 28).

Assimilate Weapon (Su): The Acrosapien can attune itself to a single weapon as a Full Round Action. This ritual makes the weapon absorb into the Acrosapien's body. The Acrosapien can from then onward make the weapon melt out of him at will as a free action (The new weapon is the same as the original weapon). The Arcosapien can then re-absorb it into themselves at will as a free action. An Acrosapien can only have one weapon merged at a time. Weapons that have been assimilated are now poisoned, and do poison damage similar to the Acrosapien's bite.

Mimicry (Ex): An Acrosapien can mimic any voice sound it has ever heard. Listeners must make a DC 19 Willpower Save to detect the ruse (Save DC is Charisma Based).

Leap (Ex): You take no penalties for making a Jump Check without a running start, and your jump height is not limited by your Size Class.

Spider Climb (Ex): Acrosapiens can climb as though they permanently have a Spider Climb spell in effect on their person, but they can move at their Base Land Speed.

Devour Enemies (Ex): By devouring the corpse of another formerly living being the Acrosapien learns to take it's form. It must devour more than half of the corpse (not necessarily all at once), and then it can Shapeshift (as per the spell) at will into that creature for the next 24 hours (it can 'remember' a maximum of 2 additional forms at a time. It's size is limited to Small, Medium, or Large, and it can only mimic living beings whose corpse it can feed on (so no Constructs, Elementals, Outsiders, or Undead).

Web Tripline (Ex): An Acrosapien can detect any creature in contact with it's webs, and any up to 60' away due to triplines.

Uncanny Dodge (Ex): See PHB page 50.

Improved Uncanny Dodge (Ex): See PHB page 50.

Evasion (Ex): See PHB page 50.

Improved Evasion (Ex): See PHB page 50.

Skills: Acrosapiens get a +10 Racial Bonus on Jump and Spot Checks. They also gain a +8 Circumstance Bonus to Move Silently Checks made while in their webs, and a +4 Racial Bonus to Hide Checks.

Combat: Acrosapiens tend to sneak up on opponents and web them before flurrying them with weapons, one of which is usually poisoned.

Milo v3
2011-01-13, 05:20 AM
Alignment: I think Usually Neutral Evil (Thier an race of crazy (But many are still lawful) Assassins)

Environment: Jungle, Underground

It should be fairly powerful as it is ment to be some of the baddest of the bad in my (Non-Epic) campaign. Some maybe a CR of 15 to 18.

Also great work with the tonnes of critters. :smallbiggrin:

Edit: Just noticed the name for the Shapechange. Minor Error with the name Polyphagia means eating too much, but still cool. I kind of cheated with the name myself Supposed to be Aracnosapian but Acrosapian sounds better.

Mulletmanalive
2011-01-13, 08:06 AM
Yeah, should be alright. I'd have to actually test it to get a good sense of things...

Bhu
2011-01-15, 01:18 AM
Both critters are updated and awaiting commentary

Milo v3
2011-01-15, 05:57 AM
Looks great so far. To bad about that ability name:smallfrown:. Maybe you can work it into another critter.:smalltongue:.

Advancement: I guess it shouldn't change size as they are Assassins. Maybe not at all or Class level or Just stay extra HD.

Skills: Should probably be all Assassin type skills (like Acrobatics & Stealth).

Feats: No idea.:smallconfused:

Mulletmanalive
2011-01-15, 06:50 AM
It looks pretty much how i'd expected it;

Would you say that having some disarming goodness on these things would be appropriate to what they get up to in the movie? Tripping possibly?

Bhu
2011-01-17, 03:25 AM
That was with the tail wasn't it?

Milo: Any thoughts on the current Acrosapien?

Milo v3
2011-01-17, 04:23 AM
Looks great so far Bhu.
Background Of The Acrosapien:

The first Acrosapien was a dark elf assassin that commited atrocities to any he meet. The gods decided to curse him but they knew not how. Lolth had a idea. To extract some of her essence and merge it into the assassins soul. This occurence forced it to mutate into its new form. The gods then trapped it on a island floating thousand of miles in the sky. Eventually he used magic to create females and the unique monster became a Species.

Also it is awesome. Just how I imagined. Just looking at the stats you can tell it is badass. One thing though I think it should at least have an intellegence of 16. Other than that it is great.

Mulletmanalive
2011-01-17, 02:35 PM
well, it seemed to use it's backwards facing horns to yank fishlegs over but a tail slap trip would be fine. There's a feat for that in Draconomicon too...

I suspect this breath weapon will be an interesting challenge...

Blynkibrax
2011-01-17, 05:35 PM
Hi guys, loving this thread, some awesome critters here.

Is there any chance of getting some rules for, if you'll pardon the pun, how to train your dragons? :smallsmile:

A little section where, say, for example, if a player wants to ride a gronkle or a deadly nadder as his mount he can find all the relevant information? Also, how much an egg or hatchling would cost on the open market, how much professional trainers would charge to train one, the creature's carrying capacity, that sort of thing?

Maybe also rules for having them as paladin's mounts, animal companions, etc.?

Mulletmanalive
2011-01-17, 06:59 PM
Raising one of these dragons would be a DC 30 odd check, requiring months [Dragons are DC 20 + HD to rear].

Eggs cost 500gp per HD of the eventual beast, while hatchlings cost 1,000gp per HD. In the books, trading in dragons is seen as a mark of you being unable to catch your own and is pretty much shunned.

I can't discern any pattern for professional trainer costs in the MM, so we'll call it half the price of the egg, taking 12 weeks.

In the film, they get away with it by constantly making DC 20 and 25 Handle Animal checks, though given that dragons can seemingly understand English [and definitely in the books], they probably gain bonuses for the dragons being made friendly by Hiccup.

For the paladin mounts and such, refer to the rules in the Draconomicon for such things and just compare CRs... there are also adaptable rules in the Book of Exalted Deeds, if need be.

Weight limits for the Str 18 critters are 200lb for the Nader and 300lb for the Gronkle [being a quadruped...it seems reasonable to apply the rule as they're so dopey strong]. Low, admittedly, but it doesn't actually seem all that unreasonable that big or armoured folks would be unable to ride a nader...

Blynkibrax
2011-01-17, 09:06 PM
Thanks for the information, Mulletmanalive. Very enlightening.

I bow before an eye tyrant far greater and wiser than myself. :smallwink:

Bhu
2011-01-19, 03:27 AM
Should i make the zippleback immune to fire? It's sparking head sets off the explosion, which would mean more often than not it would be right there in the middle of things,

Both critters updated.

Milo v3
2011-01-19, 05:23 AM
Love the description section of the Acrosapien. It makes the players wonder. I never though that language could be used the way you just did. I am in awe.

Mulletmanalive
2011-01-19, 05:10 PM
Immunity sounds alright, though they do make a point if avoiding the blasts of the sea-dragon, so that kind of suggests they aren't immune to a part of that attack form.

Bhu
2011-01-21, 08:42 PM
Unless you want changes the Zippleback just needs CR.


Milo: The Acrosapiens shapeshifting ability mentions it can change into what it eats. Does it have to eat the whole body? And is iit limited to what size class it can be?

Also: I updated Abner over on the BG forums

Milo v3
2011-01-21, 09:02 PM
It has to eat at least 60% of the creature. Minimum size small. Maximum should be Large.

I think that they can only keep thier normal form & two other forms at a time.

Mulletmanalive
2011-01-22, 09:44 AM
A few minor issues before we CR it up:

1) it's got Combat Expertise, which i thinkg fits nicely, but it doesn't meet the prerequisites, so it'll need to be a bonus feat and that means the beasty gets another feat. I suggest Frightful Presence from Libris Mortis so it can do that "strike a pose" bit it does in the film.

2) Could you make it clear that the two heads thing allows it to make two attacks as a standard action? Also, it seems like being dazed would simply lose it an attack, same with stunned, unless both heads were stunned/dazed...

3) It's a minor thing, but i thought you'd decided that the sweeping bit was a tail attack? Just a little surprised...good as is, mind.

Otherwise, smashing.

Bhu
2011-01-24, 02:21 AM
Tweaked both critters again. You like?

Milo v3
2011-01-24, 02:41 AM
This is great.
The main idea of the Acrosapien was to be a badass ninja warrior with good atttacks and spider traits.

You succeded!:smallbiggrin:

Mulletmanalive
2011-01-24, 12:21 PM
Yep. It's Tip-Top, though I'll be swapping the Improved Initiative for Daunting Presence so that it can oggedy boogedy more effectively

Bhu
2011-01-25, 01:38 AM
I'd forgotten the intimidation bit.

Rejiggered it and added CR. Let me give the Acrosapien a once over to see if its at least CR 15, and if not I'll fix it.

Monstrous Nightmare
Huge Dragon
Hit Dice: 14d12+56 (147 hp)
Initiative: +8
Speed: 40 ft. (8 squares), Fly 80' (Good)
Armor Class: 20 (-2 Size, +4 Dex, +8 Natural), touch 12, flat-footed 16
Base Attack/Grapple: +14/+30
Attack: Bite +20 melee (1d10+8)
Full Attack: 1 Bite +20 melee (1d10+8) and 2 Claws +15 melee (1d6+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Kerosene Gel Fire, Fire Shroud, Improved Grab, Swallow Whole
Special Qualities: Dark Vision 60', Dragon traits, Immune to Fire
Saves: Fort +13, Ref +13, Will +10
Abilities: Str 26, Dex 18, Con 18, Int 7, Wis 12, Cha 14
Skills: Climb +25, Intimidate +19, Listen +18, Spot +18
Feats: Ability Focus (Kerosene Gel Fire), Daunting Presence, Flyby Attack, Hover, Improved Initiative
Environment: Warm or Temperate Mountains
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Usually Neutral
Advancement: 15-21 HD (Huge), 22-28 HD (Gargantuan)
Level Adjustment: ---

"Oh, I'm hurt! I am very much hurt!"

Nightmares are among the largest of the dragons, able to spit what basically amounts to Napalm. They are immune to fire, and perversely somewhat flammable so often use their fire to set themselves alight. Because quite honestly it's harder fro prey to fight back when you happen to be on fire.

Kerosene Gel Fire (Ex): Four times per say as a Full Action the Monstrous Nightmare can unleash a blast of burning gel that sticks to whatever it hits and continues burning. The initial blast does 10d6 fire damage with a successful Ranged Touch Attack. The target and everything within a 10' Area surrounding him burns for an additional 2d6 damage for 2d3 rounds. This fire may not be extinguished by non magical means.

Fire Shroud (Ex): As a Swift Action the Monstrous Nightmare can expend one daily use of its Kerosene Gel Fire to light itself aflame for 3 rounds plus one round per point of Constitution Modifier (in the case of this example 7 rounds). It's Natural Attacks and Grapples do +2d6 fire damage, and opponents attacking it in melee take 2d6 fire damage.

Improved Grab (Ex): If the Monstrous Nightmare succeeds with it's Bite Attack it can immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If it succeeds it may do bite damage or Swallow Whole.

Swallow Whole (Ex): A Monstrous Nightmare can Swallow an opponent up to 2 Size Classes smaller than itself with a successful Grapple Check. Swallowed opponents take 2d8+8 points of bludgeoning damage and 2d6 fire damage per round inside the stomach. A swallowed creature can cut it';s way out by doing 25 points of damage to the stomach (AC 14) with a light slashing or piercing weapon. Once it exits muscular action closes the hole and other victims must cut their own way out.

Combat: Monstrous Nightmares tend to set themselves afire before entering melee, perhaps using a blast or two of their breath weapon on the way in.

Bhu
2011-01-26, 03:42 AM
The Acrospapein is definitely not a CR 15 as is. I could add some assassin type stuff to bump it up to that level

Milo v3
2011-01-26, 05:24 AM
I have an idea. :smallbiggrin:
I wasn't sure if I should give it the ability, as it doesn't fit the spider theme (then again the shapeshifting doesn't either).
Assimilate Weapon(su):The Acrosapien can attune itself to a single weapon by doing a 10 round ritual. This ritual makes the weapon absorbs with Acrosapien.
The Acrosapien can from then onward make the weapon melt out of him at will as a free action (The new weapon is the same as the orginal weapon). The Arcosapien can then re-absorb it into themselves at will as a free action. An Acrosapien can only have one weapon merged and if the weapon that was merged is being used(as per this ability) they can't use this ability again until it is re-absorbed.

Also would a better name for Devour Enemies be "Assimilate".
P.S. I think you should make a creature with the Polyphage ability (What ever you decide it should do) I like the idea of a creature that eats many things as it core concept & ability.

Bhu
2011-01-28, 02:59 AM
Monstrous Nightmare and Acrospaien updated. Acro still isn't quite a CR 15.

Bhu
2011-01-29, 03:37 AM
QUick question: I had a request for this critter elsewhere. Does CR 10 seem fair?

Giant Starfish, Sunstar
Huge Magical Beast (Aquatic)
Hit Dice: 12d10+60 (126 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 17 (-2 Size, -1 Dex, +10 Natural), touch 7, flat-footed 17
Base Attack/Grapple: +12/+28
Attack: Arm +18 melee (1d6+8)
Full Attack: 10 Arms +18 melee (1d6+8)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved Grab, Swallow Whole, Damage Ship
Special Qualities: Blind, Mindless, Blindsense 60', Regeneration 5, Regrowth, Immunities, Scent, Spiny Defense, DR 5/Slashing or Piercing
Saves: Fort +13, Ref +7, Will +4
Abilities: Str 26, Dex 8, Con 20, Int -, Wis 11, Cha 2
Skills: ---
Feats: ---
Environment: Any Aquatic
Organization: Solitary or Swarm (5-10)
Challenge Rating: 10
Treasure: None
Alignment: Always Neutral
Advancement: 13-24 HD (Gargantuan)
Level Adjustment: ---

"This...is wrong in so many ways..."

Giant Sunstars are the magically mutated cousins of their smaller, naturally evolved starfish ancestors. As usual some Wizard thought they'd make a great underwater guardian. They were able to increase their metabolism enough to allow them normal movement and even grow massively in size. Unfortunately they couldn't give them a brain. It's kind of hard to order minions who don't have a brain and can't understand what you want. Since then they've become the garbagemen of the seas, eating just about anything organic.

Improved Grab (Ex): If a Sunstar successfully hits with it's Arm attack it may immediately make a Grapple Checkas a Free Action without provoking an Attack of Opportunity. If it succeeds it may do it's Arm damage or use it's Swallow Whole ability.

Swallow Whole (Ex): A Sunstar may eject it's stomach to wrap an opponent up to it's own Size Class with a successful Grapple Check. The stomach can only hold one opponent at a time, but once the opponent is reduced to -10 hp by the stomach acid it is dissolved and it may use the stomach again. Swallowed creatures take 1d8+8 bludgeoning damage and 2d8+8 acid damage per turn in the stomach. Swallowed creatures may cut their way out by doing 25 points of damage against the stomach (AC 15) with a light piercing or slashing weapon.

Damage Ship (Ex): As a Standard Action a Sunstar has a 95% chance to capsize a ship 20' long or less. It has a 50% chance to capsize a ship 21' to 60' long, and a 20% chance if it's over 60' long.

Blind (Ex): Starfish only have simple eyes bale to detect light and darkness. As such they are immune to any effect requiring them to be able to see an opponent.

Regeneration (Ex): Sunstar Regeneration doesn't work against Fire damage. Lost limbs regenerate within 1 week.

Regrowth (Ex): A Sunstar that is chopped up becomes new Sunstars. Any piece equal to about 10% of the body weight of the original begins life as a 2 HD Sunstar, and it regenerates 1 HD a month until it becomes a new full sized Sunstar.

Immunities (Ex): Sunstars are immune to critical hits and disease, and cannot be flanked.

Spiny Defense (Ex): Sunstars are covers in spines, and if Swallowed (!) they do 2d6 piercing damage per round to their opponent. Opponents who attack them with unarmed strikes, natural weapons, or grapples takes 2d6 plus their own Strength Modifier in damage per turn.

Combat: Sunstars tend to capsize boats first if there's no prey in the water (they assume the boat is prey). After that they try to grapple, swallow, and move off till that prey is digested and they can swallow another.

Milo v3
2011-01-29, 05:44 AM
What does Multiweapon Fighting & Improved Multiweapon Fighting do?
Sadly I don't own a copy of Savage Species.

Debihuman
2011-01-29, 06:53 AM
What does Multiweapon Fighting & Improved Multiweapon Fighting do?
Sadly I don't own a copy of Savage Species.

The multiweapon feats can be found in the SRD (see Monster feats) which you can find online at d20srd.org.

It is for creatures with more than 2 arms. Creatures don't gain additional attacks based on their BAB, they gain attacks based on how many appendages they have for natural attacks. With weapons, they are disadvantaged because the standard is -6 for primary hand and -10 for all other secondary hands.

Multiweapon drops this penalty to -4 for primary hand and -4 for secondary hands. With Improved Multiweapon Fighting, a creature gets a second attack with each extra weapon, albeit at a -5 penalty.

I think that Acrosapien's attack lines are wrong. Attack is BAB + Str modifier + size modifier: 11 + 8 +0 = 19. There isn't a feat that adds to this so I'm not sure why any attack is listed at 23.

Bite +19 (1d6+12) and 6 claws +19 (1d6+6). Since it is not proficient with ANY weapon (not weapon proficiency in the stat block or noted elsewhere, it takes a -4 penalty for using weapons in addition to the standard penalties.) Attack with weapons should be 6 weapons at +11/+6.

Debby

Milo v3
2011-01-29, 05:41 PM
Thanks Debi.
I think the Acrosapien should have proficiency with any weapon it is currently Assimilating, Daggers, Katar's.

Bhu
2011-01-30, 03:31 AM
The multiweapon feats can be found in the SRD (see Monster feats) which you can find online at d20srd.org.

It is for creatures with more than 2 arms. Creatures don't gain additional attacks based on their BAB, they gain attacks based on how many appendages they have for natural attacks. With weapons, they are disadvantaged because the standard is -6 for primary hand and -10 for all other secondary hands.

Multiweapon drops this penalty to -4 for primary hand and -4 for secondary hands. With Improved Multiweapon Fighting, a creature gets a second attack with each extra weapon, albeit at a -5 penalty.

I think that Acrosapien's attack lines are wrong. Attack is BAB + Str modifier + size modifier: 11 + 8 +0 = 19. There isn't a feat that adds to this so I'm not sure why any attack is listed at 23.

Bite +19 (1d6+12) and 6 claws +19 (1d6+6). Since it is not proficient with ANY weapon (not weapon proficiency in the stat block or noted elsewhere, it takes a -4 penalty for using weapons in addition to the standard penalties.) Attack with weapons should be 6 weapons at +11/+6.

Debby

The Acrosapien has a 34 Str. It's 11 for BAB +12 for Str. Ive added proficiencies to their stat block, can't believe I forgot that.

The weapon line was for them attacking without using the multiweapon attacking Feat, I'll add a line for that.

Still need to bump it to CR 15

Any thoughts on CR 10 for the SUnstar?

Mullet: The nightmare now has feats, and since the dragon manual says they can swallow a viking whole i did add a swallow attack

Mulletmanalive
2011-01-30, 01:54 PM
Is fair enough.

Chainsaw Hobbit
2011-01-31, 01:11 AM
I'm sorry if you've already done this, but can you do the Other Mother from Coraline (http://en.wikipedia.org/wiki/Coraline)? I want an adaptation of the one from the book, not the movie.

Bhu
2011-01-31, 01:23 AM
I'm sorry if you've already done this, but can you do the Other Mother from Coraline (http://en.wikipedia.org/wiki/Coraline)? I want an adaptation of the one from the book, not the movie.

I havent read the book. I can wing it if I can find enough info.

Chainsaw Hobbit
2011-01-31, 01:42 AM
I havent read the book. I can wing it if I can find enough info.
You should read it. It's light, casual, slightly creepy, and a lot of fun.

Bhu
2011-01-31, 02:12 AM
what are the differences between the film and book?

Chainsaw Hobbit
2011-01-31, 10:05 AM
what are the differences between the film and book?
Quite a few. If you read the Wikipedia page I linked you on, you can get a pretty good idea.

Bhu
2011-02-01, 07:23 AM
would it be acceptable to you if I get the book from the local library and read it while finishing my current critters? I feel like I could do a better job of it.

Chainsaw Hobbit
2011-02-01, 10:04 PM
would it be acceptable to you if I get the book from the local library and read it while finishing my current critters? I feel like I could do a better job of it.
Of course! I'm in no hurry.

Bhu
2011-02-03, 06:33 AM
Milo: WOuld you mind me adding spell resistance ot the Acrosapien?

Josha: As soon as the oce storms permit I'll head to the library :(

Mullet: Nightmare has everything except the breath weapon up. You like so far?

Mulletmanalive
2011-02-03, 11:59 AM
Yes, though it seems more like the fire shroud should only affect those using natural/unarmed weapons due to the whacking that Stoic gave one without catching fire.

Either that or i could just create a feat that grants 5 fire resistance...

The latter is probably better, actually, leave it as it is.

Milo v3
2011-02-03, 04:58 PM
If you think the Acrosapien needs spell resistance to be CR 15 then add it. I couldn't think of anything to make it more powerful.

Bhu
2011-02-05, 03:51 AM
Acrosapien is done.

Mullet: Does 4 times a day seem okay given how powerful teh Nightmares fire will be?

Mulletmanalive
2011-02-05, 01:22 PM
Yep, I'd be happy with 3, were it not obvious from the film they have more than that.

Are you planning on basically copying the Sticking Breath feat for this or do you have your own diabolical scheme?

Milo v3
2011-02-08, 12:25 AM
Bhu can I put Acrosapien on DND Wiki. You get credit of course.:smallbiggrin:

Bhu
2011-02-08, 01:48 AM
sure, everything i do is ogl for lack of a better term

Mullet: I'm not sure yet

Bhu
2011-02-11, 12:48 AM
Josha: Reading of Coraline has begin

Mullet: GOt breath weapon up, let me know what you think

Mulletmanalive
2011-02-11, 01:59 PM
Is it a touch attack or a reflex save to try to escape it?

It seemed to have spatter or spray in the film, sticking in an area around the point of impact, rather than a line as it is set.

How about something like a 10ft square at the far end and then anyone between the zone and the dragon also being hit?

Can the gel be extinguished by any means once it has set fire to someone?

Bhu
2011-02-13, 09:15 PM
Having CPU fan problems will update soon

Chainsaw Hobbit
2011-02-14, 12:29 AM
Having CPU fan problems will update soon

I'm sorry man. I feel your pain.
That used to happen to me a lot. :smallfrown:

Bhu
2011-02-15, 03:03 AM
Hi Mullet I did a quick update while my PC is working. Hows it look?

Mulletmanalive
2011-02-15, 11:41 AM
All working nicely, i think. Winnar!

Bhu
2011-02-15, 11:23 PM
Night Fury
Large Dragon
Hit Dice: 12d12+48 (126 hp)
Initiative: +5
Speed: 40 ft. (8 squares), Fly 100' (Good)
Armor Class: 23 (+5 Dex, +8 Natural), touch 15, flat-footed 18
Base Attack/Grapple: +12/+24
Attack: Bite +15 melee (1d8+3)
Full Attack: 1 Bite +15 melee (1d8+4) and 2 Claws +10 melee (1d6+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Fireblast, Improved Grab
Special Qualities: Dark Vision 60', Dragon traits,
Saves: Fort +13, Ref +14, Will +9
Abilities: Str 18, Dex 20, Con 18, Int 8, Wis 13, Cha 14
Skills: Climb +19, Hide +4 (+14 in the dark), Intimidate +17, Listen +16, Spot +16, Survival +16
Feats: Ability Focus (Fireblast), Adroit Flyby Attack, Flyby Attack, Power Dive, Wingover
Environment: Temperate Mountains
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Usually Neutral (with Good tendencies)
Advancement: 13-18 HD (Large), 19-24 HD (Huge)
Level Adjustment: ---

"The ultimate prize is the dragon that no one has ever seen. We call it the Night Fury...No one has ever killed a Night Fury, that's why I'm going to be the first. "

Night Furies are among the most aggressive of dragons, even taking on the larger Monstrous Nightmares sometimes. Perversely if not threatened, they are curious and non-aggressive and display startling intelligence (it's even assumed they understand human languages). Observers often comment they seem like large cats. Furies are also known for their incredibly powerful breath weapon and being among the most skilled fliers of the dragons.

Fireblast (Ex): Six times per day as a Standard Action the Night Fury can spit a ball of blue fire that explodes violently on contact with anything it touches. This is a Ranged Touch Attack that does 12d6 Fire damage to the target and everything else in a 20' Radius. DC 22 Reflex Save for half damage (Save DC is Constitution based).

Improved Grab (Ex): Night Furies are natural wrestlers, and can make a Grapple Check without provoking an Attack of Opportunity. They also get a +4 Racial Bonus on Grapple Checks.

Skills: Night Furies get a +10 Racial Bonus to Hide Checks at night or in dark areas.

Combat: Night Furies rely on their maneuverability and flying speed to fight foes, usually power diving and unleashing their powerful breath weapon before flying off again to return. Since they're nocturnal, their coloration means it isn't often even seen, let alone successfully defended against.