PDA

View Full Version : [Monster] They came from Santa Cruz



LeifVignirsson
2005-09-06, 04:56 PM
Round the mountain and come take a look at a small community, a group of people so in tune with the Earth that they have decided to become one with it in more ways than possible. I have seen it with my own eyes! Large walking cubes of white, gelationous fat! Were-whales with a long horn! Gigantic yellow slugs used as mounts and a source of liquid refreshment! But, if you are going to see them all, make sure that you do not have an ounce of meat on your person for if you do... You will become ONE with the Toe-foo!

----

The commune of Santa Cruz is known for its people, its location and its wonderful views around the bay. Of course, this makes for ample material to make fun of people that can and should be made fun of for being so serious. If you want to change the names of these creatures, their location or anything else, it is super simple to do. Just imagine any hippie commune in your game with a jaded and manipulative leader and there you are...

The commune is populated by the Ip-Hee communists and their liege "lord", Lord Stone Arr. Of course, they didn't VOTE for a lord but because he is a man of principles and leads by example, they let him be what he is. Of course, no one notices that Lord Stone Arr is trying to harvest all of these Ip-hee's to be a part of some large experiment but what they don't know doesn't hurt them.

The commune is a very friendly and safe place to stay if you fit in with the ideals of the area. Woe be to those that might have a different opinion or even a scrap of beef or chicken on them for they will be dealt with swiftly. You must fit in or be turned into Toe-foo, or so the sign says...

LeifVignirsson
2005-09-07, 11:15 AM
These are were the monsters will go so that way it will not clutter up the comments (if anyone has them). Be forewarned, this gets a little silly... Mind you that these are still being hammered out, so bear with me...

-----

Toe-Foo

Toe-foo is the creation of Lord Priest Stone Arr for his Ip-Hee commune along the coast. The communists were complaining about the fact that their food supply, vast farms of tofu, went unguarded. In fear of retribution and upheaval, Lord Arr magically infused a piece of tofu and placed it in front of a willing Ip-Hee, who in turn did the only thing natural to an Ip-Hee... roll around and love the gods' creation. As the Ip-Hee rolled around in the tofu, it started to fuse itself to the subject and grow until it was a large cube with arms and legs.

Lord Arr was ecstatic about this creation and ordered the now simple minded Toe-foo to guard the farm while he rounded up more willing subjects to become one with the food that they loved. Eventually, whole families were willing to become one with the cubist food, thus giving Toe-foo different sizes and shapes for certain situations.

While most individual cubes are relegated to guard duty, families encased as Toe-foo are known to dominate the farms and also be the willing "muscle" to guarding the valuable soy based product. When found running around in individual cubes, they can be quite formidable and often deadly...


Toe-foo
Large Earth Ooze
Hit Dice: 3d10+15 (35 hps)
Init: -1
Speed: 20 ft
AC: 16 (-1 size, -1 Dex, +8 Natural), touch 8, flat-footed 16
Base Attack/Grapple: +6/+10
Attack: Slam +8 melee (1d8+1) or by weapon
Full Attack: Slam +8 melee (1d8+1) or by weapon
Reach: 10 ft./5 ft.
Special Attacks: Slam 1d8
Special Qualities: Adhesive, Engulf, Absorpsion
Saves: Fort +13, Ref +2, Will +1
Abilities: Str 12, Dex, 7, Con 20, Int 4, Wis 5, Cha 5
Skills: Listen +9, Spot +9
Feats: Great Fortitude, Improved Unarmed Strike
Environment: Warm forests
Organization: Solitary or pack (36)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Couples); 10-15 HD (Families)
Level Adjustment: -

Toe-foo stand in at about 10 feet tall and are a solid white or greyish cube with arms and legs. They have no visible hair or face, though every once in a while you can swear that you can see the sadistic look of content about being one with nature.

Adhesive (Ex): A Toe-foo can emit its own slime that is sticky to the touch. Usually this is emitted when Toe-foo is trying to make a target stay still so it may engulf and assimilate. The adhesive can be removed with alcohal or Toe-foo can remove the adhesive on its own. If the target dies without being assimilated, it will dissolve in 5 hours.

Engulf (Ex): A Toe-foo can engulf a Large or smaller opponent once it succesfully grapples and pins the opponent. The opponent must succeed on a DC 15 Reflex save or fail and be engulfed. In the next round, the opponent will start to be absorbed into Toe-foo.

Absorpsion (Su): A Toe-foo can absorb an opponent once that opponent reaches zero in one ability and assimilate them into a new Toe-foo. The opponent must succeed on a DC 17 Fortitude save or start to feel the affects of the absorpsion. The opponent suffers -2 to Str, Dex and Con for every round of a failed save, though a successful save can stop the penalties for one round. After absorpsion, the Toe-foo will split into two and a new Toe-foo is born.

---

Were-Narwhal

Soon after the creation of Toe-foo, Lord Arr was approached by some of the communists who wanted to become one with the whales. They protested and threatened, cajoled and cried until Lord Arr decided that he had enough of it all. He sent out people to gather information on which whale he might turn these people into and was blessed by one man who managed to get information about an Arctic whale known as a Narwhal.

He knew that these creatures would not survive in the climate, but if he were to fuse their essence with that of a communist, he might actually have a chance to make it work. Not only would they have the opportunity to be "one with the whales" but they would also serve as protection against any vessel or fleet that might happen into the bay. So, after conferencing with a few magi, they finally got the base Were-Narwhal subject, known as "Gretchen".

Lord Arr took all of those who had volunteered and transformed them into Were-Narwhal's. He warned them of the dangers as well as an uncomfortable warmness due to the Arctic blood mixing with their own, but the communists did not care. At last count, the Were-Narwhal's counted in the hundreds.


Were-Narwhal
Medium shapechanger
Hit Dice: 12d8+78 (132 hp)
Initiative: +5
Speed: 30 ft. (6 squares), Swim 60 ft. (12 squares)
Armor Class: 13 (+1 Dex, +2 Natural), touch 13, flat-footed 12
Base Attack/Grapple: +10/+23
Attack: Gore +20 melee (1d8+13)
Full Attack: Gore +20 melee (1d8+13) or by weapon
Space/Reach: 5 ft./10 ft. (due to horn)
Special Attacks: Curse of Lycanthropy, Gore
Special Qualities: Alternate Form, Damage Reduction 10/silver, Lycanthropic Empathy, Low-Light Vision
Saves: Fort +16, Ref +11, Will +4
Abilities: Str 29, Dex 13, Con 25, Int 10, Wis 11, Cha 13
Skills: Listen +6, Jump +15, Spot +6, Swim +15
Feats: Alertness, Improved Initiative, Lightning Reflexes
Environment: Oceanic/warm coast
Organization: Solitary or pod {2-8}
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 14-16 HD (large); 18-22 HD (huge)
Level Adjustment: -

A were-narwhal stands about 5 feet tall (10 to 12 feet w/ the horn jutting out of its head). It weighs about 150-200 pounds when in humanoid form, 300 pounds when in hybrid form and an ungodly amount when in whale form (Ever want to ask a sentient female whale how much it weighs and live? I didn't think so...)

Combat
While swimming, were-narwhal's will charge with their horn leveled at their opponents (either in hybrid form or in whale form) and attempt a gore. If it cannot hit the target while in whale form, it will also attempt a tail slap to stun the opponent long enough to turn around and attempt a gore again.

While on land, the were-narwhal will either charge like a bull, horn leveled as best as it can or will attack with whatever weapon is in hand. Rarely does it change into its pure humanoid form while in combat unless weilding the horn is too stressful.

----

Monstrous Banana Slug

Lord Arr knew that the people were satisfied with their food supply safe and their waters now populated with whale people, but that peace did not last long as many of these Ip-Hee communists decided that they needed something spiritual... Something that would give them what they could not get on their own and did not believe in organized religion of any kind. An outcry of Ip-Hee's demanded that they would have something like the Natives did before them, a way to pass the test of life and split the veil of consciousness.

Immediately Lord Arr knew what to do. He trekked into the forest alone until he came across the thing that he had been looking for, a creature so vile and horrid that if improved on would only make this commune feel better about the creature and themselves... Lord Arr pulled a jar full of banana slugs and made his way back to the lab where he spent many hours and much lost experience points, he managed to enlarge them into creatures of honor and worship.

As a side effect, Lord Arr discovered that the slime that the monstrous slugs left as they moved could be used as a psychedelic. Lord Arr quickly presented his findings to the communists and won their approval as the communists took to the slime like piglets to a teet. Lord Arr was even more fortunate as the communists took these monstrous slugs as pets and cohorts, taking them along where ever they went and ingesting their slime often. If you see an Ip-Hee communist, you will see a large pet slug behind... VERY far behind...


Monstrous Banana Slug
Large vermin
Hit Dice: 2d8+10 (19 hps)
Init: -2
Speed: 10 ft (2 squares)
AC: 10 (-1 size, -2 Dex, +3 Natural), touch 10, flat-footed 13
Base Attack/Grapple: +5/---
Attack: Slam +7 melee (1d8+2) or Eyestalks (x2) +7 melee (1d8+2)
Full Attack: Slam +7 melee (1d8+2) or Eyestalks (x2) +7 melee (1d8+2)
Reach: 10 ft./10 ft.
Special Attacks: Slam
Special Qualities: Slime, Engulf, Slug Weakness
Saves: Fort +13, Ref +1, Will +0
Abilities: Str 15, Dex, 6, Con 20, Int 3, Wis 5, Cha 3
Skills: Listen +3, Spot +4, Survival +4
Feats: Great Fortitude, Endurance, Self-Sufficient
Environment: Moist forests
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Ridiculouslugs); 8-10 HD (Obsurslugs)
Level Adjustment: -

Monstrous Banana Slugs span about 10 feet in length and are roughly 10 feet tall. They are a solid yellow, though it is not unheard of for them to be a brown or even a mix of brown and yellow in color. Often they can be found by a trail of slime where ever they go...

Slime (Ex): A Monstrous Banana Slug can emit its own slime that is sticky to the touch. Though this is not acidic or corrosive, it is highly toxic to imbibe. If ingested, the "slime" will debilitate a subject for 1d6+5 rounds and bestows a -2 to Con if the subject fails a DC 15 Fortitude save.

Engulf (Ex): A Monstrous Banana Slug can engulf a Large or smaller opponent. The opponent must succeed on a DC 15 Reflex save or fail and be engulfed. Due to the slow movement, the opponent must make a DC 15 Fortitude save for each round that they are engulfed by the slug or risk ingesting the "slime".

Slug Weakness: A Monstrous Banana Slug has one true weakness, the inability to absorb salt. If the Monstrous Banana Slug fails a DC 19 Fortitude save, it will begin to sizzle and lose half of its hit points in the first round. After another DC 19 Fortitude save, it can reduce the damage to a quarter and reduces the damage down half each time. If the save failed, the Monstrous Banana Slug is destroyed, even beyond a "ressurection" or "true ressurection" spell. Only a "wish" spell can bring back a Monstrous Banana Slug.

Sucros
2005-09-07, 06:42 PM
Toe-fu needs "Goes great with Teriyaki Sauce (Ex): Characters consuming a portion of a Toe-Fu with Teriyaki sauce (a full round action, requiring a successful attack roll against the Toe-Fu) recieve a +1 morale bonus to attack rolls and saves for the next hour.

LeifVignirsson
2005-09-07, 07:31 PM
I was thinking about doing a "stir fry" vulnerability and a "goes great with anything" taster thing as well...

Love people who get the joke!

LeifVignirsson
2005-09-09, 02:53 PM
All right, I think that we are ready to go and whatnot so please give me your opinions and critiques so that I can alter if need be. Thanks in advance

Plorpmeister
2005-09-09, 03:46 PM
"A Toe-foo can emit its own oils that is sticky to the touch."(I did the bolding)

I shouldn't that be oils that are sticky?

Same for the Bannana Slug entry too.

LeifVignirsson
2005-09-09, 04:00 PM
Right, I knew I had forgot about something... editing now... thanks for the heads up!