Quote:
Originally Posted by
Bhu
The Florida Dead
Quote:
Toxic Bite (Su): The Bite of the Florida Dead is incredibly toxic. Injury, Fortitude Save (Save DC is 10 + Hit Dice)
That's very unusual. Is the lack of good abilities to base it on the source of concern here? You can always add racial bonuses.
Quote:
, Initial and Secondary damage depends on size. Tiny or Smaller (1 Con), Small (1d2 Con), Medium (1d3 Con), Large (1d4 Con), Huge (1d6 Con), Gargantuan (1d8 Con), or Colossal (1d10 Con). If the Second Save is failed, the target must make an additional Save each day, and if it fails one it acquires the Florida Dead template if it qualifies (and dies if it does not. This is a magical poison. If the Con loss kills the target, it also gains the Florida Dead template.
(This feels a bit like a disease awkwardly turned into a poison, mechanically.)
Quote:
The creatures Darkvision extends to 60 feet (or it gains Darkvision if it has none)
I'd simply go with Darkvision 60 ft., unless the base creature already has it with a better range.
Quote:
Intelligent Zombies
…just what we needed!
Quote:
Holy Hand Grenade
Price (Item Level): 1800 GP
Body Slot: - (Held)
Caster Level: 9th
Aura: Moderate; (DC:18) Evocation
Activation: Standard (Thrown)
Weight: 1/2 lb.
This appears as a white hand grenade. It may be thrown as a grenade-like weapon. Anything in the square it lands in, and all adjacent squares takes 9d6 Fire Damage, and Evil opponents take an additional 4d6 untyped damage.
Prerequisites: Craft Wondrous Item, Fireball, Light of Mercuria (see spell compendium)
Cost to Create: 900 GP, 1 day, 36 XP
A product of Antiochia!
Quote:
Originally Posted by
Bhu
A cookie for any non-Floridians who get the reference
Old Drakov
Huge Monstrous Humanoid (Amphibious, Aquatic)
Quote:
Attack: 1 Bite +28 melee (2d6+12) or +1 Longspear +28 melee (3d6+13/x3)
Full Attack: 1 Bite +28 melee (2d6+12) and 2 Slams +23 melee (1d6+13) or +1 Longspear +28/+23/+18/+13 melee (3d6+13/x3)
Longspear should have 3d6+19 damage (two-handed).
Quote:
Saves: Fort +13, Ref +11, Will +14
Will +16.
Quote:
Swallow Whole (Ex): Old Drakov can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once
I think you left an alternat name for this guy in there as an accident.
Quote:
Spell-Like Abilities (Sp): At Will: Chain Lightning, Control Winds, Fog Cloud, Greater Teleport (self plus 50 pounds only), Speak With Animals, Summon Nature's Ally VII, Whirlwind, and Whispering Wind. Caster Level 17th, Save DC's are Charisma based.
I see no scrying here or scrying device under treasure. How's that?
Quote:
Summon Sharknado (Sp): Once per week Old Drakov can summon the Sharknado as a 1 Minute Action
I get what you mean, but there's no such thing as that term.
Quote:
(this is the equivalent of an Epic Level spell). This has a 20% chance of success, but if he sacrifices living creatures in a ritual beforehand, it increases the chance by 1% for every hit die worth of creatures sacrificed.
[EVIL laughter.]
Quote:
Originally Posted by
Bhu
Sharknado
Colossal Elemental (Air)
Oh, man.
+15.
Quote:
Armor Class: 27 (-8 Size, +11 Dex, +13 Natural), touch 14, flat-footed 15
AC 26, T 13.
Base Attack/Grapple: +22/+52
Quote:
Special Qualities: DR 10/-
That should read DR 10/CHAINSAW!!
Quote:
Skills: Listen +27, Spot +16
27 skill points remain unspent.
Quote:
Feats: Alertness, Blind-Fight, Cleave, Combat Reflexes, Flyby Attack, Great Cleave, Improved Initiative, Iron Will, Mobility, Power Attack, Spring Attack
No Dodge means this thing doesn't qualify for Mobility and Spring Attack. Latter would be a pity.
Quote:
Warm Sharkery Goodness (Su): When in Whirlwind form, a Medium Shark appears inside the Whirlwind at the beginning of each of it's turns. Roll a d20 at the beginning of each of the Sharknado's turns. On a 1 the Shark either attacks a non-shark creature within the whirlwind, or is expelled from it 100 feet in a random direction. If the shark attacks a creature with it's bite, It does an extra +20 damage. If expelled, randomly determine what direction it travels, and have it perform a Charge attack on the first creature whose square it enters. If successful both the shark and the target take 11d6 damage. For each shark past the first present in the whirlwind raise the threshold to cause an incident by 1. i.e. if there are two sharks, an attack or expulsion happens on a 1-2. If there are 6 sharks, it happens on a 1 to 6.
Hell, yeah.
Quote:
Originally Posted by
Bhu
Moonatee (Quarter Moon)
Large Magical Beast
Quote:
Attack: Reluctant Headbutt +8 melee (1d6+6)
Full Attack: Reluctant Headbutt +8 melee (1d6+6)
Awwww.
One too many skill point spent.
Quote:
Organization: Solitary, Pair or Herd (3-8) plus Potential Pitchfork Mob of Commoners (10-100)
Best organization item ever.
Quote:
Moonatee (Waxing Moon)
Large Magical Beast
Quote:
Skills: Listen +3, Spot +3, Survival +3, Swim +12
See above.
Quote:
Moonatee (Full Moon)
Large Magical Beast
Quote:
Skills: Listen +5, Spot +5, Survival +4, Swim +15
See above.
Quote:
Moonatee (Waning Moon)
Small Magical Beast
Quote:
Armor Class: 17 (+1 Size, -1 Dex, +8 Natural), touch 10, flat-footed 17
AC 18, FF 18.
Quote:
Skills: Listen +4, Spot +4, Survival +4, Swim +8
See above.
Quote:
Moonatee (New Moon)
Large Magical Beast
Quote:
Saves: Fort +6, Ref +3, Will +3
Will +5 (feat).
Quote:
Skills: Diplomacy +6, Knowledge (Arcana, History, Local, Nature, Religion) +2, Listen +5, Spot +5, Survival +5, Swim +12
INT is a blessing… And a curse! 6 skill points remain available by my count.
Quote:
Adorable (Su): Any creature attempting to harm, or allow a Moonatee to come to harm, must make a DC 16 Willpower Save (Save DC is Cha based with a +2 Bonus). If it fails it cannot harm the Moonatee, nor will it allow it to be harmed.
AWWWW.