And finally, I arrive!
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Originally Posted by
Bhu
The Beast from Haunted Cave
Large Aberration (Cold)
Creepy! (Which, needless to say, is a good thing.)
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"I don't care what it is. I don't care if it chews up the whole state. I care if it came from Mars or happened by spontaneous combustion. We're going to Canada with a load of gold, so forget it!"
Canada: it's too boring even for monsters.
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Blood Drain (Ex): If the Beast has it's opponent pinned in a Grapple, or it has it cocooned and helpless, it may do 1d4 temporary Strength damage per round.
STR? Unusual.
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Webbing (Ex): The Beast may cocoon unconscious, paralyzed or helpless victims with some sort of weblike substance. Once they awake they can try to escape from the cocoon, but with their arms and legs bound as they are they will have to make a successful DC 18 Escape Artist Check or DC 22 Strength Check to break free. The Save DC is Constitution based, and the Strength Check DC has a +4 Racial Bonus. The Beast can cocoon a Tiny or Smaller opponent as a Standard Action, and a Small or Medium opponent as a Full Round Action. It will not willingly attack opponents larger than itself, but could, in theory, cocoon them as well.
That's not a save DC, as such. (Nevertheless, the sadistic spider routine of webbing up prey and slowly consuming it, at the creature's leisure is nice.)
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Originally Posted by
Bhu
Black Scorpion
Colossal Vermin
…or BS for short. (If the glove fits…)
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Constrict (Ex): The Black Scorpion does 16d6+30 damage with a successful Grapple Check, unless it wishes to sting.
How about 16d10, to tie it to pincer damage? (Also, more damage is good damage!)
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Fling Enemy (Ex): When the Scorpion is grappling a foe, it can fling that foe away from itself with a successful grapple check. Flinging the enemy requires a standard action. For every 5 points by which the Scorpion's grapple check beats it's foe's grapple check or Escape Artist check, it can throw that foe 10 feet. It's foe lands prone in the square the DM designates. It must be strong enough to lift an enemy over it's head (the enemy's weight cannot exceed the scorpion's maximum load) to throw him. See page 162 of the Player's Handbook for more information on carrying capacity and maximum load. The enemy does not provoke attacks of opportunity for this movement.
I'm rather fond of abilities of this sort. Does it deal damage as per the falling rules?
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Vulnerable Throat (Ex): Scorpions have a small white patch on their throat that is vulnerable and unarmored. Since they are not immune to each others venom they sting this patch in combat to slay one another. Opponents who take a -4 to hit, and successfully confirm a critical hit, ignore the Scorpions DR.
That's deliciously silly, but has a good balance to it all the same. Nice.
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The Inchworm
Huge Vermin
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Tentacles: The Inchworm can make a Grapple Check without provoking an Attack of opportunity. If successful, it holds it's opponent while gnawing with it's jaws, doing 3d6+15 damage.
Twisting Grappler: The Inchworm twists and turns when grappled by an opponent. Aside from being hard to hold on to, it makes it difficult to use extra attacks (such as stings or rakes) gained by opponents Grappling it. Opponents who can use secondary Natural Weapon attacks in a Grapple take a -4 Penalty to hit with them.
Could these get an (Ex) label to them?
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Giant Trap Door Spider
Large Vermin
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Speed: 30 ft. (8 squares)
6 squares.
Always nice. Was this supposed to also have a climb speed? Skills section would seem to suggest that much.
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Ambush (Ex): Trap Door Spiders make burrows which have hinged lids with silken triplines radiating from them. It hides beneath the lid holding the triplines, effectively giving it Tremorsense 60 ft. while in this position as well as Total Concealment. Opponents get a DC 13 Knowledge (Nature) Check to realize whats up or when the spider pushes the lid up and charges them they are considered Flat-Footed.
Thank ou for bothering to make this work like an actual trapdoor spider (rather than the "it chases you if you manually lift the lid" thing in the clip). Trapdoor spiders are cool.
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Skills: Trap Door Spiders get a +4 Racial Bonus on Hide and Spot Checks. They also get a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check. The Trap Door Spider gets a +4 Racial Bonus on Grapple Checks against Flat Footed opponents.
I'd file this under Improved Grab or Ambush.
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Originally Posted by
Bhu
Rhedosaurus
Colossal Animal (Amphibious, Aquatic)
A DINOSAUR LIZARD!
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Hit Dice: 48d8+624 (840 hp)
…with 48 HD.
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Tail Lash (Ex): The Rhedosaurs' Tail Lash attack can only be made to it's rear. It affects all opponents in a 30 ft. Cone.
Ah, the usual issue: facing. Where is its rear in combat? Where is anything's rear in combat?
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Hibernation (Ex): As an immediate action, the Rhedosaurus can enter a catatonic state in which it appears to be dead, but is merely hibernating. While hibernating it cannot see or feel anything, and does not realize what is happening around it. While under the effect of this ability, it is immune to all mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, ability drain, negative levels, aging, and death effects. Attempts to resuscitate it, such as raise dead or reincarnation, automatically fail, though resurrection and true resurrection immediately end it's hibernation ability. Spells and other effects that assess it's current condition, such as status and deathwatch, indicate that it is not dead. However, a character who succeeds on a DC 20 Heal check can discern that it is actually alive. It can remain in the catatonic state indefinitely, and does not require food, water, and air. Emerging from hibernation is a standard action (or a Free Action if it takes damage)..
Damn. That's, like, awful fast!
[QUOTE=Bhu;25991431]Giant Prehistoric Snail
Large Vermin (Amphibious, Aquatic)[/QUOTEg
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Defensive Foam (Ex): If the Snail takes damage it emits defensive foam from it's body, giving it a +6 Racial Bonus on all Grapple Checks made to escape Grapples and a +1 Deflection Bonus to AC. This foam is radioactive and highly toxic, and creatures attacking the Snail with a Bite Attack may be poisoned. Ingested, DC 16 Fortitude Save (Save DC is Constitution based), Initial and Secondary damage is 1 negative level. The snail leaves a trail of this radioactive slime in it's wake, and it remains potent for a time, with the Save DC to avoid it's effects lowering by -2 every hour.
Contact, eh? A source of radiation that emits no radiation? Never change, movie science, never change.
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Originally Posted by
Bhu
Pit Lizard
Large Animal
Hit Dice: 5d8+10 (32 hp)
Initiative: +0
Speed: 20 ft. (4 squares), Climb 20 ft.
Can the climb speed get its usual skills section in the description?
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Skills: Listen +7, Spot +7
Feats: Alertness, Track
Track, but no Survival?
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Pit Crab
Large Vermin
Hit Dice: 8d8+24 (60 hp)
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Speed: 40 ft. (8 squares), Climb 30 ft.
As above.
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Tentacle Bug
Large Aberration
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Speed: 40 ft. (8 squares), Climb 30 ft.
And again.
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Attack: Tentacles +12 melee touch (Grapple)
Full Attack: Tentacles +12 melee touch (Grapple)
+11 to hit (size).
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Originally Posted by
Bhu
IT!
Large Construct (Evil)
And a classic emerges.
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Hit Dice: 42d10+240 (471 hp)
I know it's more than justified, but permit me to grumble none the less.
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Special Qualities: Dark Vision 60 ft., Construct Traits, Invulnerability, Statue, Obeyance, DR 30/-, Immunity to Magic
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Invulnerability (Ex): As the spell to 'awaken' the Golem is cast it becomes increasingly harder to destroy. In reality the Golem is playing possum, and simply hopes someone finds the spell and reads it, thereby increasing the Golem's Invulnerability. It will pretend to serve for a time, as it is usually asked to do things it would enjoy doing anyway. If awakened in the 17th century it is immune to Fire damage unless it comes from a divine source (i.e. anyone with a Divine Rank or a Major Artifact created by one).
If awakened in the 18th century it similarly becomes immune to Acid and Cold damage.
If awakened in the 19th century it similarly becomes immune to physical (Ballistic, Bludgeoning. Piercing and Slashing) and Force damage.
If awakened in the 20th century it similarly becomes immune to any weapon or item created by mortals (in other words magic items or even nuclear weapons).
If awakened in the 21st century the Golem is immune to all damage that does not have a divine origin. An artifact or Divine rank is required to harm it.
You tend to use that term for not-Hardness. I'd go with Immunities. (Also, in terms of divine stuff, how does stuff like the divine energy part of Flame Strike or (especially) Miracle figure into this?)
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Skills: Bluff +30, Climb +25, Intimidate +35, Knowledge (Arcana, Architecture, History, Local, Religion) +23, Listen +25, Move Silently +18, Spot +25
Two skill points remain available (probably the synergy from Bluff running amok).
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Advancement: 42+ HD (Large)
43+ HD.
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Originally Posted by
Bhu
Caltiki, The Immortal Monster
Huge Ooze (Amphibious, Aquatic)
A bit too mortal for my taste as immortals go.
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Attack: Slam +15 melee (2d6+8 plus 2d6 acid plus disease)
Full Attack: Slam +15 melee (2d6+8 plus 2d6 acid plus disease)
2d6+12 damage, if the customs for single natural attacks are followed.
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Acid (Ex): The creature secretes a digestive acid. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 21 Reflex saves. A weapon that strikes Caltiki also dissolves immediately unless it succeeds on a DC 24 Reflex save. The save DCs are Constitution-based.
Both DCs should be 24.
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Disease (Ex): Caltiki's touch delivers an exotic venom that causes what look like 3rd degree burns, but upon closer examination the flesh is 'mummified'. Mechanically this works like a disease. Contact, DC 24 Fortitude Save (Save DC is Con based), Incubation 1 day, damage is 1 Con and 1d6 Wisdom. When Wisdom reaches 0, the infected is incurably insane, becoming every more aggressive and sociopathic.
So… No going catatonic as is normal for WIS 0?
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Split (Ex): When the comet approaches Earth, Caltiki will double in Hit Dice every 15 minutes, and divide into two entities when it reaches 24 HD. The comet remains in the sky for 8 hours.
Every 15 minutes? Okay, now we're talking. (Still, it has 12 HD by default. It always reaches 24 in a single instance unless level drained or something.)
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Originally Posted by
Bhu
The Gillman
Medium Monstrous Humanoid (Aquatic)
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Special Qualities: Darkvision 60 ft., Blindsense 20 ft., Hold Breath, DR 5/-, Fire Resistance 5, Powerful Build, Light Sensitivity, Fast Healing 3
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Light Sensitivity (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds the Gillman for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
That's Light Blindness, actually.
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Skills: Hide, Listen, Move Silently, Spot, Survival, Swim
Do allocate those skill points.
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A scientific expedition looking for fossils runs into a local legend who is too lonely for his own good. Despite having being riddled with bullets, the Gillman survives, and has scientists attempting to communicate with him...while he's on display in an amusement park. What the Hell science?
Look, academia really is underfunded. They have to raise the bucks somehow!
♣
I'll look at the templates sometime, but I'm not super good at that and this was a run.